DeathMatch Mode on Half Life 2

StephaneC

Member
http://www.steampowered.com/index.php?area=news&id=358

Look the name of this screen

HL2DM.jpg
 
*wets himself*

I loved HLDM in the first game. So fun. I love the interactivity of the levels, gun turrets, trains, doors, etc. It was awesome.
 
With the quick release of HL2DM after HL2 release, I think it is pretty obvious Valve wanted gamers to concentrate on single player mode first. Plus with this release they can pimp steam some more! :D
 
This also pretty much guarrentees we won't have any 56k 'tards clogging up the DM servers, since they'll have to download the update via Steam. :D
 
I've been waiting to have multiplayer physics wars since they first revealed the physics engine

I'll be pleasantly surprised if they pull this off.

When reading the SDK faq they paint a picture that looked kind of bleak to me. Basically allowing server side physics for more objects will mean a lot more bandwidth used. So when making a map/MOD you should leave some things client side and some essential things server side.

Though I haven't played CS: Source...I'm guessing a lot of the barrel's physics are done server side since they affect gameplay (shield you from enemy bullets)? How many of these objects, on average, of this type do you see in a CS: Source level?
 
Fight for Freeform said:
I'll be pleasantly surprised if they pull this off.

When reading the SDK faq they paint a picture that looked kind of bleak to me. Basically allowing server side physics for more objects will mean a lot more bandwidth used. So when making a map/MOD you should leave some things client side and some essential things server side.

Though I haven't played CS: Source...I'm guessing a lot of the barrel's physics are done server side since they affect gameplay (shield you from enemy bullets)? How many of these objects, on average, of this type do you see in a CS: Source level?

There's a good number. Tires, barrels, pots, i think cans. Basicly anything small and not fixed in real-life is movable in CS:S.
 
Fight for Freeform said:
I'll be pleasantly surprised if they pull this off.

When reading the SDK faq they paint a picture that looked kind of bleak to me. Basically allowing server side physics for more objects will mean a lot more bandwidth used. So when making a map/MOD you should leave some things client side and some essential things server side.

Though I haven't played CS: Source...I'm guessing a lot of the barrel's physics are done server side since they affect gameplay (shield you from enemy bullets)? How many of these objects, on average, of this type do you see in a CS: Source level?

There are quite a few barrels in dust, cabinets in Office, pretty much in most of the levels. There are a few bottles, banannas and things that are client side, but the most of it is server side. I haven't noticed any lag personally, but I usually play on the lowest ping server with the most people.
 
I really wish CS:Source had objects you could pick up and manipulate (block doors, etc.). Hopefully when the SDK is fully released we'll see stuff like this in mod maps.
 
wha?!?! Screens plz

EDIT: it looks like they released the complete hl2 SDK as well. (with vehicle sample code)

Imagine all the mods.
 
Oh CRAP! As soon as I'm done ripping this stack of Christmas CDs in iTunes, I'm SOOOO there.

Who is hosting the servers -- Valve, or someone else? How will we find each other online?
 
this is such crap



MY ISP has been having trouble with their outgoing bandwidth being maxed due to virus since THANKSGIVING


anytime I use a mass pinging service (like steam server browser) it kills my connection totally for 30 seonds....


....pissed.....


and no I dont have the virus ive spoken with tech support and they are "looking into it"



:mad
 
What the shit? I downloaded HL2 deathmatch but I can't load HL2 or HL2DM right now to play! But I can play all the other games on steam! Ugh..! :(
 
Just checked it out. Only two maps, but I assume we'll get more since they're having some contest for map makers.
 
I'm going to try to go by -jinx- when I get on, but if I have to revert to my Steam user ID, I'll post an update.
 
from what i remember reading, while objects are all placed in the world and havok'd they don't all react the same way for each client..

IE: you shoot a can, the server tells all the clients that that can has been shot, But its up to each client to update from there on out. So player 1 might see the can fly to the left and bounce off the wall, Player 2 might see the same can fly down and hit the floor to his right, and player 3 might see the can go flying up in the air.

Chances are though the server is giving the client the vector too so you'll see similar results, but you won't see *exactly* what everyone else is seeing. Same goes for ragdolls and other 'non essential' physics based eye candy.
 
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