Half-Life: Source

Half-Life: Source

11pixels Sep 14, 2015 @ 7:47am
Less loading screens
Some moderator please lock this thread or something
Last edited by 11pixels; Oct 17, 2015 @ 1:32pm
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Showing 1-15 of 17 comments
Theuaredead` Sep 16, 2015 @ 5:16pm 
because Half-Life: Source was a half assed port.
Royal Mummy Oct 3, 2015 @ 6:57pm 
Originally posted by Theuaredead`:
because Half-Life: Source was a half assed port.
dude it wasnt HORRIBLE it was for modding purposes
and personally i feel the biggest problem is the art design
its lower res than ♥♥♥♥♥♥♥ half life
Shallex Oct 16, 2015 @ 2:19pm 
Originally posted by Theuaredead`:
because Half-Life: Source was a half assed port.
Half Life Source has the same amount of loading screens as the original.
Theuaredead` Oct 17, 2015 @ 7:31am 
Originally posted by Shallex:
Originally posted by Theuaredead`:
because Half-Life: Source was a half assed port.
Half Life Source has the same amount of loading screens as the original.
Incorrect, almost correct however, in C1A1 when you find the easter egg of the scientist falling to his death there's a loading screen that wasn't present in any version of Half-Life. But, if Valve took the time and made HL1:S more native to Source the loading screens would of been cut down to less then half of what Half-Life had.
Shallex Oct 17, 2015 @ 7:49am 
Originally posted by Theuaredead`:
Originally posted by Shallex:
Half Life Source has the same amount of loading screens as the original.
Incorrect, almost correct however, in C1A1 when you find the easter egg of the scientist falling to his death there's a loading screen that wasn't present in any version of Half-Life. But, if Valve took the time and made HL1:S more native to Source the loading screens would of been cut down to less then half of what Half-Life had.
Where are you getting this information from? Is your claim about making HL:S more 'native' to Source based on any facts or knowledge you have with GoldSrc and/or Source? Do you know if that is even possible, or that HL:S is not as 'native' to Source as it can be? I am no Source professional, but it's not like Valve codes every loading sequence from scratch, they have triggers and entities universal to Source that load into a seperate map, identical or virtually identical to Half-Life 2. If I am wrong on any of this information, please correct me.
Theuaredead` Oct 17, 2015 @ 12:17pm 
Originally posted by Shallex:
Originally posted by Theuaredead`:
Incorrect, almost correct however, in C1A1 when you find the easter egg of the scientist falling to his death there's a loading screen that wasn't present in any version of Half-Life. But, if Valve took the time and made HL1:S more native to Source the loading screens would of been cut down to less then half of what Half-Life had.
Where are you getting this information from? Is your claim about making HL:S more 'native' to Source based on any facts or knowledge you have with GoldSrc and/or Source? Do you know if that is even possible, or that HL:S is not as 'native' to Source as it can be? I am no Source professional, but it's not like Valve codes every loading sequence from scratch, they have triggers and entities universal to Source that load into a seperate map, identical or virtually identical to Half-Life 2. If I am wrong on any of this information, please correct me.
I don't think you understand anything here.
If Valve made HL1S more native to the Source Engine and not a copy and paste like it is (if you exclude the dumb edits they did), the maps could of been merged with each chapter since Source has support for larger maps than what GoldSource has.
11pixels Oct 17, 2015 @ 12:19pm 
Originally posted by Theuaredead`:
Originally posted by Shallex:
Where are you getting this information from? Is your claim about making HL:S more 'native' to Source based on any facts or knowledge you have with GoldSrc and/or Source? Do you know if that is even possible, or that HL:S is not as 'native' to Source as it can be? I am no Source professional, but it's not like Valve codes every loading sequence from scratch, they have triggers and entities universal to Source that load into a seperate map, identical or virtually identical to Half-Life 2. If I am wrong on any of this information, please correct me.
I don't think you understand anything here.
If Valve made HL1S more native to the Source Engine and not a copy and paste like it is (if you exclude the dumb edits they did), the maps could of been merged with each chapter since Source has support for larger maps than what GoldSource has.
Yes.
Like:
c1a0 would be all a single map until c1a1
1 Chapter = 1 Map
(OR)
1 Big chapter = 2-3 Maps instead of 12-15
Shallex Oct 17, 2015 @ 12:23pm 
Originally posted by Theuaredead`:
Originally posted by Shallex:
Where are you getting this information from? Is your claim about making HL:S more 'native' to Source based on any facts or knowledge you have with GoldSrc and/or Source? Do you know if that is even possible, or that HL:S is not as 'native' to Source as it can be? I am no Source professional, but it's not like Valve codes every loading sequence from scratch, they have triggers and entities universal to Source that load into a seperate map, identical or virtually identical to Half-Life 2. If I am wrong on any of this information, please correct me.
I don't think you understand anything here.
If Valve made HL1S more native to the Source Engine and not a copy and paste like it is (if you exclude the dumb edits they did), the maps could of been merged with each chapter since Source has support for larger maps than what GoldSource has.
So what you're instead suggesting is that Valve turn, say, 2-3 or more maps into one big map in order to reduce the amount of times a new map will have to load? Wouldn't that just increase the load times for each map since the maps being loaded are bigger? What's the point of this anyway? Loads times are very short, and merging maps together would most likely affect speed runs. Merging maps together isn't making it 'native' to Source and several maps could have been merged in GoldSrc if you wanted to.
Theuaredead` Oct 17, 2015 @ 12:48pm 
Originally posted by Shallex:
Originally posted by Theuaredead`:
I don't think you understand anything here.
If Valve made HL1S more native to the Source Engine and not a copy and paste like it is (if you exclude the dumb edits they did), the maps could of been merged with each chapter since Source has support for larger maps than what GoldSource has.
So what you're instead suggesting is that Valve turn, say, 2-3 or more maps into one big map in order to reduce the amount of times a new map will have to load? Wouldn't that just increase the load times for each map since the maps being loaded are bigger? What's the point of this anyway? Loads times are very short, and merging maps together would most likely affect speed runs. Merging maps together isn't making it 'native' to Source and several maps could have been merged in GoldSrc if you wanted to.
you really don't know what you're talking about.
Shallex Oct 17, 2015 @ 1:06pm 
Originally posted by Theuaredead`:
Originally posted by Shallex:
So what you're instead suggesting is that Valve turn, say, 2-3 or more maps into one big map in order to reduce the amount of times a new map will have to load? Wouldn't that just increase the load times for each map since the maps being loaded are bigger? What's the point of this anyway? Loads times are very short, and merging maps together would most likely affect speed runs. Merging maps together isn't making it 'native' to Source and several maps could have been merged in GoldSrc if you wanted to.
you really don't know what you're talking about.
Good retort. I feel as if you're just talking for the sake of talking at this point and don't really have a point to be genuinely made.
Theuaredead` Oct 17, 2015 @ 1:23pm 
Originally posted by Shallex:
Originally posted by Theuaredead`:
you really don't know what you're talking about.
Good retort. I feel as if you're just talking for the sake of talking at this point and don't really have a point to be genuinely made.
Source Engine is a more advanced engine than GoldSource, the stock Half-Life 2 maps are about the size of most maps to chapters combined in Half-Life 1 and their loading times are about the same.
Shallex Oct 17, 2015 @ 1:24pm 
Originally posted by Theuaredead`:
Originally posted by Shallex:
Good retort. I feel as if you're just talking for the sake of talking at this point and don't really have a point to be genuinely made.
Source Engine is a more advanced engine than GoldSource, the stock Half-Life 2 maps are about the size of most maps to chapters combined in Half-Life 1 and their loading times are about the same.
You can make big maps in GoldSrc too. Well, at least bigger than some/most/all of the maps in Half-Life.

https://www.youtube.com/watch?v=Hl2HbV3UbMs
Last edited by Shallex; Oct 17, 2015 @ 1:28pm
Theuaredead` Oct 17, 2015 @ 1:28pm 
Originally posted by Shallex:
Originally posted by Theuaredead`:
Source Engine is a more advanced engine than GoldSource, the stock Half-Life 2 maps are about the size of most maps to chapters combined in Half-Life 1 and their loading times are about the same.
You can make big maps in GoldSrc too. Well, at least bigger than some/most/all of the maps in Half-Life.
Yes but the engine does not like it, along with the fact there's still a brush limit in GoldSource to limit the sizes of the maps to even get big, you can do the same in HL2. You can make maps bigger than the recommended size but it'll be limited to how much brushes you can put in and lag heavily. You can also make really detailed brushes in GoldSource, but doesn't mean the engine will like it.
11pixels Oct 17, 2015 @ 1:31pm 
Someone please close this thread...I don't want to talk about this anymore
Shallex Oct 17, 2015 @ 1:32pm 
Originally posted by Theuaredead`:
Originally posted by Shallex:
You can make big maps in GoldSrc too. Well, at least bigger than some/most/all of the maps in Half-Life.
Yes but the engine does not like it, along with the fact there's still a brush limit in GoldSource to limit the sizes of the maps to even get big, you can do the same in HL2. You can make maps bigger than the recommended size but it'll be limited to how much brushes you can put in and lag heavily. You can also make really detailed brushes in GoldSource, but doesn't mean the engine will like it.
Yeah. Anyway, what is the big deal with keeping the loading screens the same as they were in the original Half Life? It's only like a second at most, at least on my PC.
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Date Posted: Sep 14, 2015 @ 7:47am
Posts: 17