Half-Life 2: Update

Half-Life 2: Update

"Half-Life 2: Remastered Collection" - Status
Excited to hear about the remastered collection and the move to cs:go engine.
How is it going? Any internal milestones hit?
Any comparison screenshots to share?

Any chance I can alter my prior contribution to the HL2:Update and edit some of the crazy commentary that I wrote :D
I stated it needed to be vetted as I was just an excessive dyslexic Steam powered forum user / all round nut-case ;)

Rumours of Workshop support sounds amazing because that is a LONG overdue addition that Valve themselves should have added, with mod website and fan made mod managers like "steamTap" in my mind is a waste of "fans" time, such as yourself to implement that which valve could not be bothered to add.

Probably a bit out of scope, but Ray-Tracing.
i know you are full up, but I've been watching Ray Tracing, screenspace vs in-engine ray-trace and i'm getting tired of hearing/seeing ♥♥♥♥♥ Raytracing videos, seeing how "screenspace-ray tracing-shader" fails to take into account off-screen geometry, it's all in-engine for me, and it would be another dream come true to have the first game to implement Global illumination (Half life 2) with bounced lighting at the map compile, ambient and directional lighting stored in lightmap as well as ♥♥♥♥♥ radiosity in the cube-maps. It would be glorious to have all of that "real-time".

I'm now eager to see sultim_t Ray Traced solution for Half Life 1, and fingers crossed it applicable to source .

I honestly thought it was all a gimmick until I started to play Quake2 RTX and Minecraft, and after growing up alongside from 4-bit graphics to ray traced It's like a fantasy come true.
I was hoping valve might do something because of the Steamdeck but it looks like it was just UI stuff, and a few bug-fixes.
Major updates falls down to devoted fan projects (again)
Legutóbb szerkesztette: Boff; 2022. febr. 22., 6:37
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Don't expect raytracing. Proper implementation requires rework of the engine itself which is closed-source unlike HL1 and Q2.
Filip has a source engine license so in theory....

The real (REAL) issue is how do you GEL the RTX with the existing lighting.
You see with games without Global Illumination, ray tracing is a massive step up.
But when you see the Marty Mcfly Screen Space shader, it falls flat in "source" because, valve did a good job implementing an approximation of Global Illumination. The textures were already prepped for "bounced" light at the map-bake level (hopefully).
So the Screen-space can only "fix" maps where the lightmaps are super-low resolution otherwise you litterally can't tell when the mcfly shaders are turned on or off in the source engine games, because they already ♥♥♥♥♥ bounced lighting.

The only "big" change would be the more "exact" shadowing of the props and characters at run-time, and directional ambient occlusion.
But again there are lots of little "hacks" where valve ♥♥♥♥♥ ambient by baking it into props textures when modelling. You'll see ambient occlusion "shadows" in the corners of say the lockers even if those same lockers don't project fuzzy shadows on the wall behind them in HL2, but they would in OrangeBox>Portal2>CS:GO if the props were classed as static props and are part of the lightmap bake, (but then you couldn't move them with the gravity gun.) There are lots of instances in "update", where the static props adds lots of validity to the lighting of the scene.

Which the Counter-Strike version of the engine is several steps up from HL2 in that respect with Cascading Shadow Maps for "sun-light", and better lightmaps, and it probably runs better than a full Ray Traced solution.

but it's still a dream and it would be super interesting to see comparison between actual ray trace, screen space, and native source Global Illumination, vanilla HL2 and CSGO:HL2
Legutóbb szerkesztette: Boff; 2022. febr. 22., 6:36
Filip, will you include different playlists like the Master Chief Collection does ? Like play all the car levels in one list, or all the levels with certain enemy types ?

Or not...lol
Legutóbb szerkesztette: GamerXT; 2023. máj. 10., 10:21
MASTAN eredeti hozzászólása:
Don't expect raytracing. Proper implementation requires rework of the engine itself which is closed-source unlike HL1 and Q2.

Goldsrc isn't open source, Filip Vector also has access to CSGO's engine branch, which is how he is able to port HL2 to it. Real time raytracing is also *very* costly and would indeed require a massive rework of the engine to support it. It would most likely look terrible as Half-Life 2 and it's episodes were based around the limitations of source 1's baked lighting
Well yes Goldsrc is not opensource, but there is compatible opensource implementation Xash3D which can be used as a base instead.

Raytraced HL is already in the works:
https://www.youtube.com/watch?v=SsteDE8h6jc

And I've just found raytraced Doom Classic (same author that makes that HL RT)
https://www.youtube.com/watch?v=i2Ld9YNUWls
Download from https://github.com/sultim-t/prboom-plus-rt/releases
Half life RTX is on github now. I've used it on stand alone and steam versions
According to this video #1, the project has a much smaller scope than one would expect from THIS name #2.
The least you would expect from such a name would be an HL2 with the graphics quality of the last Source 1 games. Games like Portal 2, Black Mesa, etc. #3.
But instead, it's more like an update to HL2: Update. Which begs the question, what's taking so long in the first place? Other mod projects with larger scope have already been announced and released during this time.

#1 https://www.youtube.com/watch?v=K8NdSXiZbQI
#2 https://www.youtube.com/watch?v=iou5akAQ0Ro
#3 https://www.youtube.com/watch?v=fUhdPgRc35s
Legutóbb szerkesztette: Fry McFly; 2023. jún. 16., 5:32
Not that I know anything, but I'm under the impression that Filip won't be adressing the "Remastered Collection" project. That might be because he already has a teaser trailer or something akin to that in the works as a better way to announce the existence of this project instead of just answering someone on steam forums.

Of course, I'm just a dumb gay boy from a third world country so what do I know? But those are my 2 cents.
IIRC Filip said he didn't want to promise features that in the end might not end up in the build. So yeah, just wait patiently for a proper announcement...
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