Half-Life 2 Interview
by Maarten Goldstein, Jun 14, 2003 11:17am PDTTrepid is the latest site with a Half-Life 2 Q&A, asking Valve's Gabe Newell about the game. Questions are about competing with games like DOOM 3, features in the game that Gabe is proud of, converting Half-Life 1 levels to Half-Life 2, mod support and plenty of other things. One interesting thing that's mentioned is that we're probably not going to see a playable demo released before the game comes out.
What was the most difficult challenge to overcome when developing Half-Life 2? The length of the project. We've been working on Half-Life 2 for five years, and it's been a huge amount of work the whole time. It's just hard to maintain your focus over that length of time. We've had some of our long-time playtesters going from being seniors in high school to being college graduates during Half-Life 2 development. We're going to recharge a bit on short fun projects once HL-2 goes out the door.
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Comments
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It must be special.
Will HL support bumpmapping/pixelshading though, like doom III (or even realistic RT shadows). I haven't seen it in the demo vids. On the other hand, perhaps it doesn't need nifty fx, it looks good at it is...
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"There was some really cool image-based rendering technology that Gary McTaggart prototyped. It would have given us some super-cool capabilities for apparently complex environments. We weren't able to get it sufficiently integrated by our September 2002 milestone for it to make it into this game."
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What base graphics technology does Source run on? Is the engine completely Win32, D3D, or OpenGL? I'm only asking this question because of the hardware range HL2 will run on: DX6 (Nvidia: TNT) - DX9 (Nvidia: GFX). That's quite a few years of cards that would under the system and I could only imagine their engine being written in OpenGL and not D3D.
If this game *is* in OpenGL, I wonder what the possibility of a *nix port (OSX, Linux). I'm not running any of those two OSes, but it would be mighty interesting to see another engine (Quake3, Unreal already run on these OSes) running on multiple platforms. Sure would appeal to a larger audience for a game like this, even if the audience isn't nearly as large as Win32.
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2048x2048 textures, I guess for unique cases its nice to have, like a very large mural on a wall, but i'm sure it will be used very conservative if at all.
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I am so eagerly anticipating this game it hurts. In the interview, Gabe more than once answers what would normally be a mature technical question about imaging abilities or map size or the like, with "that's more of a design than a technical issue."
Holy sheeit. Think carefully of the implications of this.
/reality ~ gaming nearer
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re-architected? Gabe may be smart, but hes not smart enough to come up with his own words!!
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One technical question that I'd like to see asked is how HL2's shadowing and lighting capabilities compare to DooM 3's in terms of purely technological features.
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The xobx is both HUGE and outdated.
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well put
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lots of replys: \/
One thing that pisses me off is that they're alredy talking about Half-Life 3.
Three and a half months! \m/