Why not release an entirely new HL on a new engine that is maybe
half-compatible with older mods, release SDK, allow mod authors to do a
total conversion, or allow those just starting to get working on a newer
engine? HL will go out (if it isnt already) if there isnt an engine
update.  People now have faster and better hardware and gpu's than years
ago, and they like games that use the hardware. -- Just my insight from
surveying around various discussions..
--
kevin

>I have a vague theory about this, wildly speculative, but who cares?
>
>Valve can effectively replace the entire engine, piece-by-piece. That way,
>the game code is mature and stable, the renderer can be updated to current
>tech, all while (and this is the important bit) *maintaining compatibility
>with mods*
>
>HL's single-player rasied the bar for all FPS games, but the mods are what
>really made it. Allowing those mods to grow *with* the engine increases the
>longevity enormously. HL2 and TF2 could just be content add-ons, effectively
>mods.
>
>I could be completely and utterly wrong. Then again, I could be right :)
>
>
>
>----- Original Message -----
>From: "Sebastian Steinlechner" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Monday, April 22, 2002 7:48 PM
>Subject: Re: [hlcoders] 1000+ are nice?
>
>
> > > yeah i guess they are, but by the time CZ comes out Unreal2 with its
> > > 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be
> > > out too...
> >
> > Actually, you can't tell me there are really 100,000 polys on the screen.
> > But it looks like. I guess the biggest thing why the HL engine is outdated
> > is the fact that it does not support LOD. Take Serious Sam as an example.
> > There you can define that e.g. stairs automagically reduce their poly
>count
> > when you move away from them. You don't really notice it, and it saves a
>lot
> > of polygons. Same with models. Though you can implement a simple lod for
> > player models in HL (just as HolyWars did, IIRC).
> > And HL still supports full software rendering. You can image that eats a
> > hell lot of cpu time. Even if you are in hardware mode.
> >
> > I might be wrong with that, but that's how I see it.
> >
> > cya,
> > TheTinySteini
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>_______________________________________________
>To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to