here we go Exactly how did valve software start out? please wait frost I'll answer that. Ask other questions while I type and other people will answer them. Valve started in August of 1996. Mike Harrington and I knew John Carmack and Michael Abrash. Do have anything to comment about Ben Morris leaving valve? I'll take the Ben question guys. At the time, Mike and I were leaving Microsoft and went down to visit John and Michael. im sorry gabe but other people can't keep up ill ask one at a time We were thinking of doing our own engine, but after talking with them, we decided to build Half-Life on top of John's work. Ben wanted to live in Canada again. Living in washington just wasn't for him. <|sNeAk|> and you guys are yousing a heavily modified quake engine as well as some of the quake2 code right? <|sNeAk|> canada rulez btw ;) Ben is on very good terms with Valve, and is a very close personal friend of mine, as well as other people here at Valve. Canada does rule. Ben keeps telling me to come visit, and I plan on soon... Yes, we started with the Win Quake .97 sources, and along the way have picked up GL Quake, Quake World, and most recently the Quake 2 sources from id. And then he says i'll understand why he wanted to return. We've done our own s/w and GL renderers. cool We tried remote development on Worldcraft - having Ben work from Canada - but we just couldn't keep up the communication as well as we could by having him in house. We've done a different AI from scratch (wedge's work), have implemented the skeletal animation system, added the digital signal processing <|sNeAk|> will the Half-Life engine (since it's so modifyed) be licensable, and if so, for how much? effects for audio, and a bunch of other stuff. So we brought the project back to Valve, and won't do any remote develpment again. <|sNeAk|> that last question was from RedKnight btw We've talked with id about that some. Right now we're pretty focused on getting the game out first and then seeing where that leaves us. We've been approached by several companies who were interested in licensing what we've done. Do you expect anyone to be added to the valve crew soon? "Now that Ben Morris is gone, What is the status of WorldCraft 2 and who will be picking up for Ben?" We just added Yahn. ;) if we rush you please tell us {I'll take the WC question} Woldcraft 2.0 is going to be amazing Yahn's the most recent hire. We're looking for another game designer, and talking to a couple of people in the industry about that, as well as some senior engine people. Just fire away. What type of reputation do you think valve will earn because of Half-Life? i'll take the reputation question. Well ... we hired Yahn. =) Worldcraft 2.0 will ship with Half-Life, and we are currently using it for Half-Life development. WC2.0 will be the editor you will want to use for Half-Life, and other legacy 8 bit games (quake, quake2, hexen2, etc.) What did you want to be when you grew up? Jay, you can take that. That's an easy one for me. I wanted to be a mud wrestler Hehe. ..lumberjack? I think half life is going to show people that valve is a company made up of serious gamers. DOH! Do you have a problem working with Sierra Online, Inc.? I wanted to be alot of different things until I saw my first computer. When I was about 9, I got hooked on writing games in BASIC, and I've been a game programmer (to some degree) ever since. I'll take the Sierra question. we're trying to do things to advance the genre, not just sell copies with gimiks or hype When we started looking for a publisher, it didn't occur to us to talk to Sierra, even though we were basically just down the road from them. will the coding be any as q2 coding? I'll take the coding question After people see big mamma in the game we may end up with a not so enjoyable reputation too. They weren't very action oriented. However, I had a friend who knew Ken Williams, and he kept pestering me to go visit them. When we did, Sierra was super aggressive about signing us up. :) :) What did you grow up playing? <|sNeAk|> ppl keep buggin choryoth We've made coding add-ons fairly easy. We did make the move to DLLs, like Quake2, but we are able to load many separate DLLs. Doom, lucasarts adventure games It's actually been very easy to work with them. A lot of the credit for that goes to Scott Lynch, their Sr. VP of development, Eric Twelker, Eddie Ranchigoda, and the other people we work with at Sierra. haha I played everything on the c=64. Everything on the Amiga. Everything on the pC. Muahah. I'm an OP. I grew up playing pitfall on 2600 and ultima Do you have any mentors, if so, who? That way, you can create an add-on with just a few entities, monsters, or weapons. That way you'll be able to combine some different mods together. JaySt: Will there be some check upon the integrity of the code, ie. intercept risky low level code like direct harddisk access etc. <|sNeAk|> Will people need to know QuakeC to make conversions for Half-Life? <|sNeAk|> omg we lost choryoth i gotta lame q real quick.. This is for all the Valve dudes.. whats your favorite kinda cheese? Is HL solid enought that there won't be alot of after-release patches, like Q2? ROTFL Favourite cheese is qs like that Mentors - a bunch of people, I guess. Carmack and Abrash have been very helpful. I've also had the chance to talk to Warren Spector a couple fo times, and those have been really helpful conversations. There is no QuakeC in Half-Life. We use C++ to extend our game behavior. It's a very easy way to make add-ons. <|sNeAk|> invite wieder ...charlie wienerholder ..err wiederhold form ritual ;) Do you think that Half-Life will live up to "Quake Standards"? Cheese? I'm lactose intolerant, so I'm out of the cheese sweepstakes. we're not basing our game on Quake standards Choryoth likes cheese that explodes. )-: Heres a good one - Is HL solid enought that there won't be alot of after-release patches, like Q2? Dario likes cheese that the cat run off with. i like that sweet brown goats milk cheese. cheesy, Gabe that sounds dangerous.. <|sNeAk|> wieder <|sNeAk|> ownz ..cheese jokes own you all.. If you could change anything about Quake or Quake II what would it be? ah... merci... I would add a fresh perspective to Quake2, for Quake 3 We will try not to have patches. Can someone elaborate a bit on the HL fire and light beam effects? I've only seen a bit of this, but it was impressive. Jay, you take the beam question. yo weider sure <|sNeAk|> heya guys howdy Joris Steve :) Perlandra -> hiya! Because we support advanced transparency effects, we can do cool special effects like beams and fire. John:) * Wedge waves hello to everyone Ooooh, neat. weider: we still haven't played that duke match game ;) In Half-Life, all of these effects are rendered in 16-bit color even without a 3D accelerator. Is Valve going to be at E3 in May, and what will they be showing off? The 'unannounced game'? Hey, Wedge. Finish the cockroaches. Joris... oh yeah! I don't even know if I have Duke around here anymore. :) We have energy beams, flames, fireballs, lasers, and alien teleportation device effects too! cockroache ai will be essential in Half-Life, you'll see...you'll all see! We even let you create your ow new beam effects with Worldcraft 2.0. Any reactions to WC 1.6? Message the ops, if you have comments. How could it NOT be essential? <|sNeAk|> you can chase them around and scare them off i bet you can chase 'em, wack 'em, or just watch 'em. they're fun. * Wedge smiles at sNeaAk you can step on them They'll they be equivlent to the flys in Q2 or are you aiming for a more intelligent.. ph34ring kind of bug? And they leave a stain on the floor when you squish them. Ewww! <|sNeAk|> wedge: you da man the flies in q2 are pixels. :( weider... I'm gonna get the duke3d 1.5 source code pretty soon Hehehe. ..ok true... Wedge, why don't you explain cockroach behavior. er, they're particles. sweet. You get to see Ken's good ole AAAA BBBB variable names. ;) thanks Do you think that Half-Life could possibly be one of the best games ever? weider: LOL sorry isps suck now adays <|sNeAk|> hehe what are the SYSTEM RECOMMENDATIONS for the game weider: right up my alley weider: mine are called plain a, b, c and of course....when it will be beta released? :) weider: that's why my programs usually contain no more than 26 variables... lol Quake and Quake 2 are great shooters, most of the things we are doing with half life involve building a more complex immersive enviornment, developing the story, making exploration rewarding, creating a world where you want to do more than shoot at things. Half-Life cockroaches feast on gross stuff in the levels. Dead bodies, gibs, blood puddles. If you scare a horde of them from one pile of food, they eventually just find another. They get their revenge on you when you die and become dinner. Will there be any adult content other than violence, and if so will there be seperate blockouts for each? Pentium 133, 16 MB of RAM, Win 95 or NT. that rulez my p120 out.. <|sNeAk|> how does half-life at full detail run in comparison to quake 2 at full detail in GL mode, on the same machine? Only violence. The things you'd expect to happen when you blow up a foe with a grenade. What will work in hardware accelerated version that won't work in software accelerated version? will 3dfx cards accelerate and enhance like they did in Quake2, or just enhance like they did in Quake? and what are your favorite 3D cards? Will this game take advantage of MMX and 3dfx at the same time Jay, can you answer the last two questions about 3dfx Will you need a CD to play, or could you install from the CD and play without it? -- for LAN purposes. are we going too fast? Yes, we will use MMX instructions even when you have a separate Direct3D or OpenGL card. JaySt: Will there be some check upon the integrity of the code, ie. intercept risky low level code like direct harddisk access etc. The only feature that we have in hardware and not software is wave effects on water, all of the other features are supported so far. Please put all the Questions in bold We were going to require people to have a CD, but I got so pissed off at a game yesterday for making me find the CD, that I think we'll drop it. thats me the ol no 3d card * Wedge waves goodbye and heads back to work. What interactive veichles will you have in Half-Life? <|sNeAk|> wave effects look sweet ..liek that shot frost got with the dripping, thats c00 Can we confirm/deny that HL's release date has been slipped to June? Choryoth, answer the train question. heh. yea..that one owned What do you guys have in mind for a soundtrack? Any popular bands like Quake has done? We haven't slipped to June. First time I've heard that rumor. Having a good 3D accelerator like a 3dfx will make the game run faster, and have less slowdown at higher resolutions ebworld and other sites and interaction have it at summer and june What type of music will be used in Half-Life? Will HalfLife support the new PowerVR video card PVRSG? Gabe is running Half-Life at close to 60fps on his new Voodoo2 card :) <|sNeAk|> okay ..slow down oppers gabe like playing with voodoo2? wow... 60fps... nice... yea we gotta slow down Music: Ted has music question Gabe, send your v00d0002 card over here for sum sexually pleasures l8r :] In half-life, we have a few different vehicles that operate on tracks. Namely, a train. It's the part of the transport system you activate that allows people to move between the silos in the base. however, the tunnels are populated with monsters... and there is so much track.. and no map. Will half-life feature lens flares (coronas) or volumetric lighting/fog? Yes, we'll support the new PowerVR chipset. "jay: do you handle transparent brushes too? how about convex brushes?" Can you explain how the AI works? thats a question for steve but he's not here The Voodoo2 is really amazing. I'm still amazed at how much faster it is than anything else we've seen. We're currently supporting PowerVR PCX2 and we expect to be able support the SG chipset as well. I want to konw if there will be a cool sountrack with kown group, juste like in Quake like NiN or White Zombie, groups like them Kelly is doing some great stuff inspired by all kinds of electronica, he also seems to tend towards some of the more traditional cinematic soundtrack arrangements, oh, some of my favorite has to be the ambient tracks. We have support for glow/haze flares, fog,and some volumetric light effects. What about the AI do you want to know. the entitys's seem to all have shadows. are you planning to have shadows on by default? <|sNeAk|> how will half-life run on a riva128 chip? uhhh like umm what makes it soo unique for the new half-life peeps <|sNeAk|> ohh...electronics 0wnz <|sNeAk|> s=a Runs fine on the Riva128. That's what Jay and I have at home. ask them if the PURE 3d since it has extra buffer memory will run it faster than most Voodoo 1 cards We support lots of different transparency effects on brushes. It's all available in WorldCraft 2.0 woops Will there be a software rendering option? How does your guy's health system work, can they take many bullets, or is realistic where if the person gets shot in the arm he hurts and if he gets a cap in his head he's dead? and can you explain the stamina, like if someone is running for five minutes does he slow down? Choryoth, want to talk about what gameplay differentiates Half-Life? what do you guys have in mind for shareware? or a demo? Yes, we use extra texture memory to run faster, as on the Canopus. The RIVA runs Half-Life pretty well. In many cases, it's faster than a 3DFX Voodoo card. <|Ash|> When will a demo be released? <|Ash|> Will there be co-op multiplayer? We do full 16-bit color in software. <|sNeAk|> yeah ..last time you said there was stamina ...elaborate on this? Yes, everything wtih the exceptions Jay noted above we do in s/w as well as with an accelerator. And it was a lot of work. ask if they have made any advancements to movement (they have) and if so, what they are like? slow down... Jay, talk about movement? <|sNeAk|> slow down One question at a time Our monsters have a pretty advanced movement system. We haven't picked a demo date yet. We're talking to the magazines and some of our marketing parttners about the date for releasing the demo. What other weapons are going to be implemented? There won't be co-op multiplayer. <|sNeAk|> gabe: no co-op? how come? They can find their way through the level and hunt you down! The human creatures will even open / use doors in order to get where they want to go. Ask Them " Will there be any team Mods ready at the release of the game or will u let independent developers take care of that? " simple sneak the story is set up for one person :) hehe did i get it right? <|sNeAk|> ahh yes ..okay We don't have enough time to do co-op. We'll look at it for an add-on. We really like coop, but we also have too much in the game already and need to ship. fOoBeAtEr asks: How much money (average) do they think they will make from Half-Life? Have you tried to address some on the comms issues that make Quake1 and 2 more bandwidth hungry than say jedi knight ?? how many players will be supported in multiplayer, and if it's a lot, will it be very lagged?? slow down There will be team mods available. there will be announcements shortly. Can you name some life-forms and what they do in Half-Life? A few people have asked if our gameplay experience is going to be different than quake and quake2. Half-Life is an action game, so you'll have plenty of things to kill (and they die in interesting ways - body parts fly around and leave blood on the walls, and explosions scorch the ground and bullets riddle the walls where they were) but killing everything you see won't get you though the game. Not everyone is an enemy - some are trap have you made any improvements to the players movement (ducking, climbing)? <|sNeAk|> okay, rumour says valve's release date has slipped ..according to tons ov reviews ...(maybe this was asked earlier?) <|sNeAk|> er, previews Wil your main guy have an attitude like duke or be like the no-attitude quake guy How easy is it going to be for people to make custom in-game animated sequences? please slow down voice and ops we don't need to make this fast I'll take the animation question The money question - every full time employee here is a part owner of the company. How much money we make really varies pretty widely depending upon how good a job we do giving gamers what they want. We could make a lot, if Half-Life is as good as we think it is. ask why there isn't co op they don't have enough time agent The player can crouch to get in to small spaces and climb up and down ladders. We've also added a couple of new moves. Can you name some life-forms and what they do in Half-Life? i think i repeated it There isn't coop because we don't have time to do that along with everything else. We are all fans of coop here. We're also fans of getting what we've already done into peoples hands. What is there favorite weapon in half-life? and why? Gargantua - he's very very big and nasty. He features in a lot of scripts taking on serveral human grunts at once, and devours them all <|sNeAk|> yeah ...you've been real quiet on weapons ow much different will Half-Life's version of Deathmatch be with the added DSP support, water ripple effects, and the decals on surfaces? We'll publish the specs for adding animations to the game, we Right now my favorite weapon is the crowbar, becaue Ken just implemented a change so Choryoth and I can play Head Crab baseball. i think there having trouble keeping up we need to take the pac down 'll also be releasing some add on's for max could u ask if in multyplayer, say when you get shot in the foot, it would blow your foot off and you would have to limp around nice gabe... had a grand slam yet? <|sNeAk|> c00l I'm not sure what my favorite weapon is. It used to be the crowbar. Then it was the MP5 w/grenade launcher. But then I saw what one of our animators created today.... BigImp- asks: Will gibs be actually derived from the models, or are they completely seperate models? <|sNeAk|> Do the bullet holes/blood splatters and burn marks actually amend the texture or are they just sprites on the wall. Whichever, how many of these can you have in a level? ahhh I did smack one through a glass window, which was gratifying. The gauss gun that shoots through walls is fun in deathmatch. is the grenade launcher realistic does it attach? The decals aren't sprites. If you shoot a door and open the door, the decals move. May I just take this time to say that this game will 0wn? Decals are not sprites, and if there is a limit, I don't know what it is - I make quite a mess and they've never disappeared. Wieder, you guys are doing decals? Gauss gun can also be an effective means of escape, as if shot at the ground, it will propel you 100s of feet ask: Have you tried to address some on the comms issues that make Quake1 and 2 more bandwidth hungry than say jedi knight ?? Well, that's a bug in the Gauss gun right now. How many weapons will there be in the final game? Could you make it so, that if you walk so many miles that you get exhausted and that you have to stop by at the doctor to get some pills and that u get better then and that u can walk again The bullet holes, blood, etc on walls is actually on there. If it's on a door, pushable box, floating crate, or train, it will move and/or rotate along with it. It's not just a sprite floating on top of the surface. Decals will apply to translucent objects as well. You can shoot glass and bulletholes will appear until it takes enough damage to shatter. Scorch marks can apply to glass, and it looks like smudge marks that you can see through. <|sNeAk|> how about stuff like if you shoot some dude in the head, will he die instantly. and like if you shoot some guy in the leg hill like trip and crab hos leg? Gibs are separate models. Life foms: Mr friendly has to be my favorite, he's a good example of a character who's behavior is so interesting that it pays to lurk and watch rather than to shoot first and ask questions later. Not as of this moment. Lots of cool effects to pick from, we all have to pick the ones that is most important to our individual games. :) How many decals there are depends on alot of things, but there are TONS of them. No one is complaining about running out :) Antigrav asks: Could you ask them if a loser like me with a P100 could at least run the game singeplayer? Joris: Haha, that's part of the reason why there are Scientists - some of them are doctors and can heal you - but you do not get fatigue in Half-Life. Sure, you can run it on your 100 MHz Pentium. It will run about the same as Q2. hehe <|sNeAk|> i feel so sorry for impaler and his crap isp KillAll, Will there be destroyable surfaces like there were on Jedi Knight? schweet How easy/hard is it going to be to create and animate new monsters considering the skeletal system? Which programs can be used? BigImp- asks: Will level transitions use portals, the way they do in Unreal? How exactly does it work, and can you make a level say link to another level which links back to the first level? In Half-Life there are lots of surfaces that can be marked or destroyed. About the decals on the train - Jay isn't kidding, if you smear a pack of houndeye with the train you can see their guts all along the grill and bottom and tracks. heh. thanks grrr Are there any surprises in-store for Half-Life that we do not know about? Yumm A level transition is just a duplicated part of a map that the player passes through it happens very fast IMP: if there are, they can't tell cuz it wont be no suprise no more ;) you can shoot rockets through transitions, and they will pass through There are destroyable surfaces/objects. impaler: Yes. We have a huge list of things that we are not talking about. We don't want to give everything away. hehehe comone guys i have money :) Abe> Question: How much left of the game do you have to complete? Or is it ready to ship now as it is? Personall Q. is the enviorment very destructable and changeable, ie, like taking a crowbar to a wall.. and making a door? There are a bunch of surprises. We aren't talking about the recent weapons, for example. There are about half the monsters that no one has ever seen. There will be plenty of level based surprises. etc.. <|sNeAk|> kick ass ..hexen2's time to switch maps or whatever was unnaccpetable impaler: what kinda sucks is I -WANT- to talk about 'em, because they're just so cool. im sorry did you answer the grenade launcher quesitons you can tell me :) The game is playable but not shippable. <|Spider> Will Valve be at E3 in May, and what will they show? the unannounced game? (looking for grenade launcher question...) <_NeD_> Q. What will make HL the best deathmatch game and do you prefer narrative or abstract level designs? is it realistic ie does it attach i know a lot about grenade launcher's We'll be at E3, but most of the attention will be on Half-Life and Half-Life add-ons. narrative or abstract????? Press will see the new game (long lead press). damnit.. id bring my laptop to the can.. but i dont have a long enough phone line.. brb <|sNeAk|> i get the feeling this new game will be a sequel it says it on ogr.com <|sNeAk|> (unnanounced game) Uh, not a sequel. No. remember sneak it say that is the key to unlock it to half-life 2 narrative = models a real local like a warehouse, shopping mall / abstract = totally fabricated without a link to real buildings BigImp- asks: Do decals work on models, too? creating new monsters will be very fun, the skeleton makes animating very intuitive, you can grab a toe and move it around, the leg will react in a natural way. creating the models is also very fun, you can use a wide range of detail, from a 3 polygon monster to 6000 faces if you are ambitious enough, texturing is very non rigid as well. pick a group of faces and slap a texture on. we're desiging an environment that reflects a real life area. This place could really exist. However, we're not creating the outside of a building if the player never sees it <|sNeAk|> will the animation program you use ship with half-life (you guys prolly use 3d studio max, but will it ship a lite version or sumtin?) working without the limitations of vertex animation is very liberating, seeing the creatures running around at 60 fps on a voodoo two was great the entities in the screenshots seem to all have shadows. are you planning to have shadows on by default? Is there kind of like a begging to the game like do you get on the train to goto work and go back and forth untill the big sha bang happens? beginning The grenade launcher is attached to the MP5 when you find it. It fires grenades much like a real grenade launcher (arcs outward, explodes on impact). It's not modeled exactly like a real grenade launcher, or like the quake grenade launcher (bounces around before exploding) there is a certain amount of creative leeway in our design but the bottom line is that it must convince the player that it's real. Otherwise we lose the look we're going for Is it possible to effect a players/enemies perfomance by shooting them, e.g. do they slow down when shot in the leg, or when at a very low health level? BigImp- asks: Do you take advantage of certain voodoo2 functions that voodoo1 and other card don't have? slow down pleqase when at low health levels, certain monsters will be quicker to attack you Jay, the Voodoo2/multitexturing question? I mean, when YOU are unhealthy, not the monster :) Oooh. Some monsters won't attack you UNTIL you're unhealthy Dario... awesome... :) ask them about map extents, what will large areas (gorges, cliffs) be like compared to what we have already seen in quake, also quake only displays a view for so far (2000 units?) will hl have fogging to copensate? the story begins as you jump on the train to the remote research station. you can walk around the train and see all the interesting things roll by outside, the scenery and models in the intro are really going to give you a good idea of what you have to look foward to in the rest of the game. Dario, want to talk about Brett's cliff bits? here comes the question we've been wating for: We have some very large open outdoor areas, they take the whole map extent (-4096 to +4096) We do support the Voodoo2's advanced features. Mostly we use it for speed. But we have full support for multi-texture , triangle setup, strips and fans. real quicky.. What motivates you guys to do the endless work that ya do every day? Are you close to having a decided release date? i hear that other games are running into quake 2 what is the possibility of that happening fode: What motivates me is now that we're in crunch time and we merge the code so often, nearly every day holds a new engine addition or weapon enhancement. ? The outdoor areas are set in desertscape with large protruding rocky outcrops (1000s of feet high). YOu get to climb up these, fall down them, walk along them, all that nonsense, and get fired upon by passing helicopters while doing so i mean Our seamless level transitions make many of our areas many times larger than a quake level. thx quake 2 code problems fode:so it's as if Half-Life is totally new to me every time the programmers work their magic Are there any long cutscenes/movies? ah.. so motivation comes from the daily finished product? fode: it's easy to come to work and build levels knowing that you'll have new toys to put in them. <|sNeAk|> when a body is gibed, do the gibs come from a shere bounding box and do not remotly resemble the gibee or do they gib from a bounding box shaped as the gibee? motivation??? I love coming to work everyday, seeing my creatures spring to life in the game is very rewarding. we're not doing cinematics Everyone here is doing so much cool stuff. You have to keep working hard just to keep up with all of it :) we do scripted sequences. which are better. Because you are IN the cinematic. hehe.. playing god is rewarding then? BigImp- asks: Since voodoo2 can either have multitexture OR trilinear filtering, does that mean you're not gonna have trilinear filtering (not that other games have it or anything)? We're not doing cinematics. Everything is in game. We thought about it, but it actually looks better in the game, so we bagged cinematics. when the body is eaten and they don't want anymore does it stay there or disappear? -dethrone- away, your msg was logged: 8:09pm <|sNeAk|> i saw them scripted sequences on the prelim cd ..very cool -dethrone- away, your msg was logged: 8:09pm -dethrone- away, your msg was logged: 8:09pm thats a sick one.. bodies are solid, if you kill a big monster, it's body make block a doorway until you gib it The body turns into more cockroaches. impaler: depends on if the moster finishes what's on his plate or drags it off to it's lair. =) Trilinear filtering is something else you can do with multi-texture. We use it to do our lighting twice as fast. If you have a Voodoo2 card, you'll notice the imporved framerate alot more than you would notice trilinear filtering. <|sNeAk|> hehehe Assuming something was eating it. If nothing was eating it, it just lies there. depends if they are hungry or just have a plain eating disorder:) can you guys put www.gamespy.com in the help file for the game so we don't have to tell every other llama that comes on about it? :D is it possible that anyone could send some of our nice ops hats or t-shirts or prelim cds? Are there any long cutscenes/movies? that ya go ops whoops sorry i did ya a favor <|sNeAk|> okay ..about the shmo you play ..whats his anme again? ..and does he have a 'tude like duke? Sure. Send me a mailing address. ok i will will there be any audio to go along with the scripted sequences? just prelim cds or hates etc etc. Nuke: Yes. the player is an unwilling scientists assistant ops ill get that later hats Nuke: It wouldn't be fun to see a scientist dangling from a broken catwalk screaming about how he can't hold on much longer if he -didn't scream- =) either that, or the player is the guy playing the game You guys rock :) awesome... :) Yeah, thanks, guys. Yes, there is audio for scripted sequences. If they fire a weapon, it sounds just like normal. If you shoot them, it acts normal. From the players perspective, there's no way to tell something is a scripted sequence, because it just all works the way it should. is some scenes so gory we might get sick? <_NeD_> Q. What will make HL the best deathmatch game or is it primarily a singleplayer game? Rift asks: Does Valve want an intern? :) Blood decals get spawned in sequences, so if a guy falls from a height and hits the ground, he will dirty the place up with his insides :) <|sNeAk|> bwahaa paino There are scenes so gory where we go get other people and make them watch it and hoot as the gibs leave decals all over windows. the peons want hats.. you guys should sell em to make sum side buckage Aren't the scripted sequences in the view of a "mystery man"? Do you need someone to help write the storylines... :) NeD: I personally believe that Half-Life deathmatch, even if was simply a multiplayer free for wall, would be more fun because of the weapons and their effects, and the decals. the sequences are happening all around you NeD: Decals alone made the game more fun. For about a week, all we did was write messages on the walls taunting the other players in the game. NeD: Bulletholes and blood never get old somehow. Langsuyar - that name is familiar, is that someone from Ritual? Hey, it looks like we need to go. Thanks for setting this up, and we hope Half-Life is what people have been waiting for in an action game. Will there be others of you moving around blowin stuff up.. like quake2 was rumored to be like, but you just found a dead corpse once inawhile.. Thanks Gabe keep in contact? hi dario Bye.