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ranting on a HL2 mod 

I'm annoyed as fuck... tried a HL2 mod, AND I HATE IT. MMod is supposed to be this grand rejuvenation for the game, but I can't stand it. It adds some beautiful visual effects and tweaks the guns. It mostly advertises ironsights (that aren't even ironsights, just a slight zoom in) and a dynamic weapon spread (mostly seems affected by ironsight function), BUT EVERY SINGLE GUN FEELS WRONG.

Don't know for sure what's the biggest effect, but somewhere between potential damage tweaks, wonky weapon spread, and changed animations, the entire combat flow is completely broken. The one hit wonder that was supposed to be the revolver feels like it constantly misses or just doesn't do the same damage. When you change weapons you wait forever for the stupid animation to finish so you can actually fire, so now you can't even change guns in the middle of a gun fight reliably. And the SMG that worked well on antlions, can barely take one down with a full magazine. I'm not even playing on hard for crying out loud...
HL2 was already not a faced paced shooter imo, but the only way I see this playing well is if you slow it even more. Except you can't really do that, cause enemy AI wasn't designed with that in mind.

For as much as I love HL, that's how much I hate the average HL modder, that constantly insists on thinking they're big brained and destroy the flow of the game.

If you've never played HL2, this mod might be good for a first experience. The enhanced visuals and weapon animations bring new life to an old game.
But if you're a veteran, that has built years of reflexes on the gunplay... I just find it atrocious.

I still like CAD. Which is why I disable adblock for the page. But the amount of ads he has on can't even be satirized. This IS the satire.

I know enough about 3D graphics to understand the difference between polygons and voxels, but at the same time I know enough that I realize I don't actually understand how voxels work, how they actually get drawn in the end.

So a voxel is a point/cube in 3D space, akin to how a pixel is a point/square in 2D space. But how does the computer draw it on screen? How does the logic work to put the thing on screen?

For a polygon cube, it uses 8 points and 12 triangle polygons, passes the info to the GPU, and tells it to draw a triangle from A to B to C a bunch of times.

How would this work for a cube represented by a voxel? Does the voxel coordinates represent the center of the cube? Lets keep it simple and say it represents a corner, and the size represents the length of each edge. How does the computer process this info to draw your 1 voxel cube? Does it figure out where all the corners of the cube are and plays connect the dots? Or am I fundamentally misunderstanding this, cause whenever I try to think about it, it always feels like at some point it must do something similar to how polygons are drawn.

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