A time-travelling door bug in Half Life 2
21–30 of 88 posts
Re: A time-travelling door bug in Half Life 2
#22It's been a while since I've played HL2 but this isn't exactly how I remember it. While a lot of things were physics objects I thought the doors would just smoothly rotate towards their target position without any physics at all. You can't bump them shut with another physics object for instance.
Re: A time-travelling door bug in Half Life 2
#23DOOR STUCK https://www.youtube.com/watch?v=dBIh06_bmq0
Re: A time-travelling door bug in Half Life 2
#24>a big innovation of HL2 was the extensive use of a real physics engine. The door and the guard are both physical objects, both have momentum, they impart an impulse on each other, and although the door hinge is frictionless, the guard's boots have some amount of friction with the floor. It's been a while since I've played HL2 but this isn't exactly how I remember it. While a lot of things were physics objects I thou…
Re: A time-travelling door bug in Half Life 2
#25Ah, nice story! This reminds me of another story with FPU involved. I was a game developer once. We were making a game that consistently triggered assertion failures related to FPU calculations, but only on a single PC in the whole office. The game was explicitly setting FPU precision to 32 bits at the start to make all calculations more consistent. However, on that particular PC, there was a fancy hand writing input…
nice detective work. Global FPU state had sure caused a lot of headaches.
Re: A time-travelling door bug in Half Life 2
#26It seems to be typical - some calculations break while switching from x87 to SSE. The same happened with TF2 too - it's ammo calculation code worked slightly differently on GNU/Linux build of the game, because it was built with SSE instructions (Windows version still used x87).
Re: A time-travelling door bug in Half Life 2
#27I wonder how on earth stuff like x86->ARM translation works so well if games break even after switching from x87 registers to SSE preserving all the logic otherwise...
Re: A time-travelling door bug in Half Life 2
#28Wait, so is that "beta" of Half Life 2 VR a thing I can play? If it is, how did I not know about this, and if not... why not? I'd also love to play Portal, actually. They say it makes you sick, but to my knowledge I'm immune from VR motion sickness, so worth a try...
I don’t know about the beta, but there’s an excellent HL2 VR conversion mod you can play today. It feels just right and got me to play HL2 again after all these years.
Re: A time-travelling door bug in Half Life 2
#29Earlier quoted context omitted.
I don’t know about the beta, but there’s an excellent HL2 VR conversion mod you can play today. It feels just right and got me to play HL2 again after all these years.
https://store.steampowered.com/app/658920/HalfLife_2_VR_Mod/
Re: A time-travelling door bug in Half Life 2
#30I wonder if the term "impulse" here has any connection to the various impulse commands available in the source engine. I remember using "impulse 101" and causing havok in the opening plaza area. Spawning zombies on the roofs, sending them after the combine, etc.