Author Topic: Half Life Alpha leaked (1997)  (Read 2416 times)



Why do they all look like crack addicts?

Also someone needs to make that face into an avatar.
I could but I don't feel like doing so.


nein sir, I've never watched the Robotech adaption

http://www.youtube.com/watch?v=M39NJPbtPgk
I can't say I'm that much of a purist. The version I watched is the same thing with a slightly altered story. But one thing I hated was the awful voice acting.
« Last Edit: January 09, 2013, 08:00:11 PM by TeslaCoil »

English dub of the original series isn't too bad, but Lynn Minmei shares the same voice actress in both English and Japanese dubs, so accent hilarity ensues.

That's from 1997!? o_o
Don't be so surprised, lol.

It was an engine stress test. The reason you don't see things like that in games of that era is because of the technological limitations at the time. It could be done, but it's kinda like the extreme ultra mindblow ape-dung-flinging A+ dazzling 25-mod 3FPS Skyrim. You're able to do it, but the hardware isn't advanced enough at this point. In the future, that kind of thing will probably be standard for a game with good graphics.

That's just my educated guess though.

I was in the textures folder, i'm gonna ignore the pinups of women (and Wonder Woman for some reason), and the random posters of real people, and say



...what is God's name is this


Also, these are pretty good quality considering how old all this junk is


I was in the textures folder, i'm gonna ignore the pinups of women (and Wonder Woman for some reason), and the random posters of real people, and say



...what is God's name is this
Is.. Is that Gabe?

It's incredibly interesting to me how even 15 years ago, there are some aspects of the Source engine that are still fairly consistent. Of course the sound effects and stuff, but just the general "feel" I guess of Source and how good Valve is at creating very, very good looking games that aren't taxing on the system by using workarounds and just generally innovative thinking.

godmode 1 + infinite SMG grenades + big open areas like the Blast Pit = GRENADE JUMPING AND TENTACLE DODGING EXTREME

Even though the tentacles don't do anything but move around idly, you can challenge yourself to not touch them while grenade jumping


Tech Demo Walkthrough: http://www.youtube.com/watch?v=2h7bTo5xLyQ
Deathmatch Example: http://www.youtube.com/watch?v=ZUMv7_zIHec
Full Demo Playthrough: http://www.youtube.com/watch?v=phTjVY04_k0

The Full Demo Playthrough uses ".dem" files recorded by one of the staff to show off each level in the alpha. More information in the description.

I forgot where I found this guy, but he always has detailed information on Source games.

Edit: Oh wow, they used his video in the article in the OP. Well, if you didn't see the other two videos he uploaded, they're there.

Don't be so surprised, lol.

It was an engine stress test. The reason you don't see things like that in games of that era is because of the technological limitations at the time. It could be done, but it's kinda like the extreme ultra mindblow ape-dung-flinging A+ dazzling 25-mod 3FPS Skyrim. You're able to do it, but the hardware isn't advanced enough at this point. In the future, that kind of thing will probably be standard for a game with good graphics.

That's just my educated guess though.
We do have the hardware required to run dazzling graphics with all high res textures, 3d models with tons of polys each, advanced lighting, ect. The issue is that that hardware is expensive and not widespread enough amongst gamers to justify adding in the extra effort for something only about sixty people are going to be able to run, seeing as creating tons of textures, high poly models, and advanced graphics on general take time away from developers who are needed in other areas.