@hoossy said:
The pacing is superb and despite the age of Source 1.0, the game is still remarkably good looking, (the art design certainly helps).
I just got to point out that unless you're playing an illegal copy of HL2, the engine it runs on has been updated to the version Episode 2 runs on.
This means:
- HDR support.
- Soft particles.
- Full-screen motion blur.
- (And best of all) Dynamic lightning and shadowing Version 2.
You can figure the first 3 out yourself, and here's the differences between Dynamic L&S v1 and v2:
Original Lightning and Shadowing System | New Lightning and Shadowing System |
---|---|
Realtime shadows in a map always cast in the same predetermined direction. | Realtime shadows in a map cast in a predetermined direction unless near a light source specifically enabled to cast realtime dynamic shadows in the level editor. |
Shadows cast by models do not self-shadow or affect other objects. | Shadows cast by models can self-shadow and cast shadows across other objects, if near a light source specifically enabled to cast realtime dynamic shadows in the level editor. |
Every object is allowed only one dynamic shadow. | Any object can cast multiple dynamic soft shadows, if near a light source specifically enabled to cast realtime dynamic shadows in the level editor. |
The player's flashlight illuminates an area. | The player's flashlight casts shadows from models, world geometry, and transparent surfaces onto other models and geometry. |
The last feature is awesome.
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