Half Life 2 Episode 1 EP7: Episode Won

By Shamus Posted Friday Feb 20, 2015

Filed under: Spoiler Warning 103 comments


Link (YouTube)

And so it ends.

For the record, I actually like all the constant encouragement and praise from Alyx. Although maybe I’m just unskilled and emotionally needy. It is a little jarring when you hear the comments close together, but during the course of a normal game (as opposed to sprinting through the content the way we do) they feel more like a pat on the head from the game designer and less like Alyx going all fangirl on you.

I really wish we’d get more shooters like this.

I played Wolfenstein: The New Order last year. It felt like they were aiming for Half-Life 2 in terms of gameplay, but didn’t quite nail it. It’s got quiet. It’s got combat. It’s got areas where you can wander around and listen to people talk, or get on with your job. It’s got a novelty weapon that works as either weapon or tool. It has run-and-run style combat instead of stop-and-pop. You gun down fascist humanoids in prisons, ruins, and bases. It’s not Half-Life, but I think it tried.

Josh just finished the game and was somewhat less delighted. I haven’t got the whole story from him. (It might end up as a segment on next week’s Diecast. It’s also on the short list of consideration for Spoiler Warning. We’ll see.)

Still, there’s nothing quite like Half-Life, and nobody seems to be making more. Sadface.

EDIT via Josh: So no, despite how funny it turned out, the episode was NOT supposed to end with Rutskarn singing out the apocalypse. There was actually another five minutes that were cut off in the initial video because of an encoding error that someoneI won’t name any names, but it begins with J and ends with “Why are my pants on fire?” didn’t check for before falling asleep in a drunken stupor.

The embedded video has been updated with the fixed and complete version of the episode. Sorry about that.

 


 

Project Button Masher: So Cool JC

By Shamus Posted Thursday Feb 19, 2015

Filed under: Music 24 comments

I’m taking it easy this week. We’re not trying to copy any particular style. Not trying to emulate certain instruments. Not trying to figure out what gives a soundtrack its particular sound. I’m just making music and posting the result. This is my attempt to take everything I’ve learned and see if the quality of my work improved.

If there’s anything that inspired this track it’s this em… skit(?) from Machinima: Deus Ex: The Recut.


Link (YouTube)

There is something really delightful about re-cutting and subverting the Deus Ex dialog. The conversationFor the impatient: It’s at the three minute mark. in this week’s song was really fun to put together.

This one is a lot more complex than my usual project. I also took the time to make everything myself, including mapping out the drums. (I usually use pre-fab drum loops.) Most of the instruments were built by hand. Note that I’m not saying it’s better or anything, but it is a pretty big step up in complexity and effort. Here’s the track map:

track_map_so_cool.jpg

A funny story about the audio clips in this song:

Continue reading ⟩⟩ “Project Button Masher: So Cool JC”

 


 

Half Life 2 Episode 1 EP6: The Room of Sadness

By Shamus Posted Wednesday Feb 18, 2015

Filed under: Spoiler Warning 58 comments


Link (YouTube)

At the two minute mark Josh says, “What’s up with the lighting on this thing?” He’s looking at a closed door that mysteriously has bright light flowing through it. The image doesn’t make sense until the zombie breaks the door. I know Chris already explained it a bit, but let me go over it in more detail:

This is a side-effect of the old 1990’s style baked-in lightmaps. Computers weren’t fast enough to recalculate lights on the fly, so the shadows are calculated by the artist before the game ships. This means the shadows can’t move. The shadows that do move – the shadows cast by the NPCs and objects in the scene – use a completely different technology. As Alyx walks around, the game picks the nearest light source and creates a silhouette of her from the viewpoint of that light. It then projects that silhouette onto the groundIt might do this for the nearest two or three light sources, depending on the game and your graphics settings.. The drawback is that these shadows don’t really match the baked-in shadows. They’re crisper, and so the shadows cast by the level geometry (walls and floors and such) look blurry by comparison.

Also, the two different lighting systems don’t react to each other properly. If I’m standing under the midday sun, then I’ll have a shadow at my feet. If I step under an umbrella, then my shadow will vanish behind the shadow on the umbrella. But Alyx’s shadow doesn’t work that way. It’s always there, regardless of where she’s standing in relation to the light.

This was why Carmack was so excited about the idea of “unified lighting” in Doom 3. There was no longer one system of lighting for the level and another for all the characters and props. There was one lighting system shared by everything, and it all worked together.

Half-Life 2 has aged really well, but I guess there’s limits on everything. It was 2006 when this game came out, and its lighting model was already pretty far out of date. Valve wouldn’t really solve this issue for good until Portal 2, five years later.

Also, while Valve does seem to love their seesaw puzzles a little too much, I just can’t bring myself to get mad about them in a world where Ubisoft makes me climb a hundred and fifty identical towers in every stupid game.

The next episode is the end of Episode One.

 


 

Experienced Points: Time to Put the Two-Weapon Limit Out of its Misery

By Shamus Posted Tuesday Feb 17, 2015

Filed under: Column 163 comments

I need to start this one off with an apology. Last week we talked about the two-weapon limit and Halo. (The conversation actually spanned multiple episodes of Spoiler Warning: Half-Life 2: Episode 1.) Everyone said what they had to say and we all moved on. So it will probably come off as obnoxiously passive-aggressive that my column this week is basically having the same argument all over again. Sorry. At one point in the debate I realized this was a lively enough topic for an article, and I really wanted something catchy after the collective “meh” everyone gave my column last week at The Escapist.

Writing for a game site is so different from writing on a blog. Here, I can post any dumb thing and you folks will at least give the first paragraph a look. You’re here for the words, after all. The article title doesn’t need to be eye-catching and nobody minds when I run long. (In fact, some people prefer longer articles.) On a gaming site, all of this is inverted. Your readership rises and falls on the strength of your headline, and when I go over 1,000 words I usually notice a blatant increase in the number of people who jump into the comments after reading only the first page of the article. And having an eye-catching headline really works: In the last hour or so this column got as many comments as the previous column got in a week.

I don’t want to sound like I’m complaining. It’s just a different kind of gig. If you’re a stand-up comic, then sometimes you get a half-hour in front of a fun crowd in your home town, and sometimes you get ten minutes in front of stony-faced seniors who are just waiting for the headline act to come out. It’s not like the people at The Escapist are obligated to read my stuff. They can read it or not, and it’s my job to grab those eyeballs.

Whatever. This is mostly a stealth rant about Destiny anyway. Don’t tell Josh.

 


 

Common Security Failings

By Shamus Posted Tuesday Feb 17, 2015

Filed under: Projects 213 comments

I’m planning the column I’m going to write for the Escapist in a couple of weeks, and I’m looking to do a kind of public service-y kind of piece on how to judge the security of a website from the position of a user. If you play videogames then you most likely have a lot of accounts: MMO’s, gaming sites, DRM systems, etc. That’s a lot of data entrusted to a lot of idiots, and obviously it doesn’t always work out.

So I think it would be good to encourage a little more security-savvy among the masses. Normally I wouldn’t crowdsource my columns like this. I realize this probably comes off as rude and lazy. It’s my job to write stuff, not yours. But this is for a good cause and I’d rather beg for help than get it wrong on this topic. And I’m not confident enough in my knowledge to write this without some input and half-assed peer review.

I really want people to read this, so I want the list to be breezy and easy to digest. This is not a technical column. I might even make it a top N list. The whole point is to come up with things that should cause concern when a website does it. Here is what I have so far:

Security sins:

  1. Has visible data in the URL: www.gamesite.com/user/[email protected]/profile or whatever.

    (I know Xbox had a problem with this, but I can’t remember how it worked. I’ll read up on this before I write the column, obviously.)

  2. Sites that limit password length. (Dude, do you even hash?)
  3. Sites which SEND YOU YOUR PASSWORD IN PLAINTEXT FOR ANY REASON WHY DIDN’T I MAKE THIS #1 ON MY LIST?
  4. Sites that require uppercase, lowercase, a number, and a symbol in the password.
  5. Also: Are sites supposed to store the number that comes from the BACK of your credit card? I always thought that short number was so that it would be safe(ish) to store the CC# and Exp date on their site (so you don’t have to type it in every time) but still make it so that you need to enter SOMETHING to make a purchase happen. The security code is short so it can be entered even on a console or a phone without too much pain. But I see sites (including Steam) remember the security number along with everything else. Am I misunderstanding how this is supposed to work?

Anything you’d add to the list? Remember that I’m looking for ways that a typical user can spot bad security policies. “Has open ports on the server” might be a sign of trouble, but it’s not the kind of thing the average person can detect. (And even if you teach them, it’s not the kind of fooling around people want to do when creating an account. Also, probing for open ports is dangerous and not something I’d teach Joe and Jane Internet.) Likewise, while “Asks for too much personal information” is a sign that a breach would be more damaging, it doesn’t necessarily mean the system is inherently insecure.

So if we could just have a general discussion on horrible security policy, that would be great.

Also, this is my favorite security story. It’s not the most destructive (not even close) and it didn’t make headlines, but it is a glowing display of incompetence and stupidity. Tom Scott describes what happened at MoonPig:


Link (YouTube)

So… what are some major indicators of bad security policy?

 


 

Diecast #93: Nintendoh, Game Development Sucks, Mailbag

By Shamus Posted Monday Feb 16, 2015

Filed under: Diecast 167 comments

Dear young people who ask me how to get into game development: Don’t. Just don’t. I like you too much to see that happen to you.

Download MP3 File
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Hosts: Shamus, Josh, Chris.

Show notes:
Continue reading ⟩⟩ “Diecast #93: Nintendoh, Game Development Sucks, Mailbag”

 


 

Overused Words in Game Titles

By Shamus Posted Sunday Feb 15, 2015

Filed under: Programming 114 comments

It’s been a running joke for a couple of years that half the games coming out have the word “Dead” in the titleAlso, games with ‘half’ in the title are dead.. Dead Space, Dead Island, Deadlight, Left 4 Dead, etc. So it got me thinking: Just how common is the practice, really? Is the word “Dead” really as played out as it seems, or is this a case of confirmation bias run amok? Aside from “dead”, what are the top overused words in game titles? Are there any overused words that we just don’t notice?

So I’m going to find out. Since I don’t want to run through and manually enter the name of every videogame ever made, I need a way to automate this. The path of least resistance seems to be to use Steam’s library. Being a PC platform, Steam is obviously missing a ton of games. But this should be close enough for our purposes. This isn’t science, it’s trivia.

Sadly, I can’t find a clean way to extract a full list of titles from Steam. The closest I can come is this file, which looks kind of promising at first. But there’s no way of knowing how old the list is, or if all games are listed.

Worse, the list includes a lot of non-game stuff like DLC and trailers. Which means that if there was a game called Dead Shooter, then it might appear several times in our list like so:

Continue reading ⟩⟩ “Overused Words in Game Titles”