He wasn't showing the PS2 version, he was showing the gamecube version emulated on his computer. But yes - you are right, it was not made with goldsrc either way
5:07 This is GoldSrc? Cool! Edit: I was mistaken. This is the console version of the game, which does not use the GoldSrc engine. The PC version is considerably worse.
No.. it's not at all. This is completely wrong what he showed here. Not only did he show an emulated gamecube version of the game - but it's not at all GoldSrc. That's id tech 3. The PC version of Nightfire used GoldSrc and was built by Gearbox. The console versions shown were created by Eurocom in association with Savage Entertainment using id software's Quake 3 engine (which was already modified when EA Canadia and Redwood were working on Agent Under Fire)
So many great games on goldsrc. Natural selection was ridiculous replay value; the alien abilities are really fitted together with bunnyhopping in a smooth way that makes movement in that game some of the best ever. Science and industry, one of the earliest mods, is still a thing for some reason. Day of defeat, TFC and CS were a lot of fun in small doses. Just straight up half-life deathmatch with the tau cannon was very amusing when playing against people who understood what it did; the game admittedly didn't telegraph very well that the secondary beam exploded behind thin walls or how to chain together wall sliding, bunnyhopping, boosting/jumping with the tau cannon, air strafing to make turns and so on; deathmatch was so chaotic that you really didn't want to play for hours on end. S&I kept much of the best stuff from death match and made it a team CTF game with scientists as flags; makes it a lot more palatable to just sit and play for hours.
Nightfire on PS2 was not a GoldSrc game, instead the developers used a custom engine for the consoles. Also CS Neo is using Source....don't forget Cry of Fear too! Runs on GoldSrc and it's a great game actually.
I forget now, but doesn't it only do this if you have hud_fastswitch disabled? In which case, weapon switching is going to be terrible and require several button switches compared to individually binding each weapon somewhere?
You made a mistake. The NightFire footage you showed was from PS2/Xbox/GameCube. The PC version was different and ran on GoldSrc. The console version did not (and the console version was actually better).
@@usuariogenerico4573 Did the world end in the year 2008? Was this video posted in 2008? No to both questions? Then why the hell is this guy counting only to 2008? It makes no sense. He probably made a mistake and that's all but go ahead I'll await your explanation.
@@VolpeJosesk Okay, I know there's no reason to reply to a 2 year old comment, but no, Cry of Fear wasn't based on Half-Life: Source. Cry of Fear was based on the original Half-Life, and was originally going to be a mod for it before it was turned into a full standalone game. It runs on GoldSrc.
Svencoop community are still alive and kicking mate. Its just kinda hard to find populated server. If you are in Asia I recommend: Fistbump exp server Remilia server Boderman server If u living in EU i recommend [EU] Hardcore server/survival server/die hard server Geckon server
fuck sven coop for forcing us to port forward when we want to play with friends, in gmod we can just create a server and be done with it. the public servers are overcrowded with people in furry playermodels
A game engine is sort of a middleware that prevents game developers from having to deal with how to correctly calculate bone skinning and correctly output models to the screen, how to play sounds and so on. Instead they can just make models, attach bones and make animations, record sounds and if they are in the right format, the engine will know how to use them. The artist doesn't have to be a programmer. You can use a tool to make a level in the required format instead of programming the tool yourself; you can import the level into the engine and display it without writing the code to render the level to the screen. Some programming is still required; there is game logic, the engine cannot know that if I hit you with the shrink ray your character is supposed to be 50% smaller, or whatever; it only knows that there is such a thing as projectile weapons, hit scan weapons, how to calculate hits and so on. The "glue logic" that connects the graphics of the shrink ray weapon with the projectile, how it behaves, what happens if someone is hit and so on still needs to be programmed. In modern engines this is often done using scripting instead of a "real" programming language like C that needs to be compiled into an executable. Goldsrc is Valve's improved version of the Quake engine that they licensed from id software. The main things they added were coloured lightmaps, skeletal animation (inside characters there are "lines" which represent bones, like a stick figure, and the textured polygons attach to those bones with weights that control how much a given bone deforms those triangles; animating a stick figure is a lot easier than individually animating hundreds of polygons from frame to frame), mouth animations synced to audio and AI scripting functions. With this they made the famous game half-life. A lot of moders then made games ontop of the engine in their spare time; several of which became famous and even commercial products (e.g. counter-strike, DoD). id and Valve were famous for allowing developers to use their engine and tools to make their own little games built on top of their game.
007 Nightfire Ps2 Version Okay Really Thats Not Research 007 Nightfire Pc Version Made By Gearbox They Publish Half Life Definition Game Oh My Goodness
@@shadow_2919 The port of Half-Life to the Dreamcast was canceled and along with it Blue Shift but Gearbox didn't want that work to go to waste so they released Blue Shift on PCs instead.