CJAIME01345

CJAIME01345

@gordonfreemancity

A fan of Half-Life and other VALVe games.

Joined 1 Apr 2024
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WE ALREADY HAVE CSL (Counter-Strike Legacy) & RANDOMLY... this shows up. TF2 post-2008 and pre-2008. You were right. The SDK release would kind of create multiple versions of TF2 trying to look closer or better than 2007. The screenshots are from Enigma Studios responsible for TF2 Legacy.

WE ALREADY HAVE CSL (Counter-Strike Legacy) & RANDOMLY... this shows up. TF2 post-2008 and pre-2008. You were right. The SDK release would kind of create multiple versions of TF2 trying to look closer or better than 2007. The screenshots are from Enigma Studios responsible for TF2 Legacy.

WE ALREADY HAVE CSL (Counter-Strike Legacy) & RANDOMLY... this shows up. TF2 post-2008 and pre-2008. You were right. The SDK release would kind of create multiple versions of TF2 trying to look closer or better than 2007. The screenshots are from Enigma Studios responsible for TF2 Legacy.

WE ALREADY HAVE CSL (Counter-Strike Legacy) & RANDOMLY... this shows up. TF2 post-2008 and pre-2008. You were right. The SDK release would kind of create multiple versions of TF2 trying to look closer or better than 2007. The screenshots are from Enigma Studios responsible for TF2 Legacy.

WE ALREADY HAVE CSL (Counter-Strike Legacy) & RANDOMLY... this shows up. TF2 post-2008 and pre-2008. You were right. The SDK release would kind of create multiple versions of TF2 trying to look closer or better than 2007. The screenshots are from Enigma Studios responsible for TF2 Legacy.

Our great Tyler McVicker created this 1-hour documentary about Half-Life 2 - Episode Three (Half-Life 3 for some). The video is divided into Chapters and the Chapter names reference the franchise. Tyler said a few days ago on his YouTube Shorts that he was making this video, and now he's released it. I hope you enjoy it.

1 - FOV 75 in VALVe games. I recently discovered that Half-Life 2 does not save your custom FOV when you reinstall Steam. I set the FOV to 90. I uninstalled Steam if it changed anything and the Steam Cloud does not save my FOV 90 (and it also did not save the Very High Shaders from Half-Life 2's 20 Years). I started playing Half-Life 2 at 75 Degrees and it is playing well. Now I decided to tell you a little about FOV 75.

2 - VALVe developer named Kerry Davis: In Half-Life 1, we used a 90-degree field of view, or FOV, which was pretty standard for first-person shooters at the time. But during the development of Half-Life 2, we were unhappy with it. With our game being character-focused, we put a lot of effort into detailed facial and body animations, but the 90-degree FOV didn't allow players to get close enough to fully appreciate that detail. So we started experimenting with a tighter FOV and eventually settled on 75 degrees. It required some adjustment from both us and the players, and an additional FOV was needed for the view models, which are the player's weapon held at the bottom of the screen. Their models were originally built with 90 degrees in mind, so they looked distorted at 75. But this change accomplished what we wanted: Put our characters front and center in the game.

3 - The images are my screenshots, using FOV 75.
1 - FOV 75 in VALVe games. I recently discovered that Half-Life 2 does not save your custom FOV when you reinstall Steam. I set the FOV to 90. I uninstalled Steam if it changed anything and the Steam Cloud does not save my FOV 90 (and it also did not save the Very High Shaders from Half-Life 2's 20 Years). I started playing Half-Life 2 at 75 Degrees and it is playing well. Now I decided to tell you a little about FOV 75.

2 - VALVe developer named Kerry Davis: In Half-Life 1, we used a 90-degree field of view, or FOV, which was pretty standard for first-person shooters at the time. But during the development of Half-Life 2, we were unhappy with it. With our game being character-focused, we put a lot of effort into detailed facial and body animations, but the 90-degree FOV didn't allow players to get close enough to fully appreciate that detail. So we started experimenting with a tighter FOV and eventually settled on 75 degrees. It required some adjustment from both us and the players, and an additional FOV was needed for the view models, which are the player's weapon held at the bottom of the screen. Their models were originally built with 90 degrees in mind, so they looked distorted at 75. But this change accomplished what we wanted: Put our characters front and center in the game.

3 - The images are my screenshots, using FOV 75.
1 - FOV 75 in VALVe games. I recently discovered that Half-Life 2 does not save your custom FOV when you reinstall Steam. I set the FOV to 90. I uninstalled Steam if it changed anything and the Steam Cloud does not save my FOV 90 (and it also did not save the Very High Shaders from Half-Life 2's 20 Years). I started playing Half-Life 2 at 75 Degrees and it is playing well. Now I decided to tell you a little about FOV 75.

2 - VALVe developer named Kerry Davis: In Half-Life 1, we used a 90-degree field of view, or FOV, which was pretty standard for first-person shooters at the time. But during the development of Half-Life 2, we were unhappy with it. With our game being character-focused, we put a lot of effort into detailed facial and body animations, but the 90-degree FOV didn't allow players to get close enough to fully appreciate that detail. So we started experimenting with a tighter FOV and eventually settled on 75 degrees. It required some adjustment from both us and the players, and an additional FOV was needed for the view models, which are the player's weapon held at the bottom of the screen. Their models were originally built with 90 degrees in mind, so they looked distorted at 75. But this change accomplished what we wanted: Put our characters front and center in the game.

3 - The images are my screenshots, using FOV 75.
1 - FOV 75 in VALVe games. I recently discovered that Half-Life 2 does not save your custom FOV when you reinstall Steam. I set the FOV to 90. I uninstalled Steam if it changed anything and the Steam Cloud does not save my FOV 90 (and it also did not save the Very High Shaders from Half-Life 2's 20 Years). I started playing Half-Life 2 at 75 Degrees and it is playing well. Now I decided to tell you a little about FOV 75.

2 - VALVe developer named Kerry Davis: In Half-Life 1, we used a 90-degree field of view, or FOV, which was pretty standard for first-person shooters at the time. But during the development of Half-Life 2, we were unhappy with it. With our game being character-focused, we put a lot of effort into detailed facial and body animations, but the 90-degree FOV didn't allow players to get close enough to fully appreciate that detail. So we started experimenting with a tighter FOV and eventually settled on 75 degrees. It required some adjustment from both us and the players, and an additional FOV was needed for the view models, which are the player's weapon held at the bottom of the screen. Their models were originally built with 90 degrees in mind, so they looked distorted at 75. But this change accomplished what we wanted: Put our characters front and center in the game.

3 - The images are my screenshots, using FOV 75.

1 - FOV 75 in VALVe games. I recently discovered that Half-Life 2 does not save your custom FOV when you reinstall Steam. I set the FOV to 90. I uninstalled Steam if it changed anything and the Steam Cloud does not save my FOV 90 (and it also did not save the Very High Shaders from Half-Life 2's 20 Years). I started playing Half-Life 2 at 75 Degrees and it is playing well. Now I decided to tell you a little about FOV 75. 2 - VALVe developer named Kerry Davis: In Half-Life 1, we used a 90-degree…

10 Years of Half-Life 2 (Update).

Filip Victor created this mod 10 years ago that improved draw distance and lighting without affecting the art direction of Half-Life 2 and using the updates that happened between 2005-2007 of the Source Engine. Something cool to see and even one of the members of Lambda Generation, Mitch, the same Mitch from YouTube Lambda Generation, spoke well of Half-Life 2 - Update and in the 20th anniversary update of Half-Life 2, he said that the shadows are better in the Update than in the 20th anniversary version.
10 Years of Half-Life 2 (Update).

Filip Victor created this mod 10 years ago that improved draw distance and lighting without affecting the art direction of Half-Life 2 and using the updates that happened between 2005-2007 of the Source Engine. Something cool to see and even one of the members of Lambda Generation, Mitch, the same Mitch from YouTube Lambda Generation, spoke well of Half-Life 2 - Update and in the 20th anniversary update of Half-Life 2, he said that the shadows are better in the Update than in the 20th anniversary version.
10 Years of Half-Life 2 (Update).

Filip Victor created this mod 10 years ago that improved draw distance and lighting without affecting the art direction of Half-Life 2 and using the updates that happened between 2005-2007 of the Source Engine. Something cool to see and even one of the members of Lambda Generation, Mitch, the same Mitch from YouTube Lambda Generation, spoke well of Half-Life 2 - Update and in the 20th anniversary update of Half-Life 2, he said that the shadows are better in the Update than in the 20th anniversary version.
10 Years of Half-Life 2 (Update).

Filip Victor created this mod 10 years ago that improved draw distance and lighting without affecting the art direction of Half-Life 2 and using the updates that happened between 2005-2007 of the Source Engine. Something cool to see and even one of the members of Lambda Generation, Mitch, the same Mitch from YouTube Lambda Generation, spoke well of Half-Life 2 - Update and in the 20th anniversary update of Half-Life 2, he said that the shadows are better in the Update than in the 20th anniversary version.

10 Years of Half-Life 2 (Update). Filip Victor created this mod 10 years ago that improved draw distance and lighting without affecting the art direction of Half-Life 2 and using the updates that happened between 2005-2007 of the Source Engine. Something cool to see and even one of the members of Lambda Generation, Mitch, the same Mitch from YouTube Lambda Generation, spoke well of Half-Life 2 - Update and in the 20th anniversary update of Half-Life 2, he said that the shadows are better in the…

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Hi guys, I noticed that both in the VALVe game and in the VALVe game Mods community and even in the Source Filmmaker videos where the sequels or the Next Projects are better than the previous one. HL1 was revolutionary because of the idea of ​​narrative in FPS, HL2 WAS EVEN MORE REVOLUTIONARY BECAUSE OF THE PHYSICS. TEAM FORTRESS CLASSIC WAS MORE. TEAM FORTRESS 2 BROUGHT A 3D CARTOON THAT WAS EASY TO RECOGNIZE AND POPULARIZED HERO SHOOTERS, INSIRING OVERWATCH, PORTAL DIFFERENTIATES ITSELF FROM PUZZLES USING PORTALS AND PORTAL 2 BROUGHT A COOP TO BE MORE FUN. ENTROPY ZERO IS A MOD WHERE WE CONTROL A METROCOP COMBINE AND IN THE SEQUENCE, WE CONTROL AN ELITE COMBINE WITH AI IMPROVEMENTS AND AN ENGAGING EXPERIENCE. CS 1.6 BECAME THE BEST CS DESPITE CSS & CS2, FORTRESS FILMS CREATED SY DISGUISE, THEN THEY CREATED THE MASTERPIECE EMESIS BLUE. VALVe and the community reminds me a little of DreamWorks Animation, who made Shrek 2, Puss in Boots 2 & Kung Fu Panda 2. JUST A PERSONAL DETAIL.
Hi guys, I noticed that both in the VALVe game and in the VALVe game Mods community and even in the Source Filmmaker videos where the sequels or the Next Projects are better than the previous one. HL1 was revolutionary because of the idea of ​​narrative in FPS, HL2 WAS EVEN MORE REVOLUTIONARY BECAUSE OF THE PHYSICS. TEAM FORTRESS CLASSIC WAS MORE. TEAM FORTRESS 2 BROUGHT A 3D CARTOON THAT WAS EASY TO RECOGNIZE AND POPULARIZED HERO SHOOTERS, INSIRING OVERWATCH, PORTAL DIFFERENTIATES ITSELF FROM PUZZLES USING PORTALS AND PORTAL 2 BROUGHT A COOP TO BE MORE FUN. ENTROPY ZERO IS A MOD WHERE WE CONTROL A METROCOP COMBINE AND IN THE SEQUENCE, WE CONTROL AN ELITE COMBINE WITH AI IMPROVEMENTS AND AN ENGAGING EXPERIENCE. CS 1.6 BECAME THE BEST CS DESPITE CSS & CS2, FORTRESS FILMS CREATED SY DISGUISE, THEN THEY CREATED THE MASTERPIECE EMESIS BLUE. VALVe and the community reminds me a little of DreamWorks Animation, who made Shrek 2, Puss in Boots 2 & Kung Fu Panda 2. JUST A PERSONAL DETAIL.
Hi guys, I noticed that both in the VALVe game and in the VALVe game Mods community and even in the Source Filmmaker videos where the sequels or the Next Projects are better than the previous one. HL1 was revolutionary because of the idea of ​​narrative in FPS, HL2 WAS EVEN MORE REVOLUTIONARY BECAUSE OF THE PHYSICS. TEAM FORTRESS CLASSIC WAS MORE. TEAM FORTRESS 2 BROUGHT A 3D CARTOON THAT WAS EASY TO RECOGNIZE AND POPULARIZED HERO SHOOTERS, INSIRING OVERWATCH, PORTAL DIFFERENTIATES ITSELF FROM PUZZLES USING PORTALS AND PORTAL 2 BROUGHT A COOP TO BE MORE FUN. ENTROPY ZERO IS A MOD WHERE WE CONTROL A METROCOP COMBINE AND IN THE SEQUENCE, WE CONTROL AN ELITE COMBINE WITH AI IMPROVEMENTS AND AN ENGAGING EXPERIENCE. CS 1.6 BECAME THE BEST CS DESPITE CSS & CS2, FORTRESS FILMS CREATED SY DISGUISE, THEN THEY CREATED THE MASTERPIECE EMESIS BLUE. VALVe and the community reminds me a little of DreamWorks Animation, who made Shrek 2, Puss in Boots 2 & Kung Fu Panda 2. JUST A PERSONAL DETAIL.
Hi guys, I noticed that both in the VALVe game and in the VALVe game Mods community and even in the Source Filmmaker videos where the sequels or the Next Projects are better than the previous one. HL1 was revolutionary because of the idea of ​​narrative in FPS, HL2 WAS EVEN MORE REVOLUTIONARY BECAUSE OF THE PHYSICS. TEAM FORTRESS CLASSIC WAS MORE. TEAM FORTRESS 2 BROUGHT A 3D CARTOON THAT WAS EASY TO RECOGNIZE AND POPULARIZED HERO SHOOTERS, INSIRING OVERWATCH, PORTAL DIFFERENTIATES ITSELF FROM PUZZLES USING PORTALS AND PORTAL 2 BROUGHT A COOP TO BE MORE FUN. ENTROPY ZERO IS A MOD WHERE WE CONTROL A METROCOP COMBINE AND IN THE SEQUENCE, WE CONTROL AN ELITE COMBINE WITH AI IMPROVEMENTS AND AN ENGAGING EXPERIENCE. CS 1.6 BECAME THE BEST CS DESPITE CSS & CS2, FORTRESS FILMS CREATED SY DISGUISE, THEN THEY CREATED THE MASTERPIECE EMESIS BLUE. VALVe and the community reminds me a little of DreamWorks Animation, who made Shrek 2, Puss in Boots 2 & Kung Fu Panda 2. JUST A PERSONAL DETAIL.

Hi guys, I noticed that both in the VALVe game and in the VALVe game Mods community and even in the Source Filmmaker videos where the sequels or the Next Projects are better than the previous one. HL1 was revolutionary because of the idea of ​​narrative in FPS, HL2 WAS EVEN MORE REVOLUTIONARY BECAUSE OF THE PHYSICS. TEAM FORTRESS CLASSIC WAS MORE. TEAM FORTRESS 2 BROUGHT A 3D CARTOON THAT WAS EASY TO RECOGNIZE AND POPULARIZED HERO SHOOTERS, INSIRING OVERWATCH, PORTAL DIFFERENTIATES ITSELF FROM P…

I thought there would be a 5 year update for HLA, but after HL2 20 years, I saw the sense in HLA receiving an anniversary update just like HL & HL2 which were released decades ago. and also that HLA is the new VALVe = Source 2, Steam Consolidated, VR & Steam Deck.

Official Half-Life Alyx Promotional Art = VALVe.

I thought there would be a 5 year update for HLA, but after HL2 20 years, I saw the sense in HLA receiving an anniversary update just like HL & HL2 which were released decades ago. and also that HLA is the new VALVe = Source 2, Steam Consolidated, VR & Steam Deck. Official Half-Life Alyx Promotional Art = VALVe.

I didn't play Infinite Finality & Project Borealis because I'm not interested, but I was interested in Interlude, and I finished the Interlude Demo when it was released (December 25, 2024).

1 - Development: Interlude has been in the works for a few years by PegaXing, LucaBuca2000 and others, inspired by VALVe (This means playtesting and fun for the player). 2024 was the year for Interlude, trailer videos on YouTube, art for the game defined (Gordon looking at you holding the Gravity Gun and the HEV Suit a little broken with a snowy scenery behind). The Interlude demo was released at Christmas, I even finished the demo and I'm not afraid to say that Pega Xing is a Santa Claus who gave us a Half-Life 3 as a gift;

2 - Half-Life (Interlude): What can we expect from Interlude in the future, snow maps and the connection with Half-Life - Alyx (When we start the game, there is already a reference to Half-Life - Alyx), the music uses the idea of ​​snow and some songs have Vortigaunt sound effects. I found the enemy positions and the difficulty a bit challenging even on normal (Or maybe it's something else). The snow seems to be a bit better than the snow on the Kalt map from Day of Defeat (Source).

3 - Open Your Heart: PegaXing created a new intro, bringing the idea of ​​the previous intros to how VALVe worked.

4 - Credits:
Image 1: My screenshot from Interlude;
Image 2: Art by LucaBuca2000;
Image 3: My screenshot from Day of Defeat (Source).
I didn't play Infinite Finality & Project Borealis because I'm not interested, but I was interested in Interlude, and I finished the Interlude Demo when it was released (December 25, 2024).

1 - Development: Interlude has been in the works for a few years by PegaXing, LucaBuca2000 and others, inspired by VALVe (This means playtesting and fun for the player). 2024 was the year for Interlude, trailer videos on YouTube, art for the game defined (Gordon looking at you holding the Gravity Gun and the HEV Suit a little broken with a snowy scenery behind). The Interlude demo was released at Christmas, I even finished the demo and I'm not afraid to say that Pega Xing is a Santa Claus who gave us a Half-Life 3 as a gift;

2 - Half-Life (Interlude): What can we expect from Interlude in the future, snow maps and the connection with Half-Life - Alyx (When we start the game, there is already a reference to Half-Life - Alyx), the music uses the idea of ​​snow and some songs have Vortigaunt sound effects. I found the enemy positions and the difficulty a bit challenging even on normal (Or maybe it's something else). The snow seems to be a bit better than the snow on the Kalt map from Day of Defeat (Source).

3 - Open Your Heart: PegaXing created a new intro, bringing the idea of ​​the previous intros to how VALVe worked.

4 - Credits:
Image 1: My screenshot from Interlude;
Image 2: Art by LucaBuca2000;
Image 3: My screenshot from Day of Defeat (Source).
I didn't play Infinite Finality & Project Borealis because I'm not interested, but I was interested in Interlude, and I finished the Interlude Demo when it was released (December 25, 2024).

1 - Development: Interlude has been in the works for a few years by PegaXing, LucaBuca2000 and others, inspired by VALVe (This means playtesting and fun for the player). 2024 was the year for Interlude, trailer videos on YouTube, art for the game defined (Gordon looking at you holding the Gravity Gun and the HEV Suit a little broken with a snowy scenery behind). The Interlude demo was released at Christmas, I even finished the demo and I'm not afraid to say that Pega Xing is a Santa Claus who gave us a Half-Life 3 as a gift;

2 - Half-Life (Interlude): What can we expect from Interlude in the future, snow maps and the connection with Half-Life - Alyx (When we start the game, there is already a reference to Half-Life - Alyx), the music uses the idea of ​​snow and some songs have Vortigaunt sound effects. I found the enemy positions and the difficulty a bit challenging even on normal (Or maybe it's something else). The snow seems to be a bit better than the snow on the Kalt map from Day of Defeat (Source).

3 - Open Your Heart: PegaXing created a new intro, bringing the idea of ​​the previous intros to how VALVe worked.

4 - Credits:
Image 1: My screenshot from Interlude;
Image 2: Art by LucaBuca2000;
Image 3: My screenshot from Day of Defeat (Source).

I didn't play Infinite Finality & Project Borealis because I'm not interested, but I was interested in Interlude, and I finished the Interlude Demo when it was released (December 25, 2024). 1 - Development: Interlude has been in the works for a few years by PegaXing, LucaBuca2000 and others, inspired by VALVe (This means playtesting and fun for the player). 2024 was the year for Interlude, trailer videos on YouTube, art for the game defined (Gordon looking at you holding the Gravity Gun and the…

Spy Strider. A Team Fortress 2 spy as if he were a Strider from Half-Life 2 and Half-Life Alyx.

Art 1: lolikplay7
Art 2: Ted Backman
Spy Strider. A Team Fortress 2 spy as if he were a Strider from Half-Life 2 and Half-Life Alyx.

Art 1: lolikplay7
Art 2: Ted Backman

Spy Strider. A Team Fortress 2 spy as if he were a Strider from Half-Life 2 and Half-Life Alyx. Art 1: lolikplay7 Art 2: Ted Backman

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This was a triumph.
I'm making a note here:
HUGE SUCCESS.
It's hard to overstate
my satisfaction.

This is Motorsport Images, a photo agency and look at the symbol they use... Speechless, we've seen this symbol before.
This was a triumph.
I'm making a note here:
HUGE SUCCESS.
It's hard to overstate
my satisfaction.

This is Motorsport Images, a photo agency and look at the symbol they use... Speechless, we've seen this symbol before.

This was a triumph. I'm making a note here: HUGE SUCCESS. It's hard to overstate my satisfaction. This is Motorsport Images, a photo agency and look at the symbol they use... Speechless, we've seen this symbol before.

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