Ratamahatta
Established Member
I was just curious if anyone has played the Dreamcast port of Halflife? For those who have is it any good?
Originally posted by schi0249@Jul 5, 2003 @ 01:40 PM
I thought it was suprisingly well done. Much better than the PS2 version. I have used both keyboard/mouse and controller, and both handeled well. I was very disappointed that it was never released.
Originally posted by SegaSquad+Jul 6, 2003 @ 03:00 AM--><div class='quotetop'>QUOTE(SegaSquad @ Jul 6, 2003 @ 03:00 AM)</div><div class='quotemain'> <!--QuoteBegin-schi0249@Jul 5, 2003 @ 01:40 PM
I thought it was suprisingly well done. Much better than the PS2 version. I have used both keyboard/mouse and controller, and both handeled well. I was very disappointed that it was never released.
Originally posted by Shakey Jake33+Jul 5, 2003 @ 05:55 PM--><div class='quotetop'>QUOTE(Shakey Jake33 @ Jul 5, 2003 @ 05:55 PM)</div><div class='quotemain'> <!--QuoteBegin-SegaSquad@Jul 6, 2003 @ 03:00 AM
Not trying to sound like i prefer ps2 or anything, but how is it much better than the ps2 version?
Wish I knew how to invert the mouse tho.
Originally posted by SegaSquad@Jul 6, 2003 @ 12:55 AM
It's weird, with a mouse i prefer the non inverted settings, foward is look up, back is look down, etc..... But with a controller i much prefer inverted. But, on dc, strange as it may sound, it had slow down at the dumbest times in games. Like in Jet set radio, i could run through a crowd of people without slowdown, but when i ran next to one tree, slowdown city! This happened in like almost every game for me. Slow down when in the dumbest places.
Windows detected that this is a valid windows executable, but was compiled for a different proccessor than the current one.
Originally posted by M3d10n@Jul 8, 2003 @ 08:10 PM
From what I've seen, the major reason for the nonsens slowdowns in many DC games is not graphic-related. It's collision detection related.
The DC offers hardware collision and occlusion detection.
The easy PC ports, the NAOMI board, the deferred rendering (you can do that on other systems, or on PCs, but you need to sort the polygons on your own, whereas the PVR2 did that on hardware)
HL runs slow on both DC and PS2 because it's heavily unoptimized on both systems. It runs better on DC because the DC is more PC-port friendly than the PS2 (I bet it PS2 HL doesn't even touch the VU processors), but it still uses the WinCE libraries and might even rely on some DirectX variant layer to interface with the video hardware, thus loosing performance.
Geez, there is a HL.EXE file in the CD!
Originally posted by antime@Jul 8, 2003 @ 06:48 PM
The PowerVR architecture doesn't draw occluded pixels, but your collision detection claim is pure nonsense.
Originally posted by Mr. Moustache@Jul 9, 2003 @ 04:12 AM
I know we're all trying to figure out the frame rate issue in the leaked version of HL here. And I'll tell you all why there are frame rate issue.. the leaked version is only an alpha test. The version that we all have isn't complete yet, simple as that.
From what I understand all the frame rate issues were ironed out in the final version, which oldergames auctioned off on ebay since they decided it wasn't worth publishing. And the final version did get a review in gamepro(they were the only magazine to review it), and it recieved a perfect score, and in the article there were no mention of any frame rate troubles.
Anyways, to summarize everything, you have a incomplete alpha test.
No, its well know that they finished the game, and just decided not to release it because of the promotional/distribution cost. they though so little of DC that they figured they couldnt even break even from it.