Awesome video! I once made my own navigation system for my game when I was using a custom fork of the Q2RTX engine, without looking at any references or other solutions except for the actual pathfinding algorithm (Breadth-First Search), and I'm quite surprised how close parts of my solution was to some of the stuff you explained in this video. Now I just moved to UE5 lol.
@kota864921 сағат бұрын
the half life version of shounic. i love this guy. He has answers to questions i never asked, but very much needed to know. ill probably never use this information, but ill be damned if i dont find it incredibly interesting.
@VeryOriginalUsername2000023 сағат бұрын
10:34 sliiide to the left, sliiide to the right!
@NeitheradentistКүн бұрын
6:57
@yungkri5tКүн бұрын
wow, just wow
@laugexdКүн бұрын
when he talked about the xbox 360 cheat codes, and said that in theory they would work, was i the only one to notice that the code is commented out? it won't work if it's commented out that's for sure
@spaghettisaint8787Күн бұрын
i fully expected the last guy to make an entirely new page about displacements just so he could make that edit
@charlesgrant6808Күн бұрын
Half Life 2 if the gunplay was good:
@pulDagКүн бұрын
Hi @pinsplash, is this mod working also for the latest Half-Life 2 - 20th Anniversary Celebration update? Thanks
@thecommentor3845Күн бұрын
This reminds me of the "desktop mode" mod on Half Life Alyx. Where they got everything working with a mouse and keyboard. Only problem? You can REALLY feel the game was not meant to be played like that, like how this shows.
@ZeroWinglessКүн бұрын
very nice, cheers :)
@popeofsimps2924Күн бұрын
So if there’s lighting issues with displacements, would having your perpendicular wall overlap even a bit with the other wall be a fix, or am I talking out of my ass?
@scottl.1568Күн бұрын
Decinc?😮
@CoreStarterКүн бұрын
I too like large sized holes
@zeitgeistlimeКүн бұрын
first video was understandable with some minor confusion, watching this one made my head hurt
@RojoBarrio-gm9ioКүн бұрын
Trae pistola no chiste muerto pistola
@benb9151Күн бұрын
Needed something to watch on our date tonight, thank you Pinsplash
@vxpdxКүн бұрын
16:10 see if you can find it in code that StudioMDL uses when handling `walkframe`
@Marxon1134Күн бұрын
YES NODEGRAPHS I ACTUALLY UNIRONICALLY REQUIRE THIS INFORMATION! YEEEAAAAAHHHH
@WinterGamesYTКүн бұрын
this inspired me to node my map
@WinterGamesYTКүн бұрын
4:10 you could say theyre... comparing nodes
@MuteObserverКүн бұрын
Many thanks- and Merry Christmas!
@vibaj16Күн бұрын
Now I want to know how different Source 2 is
@groundjetКүн бұрын
7:08 this is possibly one of the biggest half life lore drops I've ever witnessed, the only bigger mystery is who's G-man LOL
@thewoodpeckers655Күн бұрын
This is vital information to beginner source modders
@alexrva433Күн бұрын
Node Graph out of Date. Rebuilding...
@blu3m0nkeyКүн бұрын
Nav_edit 1 My favorete command (especially in tf2, rly helpful)
@quaker5712Күн бұрын
Thanks for making these videos. It's really interesting learning how it Source handles navigation. Makes me wonder what changes Source 2 navigation has. Also, if by chance you make more nav videos, I'd love to know how flying NPCs navigate. Especially the man hacks because they seem to use the Z axis really well, swooping up and down.
@MamaAkiКүн бұрын
Atleast this looks better than my runs. Usually I or others get kicked or leave (not me leaving) if they get hit ONCE, lol. There's a reason I stopped playing L4D2 versus
@murmurghleКүн бұрын
2:00 "Or are NOT a real npc" Shots fired at antlion grub.
@plaguedevstuffКүн бұрын
Perfect! Another video discussing a really old game engine!
@PanekPLКүн бұрын
Node Graph out of Date. Rebuilding...
@r.g.thesecondКүн бұрын
In the new HL2 Commentary, a running problem that is brought up is the combined cost of displacements and navigation creating performance issues. What makes it prohibitive to have both at the same time?
@isabellegrimes9366Күн бұрын
Thank you, this is very informative :)
@krustyplays55002 күн бұрын
"Go on, Gordon. I won't Look 🥺😳😏"
@walkaholicisdead2 күн бұрын
Shounic's lost brother
@kornsuwin2 күн бұрын
new pinsplash video and it's also epic
@mahuba25532 күн бұрын
thanks man this is actually a big help, the valve wiki does not mention alot of important info that you have to learn to properlly node your map, where did you get all this information anyway?
@Architector_4Күн бұрын
i imagine either from reading Source SDK code or from one of the leaks
@Humancatpost2 күн бұрын
Is there a way to check the compile date that it’s checking to see if the node graph is updated? Or is it just the creation date on the file?
@1thevm12 күн бұрын
Are you meaning to tell me that Node Graph Rebuilding isn't just a stutter generation engine???
@d0kt0r172 күн бұрын
This video is out of date. Rebuilding.
@FireWaia2 күн бұрын
lowering framerates, scripts, save-loading like mad.... Dislike all of it and i can see why the pompus oldschool people tried to stem things like that.
@SASTSimon2 күн бұрын
hello
@kickin_assКүн бұрын
yo whats up simon
@AyatZhum2 күн бұрын
This is a great video
@Marduk4012 күн бұрын
I created a very similar system in my game and I've never seen how Valve did it before. that felt weird watching it. what I do differently is that each node has a height and a radius. When placed It automatically expands and tests to see how big of a radius and height it can get before it collides with the world. a node that's under a door frame for example cannot get too big. then each npc can only use that node to find a path only if it's smaller or equal to the node's height and radius. so it creates a graphmap for each npc you have in the map. a big enemy would have to find another path around the doorway to navigate. a small enemy could simply walk right to it.
@guilhermecarvalhotrindade26252 күн бұрын
Thanks for these deep dives. I love these things. Source engine is just full of quirks, showing how battle tested it must have been for the time.