Half-Life Rally 2 hits the brakes, stops development

HL Rally

It’s a sad day for rally fans as the team that has been behind Half-Life Rally has recently announced that they are ceasing development for Half-Life Rally 2. They have cited “limitations of the Source SDK” as the cause for this decision. Among the issues which they have enumetated include:

  • Vehicles were controlled by the server making them latent and not fun to play on the Internet
  • Predicting the vehicles on the client failed as the client and server simulate the physics differently, causing the vehicles to get rapidly out of sync
  • Correcting the predicted vehicles position made the game feel unresponsive and caused the vehicle to travel unexpected paths
  • Valve themselves said that it was currently impossible to predict and therefore network vphysics objects accurately (think of the barrels in  CS).
  • The SDK does not allow for direct modification of physics
  • Could not implement manual transmission due to SDK limitations
  • RPM calculations were erratic and more often than not incorrect
  • RPM values could not be recalculated accurately

In any case, they will be hosting parts of their souce code for any modder to pick up and use, and perhaps even come up with the solutions that the HL Rally dev team couldn’t find.

Aww. The exploding (yes, “exploding” and not “explosive”) races and the “nearly-wrecked car reaches finish line” moments will be sorely missed.

Via HLRally

HL Rally

It’s a sad day for rally fans as the team that has been behind Half-Life Rally has recently announced that they are ceasing development for Half-Life Rally 2. They have cited “limitations of the Source SDK” as the cause for this decision. Among the issues which they have enumetated include:

  • Vehicles were controlled by the server making them latent and not fun to play on the Internet
  • Predicting the vehicles on the client failed as the client and server simulate the physics differently, causing the vehicles to get rapidly out of sync
  • Correcting the predicted vehicles position made the game feel unresponsive and caused the vehicle to travel unexpected paths
  • Valve themselves said that it was currently impossible to predict and therefore network vphysics objects accurately (think of the barrels in  CS).
  • The SDK does not allow for direct modification of physics
  • Could not implement manual transmission due to SDK limitations
  • RPM calculations were erratic and more often than not incorrect
  • RPM values could not be recalculated accurately

In any case, they will be hosting parts of their souce code for any modder to pick up and use, and perhaps even come up with the solutions that the HL Rally dev team couldn’t find.

Aww. The exploding (yes, “exploding” and not “explosive”) races and the “nearly-wrecked car reaches finish line” moments will be sorely missed.

Via HLRally

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