Hi, fellow developers, I've been incommunicado for the last couple of
days because of the shutdown of Excite@... broadband-Internet service.
AT&T has been taking it over, but so far I got no home Internet on Saturday
and Sunday, and only some setup instructions on Monday -- which was the only
page I was able to get with my web browser. I can't get anything else over
the Internet from home, at least just yet.
I'm writing this message from a Unix shell account on an ISP that I
use as an e-mail intermediary, in case I'm away from home or whatever. Such as
accidents like this.
As to Alexander Strange's including Ian Rickard's changes, I wonder
how far he has come; when I get home Internet access again, I'll do a checkout
and see what changes got made.
Also, in recent days, I got the Playstation 2 version of Half-Life;
I had gotten bummed out that Half-Life became No Life on the Macintosh just
before it was released, and how it became No Life on the Dreamcast not long
before it was released; given how long it was taking on the PS2, I began to
fear the same fate for a PS2 version. But last Saturday, I found a release
copy of it in a store in a mall I had been visiting in order to visit its new
Apple Store. And so far the only difficulty I've been having with it is with
the PS2 controller, which is not as precise as I might want. However, the PS2
version has a nice sort of auto-aim. It has a "target designator" symbol that
can move to a nearby target, and by pressing a button, one's aim direction can
follow that target designator, meaning that one has controllable auto-aim.
So it looks as if I'll have some practice for Halo :-) Also, HL had
lots of things familiar from the Marathon series, such as a F'lickta-ish
monster (doesn't throw stuff, however), both M1 Bobs (the scientists) and
M2/Moo Bobs (the guards), an assault-rifle/grenade-launcher combo, etc. One
nice feature was a simple way of getting other characters to follow you. Simply
look at one of them, press "action", and that character will follow you.
Pressing "action" again will "unlock" that character.
I wonder if it might be possible to implement a similar feature for A1
-- and to do so without changing the saved-data format. There may be extra
monster states that one can define for this purpose, and there is a bit of
unused player data. Or one might define a new chunk type.