HLX Development Might Have Hit a New Stage - HLX Files #15
By Tyler McVicker
Summary
## Key takeaways - **Ibex Controller and Steam Frame Near Release**: A mysterious new device codenamed Ibex, which is essentially a Steam Deck without a screen, has appeared in Steam's backend. This controller is expected to launch alongside the Steam Frame, Valve's next VR headset, with an announcement potentially within weeks. [00:19] - **Source 2 Engine Enhancements for HLX**: New references suggest significant changes to the Source 2 engine's handling of destruction, physics, and sound for HLX. These include dynamic deformation based on damage type and more robust hit group systems for diverse enemy models beyond humanoids. [02:12] - **Debunking HLX Concept Art Hoaxes**: AI-generated concept art circulating on 4chan is fake and doesn't reflect actual development. Concept art serves a functional purpose in development, and the presented images lack this practical design, indicating they are not genuine. [04:30] - **Optimized Liquid and Sound Simulation**: Updates to the Source 2 engine include optimized liquid simulation for realistic spills and sound absorption based on material properties. These changes are refactored for cleaner, more efficient simulation, suggesting a focus on environmental realism. [06:07] - **Destructible Demons Feature Imminent**: A new 'destruction death behavior' flag found in Counter-Strike updates, unrelated to the game itself, points to destructible enemy models similar to Doom's demons. This allows for parts of models to be shot off and can even trigger other map events after death. [11:43] - **Trailer Work Suggests Imminent Announcement**: Rumors indicate that work on a trailer for HLX is underway, suggesting an announcement and launch that will be close together, similar to Half-Life: Alyx. This implies the game is nearing a playable state, focusing on polishing and optimization. [15:50]
Topics Covered
- Managing Hype: Separating Hoaxes and Fakes from Reality.
- Deep Physics Simulation is Being Optimized.
- HLX's Destructible Enemies: Beyond Simple Hit Points.
- Science Assets: A Misleading Sign of Early Development?
- Valve's Trailer Strategy: Announce Close to Launch.
Full Transcript
So, for the context of any future
viewers, it needs to be stated that it
has been about 2 months since the last
episode of the HLX Files. Within that
time, a lot has happened in my personal
life, and I am also quite sick. So,
please excuse the difference in my
voice. Right as I was setting up the
microphone to record this video, a
backend update was pushed for Steam, and
sadly, it's Bradley caught this. This is
the code named Ibex controller, the
thing that we've been talking about for
years. Imagine a Steam Deck without a
screen, and that's a controller. This is
one of the things that will be released
alongside the Steam Frame, Valve's next
big VR headset. And the announcement of
that seems to be very close, like within
weeks. This doesn't mean they're going
to be announcing HLX, but when they
first announced and revealed the Valve
Index, they also announced that they
were working on a flagship VR title.
Now, HLX is not a VR title, so why would
they even bother mentioning? Well, most
likely due to whatever ends up happening
with HLX when it is out, it will be
taking advantage of some of the features
that the Steam Frame is being sold to
do, such as being able to play all of
your Steam library within a very large
virtual theater experience, complete
with depth added into the image, like if
it was a 3D television. That's all well
and good, but all of this has nothing to
do with what I was wanting to talk about
today. This literally, like minutes ago,
just hit the internet. So, that's very
exciting. But let's move on to what
we're supposed to talk about.
And this video is sponsored by boot.dev.
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learning for free. For this video, we're
going to go back and forth between good
news and hoax. On destructible hit group
damage level changed, a string that at
one point read on destructible part
damage level change. Damage parts are
now being called damage hit groups. This
has to do with the damage type that a
model is receiving, reacting to that
damage type and dynamically deforming or
destructing in a way that reacts to it
realistically. This is also most likely
associated with the critical damage
percentage, the percent chance of
dealing critical damage, which destroys
the damage level regardless of damage
pass through type, as well as headshot
damage being seen as a damage type.
unrelated to how Counterstrike 2 deals
with hit groups and head shot. HLX will
have headsh shot and damage groups will
have to do with the different parts of
the model. Unlike CS2 where damage
groups are pretty much always on a
bipeedal humanoid model, you're always
facing against a person, hit groups in
HLX need to be more dynamic. They need
to be allocated to many different forms
of models and the system needs to be
more robust than just the types of hit
groups that are expected when you're
only facing humanoid enemies. Obviously,
HLX has humanoid enemies, but it will
also have Zen gorillas. Is it is it a
gorilla? No, it's like a tentacle beast,
but it Zen gorillas. The Game Awards
Twitter account has been tweeting,
"What's your dream game sequel
announcement?" And what's your dream
world premiere at the Game Awards this
year on December 11th? The top responses
in both. Exactly what you think. Are
they baiting? Are they trying to like
get people excited or hint hint nudge
nudge towards the big thing happening?
No. Look, it's always possible that they
could show it at Jeff's thing. No.
Almost certainly no. They're going to
announce the thing in a tweet. They're
just going to announce it themselves.
No. It won't be at the game awards. Do
not get your hopes up for the game
awards. Re-entrant call to see resource
system block until manifest loaded while
already in frame update. Re-entrant call
to see resource system frame update.
These are resource cleanup strings. This
is an optimization pass function. This
is a late stage development function.
The specifics are not important. This is
for cleaning up resources. This is an
automated process added within the game
engine to clean up system resources.
Late game development stuff.
Interesting. Remember when this
happened? So on 4chan, somebody claims
to have a bunch of concept art for the
next Half-Life game. This is all AI
generated. It is fake. None of what is
here makes any sense if we were talking
about actual concept art for an
indevelopment project. You have to
remember concept art is not made to have
something pretty to look at. Concept art
is a functional part of development. It
is always made with some kind of task in
mind. For example, this hairstyle
variant sheet makes no sense. The
differences are so minute that there is
no reason to have these differences
listed right next to each other. This is
almost certainly a combination of
traceovers mixed with AI generated
nonsense. None of what's here makes any
sense to be art for HLX. Now, the idea
of old versions of the characters being
a look, people are claiming that this
lines up with things that have quote
unquote leaked over the years. And you
know me, I don't report on story
spoilers at all. But just know that's
just it. It's all But just
because something like this is fake,
just because hoaxes are occurring does
not reduce the chances of the game
crossing the finish line or prove that
the game never existed in the first
place. I'm seeing a lot of doomer type
behavior in the community anytime
something is seen as a hoax. Just
because the community is pulling hoaxes
doesn't mean that Valve has changed or
shifted in any capacity. They're two
different things. They don't affect each
other. Impulse wind speed when wind is
true. C per particle float input MC FL
windsp speed impulse wobble radius C per
particle float input MC FL wobble
impulse is wind boolean MC_B is radial
wind this is asynchronous particle
simulation this is not only computing
particles interfacing with the simulated
wind speed but it also allows that wind
speed to adjust how the particles
specifically react on a case-byase basis
when I say it's asynchronous that means
that the particles are allowed to be
simulated separately but still as a
group and those particles can then
affect each other as well as affect the
wind itself. Absorption is not something
we've discussed much about on this
channel because it's not super
interesting and also is something that
could easily confuse people watching.
part of the surface property system
which we have discussed at length. The
thing that allows different types of
materials to react to stimuli in
different ways such as wood and oil
reacting differently than metal and oil,
its flammability, how much it could
possibly hold based on its porous
nature, etc., etc. These are things that
the game will be simulating. However,
when you see absorption coefficients
within the code, we're not talking about
liquid or material absorption. We're
talking about sound absorption.
effectively the dampening nature that a
different type of material can have on
sound waves. What we're seeing here is a
further optimization step within the
simulation of sound waves and how it
interfaces with different parts of the
environment. Before separate surface
attributes had to be placed based on the
frequency of the audio spectrum. Meaning
if it's a high frequency, mid-range
frequency, or low frequency soundwave,
the simulation system would treat the
surface properties differently. All of
this has been refactored into a singular
thing. Sound absorption, sound
scattering, and sound transmission based
on the material properties that exist
within the world are all being
simulated, but they're being simulated
in a cleaner, cheaper, and more
optimized manner than what was seen
prior. Do you ever go to a science
museum as a kid? I'm sure they
demonstrated it. What's important here
is that absorption and transmission used
to have the different frequency band
ranges, and now it doesn't. It's been
refactored. It's much cleaner. Uh,
somebody on Reddit claimed to have met
Mike Shapyro, the voice of Barney
Calhoun and the Gman and all the Barney
and Halflife at some kind of convention.
They probably did, but then well, I'll
just read what they wrote. Quote, "To be
honest, he did say something to me when
I said I was a big fan and have all
games, books, and documentaries
watched." He said something like with a
smile, "Prepare for the Valve opening."
I asked him to explain, and he straight
up ignored and started asking personal
questions. I honestly don't know what he
could mean by it. Maybe some leaks or
maybe a new game. Yeah. Um, Mike didn't
say that. Mike didn't say that. Prepare
for the Valve opening. Do you have any
idea how many people ask me about this?
Mike didn't say that. Spills. Oh, I love
this one. C_OP
game liquid spill. C. Particle function
renderer. Liquid contents negative for
water, positive for oil, zero for none.
liquid contents field expiration time FL
expiration time attribute for
contribution amount particle field
scalar amount attribute. This is all
still surface property related and it
has to do with spilling liquids. How do
those spilled liquids react to the
environment and how long do they stay
there? Again, this change is not so much
a simulation step as it is an
optimization step. Specifically, M_FL
expiration time is quite
self-explanatory. If you spill a bunch
of liquid on the ground, how long does
the game have to render and simulate it
there before despawning it? That's an
optimization step. Liquid contents field
is obvious. It's just stating is it an
oil or is it water or is it nothing? And
then amount attribute. How much is
there? How much liquid? Is it a gallon?
Is it a swimming pool? Is it an
eyropper? Liquid simulation is a really,
really big deal in this. The more we do
these episodes, the more I'm realizing
that there's going to be some weird
physics puzzles. Come to oil and water
and wood and metal and fire. It's going
to be weird and probably really
entertaining the first two times, but
then something that you want to skip the
next few times you play. It's like the
seessaw puzzle, but for a new
generation. Another thing that happened
a few days ago is Steam DB identified a
change list number for Halflife 2. What
is a change list number? It means that
something updated on the back end and
Steam DB identified it and people
thought this had something to do with
HLX. So changeless numbers can happen
literally for the smallest of reasons.
This doesn't even mean that something is
happening for HalfLife 2. It just means
that something as small as a tag on the
Steam store updated. Now, according to
Steam DB, an unknown app ID was also
associated with this. As it turns out,
this specific change list ID has to do
with the fact that a mod updated on
Steam and the mod required HalfLife 2.
Again, everybody is so doom and gloom
when it comes to anything being
debunked. It's just normal daily Steam
stuff that has happened for the last 20
years. It's fine. The game is still in
development. Trust me, if anything
negative were to have been told to me, I
would tell it to you. There's literally
like it's fine, guys. Hit groups,
damage, kill, and trigger flags that
change the behavior on death.
Destruction death behavior is a new flag
that was found within the latest
Counter-Strike update and has nothing to
do with Counterstrike. On death, what
should the destructive behavior of a
model be? do not kill, kill, gib, or
remove. This once again is an
optimization thing. The difference
between something like Counter-Strike 2
and something like what HLX is trying to
do here is in Counter-Strike 2, when you
have a headsh shot, it kills. It's a
multiplier, that's it. You'll rag doll,
that's it. What this is is effectively
destructible demons from Doom, but it
also has extra functionality in terms of
how it can be scripted out where the
damage itself can be seen as a trigger
to have other things occur within the
map. It's the ability to be able to not
only shoot off parts of the model of the
enemy that you're fighting, but it also
means you can do that after a kill. Does
that make sense? Not only will it be a
reactive fight that has a very
destructible demon's behavior, but after
the enemy is defeated, further damage
from other fighting with other enemies
can react with the models that are
already seen as dead. And that just adds
more immersion to the fight itself. And
then of course, you can also just do
things after the fact just to like
experiment with the system. It's just
for added realism. But the refactoring
that you're seeing here is not an
introduction of these functions.
Evidence of these functions has existed
for like 2 years. This once again is a
tool cleanup. This is taking something
that has already existed and making it
more usable not only to the end user but
also making it refactored cleaner but
then indicates whether to keep any
loaded ammo in the weapon on reload.
MC_B keep loaded ammo debug destructible
parts radius damage. Will the destroying
of certain parts on a model also cause
like splash damage in a radius around
the model? And then science assets. You
see this tiny tiny little little icon?
Yeah, this was new. This was added in
the Counter-Strike update. Science
assets. Okay, so this is a new icon that
is specifically for the tools that Valve
uses to denote a group of assets,
specifically assets marked science.
Completely unknown what that means.
People have tried to read into this into
saying like, "Oh, is Portal 3 in
development now?" No, that's not what
this is. No, that's No, sorry. No,
science assets is very interesting. What
I think happened here is this is an
older asset that somehow snuck its way
into the latest Counter-Strike update.
Because if this thing, this new icon to
be able to denote a new group of assets
within the tools, was created at around
the same time the latest Counter-Strike
update came out, which was on October
15th, then that means we are not asset
locked. That means we're still at a
point in this game development where
we're still creating a whole bunch of
new stuff and we're not actually as
close to the finish line as we
originally thought. Um, that doesn't
seem to be the case. Here's the big fun
part of the video that people are going
to spoil. I want people to be able to
take this with a grain of salt. When
dealing with anything that's not backed
up by a string leak or something that
was found in a data mine or a genuine
leak, which rarely happens anymore, when
you're just dealing with hearsay, people
talking, even if you want to quantify it
as like a verified source or anything
along those lines, you still need to
take it with a grain of salt. So, before
I say anything, I just want everybody to
like nod in agreement at their computer
screens or their phones and just think,
look, this is hearsay. It's a rumor. I
don't think that the science asset icon
represents a different outlook on the
timeline of production because
everything we've seen aside from this
one icon points to the game being at the
point where they're just polishing,
optimizing, refactoring, getting it
ready to be playable and push it to the
level that people kind of expect
Halflife 3 to be at. completely
unrelated, but Tears of the Kingdom was
finished for a year before it came out
so that Nintendo could, you know, polish
it and bug test it and optimize it and
much as much as possible. For a game
like HalfLife 3, I could imagine Valve
taking multiple years to do something
like that. However, the current rumor
that's going around is that work on the
trailer is occurring. When Valve works
on a trailer, it's not the same as when
a publiclyowned AAA studio makes a
trailer. When a trailer is being made,
it's being announced sometimes over a
year before launch. Valve is not doing
that. You are going to have the
announcement and the launch be very
close together, very similar to how
Halflife Alex handled it. They're not
going to be having you wait a really
long time. When making trailers for
games that are still a ways away, you
have to effectively fake what you're
showing off and push very specific
scripted content to the finish line much
earlier than if it were to just be done
for the game so that you have something
shippable and showable to the public eye
for the trailer. When Valve makes a
trailer, they're going to do it very
similarly to how they did HalfLife Alex,
where they effectively just kind of
started work on the trailer about two
months before the trailer came out and
then the trailer came out. The current
rumor is that the trailer is being
worked on. I don't think the science
asset icon actually represents the game
not being in a optimization refactoring
stage and instead probably just slipped
in and has been a thing for a while.
Either that or it's for a project that
has nothing to do with HLX and it seems
as if trailer work is occurring. The
Steam Frame is definitely getting
announced soon. Valve has a coffee table
book that they announced last year as
being shipped this year, the reprint of
raising the bar with the new chapters
added in relation, you know, that have
to do with the episodes. But they're
definitely going to want to try and sell
that book at the same time that
everybody is freaking out about a new
Half-Life game being made. I don't want
to like put words in anybody's mouth or,
you know, hype somebody up for something
that might not happen. Let's tentatively
get excited for November. Let's let's
mellow out. Let's let's be very chill
about a possible thing happening soon,
maybe. Who knows? Sorry I disappeared
for a while. I've been sick. Bad weird
life stuff has happened. And that's just
life, you know? That's how it goes.
Thank you for being patient with me.
Thank you for sticking with me. and
thank you for once again being a great
community and being super excited for
the most important uh video game release
of our lifetimes. So, so if you want to
support these videos, get your name in
the credits, get to watch them early,
check out my Patreon page, link down in
the description below. You want to just
hang out, talk, whatever. Discord invite
link is also down in the description
below. I'll talk to you all later. I'm
Tyler Mcer, the passionate gamer. Thank
you so much for watching. Have a great
life. Adios.
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