I am curious: Episode One featured what looked like working stalkers. They attacked and could be killed, the player saw already dead stalker ragdolls, and disintegrated some using Combine energy balls, but never really got the opportunity to turn the stalker into a ragdoll. Ts2do made some edits to this article, first claiming that the code had been fixed in Episode One, but later removed half of those claims, leaving only a vague "the Half-Life 2 stalker" mention. ...so: Has the Stalker ragdoll been fixed with Episode One or hasn't it? Also, has it already been fixed (through updates) in regular Half-Life 2? --Andreasen 06:42, 19 Oct 2006 (PDT)
- They've definitely got working ragdolls in Episode One - and can be used as conventional enemies. Sort of. They don't bleed when shot, and are naturally non-violent - they'll only attack the player if they see the player kill one of their kind. Which suggests they might still possess a fragment of their former humanity... —Cargo Cult (info, talk) 07:08, 19 Oct 2006 (PDT)
- The stalker model in Ep1 is different from the one used in HL2 (notable changes: it has a higher polygon count because it's used closer to the camera, more animations, and some shader changes that make it shinier), and is under the
episodicgame path (so will only appear if that is in your
gameinfo.txt). The old model still exists and is still used in vanilla HL2 & derived mods. --Giles 08:04, 19 Oct 2006 (PDT)
- In other words: The article picture could need an update (because that's the low poly model, judging by the date of the picture). --Andreasen 10:51, 19 Oct 2006 (PDT)
- Perhaps a side-by-side comparison of both models, along with the clarification of each version's differences (as explained by Cargo Cult)? --RF 21:37, 30 Jan 2007 (PST)
This is just a heads up about something I've noticed. It appears (at least for me) that the stalker ragdoll is only half broken in Portal. When they are killed, something very odd happens: from the knees up, they act as a normal ragdoll. However, the weird part is that the feet stay exactly where they are. They aren't affected by anything. In addition, the shins are stretched so that the knees and ankles are still connected, no matter how far away the rest of the ragdoll is. This results in some very odd model inversions and texture warpings. The game doesn't crash or do anything else odd, though. I can probably toss up a screenshot if anybody wants; I just thought this was worth mentioning.--WinstonSmith 03:20, 3 December 2009 (UTC)
- I too noticed this.
- however, as portal and the citadel will practically never meet fact to face, I don't think anyone will really need to fix it.
- though, it should get a small mention Kizzycocoa 16:28, 3 December 2009 (UTC)
- Elements of games could always be transposed to other games; it might be advantageous to fix the problem before it's necessary. I was just curious as to what possible differences in the engine could cause such a glitch.--WinstonSmith 00:26, 5 December 2009 (UTC)