Black Mesa 2009 Update

BAH HA HA HAAAA!!!

Well folks, I hate to burst your bubble, but I dont have a copy of Balk Masa

Sure I believe you!!!

:slight_smile:

But she has a copy of Black Mesa

Hai guyz, what’s goin on here?

Don’t forgot She got sons, and husband :fffuuu::fffuuu:

I guess this will be released in 2012. If the nostradamus prediction is correct, this mod will never be released.

A suggestion. I suggest to leave the game as it is. Do not polish it too much or else you’d end up like Duke Nukem Forever… Always trying to update the game to the latest graphical breakthroughs but ends up not releasing the game. The source engine used in HL2 is too old for this current generation of games. Don’t even try to upgrade to the L4D/L4D2 engine cause you know it will cost you more dev time. Probably if you’re finished you can consider improving the game.

Remember, Valve’s strategy is like this. Valve always releases an incomplete game. Take CSS and TF2 for example, CSS never had bots in the first place and TF2 had no unlockables. Only by releasing the game, they continue to polish and refine the game according to the player’s liking. In that way, Valve never had to worry about not meeting the players’ “expectations”.

In the past, Valve has suffered from a development hell. A lot of expected games that were planned like HL2, TF2, and L4D had severely protracted development time. But by adapting this method and by playtesting their games, all they have to worry about is to get their game released and just fix the game after it has been launched.

Unlike other companies, they worry too much on the expectations of the players. In the end, this games end up as solid products that do not need much fixing and only have to fix minor bugs and exploits unlike Valve’s method that is to actively develop and change the game’s gameplay and playablility (which in return, may cause dissatissfied players who suffers because of this to retaliate against Valve). But a lot of games with this method never came out in the market. The biggest example is DNF. The DNF dev team had been laid off since they’re becoming a financial burden to Take-two interactive. Probably they’re trying to polish an already shiny game, or they try upgrade the project by acquiring the latest game engine, only to find out that they have to redevelop the game from scratch.

A word of advice. Release the game as soon as it’s playable. If you’re using Steam to distribute your mod, just update what needs to be refined. The community will help you find your biggest flaws in case this game is released. Don’t polish the game when it’s already shiny cause you’ll end up just like DNF. And I hope you don’t end up planning to release this on 2012. If the predictions are right, we’d all be dead.

Since Steam is taking too much space and resources on my aging Pentium 4, I decided to banish it from my system. And I’m sick and tired of playing the same game over and over again (HL2 and CSS) (i don’t buy games from steam, it’s expensive and I don’t have credit card and it eats bandwidth since I play COD4 online). I’m thinking of reinstalling Steam after your game is released.

tl;dr

The team wants to make it as good as possible, if that means a month or two more work, they’d probably do it.

They will not release this incomplete. But they will rlelase it.

They are not releasing over steam.

Valve keeps including new updates for their games to attract new players and therefore money. The mod is free, therefore making money is not a concern, so continued updates are not required.

Games are cheaper when bought through steam generally.

Well, did you know that there are several free of charge modifications out there that are published using steam?

like:
Synergy - https://synergymod.net/
Dystopia - https://www.dystopia-game.com/
Insurgency - https://www.insmod.org/

and many more

back in 2007 or early 2008 or so Valve opened Steam for “Home made Mods” and they are still free… this even enables all the Steam Features like Auto-Updating, GCF-Defrag and Verify and things like this for any mod that comes through Steam.

However, I have no Idea of what a Mod-Team needs to do to get their stuff into the Steam thingy…

Everyone here knows that.

This is not a case of us deciding to use steam, it’s a case of steam deciding to use us. Valve decides what mods get on steam, mods don’t decide to use steam.

It’s that simple. It’s not something we can control, so we can’t do anything about it. Therefore, asking us to use steam to distribute is pointless.

I think if this mod is so good, Valve really might buy it.

I mean, come on, even Gabe is watching these forums.
I saw an IP address the other day that was from Valve Corporation.

Conspiracy theories…

But the real question is what by your perception is exactly the point that the game is decided “playable” ?

Because you could say it’s playable if one could possibly play it through to the end, but there are 200 bugs that can create dead-ends or crashes to another player that does not always do what the game expects him/her to.

You could also say it’s playable if say 3 levels have not yet been entirely rendered, 20 out of the 50 cutscenes are incomplete, if in 10 out of the 60 enemy encounters the AI behaves poorly, if the voice overs are not all in, or are not synched to the dialogs/animations, if half the sound fx are off and every npc is a placeholder dummy model of G-Man.

But what the hell kind of experience would that be? And even if someone should think that, well, that’s a whole lot better than nothing, do you think that that is what the developers would want after investing so much time and effort into this project?

Duke Nukem’s problem was they kept moving the goalposts, switching engines and trying to match the most recently released game. Their objective receded faster than their development progressed. I think by the time it collapsed they were further away from finishing than they were when they started.

BM has a stationary objective, it uses a fixed engine and, being a remake, it has as well-defined an end point as any game has ever had. So its prospects look far better.

If they start switching game engines (“this week we will be mostly using the Crysis engine”)and adding completely new levels then we can assume the project will never see the light of day.

I do wonder though if the devs aren’t completely sick of the thing by this point. Would they ever have started it if they knew it was going to take so much work? I usually get sick of the sight of projects long before this point, and that’s things I was being paid for.

Actually, VALVe’s decision to delay their games when they feel it’s not yet ready is one of the reasons everyone loves them so much. Deadlines are a great way to motivate people to work harder, but if your game isn’t ready than the last thing you need is some pen-pushing desk jockey or a bunch of investors who don’t know squad about games telling you to ship it anyway.

Both Half-Life and Half-Life 2 (as well as TF2) have been delayed, and they’ve all won countless GOTY awards. Because they’re so polished.

If they switched engines, they’d have to use a non-Valve built engine, which would make the mod sort of illegal.

Not any more illegal than it is now. They just wouldn’t be able to use any of the original Valve models or resources for anything.

I say polish it as much as it takes, I don’t care if that means another year of waiting…

Except for the issue of using Valve’s IP. If they make a mod for an engine that is not Valve’s it would be illegal. This, however, is not, because a Valve game is required to play BM.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.