Hazard Course Remake (AVAILABLE NOW!)

What a coincedence.

That’s dinner tonight.

Crypt, Dky, Jeff, Lars, Michael, Spaghetti.
You are now up-to-date on the current team members. Thank you for your kwopration.

Maybe our ModDB group needs to be public, then everyone can just check and see who works in what position.

Nothing, since auto-aim doesn’t exist in Black Mesa regardless of whether or not you enable it (the option is bugged), and somewhat more importantly, it wasn’t in the original.

Half-Life had auto-aim, it just wasn’t a suit function.

Also, doesn’t BM have auto-aim? I don’t know if it’s just me, but my bullets seem to sort of “curve” towards enemies close to my crosshair, even if I’m not aiming exactly at them…

I know, I know. I’m working on it. Very slowly.

Welcome to the team, I look forward to working with you!

No rush, I’m mostly kidding.
Mostly. :3

I think that’s just bullet spread. Bullets tend to hit near your crosshair because that’s what the crosshair’s for. :stuck_out_tongue:

That holograph bit was only because Gearbox knew that it’s harder to aim accurately with a joystick than with a mouse (for most, anyway). For those that don’t know, the PS2 version’s auto-aim is much different than the PC auto-aim. Actually, it was a lock-on feature, meaning the game targeted the enemy and held the crosshair over it. All you really had to do was fire. I think our current firing range is sufficient enough as the targets move anyway.

But hey, if Dky wants to incorporate the holo bit for whatever reason, no harm done, I guess. You guys will just have to wait a little longer. :slight_smile:

I’m not so sure that it’s just bullet spread, it’s something I’ve only really noticed on the pistol.

If I’m aiming at a zombie’s head, the bullets will generally go straight towards the crosshair like I’m aiming. Sometimes, though, if my aim’s off a bit, they’ll angle downwards - not slightly, but sometimes quite a bit.

This is the kind of difference I’m seeing (this happens at closer range as well):

Anyways, on-topic - This is looking great! Nice work, all of you :slight_smile: Looking forward to seeing this finished.

Gonna spice up this thread.

something is off about it… oh wait that’s the metal bars on the side of the walk way… they fit in hl1 because it prevented the player from jumping down with out using invisible walls, and fit the stile but they do not fit in the current mod. could your replace them with something like a mesh fence that covers the walkway instead of the metal bars…

Wouldn’t fences feel a bit out of place?

tehy would… I miss represented what I was meaning to say… one moment lets see if I can find something similar to what I am trying to describe…

ok this https://upload.wikimedia.org/wikipedia/commons/f/f2/Bridge%2C_W.H.Malcolm_depot-geograph.org.uk-_1560223.jpg with this bridges cage https://www.zestfullyclean.com/images/caged_bridge.jpg

this is jsut a suggestion… no actual clue if would look better or not.

So like in Far Cry 1?

Short answer is that it would look kind of weird.

Yeah. And I kinda like the cage-thing we have now. Looks neat.

The bars are fine, what needs looked at is the pipe texture. The brackets should be on either side of the intersections, not going right through them.

Again, texture artist freaking needed.

Nobody seems to want to work for us, it’s sad. :frowning:

They could at least not get our hopes up by realizing when the ad says “unpaid” that they won’t be paid. Silly everybody.

I’d love to work for you if you had a position for just sorta sitting around and watching everyone else work because you have no skills or talents to do anything yourself.

But really, if I could help I’d do it in a heartbeat. Problem is I can’t D:

If we’re still discussing the pipes, that’s an easy fix. Just shift the texture up or down the y-axis (by using the face edit tool). Seriously, that tool works wonders when you have textures not lining up like they are supposed to, and you can do it without changing the polygons.

I wish I had more than zero artistic ability, but I don’t. :frowning:

You have mapping ability, but they have enough of those it seems :stuck_out_tongue:

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.