You’ll have a lot of trouble reading it with so much blur.
Chyeah. Also because I have the handwriting of a 3rd grader, so that’s an issue as well.
Blur’s only there because I don’t want someone to look at it, then think I’m gonna knock it all out in a single day, then wonder why it’s taking so long.
But I’ve changed my mind because open-dev policy. So yeah, here’s page #1 of mah work for anyone curious. Just note that this is some of the stuff that I have to fix. It’s not everything that needs to be done to reach Alpha 2.
…Does something on there say “+ Basmov brup”?
I don’t know what that means exactly, but I’m definitely intrigued!
You should put that in the game somewhere as a nice easter egg find. 
Maybe you should integrate Barney as 1 of the security guards used in the “Team Training” section, with him delivering the “Catch me later, I’ll buy you a beer” line at some point when following Gordon. This way, for those players for whom Black Mesa: Source is their 1st foray into the Half-Life universe, the “Barney’s bar tab finally caught up with him” line in Black Mesa Inbound will not only be doubly funny, but have some in-universe context to it.
It’s actually not so interesting.
We’ve given each training section a nickname, “Basmov” being the jump to crouch-jump training. The other word is “beep,” as in the sound effect that plays after each obstacle. Currently it’s not playing the sound.
Ahhh. Gotcha. And, I made a typo. I meant to say “burp”. That’s why I was curious. 
Yeah, that would definitely pique interest, haha.
https://youtu.be/1tjCyKPSG_w
Anyone speak Russian? 
I’m actually surprised that someone reviews ModDB pages. That’s… strange.
That guy also reviewed my BM: Dormitories lol.
Sersoft made a summary on what he said for me, maybe you can contact him to translate.
Ah, that’s interesting. Maybe he’s the Shitty Mod Page reviewer? :retard:
I don’t think I’ll bother Sersoft about it, I don’t care enough.
Okay, so you guys haven’t heard from us in a while, and I’m just going to address that with some info on why we’re moving so slowly, and why we’re so far behind on that Alpha 2.
[i]TL;DR
We’re late because
- Areas heavily modified
- College and work hit us hard
- Technical difficulties out of our control[/i]
And now the details.
Alpha 2 was originally intended to be ready by mid-June. We then (internally) moved that to mid September, which we obviously didn’t meet (more on that in a bit). Anyway, towards the beginning of June we ended up deciding that some areas weren’t up to par with the rest, and decided to spend some time bringing them up to speed. Cue brainstorming for some areas, remaking for others.
Shortly following that, some of the level designers started moving out to college, cue piles of schoolwork, orientation and moving, some of you know how that goes. Combined with jobs; bye-bye time. These were the causes of the delay to September.
And finally, technical difficulties! Everyone loves those, right?
One room in the mod was horrid performance-wise (Read: Was a slideshow), and we’d been trying to get that down. This was at fault of the rooms concept, it just wasn’t gonna happen on Source with our resources. That iteration (A1) was unplayable, so it was redesigned for A2 and now averages around 40-60 FPS. Definitely not good, but it’s being worked on.
For some reason a couple of our level transitions (loading screens) weren’t functioning properly. Spawning stuck in floors (Yes, we checked the landmarks, everything), props duping, a mess. Just completely inexplicable, all of the level designers had a crack at fixing them, none could figure it out. This is reason #1 why we didn’t make the Sep release. We’re still working on it. Well, would be if our tools were working.
And for reason #2, as some of you know, the Source SDK is just made of fuck right now. Valve as usual updated something that worked and broke it. No map work can be done at the moment. All of the devs SDK launchers are broken. We speak about that in this news post, and there’s also a thread about it.
That’s more or less it. If there’s any questions on anything, feel free to ask. We’ve noticed we accidentally tore a bit away from the “Open-Dev Policy” thing we had goin’ on, so we’re gonna start heading back towards that.
Trust us, we know how horribly long this is taking, and we’re not happy about it at all.
I just want to express my thanks for this exhaustive update of yours, Crypt19.
And of course, good luck to you and your team.
Everyone is still pulling for you guys. Hang in there and keep poking away at it.
:two enthusiastic thumbs up:
Thanks for the update! We’re all rooting for you all!
Thanks Guys. 
I’m sure we can solve the issues with the maps, but we can’t really do anything with the broken tools.
Try using Hammer right now! I was able to open the Hammer Editor from Source SDK again.
My SDK and stuff is updating, and with my connection it could take anywhere from 20 minutes to X hours. I’ll edit with results, however.
Make sure Source SDK Base 2007 is updated as well. Check by verifying its cache.
Ah… YES, it works again!
:awesome:
Aw, yes 
