Nope.
Don’t worry guys, I’m very sure somebody will make a custom robo model when Black Mesa is released, don’t you think so?
Creating player models that discern from one another are for games that have classes to select from. If you have the same abilities as everyone else ingame then don’t you think it’s silly that there should be player models for every NPC, what little aesthetic value they provide in turn doesn’t payoff the hard work.
Besides what’s to stop anyone from forcing a single player model for everyone on screen?
First off: Nothing can replace Half-Life 1. It was just the most important title in gaming history, even if it’s 12 years old. So it will stay on my computer FOREVER. I have so many memories about this game and nothing can take them from me. not even IF black mesa mod will fail and f*ck up all of half-life’s good old gameplay.
Second:
Realistic looks are cool anyway… but does really every game have to be realistic and slow in gameplay today? why not good looking but also fast and exciting oldschool gameplay?
i am in skype at the moment and i am talking to my clanmate “crowbar/`”… he told me that you are a really active half-life dm player also? so… don’t you think half-life’s graphics are cool (i mean the style… yes… you may not like it… it’s something about taste…) but also so very… very old?
if you still play half-life 1 in 2010… 12 years after it’s release…
don’t you think it’s timeless?
half-life does not need any changes. it’s gameplay is perfect.
I remember that i’ve spend so many hours on playing half-life 1 deathmatch / Adrenaline Gamer Mod…
just speedrunning through boot_camp or stalkyard, because it was always so much fun… and also practise for me…
so after that, when i played 1 on 1 stalkyard or 1 on 1 boot_camp, i was really fast and picked up all the weapons very fast… i had the advantage… then i was able to score. when i died, my opponent could get the advantage and then he could score… so it was always very exciting to play the game. you had to play carefully when enemy had all the weapons/armor/longjump…
so it was also about ambushing the enemy and about good timing and reflexes…
some maps played rather aggressive (crossfire), some other rather tactically and needed skilled, fast movement (stalkyard, boot_camp)… the game was just so many-sided and diverse.
–> so… for the singleplayer i don’t care… it can be slow as hell… but multiplayer HAS to be fast as Half-Life 1, because it was a very important gameplay feature, which was also a big part of map strategy and skill.
We are working on SP. So MP is not our priority until SP is released.
The ROBO may or may not be included in MP.
We will worry about that after SP.
The HL1 game is not perfect, otherwise you would be playing HLS if not HL1 (Forget BM if HL1 is “perfect”). If you are stuck with this illusion then we will never reach your expectations.
We have a schedule of tasks we are trying to meet to achieve release status. You complaining about features that you want not what we want or anyone else wants is not helping.
We have already stated in MP the player wwill be fast while slow in SP but you can run forever.
Our community is brilliant and so are many of their ideas.
We consider many of the ideas shared within this forum pool through rigorous testing.
Also,
Can you turn on Autorun, like in DOOM?
Comrade Tiki, IMHO you are way off base saying that the zombie model should be dropped. The point of multiplayer is to have fun, not to keep things from looking ridiculous. I loved the fact that I was able to see a zombie scientist running around with a gun in his hand. It was enjoyable and funny. Half-life multiplayer was honestly more like timesplitters multiplayer than HL2 deathmatch, and there is nothing wrong with having silly characters. Also, the zombie is one of THE iconic characters in the series.
Creating player models that discern from another is best done with classes, but since everyone will have the same ability as the other, what would be the purpose for making a dozen different player models.
Besides what’s to stop anyone from using cl_minmodels 1-5 and forcing a single model?
nice to hear.
- HLS is not HL1. It’s movement s*cked and most multiplayer maps were changed to hinder fast fluent movement. the weapon balance was also messed up (mp5’s recoil makes your screen shake up and down very much, it get’s impossible to aim right).
- I mainly talked about Half-Life 1’s gameplay. Sure it’s old and needs a visual update.
ok.
yes. i’m basicly scared of the new map geometry, that could hinder you from moving fluently (prop_physics blocking you, steps instead of ramps… etc.). hope you will make a gj there. it’s very important for gameplay.
ok. maybe my impression was wrong… a lot of things could change HL’s singleplayer to be more enjoyable… for the Multiplayer I’m not sure, because it may be hard to get used to… Half-Life 1 DM/TDM was simple, but fun… and i think it was fun because it was fast and simple. not realistic.
about your quote: i know people just want you to release it. that’s nothing new. but that does not justify your lie that you write on the main page. you have gone for 2009 and now it’s 2010. an official statement would be cool. ok… your “lie” is kind of a statement. but still a lie.
i watch this mod since the beginning. i don’t care how long the development takes, but i got high expectations.
i hope this will be close to half-life in gameplay, but visually updated.
as i’ve already stated: i don’t care that much for sp. i think sp can’t go wrong, because you do a great job recreating all the maps/characters… it all looks very good. very professional. it looks like a real valve game. i’m sure it will be epic… and i will play sp maybe 2-3 times… but after that i will be done with it.
teamdeathmatch will be interessting for a much longer time since it’s possible to start leagues and play vs other teams… so it has to be perfect. (:
HL’s gameplay is timeless, but presented in outdated graphics and i think that’s the reason why it’s community is pretty small nowadays… + HL2 took some players from HL to AG2 or HL2DM.
Half-Life 1 Deathmatch was once better than Unreal Tournament or quake in multiplayer gameplay… but Unreal Tournament and Quake developed technically (new Unreal Engine) and also gameplaywise (“Quake Live” is ID Softwares actual and most popular schooter in competitions. it’s freeware and also very community friendly. it just showed that quake 4 was not able to reach the communities expections…).
I think Steam + Adrenaline Gamer is very important for Half-Life MP. Steam is perfect for keeping a game alive, because players can chat and plan games… then players can gather on a public Adrenaline Gamer Mod Server and organize matches easily through the voting System. I think Half-Life would be completely dead, if Half-life did not have a voting system (in AG Mod) and Steam.
we already had a problem with counter-strike and counter-strike source.
counter-strike source did not represent counter-strikes gameplay. because of that we have a team of developers today, that rebuilds cs1.6 on source. that shows, how important good gameplay is.
counter-strike source would’ve been much more popular, if it was exactly like cs1.6 gameplaywise. today the scene is split and the game is dead for many oldschool players.
because of that, i hope bms to be close to half-life in gameplay (+ maybe some more matchmaking options in form of a vote menu… but i doubt it will make it in…)
just to explain my pov a bit further. cheers.
It’s not really a zombie. But then again Bill Murray was never a very good practical joker.
Who the fuck is that guy?! :fffuuu:
Click on the image.
Too-Much-Coffee Man used to be my Dad’s player model when I used to play on the LAN at home back in the day. His coffee cup ended up getting him shot in the head. A lot.
If I’m right about this it is possible to calculate the running speed on his own server in Half-Life Deathmatch or Half-Life 2: Deathmatch, also the gravity and a few other things. Will it be possible in Black Mesa, too? That would fix the problem about the old gameplay in the possible multiplayer part, which xtobix wanted to see in it.
If you had a stop watch you could calculate the speed(s).
It will be easier to look at the console variables.
There shouldn’t be just a limited amount of zombies, they should add the gnome zombie that throws gunk at ya. The one from OP and the soldier zombies. That would make more sense to the story and zombie cops
I think that’s best to keep in OF, as it wasn’t made by Valve, so we don’t know if they could actually be created.
Yeah, but Valve published and endorsed it, so that cancels that point out :S
Not this crap again. Just lock the topic already, it’s way beyond it’s expiration date.
I know nothing about Source player models… that said, how hard is it to convert Gldsrce to Source? Referring, of course to non-official content; is it even worth the trouble? There’s some very high-poly models out there (I have no idea what sort of poly-count Source player models have, or if it’s even measured in polys???), but I’ve seen some very detailed Gldsrce player models - some as high 10k polys.