While this type of idea is really cool for any game, it can’t happen. I suggested before if dismemberment could be a part of the game, but it would cause problems since there would be too many entities in the game. That plus enemies having different reactions to each type of dismemberment would probably be too much for the engine to handle.
@Joe chief
Yeah, you’re right.
But, if Black Mesa comes to next gen
we could have such feature.
If, sure, but we’re sort of years away from next-gen, so that’s really just a useless tidbit of information. Black Mesa runs on an old engine, it’s got limitations, and popping it into an entirely new one isn’t just something that could be done like it’s nothing.
Didn’t they say directly in a thread post that they would be porting the game to a new engine?
While I can’t be sure, I’m betting not a “next-gen” one all the limitations removed. Chances are it’s a newer branch of the same engine which is a different story.
I think it’s a fair bet though that thing entity limits will be much less of a problem, since they have a commercial license, which basically means they’ll have their own branch of Source.
I’m not referring just to edict limits or anything (which certainly wouldn’t be as big a problem with a full codebase). His suggestion is kinda wild. Just think about how much that would require, it’s probably not something the engine could efficiently do without incredible amounts of work. It’s still Source. Or perhaps I’m just too negative and clueless. shrug
You’ve passed by several locked doors. Any of them could be locked from inside by stragglers, who intend to carefully follow you if they don’t hear a sound for 15 minutes. There is absolutely no supporting evidence to your thought that the areas behind you are cleaned/cleared.
I got something that’s probably a bad idea to bring up.
Once you become self aware how often Black Mesa uses caution stripes where they are entirely unnecessary, every one of them itches your OCPD. Door frames, odd spots on walls and floors, every type of edge and corner your can imagine.
You have to stop at some point with industrial accuracy. It just seems like it became a tacky fall-back for mappers. When I was a kid and doodling robots, I slapped those on them every time.
They kinda have as much place in Black Mesa as green goo though.
Actually the green goo as you call it isn’t glowing green cause the material is radioactive it is a luminescent dye used to mark radioactive material. I could post links but then I would have to find the links again.
Anyway the green goo isn’t glowing or green because it is radioactive it is glowing and green because it has been marked so people know to avoid and report.
Was that hinted at in-game at all? I thought it was mentioned during the Inbound ride.
Don’t think so, it really should be mentioned somewhere though.
A sign on the wall or something… maybe a dying room in Resdue Processing?
I have been playing a bit of alien isolation recently and a few things that stood out to me and that I thought could benefit black mesa or ispiration for some ideas to throw in the melting pot.
The Flare weapon slot. and really cool to use to get through dark sections. I also liked the feature of putting it down to light a room. imaging a right click to place left click to throw as weapon
Alien isolation did a reasonable job with creating atmosphere. and I think a lot of that atmosphere was not only down to some good texture environments but also dust and lens flares. I don’t really like lens flares much I think it is a bit cheesy but if it is possible to have certain sprites that have lens flare in very dusty dark spaces it is a winner for atmosphere. There was also a very cool lighting feature that would show the lens flare only when looking directly into the light which I have not see before it only renders when looking through quite a narrow field and this I did like very much.
Anyway that was something I wanted to share regarding lihhting and alien isolation and I hope you can get some inspiration from the lighting effects in this game for black mesa
wait wait woah woah woah, How does one spawn an apache? i type in npc_create npc_apache, it lags for .5 seconds then nothing. soooo what is that?
Spawn it at water Try the dam.
any way to not have it derping on the side of the dam or under the ground stuck?
It would be great if theVortigaunts would be remodelled to look at least slightly more threatening like in the good old game. What Valve did for Half-Life 2 was to make them look more friendly, thus gave them a softer shape. The problem is equivalent to the one of Godzilla and Barney the design. Both are resemblig a T-Rex, however one is supposed to look intimidating and threatening, while the other is supposed to look friendly:
There is this security guard immediately after the resonance cascade who is apparently dead with a scientist trying to resuscitate him. In the original Half-Life, it seems that the scientist actually succeeds in doing so, then helps the guard stand up again. https://youtu.be/0gwfx_1Cz7A I’m not sure if anyone else has really noticed this, but I consider it to be one of the few good outcomes (other than not dying yourself) in the game. Maybe Black Mesa could be changed in this manner too?
Some funny trivia about that.
- CPR doesn’t actually revive people, only keep them alive until further care can be given.
- CPR has a chance to break your ribs, which itself can cause complications.
- The scientist is doing it wrong, clearly he’s not the right kind of doctor.