Agreed. Let the current charge time be for Hard Mode.
watched it all… wow.
After 15 years, Half-Life still impresses me. Shows you how much valve focused on the AI.
The cut features seem interesting, any idea why they were cut?
I think we can all agree that the vorts (in BM) also need some improvement.
There was a time I thought the same. Actually I even found a tiny modification for that (and another one for hl 1 vort skins, still using that). Unfortunately with their slowed down attackspeed the vorts were virtually harmless, and every time the marines killed them before they could said “Kharg”.
=== On the other hand I’d like to see the security guards get angry on us as fast as they did in hl, a few shots and they shot us till we died. Here they almost apologize for being in our way - and to be honest that too makes them look stupid.
I think that’s probably from, A marine AI being completely overpowered, and B how screwed up the balance is in BM with everything.
What do you think that proves?
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It was cut for a reason. My guess based on that video is that it could very easily get frustrating and difficult fighting any significant number of vorts.
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I said you never saw this in any of the games. I think most of us would like BM to stay true to the HL series in general, HL2 and the Episodes included. Valve could easily have resurrected this idea for those games, but didn’t.
Cool video, interesting game mechanic, but honestly, the BM devs have enough on their plates without resurrecting stuff that was cut from Half-Life over 15 years ago.
I agree with bean, it’s a bit too much to ask at the moment. Besides we have the workshop for things like that.
But still, the vorts need some tweaking mainly in gameplay to animation:
Obviously the posture should be fixed. But also, the charging and attack effects should be more pronounced as to make them more noticeable.
For gameplay, I’d rather we have a slightly longer charge (1.3 secs) compensated by more damage. This gives a chance for the player to react all while making them a higher priority target.
Actually I love how we don’t have a release date for the full game. When they’re ready with Xen and the fixing & balancing, they’ll release, but not sooner. I think we’ll be satisfied with the result.
Still, talking about suggetions; I think the resonance cascade scene in the full release should be more like the way it was in Half-Life. 3 things
- More explosions (… because explosions are cool)
- The green beam should be electric and ‘zigzagging’, as it was in HL.
- and a Xen revamp with the original scene, where we can walk around for a few seconds. That would be a better way to give us a “where the hell am I?” feeling.
I dunno, I think the idea of seeing xen for the first time after lambda core will give it so much more of an impact
As for me, I would really enjoy to see the guard outside the test chamber to be revived by the scientist if you wait long enough like in half life, and maybe have a few unique lines
Getting up close and personal with those Alien controllers would be an interesting change to their attack pattern.
A video I saw inspired this idea.
https://www.youtube.com/watch?v=UoGGI1rc0oU
Also imagine if you could blow their body away and the brain kept coming after you that is some scary stuff man
Do the developers still read this thread? It’s already the new year, and it seems the developers are hiding a lot of stuff from us. That ‘stuff’ being the Steam database graphs and a complete references to there being a “Black Mesa” in the Steam Stats.
Aside from that, my favorite thing is this: https://steamcommunity.com/groups/bmsbt#announcements
I’m so jelly.
Nothing is being ‘hidden’ from you. Development is progressing normally. Most games companies don’t inform you ever time they perform a test.
wow you’re really desperate for info
Whoa man, no need for such an overstatement.
Just gonna leave this here :freeman:
OMG, the skull has moved its position by 1 inch, new media guyz!
Cool.
Save files now show the chapter title instead of the map name. Cool, nice that you guys have that working!
Also has it’s own autosave icon and added grass! You guys are taking it to 11!
Just need to fix that stretchy texture mapping on that rock over there, and it’s good to go!
Mac and Linux support should be as simple as porting to run on the stock Source 2013 SDK without any linking to or including native modules or .NET based modules. If something is compiled in the Source Engine’s byte-code, it should be fine. If it is compiled in native code, it is still able to be ported easily so long as it doesn’t link to anything Win32 Specific.
The biggest place some mods fail in porting is by utilizing audio or video codecs that aren’t supported in the Source SDK, instead are supported through the DirectX framework. (File formats that may have issues are certain proprietary codecs in containers such as .WAV .AVI, .WMA, .WMV. Windows Media Codec is the biggest offender, having virtually no support in Linux. However, there are quite a few other major offenders. If you want to stay safe you should use a standard base codec such as AIFF, RIFF, MP3, MPEG1/2/4, AAC, Speex, Vorbis, Theora and FLAC. The encapsulation doesn’t really matter, so long as it too is supported. If you are in doubt, check the Valve developer wiki.
HLSL shaders and many other D3D specific models and shaders work just fine as the Source 2013 engine provides conversion utilities for these to convert on load.
I haven’t looked deeply at the current Black Mesa release, but it seems like it will port OK. Of course, I would need to extract the VPKs to be sure.
The bigger concern is optimization. While a Mod that hasn’t been optimized for any platform will likely run faster on OpenGL, a Mod that has been optimized for Direct3D will likely lose performance on OpenGL. The Source engine does a good job of restricting you from doing things that take a hit on OpenGL, so this shouldn’t be as much of an issue with the Source engine, as some other game engines.