Next off-topic post gets a temporary ban.
So, what is the new hoping to finish date?
We’re keeping it internal until we are absolutely 100% confident we can meet it. We were very confident about December too, and that did not go as planned, so we will not make the same mistake 3 (THREE) times.
Sounds reasonable. Just stick to internal deadlines for the time being. I’m absolutely fine with waiting (especially when I know for a fact that you guys are trying your hardest), but I would still take no information on release dates over release dates that cannot be met any day.
Chon said three.
CHON SAID THREE! IT’S HAPPENINGGGGGG
I mean yeah don’t worry, most of us have been waiting for a decade, another delay isn’t gonna hurt much. Gives me something to look forward to.
Sad news,but if you have unlimited time now,can you update HECU models and some ugly rocks in Surface Tension mesa level also could use an update.Also what about On a Rail Uncut?Will you implement those effects into it?
I’ll be honest. I’m extremely upset and disappointed in you guys.
Perhaps, even a bit angry.
No, quite mad, in fact.
How is it possible that a quick copy/paste little mod like this is taking over a decade to get finished?
Are you just jerking off all the time to R34 of Bob Saget? I mean, at least have some better taste, for shit’s sake.
Do you need to hire The Benz to get your crappy little middle school project on the finish line?
Just get your act together, kids.
Anyway, take your time and brush your teeth at least two times a day, boys and girls.
Hugs and kisses, Uncle Maxey.
I’m just glad that the engine update’s coming soon. Poking around in decompiled VMFs of Surface Tension it looks like you’ve done something rather interesting with the lighting falloff parameters… any information on what this is?
just wondering if the update info that was posted on steam will be posted here?
“Nailed it”
i am excited for this too will update dm_wgh with what ever the BM devs change in the level with it have some plans for balacing on the map too
my other question is how is the optimization in the next update is there any specific pushes for it?
cause im annoyed that i run at barely 30 to 45 FPS in black mesa SP and i know source doesn’t take advantage of multi cored CPU’s properly
ive noticed that the new dynamic lights run better according to the posts prior
I know its there, you just missed the point.
Well, can’t say I’m not dissapointed or let down but oh well. We’ll get it when we get it.
Pretty excited about the lighting upgrades/changes/additions though, they look sweet! Especially loved the shot with the police car sirens.
Disappointed, but understandable, take your time, guys!
You shouldn’t have promised a deadline that you are not 100% confident in, but I still believe that word said by Shigeru Miyamoto
“A delayed game is eventually good, but a rushed game is forever bad”.
We will support you for your work all the time.
感谢你们的辛苦与努力!/Thank you for your hard work and effort!
I havent logged into this in a long time because you know what? I didn’t care but after your “do or die” delay, I think it’s time to kill your selves… Slowly. Your fags can not program shit from your own assholes. This game looks like pure dog shit for how long it’s been in development. Pure uncanny North Korean dog shit. You guys are a joke for programmers and no wonder you’re working on this for free. No reputable company would hire you because of your shitty skills. As a result in claiming fraud for my purchase and getting a damn fucking refund. I refuse to support your company. You guys are a terrible joke. Now please. Do at least what you promised with the do or die offer. Die
“Claiming fraud and getting a damn fucking refund” is my new go-to phrase after suffering a minor inconvenience.
Also the QE and OaR lens flares looked tasteful and cool. The siren shot kinda made me wanna vomit but I trust it won’t always be so extreme. Love you all, good luck with finishing.

You guys are a joke for programmers
Do you have ANY idea what goes into making a game engine work, let alone the scripting that comes after? What they’ve done takes a fuck ton of effort, a lot more effort than building a brand new game from scratch.
Fitting a new feature into the existing framework is very difficult, because the entire code is essentially a web, one fuck up and you’ll make the entire thing crash down around you while it laughs in your face. Shoehorning something into the existing framework is not easy, it takes skill. I believe that’s one of the most difficult things to do in programming before reverse engineering code. The code has likely been done for months, the art assets take a lot more time to create, especially something that’s up to snuff with the rest of the game.
As far as the game being delayed the old addage, “better it be delayed and come out good, than to come out rushed and shitty,” applies here. The lens flare looks cool. Love all y’all, and while I still lurk here, this community and the devs have been great to me over the years.
It’s a shame that guy seems to attacks programmers on our team specifically, because I would argue that, since the retail release, programming have been the department who have most consistently delivered on what was needed and have most consistently had their shit together, saving all our asses.
Our level designers? Man, those guys are the real incompetent ones! /sarcasm, in case it was needed![/size]

“Claiming fraud and getting a damn fucking refund” is my new go-to phrase after suffering a minor inconvenience.
Also the QE and OaR lens flares looked tasteful and cool. The siren shot kinda made me wanna vomit but I trust it won’t always be so extreme. Love you all, good luck with finishing.
Yeah, we’ve tried our best to keep it relatively tasteful. We do understand that the HL universe is mostly quite subtly represented and isn’t packed to the brim with flashy special effects. In fact, most of us don’t really like all the flashy modern game postprocessing effects, so we’ve built them as tastefully as we can. We think they really add to scenes, and we delete them if they detract.
Would you actually say it’s the level design that’s taking the longest? Because I’ve used Hammer enough to completely understand that. Plus I know you guys are using a lot of non-standard tricks for complex geometry and such.