But that wouldn’t be any different from if you had played the whole game up to that point. There are enough weapons and ammo in the cache before the teleporter to fully stock a player regardless of what they have on arrival.
We could edit the xen teleport to trigger_changelevel to a custom map, which trigger_changelevel’d to bm_c4a1 (presumed name of the first Xen map). One could make a save in the waiting hub map and, by the time Xen rolled out, simply load it up and jump into the changelevel-trigger and continue the game? Eh? Eh?
That is, unless any of the updates inbetween screw up saves <.<
What part of the history of this game are you not remembering. Practically Every Update has broken previous saves, it’s the source engine and there is not much anyone can do about. Spending time trying to fix it is not cost productive.[/size] [/size] [/size][/size]
We did not get any media for Ramanavami, Passover, Twelth Day of Ridvan or Eid al-Adha so don’t hold you breath.
Saves will definitely break. No doubt about it. The Xen update has the most code changes of any update by far (EASILY), and it’s the code changes that break saves.
We have some plans in place to help mitigate this though. We’ll talk more about these at a later date. One of which is that if you start a new game from the Xen chapter, we start the player with an appropriate amount of health and ammo. Roughly equivalent to what we think the player would have after the Lambda Core fight. So in terms of equipment, starting a new game shouldn’t be a radically different experience to playing it through.
How accurate of an assumption are we talking here? I wanna see 100 different Lambda Core fights, and then the leftover ammo counts rounded out to an average! Yeah! Math!
I wonder if there is a specific date for the Xen release in this summer……or, release it directly without any announcement one day, just as what the devs always did, we know that ‘‘It’s done when it is done’’.
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.