Aw yeah all up in the shadow realm circa 2010
I really can't wait till this comes out. Once it does, I am going to playthrough this, then half-life 2, episode 1, then episode 2.
I think I'm gonna spend my whole time with this mod comparing sections between HL1 and Black mesa, trying to find bugs or ways out of the maps, or texting all my friends about this awesome game.
I don't know...
What are the chances of it happening if everyone on the development team supports it except for the lead designer?
Why would Raminator have such a problem with it going open source anyways?
Where's the input from Carlos (The project leader) for that matter!?
Its a community project, the source code will get released some day, but probably not on the day of release.
It never works.
Then they get their shit fucked by everyone else.
Besides, this provides the foundation for Half-Life 1 esque mods and remakes... (of mods...)
Also, something pretty funny that I thought of a while back regarding Episode 3...
If we were going to revisit the site of Black Mesa eventually, wouldn't it be convenient for Valve to wait until this mod is completed, its assets released, and they just ask for its use with them giving proper credit?
I mean, it would cut down on the amount of work Valve would have to do significantly...
Plus, I think this mod has proven itself worthy enough for something like that.
The dev team is like those girls with huge tits who like to jump around but get angry when you hit on them.
Explanation (If you're stupid): The huge tits are the pics, jumping around is releasing the pics, hitting on her is asking for them the game to be released.
I don't think Kleiner was with Eli in Half-Life 1.
The scientist that was with Eli had a fixed model (He was always the same scientist) and it wasn't even Walter (The Half-Life 1 scientist with the glasses that Kleiner was based off of).
Plus, you never hear any mention of Kleiner ever being with you in Half-Life 1.
The only scientist that was mentioned ever being with you in Half-Life 1 was Eli by himself.
Mark Laidlaw is the writer of the plot though.
He told them he envisioned those two scientists to be Kleiner and Eli.
After all, it is Mark Laidlaw who lays down...The law.
(Considering he dictates the plot, what is canon and what is not canon.)
The Blackmesa team wishes to make it fit with Half-Life 2 and to make it into a reimagining.
Hence it will not be exactly like Hl1, but they do work to avoid canon issues.
I'm sure even if the sources aren't released we can still get all the assets into Gmod.
Watch, I'll bet someone will go crazy and recode everything from scratch for gmod as best he/she can.
Then we'll be able to play Black Mesa coop in gmod.
If you're looking for more examples of Black Mesa indiscriminately throwing out Valve's original designs with little thought, one recent change does come to mind. As everyone is no doubt aware of, the team just released a bunch of new screenshots, one of which depicts their new Bullsquid model:
I'm sure anyone familiar with Half-Life found this to be a very jarring alteration. The Bullsquid's eyes have been shifted from the sides of its head to the top. The end result is something that looks more like a creepy ass frog, although the placement isn't anatomically correct to that either. According to Raminator's post here, the eyes were moved "so you can see where he's looking and what he's doing. The previous version of the bullsquid had static eyes that you could never actually see, because they were the same colour as his skin and stuck behind his tentacles."
For comparison, this is the original Bullsquid model:
Now while it's a bit subjective, I disagree with the notion that "you could never actually see" the eyes. For one thing, Raminator's claim that the previous eyes were "static" is flat out wrong. As illustrated in the above image, the original Bullsquid's eyes do blink, a minor touch that makes it immediately obvious at a glance where you can find the creature's peepers. Just looking at the thumbnail, you can see the sclera is plenty distinct from its skin tone. However, we can read a bit deeper here. Raminator's fairly contemptuous tone makes it seem like Valve's previous design was intrinsically flawed (such disdain for the original game's choices appears prevalent among the team, a la this Alien Grunt concept for instance). Their final conclusion is that the original model was incorrect and needed to be fixed. However, I'm going to totally blow their minds with one simple image:
That's right! Believe or not, the bullsquid was based in part on the squid, which as it turns out, is actually a real thing in nature! Hence, the placement of the original Bullsquid model's eyes are, indeed, quite anatomically accurate to the squid part of its namesake. Yes, Valve (or more accurately, Ted Backman) did put some thought into the creation of this monster. The eyes were not an accident nor were they some unintentional oversight.
This is a fine example of the Black Mesa team's considerable lack of attention to detail: they massively critique the original Bullsquid's design and, without even considering why it's named as such, decide "fix" it with their own "improvements". This sort of tunnel vision is evident in a lot of their work. They take one small piece of the game, whether it's a level or an NPC model, and fail to look at it from a bigger perspective. They don't look at at a room and think "How does this fit within the facility?" or "Why did Valve make it this way?" They instead approach everything with a "How many polys can I add?" mentality. They're losing (or, in my opinion, lost quite some time ago) touch with the very source material they're building upon. When questioned about it, they answer with "because we want it that way."
Now don't get me wrong: making the mod to suit their personal tastes is all good and well, and the end product may still be a technical marvel, but I don't see any reason why this project should be held in a lofty position alongside the rest of the official Half-Life series. Valve didn't make it, Valve didn't oversee it, and Valve's original designs certainly weren't adhered to throughout its development. Black Mesa is a fan project and a fan interpretation of the original game. They might be aiming high, but they're still just fans like the rest of us commoner schlubs.
your only example is that they moved a creature's eyes about 10 inches so that you can see where it's looking
and i sincerely doubt that any mod team has put in this much effort to make a mod
you provide no other examples, and all the evidence is stacked against you
I personally don't mind that design choice, it looks like an alligator now, and alligators are badass. Probably the only NPC change that bothers me is the Sentry Guns, they scrapped them in favour of a reskin of HL2's Combine Sentry gun, which is not only lazy, but bothers me because from a design and combat perspective, is much less stable and cannot secure a very large area. The main difference between the HECU and Combine SG's were that the HECU Sentry was supposed an area denial tool, while the Combine Sentry was a support tool. The HECU turret had 360º rotation, a stable platform, etc while the Combine sentry had maybe a 110º rotation and an unstable platform (a defect that according to the overwiki wasn't noted until they were fielded).
And really that's just me being picky because the HECU Sentry was my favourite.
They gave us sentries in HL2 to use but those fragile things tipped when you walked past them.
FYI, they did have the original turret
But it was almost impossible to knock over the way it was in a gameplay situation. The current one still has 360º rotation and is, in fact, a variation of this model with 2 legs moved forward.
As you can see, it's much more then a combine turret reskin
But since you asked, I'll give you another example (but just a small one since you were so impolite): it's a well known fact that the balaclava-wearing HECU soldier will not return in Black Mesa. Their justification is that it doesn't jive with their Face Creation System. However, there's a fatal problem here. The balaclava wasn't just for eyecandy. In Half-Life, the head variations on the grunts define the type of grunt they are. Gas masks indicate the standard MP5 grunt. The red beret indicates the normal MP5 squad leader. The cigar-chomping flat top indicates the MP5 squad leader with grenade launcher. Lastly, the balaclava designated the grunts who use shotguns. This is a critical game mechanic as clear and instant identification of your foes should be a top priority in battle, especially if it means avoiding a shotgun blast at point blank range. Nonetheless, the Black Mesa team doesn't care about that in the slightest and would just as happily cut the balaclavas simply because they're unrealistic.
Incidentally, the balaclava's supposed conflict with the Face Creation System is a pretty asinine reasoning to cut it entirely. You could easily create a head submodel tailored specifically to the balaclava head variation (in other words, without a face under the mask) so that it wouldn't clash with the FCS in any way. I sincerely hope this kind of grievous short-sightedness didn't cause sacrifices elsewhere in the mod.
The Nameless Mod, an absolutely amazing Deus Ex modification. It didn't set out to revamp the graphics, but it delivers completely reworked game mechanics, a metric crap ton of new NPCS, weapons, sounds, music, and etc., hours (14!) of new spoken dialogue, dozens and dozens of new maps, and a massive new fictional universe drenched in lore and story branches comparable to Deus Ex itself (that's certainly a feat!). This mod also took seven years of development, but naturally, no one cares since it's for Deus Ex.
I like the turret model.
Well the cool thing about all this is that if you don't like something in the mod, replace it! I'm fairly certain that both the old bullsquid model and turret model were leaked along with the rest of BM back in 2005 and I'm sure you could find a copy of it floating around somewhere.
Not that I'm advocating downloading their ridiculously old leak, I'm just saying that if you have a problem with some of the models, there are plenty of solutions already floating around the community. I also wouldn't be surprised if people release small mods like this to improve BM after release.
So what if the older one was 'near impossible' to knock over?
Force players to think outside the box
(I doubt many people who would play this will have trouble with that)
When this comes out (Notice i'm saying when now), IF they release all of the files, i'm gonna throw some emails around and see if they'd give us the files for the old HECU turret and the older bullsquid model. (Because I do kind of hate way they switched the eyes up on the more recent one)
If they do that I will have no complaints.
The thing is the SG is, if it's true that it still has 360º rotation, then all it would take is some modeler like an hour to restore it to how it was (I think, I have zero knowledge on modeling), then just replace it.
Personally I would have made it so that if it was too hard to knock over, give it a set health. Surely, armoured or not, that small turret will malfunction after being hit with 20 rounds from an MP5, right?
Actually it would probably take less than 20 minutes to make the legs look like how it used to.
Since you can clearly see they are the same legs as before, just the polys are shifted, so all you'd need to do is shift them back
Now I have no idea how you do collision meshes, so maybe it would take an hour, idk.
Also for the bullsquid, most creatures with eyes on the side like that are passive in nature so it probably makes sense to be the way it is, it being a hostile and quite ferocious creature.
Not sure if I like them there, but it does kind of make sense I guess.