1. Post #1081
    Gold Member
    Cone's Avatar
    August 2011
    18,992 Posts
    http://forums.blackmesasource.com/sh...ostcount=17928

    Our zombies make noises like Half-Life 2's, but they sound a lot more, well, juicy. Imagine someone the noise of someone drowning angrily in their own blood while wearing a gasmask. Kind of like that.
    They sound pretty scary, but I'd imagine all that gurgling would get annoying eventually.

    I'd like to actually hear some of these sound files, but of course they can't do that because "SOMEONE WOULD COMPLAIN !!!1!!"
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  2. Post #1082
    support my deus ex fanfiction
    Gamerman12's Avatar
    November 2009
    1,309 Posts
    They sound pretty scary, but I'd imagine all that gurgling would get annoying eventually.

    I'd like to actually hear some of these sound files, but of course they can't do that because "SOMEONE WOULD COMPLAIN !!!1!!"
    To be fair though, they do, actually. I mean, that influx of posts not too long ago proved that.
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  3. Post #1083
    Gold Member
    Splarg!'s Avatar
    September 2005
    2,428 Posts
    To be fair though, they do, actually. I mean, that influx of posts not too long ago proved that.
    Yes, but just because people complain does not mean that no one appreciates it and that you should just stop releasing stuff. People ALWAYS complain. Look at the steam forums.
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  4. Post #1084
    Do I look like I speak squirrel?
    relinquish's Avatar
    November 2010
    2,278 Posts
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  5. Post #1085
    I love bestiality!
    a-cookie's Avatar
    May 2009
    4,832 Posts
    Looks like he stumbled into On A Rail...

    Oh wait.
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  6. Post #1086
    Golden Egg
    3noneTwo's Avatar
    June 2010
    828 Posts
    I see the Black Mesa team was successful in recruiting Tim Burton for the art department.

    Looking forward to the "eerie" in-game musical numbers.
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  7. Post #1087
    Bitl's Avatar
    November 2010
    1,441 Posts
    That's a cute little zombie

    Yes you are!
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  8. Post #1088
    StaT's Avatar
    February 2011
    565 Posts
    That scared the crap out of me
    like
    literaly
    no joke
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  9. Post #1089
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    4,137 Posts
    Wussy.
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  10. Post #1090
    Michael Bay Christus
    Chaotic Lord's Avatar
    October 2010
    7,814 Posts
    Anorexia is an ugly disorder.
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  11. Post #1091
    CakeMaster7's Avatar
    October 2010
    11,807 Posts
    That scared the crap out of me
    like
    literaly
    no joke
    Seriously?
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  12. Post #1092
    Gold Member
    Kel|oggs's Avatar
    June 2010
    2,736 Posts
    That scared the crap out of me
    like
    literaly
    no joke
    bitch
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  13. Post #1093
    Gold Member
    ColossalSoft's Avatar
    November 2009
    6,259 Posts
    Too many people like this mod. I hate things that are way overrated.

    Hang on, gonna play Angry Birds...
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  14. Post #1094
    Gold Member
    Dennab
    March 2009
    2,716 Posts
    Too many people like this mod. I hate things that are way overrated.

    Hang on, gonna play Angry Birds...
    Too late they are mainstream/overrated now
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  15. Post #1095
    Gold Member
    BananaFoam's Avatar
    January 2010
    4,865 Posts
    The aforementioned "big update" from a few pages back.

    Looks like my prediction came true and then some.

    Edited:
    What the hell is with the dumbs? It was a joke.
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  16. Post #1096
    Antimuffin's Avatar
    June 2011
    2,936 Posts
    Raminator answered some more questions.

    Unique as in their face is the same on every play through.
    Then yes. That doesn't mean that that particular face profile isn't also called randomly elsewhere, though.

    ontopic: i remember some time ago (2, 3 years maybe), there was some criticism about ram using too much vertices/lights/high res lightmaps/whatever in his maps, making them a tad slow on older hardware. i was wondering if resource usage in those maps was lowered after that..
    No, the complaint was about compile time, which is something you'll never need to worry about. I still hold the record for the largest map in Black Mesa with c1a4b in Blast Pit coming to 112 MB with LDR and HDR lightmaps and cubemaps.

    I've got a question, regarding the BM Transit System. It's cool that the whole Inbound chapter is about it, but after that, in Half-Life, there is nearly nothing. -Okay we can see it ruined at the entrance of the AM lab, in UC, but than only a scientist mentions it at the end of the "We've got hostiles!" chapter. But than nothing.
    In short I wonder if we'll encounter it more in BM in at least a minor way, like signs directing to the transit system, leading us only to a sealed door or a ruined corridor? Things like this.

    It just doesn't make sense to me that there is no mention or visible sign of it in places like the facility in We've got hostiles!, Questionable Ethics, or the Lambda Complex.
    Yes, there are a few mentions of the transit system elsewhere in the facility.

    How well do human npc's maneuver around the environment?
    Well enough.

    Do the security guards and marine grunts climb over obstacles (a la Alyx Vance)? scale walls? etc...
    No.

    Unrelated but still on topic, are these shadows pre-rendered?
    http://wiki.blackmesasource.com/imag.../Blastpit1.jpg
    I know this image is outdated, but I mean the shadows as they are now. Its still unclear whether you guys have found a way to jury rig a form of realtime shadows or not.
    https://developer.valvesoftware.com/wiki/Lightmap

    Real-time shadows there would be a waste of resources; there's nothing dynamic in the scene.

    Was strafe-lean already in the SDK (or wherever gameplay mechanics are found) when you decided to implement it?
    No.

    Which leads me to my next question; is there anyway to bring strafe-lean back into Half Life 2 by a console command or something?
    No.

    Have you ever considered implementing Cascaded Shadow Maps?
    No.

    What's the point of creating assets from scratch that essentially and conceptually are almost identical to those created by Valve, other than as a point of pride, like 'Oh, this pipe or this board, this valve wheel, or this texture might LOOK almost exactly like something from Valve, but the guy who made it is a BM dev, not Valve dev."
    In addition to what Carlos said, there's also the fact that creating our own assets opens up our potential userbase enormously. If we used CS:S assets, you'd need to own CS:S. If we used EP2 assets, you'd need to own EP2.

    It's not fair to make people buy fifty dollars worth of games to play an ostensibly free mod.

    Unless something's up, which a I doubt it is, it looks like you've been switched into the PR position. Raminator tired of answering our questions?
    haha, what

    Have there been times that you thought the mod was going to die or was dead irrespective of the reasons?
    No.

    Has creating black mesa been good fun
    Yes.

    will you ever again be prepared to take on a project equal or bigger than black mesa?
    No.

    In your honest opinions, because the mod is playable from start to finish, has it turned out as you expected or is it better/worse?
    Better.
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  17. Post #1097
    Do I look like I speak squirrel?
    relinquish's Avatar
    November 2010
    2,278 Posts
    Fuck you, I came here to post that!
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  18. Post #1098
    Gold Member
    Dennab
    August 2005
    12,791 Posts
    Old graphics have a tendancy of spooking the shit out of me.
    "zombies" in RE4 could do a backflip while turning in the most hideous deformed human like thing ever and not even make me flinch, and the pixelated zombies in RE2 could freak the shit out of me.

    So... Black Mesa Source out yet?
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  19. Post #1099
    Gold Member
    Tuskin's Avatar
    January 2005
    17,993 Posts
    I like the answer to why they're using nearly entire custom assets.
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  20. Post #1100
    Airbus? You mean a plane, right?
    Applecrap's Avatar
    December 2008
    1,806 Posts
    I like the answer to why they're using nearly entire custom assets.
    it's called a mod for a reason, they should be free to use assets from the games they are modifying
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  21. Post #1101
    CakeMaster7's Avatar
    October 2010
    11,807 Posts
    it's called a mod for a reason, they should be free to use assets from the games they are modifying
    Though at this point using any textures from HL2 would be stupid if you want your mod to be high quality, as they're really old and lacking in detail.
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  22. Post #1102
    Though at this point using any textures from HL2 would be stupid if you want your mod to be high quality, as they're really old and lacking in detail.
    Underhell uses them beautifully.
    But that's because the devs did a ton of modification to the material files.
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  23. Post #1103
    Gold Member
    killer89's Avatar
    November 2006
    1,148 Posts
    "zombies" in RE4 could do a backflip while turning in the most hideous deformed human like thing ever and not even make me flinch, and the pixelated zombies in RE2 could freak the shit out of me.

    So... Black Mesa Source out yet?
    http://www.youtube.com/watch?v=ShC8zJgbTts

    6:04 win.
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  24. Post #1104
    Gold Member
    The freeman's Avatar
    October 2007
    6,550 Posts
    Underhell uses them beautifully.
    But that's because the devs did a ton of modification to the material files.
    "Game X used the original ones great, but Game X's devs modified the original ones"
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  25. Post #1105

    December 2011
    50 Posts
    Katana - choreographer (joined BM team in December 2008).

    Katana posted:
    Back when I first started working on the mod, I joined in what I felt was a bit of a late stage. Quite a lot was there, but there were still big parts of maps unfinished, checkerboard textures and certain parts you had to noclip through to play.

    To try out gameplay, I would load up a map that was closer to completion, and at the time, I sort of had this reaction of "...Geez, they hardly put any balancing effort in, and this isn't really any fun." At the time, I was honestly worried what the release impression would be.

    More recently after other things have been cleaned out of the way, I took a fresh look at the mod, and I can safely say it's gotten a LOT better since then, and I play through big parts of it with that same feeling you get when one of the HL2 episodes comes out; the same rush of adventuring, puzzling, and climax moments you'd expect. What's coolest to me is that it plays just a bit -differently- to Half-Life 1, but not worse, which makes it feel a bit fresh while keeping some redeeming/nostalgic value to the gameplay of the original. And the level designers have certainly stumped me for a moment with puzzles I don't remember from the original. (Thankfully, the solutions make logical sense)

    In terms of being let down, corin's question, I won't comment any more on the game itself than I have, but I will say that certain parts of team organization have, at times, disappointed me. Obviously, all this would be easier if we all worked in an office building, and we actually held more meetings (although I suspect I'm just not included in them because I'm in Choreography and they only need one of us for meetings) I think if things were planned and executed differently, maybe even with some sort of "producer" overseeing things and facilitating communication between our normal, antisocial selves, it would have been different. Maybe even with our day jobs we might have had the whole mod for release today. But that's in a perfect world, and as it turns out we're not perfect, and we still have some time to go. It's certainly a useful lesson to take away from the project. (As usual, how MUCH time? We won't say.)
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  26. Post #1106
    UntouchedShadow's Avatar
    July 2009
    5,999 Posts
    Katana - choreographer (joined BM team in December 2008).
    If this guy were in charge we probably would have beat the game in 2009.
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  27. Post #1107
    Do I look like I speak squirrel?
    relinquish's Avatar
    November 2010
    2,278 Posts
    Ram Q&A again
    TheDragonMask posted:
    Is the hive hand actually useful now?
    It's ten times more useless now.

    Reaps posted:
    Can we still expect some updated pictures of older media? I don't want to see anything new but i'm rather curious to see a few examples of the work put in since 2009.
    I'm planning on taking some screenshots that compare 2009-era Black Mesa with the release-ready version. ()

    TheDragonMask posted:
    Speaking of outdated media is

    this representative of the current state of On a Rail?
    Not even close. That part isn't even in the game any more.

    TheDragonMask posted:

    I remember hearing that this area was cut or heavily revised, am I correct in that?
    I've done a lot of cosmetic work on the map, but in terms of gameplay mechanics, nothing major has changed in that area for awhile.

    MRPolo posted:
    Seeing how much work is improvement, and how much is bug fixing, will we see any patches in future (After the release of course) or will you make sure the game is complete before the release?
    I don't think we could get away with releasing a broken game after spending soooooooooooooooooo long fixing it.

    http://forums.blackmesasource.com/sh...ostcount=18008
    http://forums.blackmesasource.com/sh...postcount=2883
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  28. Post #1108
    Maestro Fenix's Avatar
    November 2010
    1,395 Posts
    TheDragonMask; posted:
    Is the hive hand actually useful now?
    It's ten times more useless now.
    I dont like how that sounds.
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  29. Post #1109
    Antimuffin's Avatar
    June 2011
    2,936 Posts
    I guess he was joking.
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  30. Post #1110
    Gold Member
    ShaunOfTheLive's Avatar
    November 2007
    9,842 Posts
    You never know with Ram. Maybe he's joking, or maybe they decided that a useful hive hand didn't fit with their "vision", and it now shoots Oreo cakesters.
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  31. Post #1111
    Smug Bastard's Avatar
    April 2011
    2,625 Posts
    You never know with Ram. Maybe he's joking, or maybe they decided that a useful hive hand didn't fit with their "vision", and it now shoots Oreo cakesters.
    That would make it ten times more useful.
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  32. Post #1112
    Gold Member
    Chrille's Avatar
    August 2005
    5,435 Posts
    I dont like how that sounds.
    p sure that doesn't mean 10 times more powerful or whatever you're getting from it
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  33. Post #1113
    LegndNikko's Avatar
    October 2009
    9,292 Posts
    People thought the Hivehand was useless? Really?
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  34. Post #1114
    Billy2600's Avatar
    August 2009
    677 Posts
    People thought the Hivehand was useless? Really?
    I think most people didn't know about the secondary fire.
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  35. Post #1115
    Gold Member
    ShaunOfTheLive's Avatar
    November 2007
    9,842 Posts
    I only learned how to use the hive hand properly when I started playing Sven Coop.
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  36. Post #1116
    Gold Member
    Mr. Someguy's Avatar
    March 2006
    24,138 Posts
    I think most people didn't know about the secondary fire.
    I forget, what did what again?

    Also I mainly used it because hey unlimited ammo.
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  37. Post #1117
    Gold Member
    ShaunOfTheLive's Avatar
    November 2007
    9,842 Posts
    I forget, what did what again?

    Also I mainly used it because hey unlimited ammo.
    The secondary fire shoots faster, and the projectiles act more like bullets: they go in a straight line and attack anything in front of them, instead of seeking organic targets.
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  38. Post #1118
    Gold Member
    Dennab
    August 2005
    12,791 Posts
    Thats the line though. I can't even tell if those are zombies. The music scares me more than the game itself though. Reminds me of Lavender town music from Pokemon Red..

    What the hell... The zombie died and stayed on its knees...
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  39. Post #1119
    Adarrek's Avatar
    May 2010
    2,355 Posts
    The secondary fire shoots faster, and the projectiles act more like bullets: they go in a straight line and attack anything in front of them, instead of seeking organic targets.
    I still found it pretty useless on hard
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  40. Post #1120
    Gold Member
    Sub-Zero's Avatar
    May 2008
    2,550 Posts
    there are some good ways to use it but it doesn't do much damage which is annoying
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