Sticky Ask the Developers! - Interview the dev team

      Ask the Developers! - Interview the dev team

      We'd like to start a semi-regular feature on the site where we'll answer more general interview-style questions about the team. If you'd like to ask a question about the mod or its development, you can do that elsewhere.

      This thread is for questions only. Pointless discussion and questions about the mod will be moved or deleted.

      Post was edited 1 time, last by “Raminator” ().

      Given that your desire to remake this glorious game look as beautiful/awesome as possible have you ever found yourself having to scale back or drop fabulous ideas/game mechanics in order to keep it faithful to the overall vision? Can you provide an example and some thought that went into the decision to keep/axe the idea?
      [Edit] Not exactly sure if this question should go in the other thread or not but I plan on leaving it here in hopes of getting an answer as this question is mainly about the thought process of the Dev team.
      Hookers and Alcohol are NOT a waste of money.

      Post was edited 1 time, last by “Defector”: Where the **** do I put this thing? ().

      How annoying has the Source engine been to work with, if at all?
      Have you expanded the Source engine's capabilities, and if so, by how much, and are you pleased with the expansions made?

      Sorry about all of the questions on 'ye old Source engine, but I'm interested :freeman:

      Hubicorn;37084 wrote:

      I am not a redneck, I am Spanish.
      Most large-scale game projects end up with elements that get developed, but never make it into the final release. Examples might include the priest Tremaine in Diablo, the "Robo-Thor" armor in Fallout 3, basically anything where the data (item models, maps, dialogue, scripts, etc.) exist on the CD or in the installed files, but aren't actually used.

      While working on BM, have you come across anything like that for Half-Life? If so, do you have any plans on incorporating any of this material, and can you give us any hints on what they'd be?

      LonePaladin wrote:

      Most large-scale game projects end up with elements that get developed, but never make it into the final release. Examples might include the priest Tremaine in Diablo, the "Robo-Thor" armor in Fallout 3, basically anything where the data (item models, maps, dialogue, scripts, etc.) exist on the CD or in the installed files, but aren't actually used.

      While working on BM, have you come across anything like that for Half-Life? If so, do you have any plans on incorporating any of this material, and can you give us any hints on what they'd be?

      Oh! I can answer that.
      There are some sound files, models, textures, and a skybox or two that were included with HL but never used in the final game. all of the unused models are beta content with missing/buggy animations, while textures and soundfiles reveal plot, areas, and even NPCs that were planned but never made it into the game (eg, barney talking about the sterilizers in QE, female scientist skins) I doubt the developers are using any of the cut NPCs, with the exeption of female scientists, but they may use new versions of some of the sound files. And I doubt they'll give hints, unfortunatley.

      What complications have you run into when recreating the HL maps?

      The Javid wrote:

      I can't wait til we ditch that pattern too. It only blends in with gravel and shitty couches.
      If you were given the chance to make Black Mesa again, is there anything you would/wouldn't do that you did earlier?
      [CENTER][SIZE=4]A World devoid of hope..... this is where i come in.[/SIZE]
      [SIZE=4] [/SIZE]
      [LEFT]

      Hubicorn;11356 wrote:

      he's been taken care of, stupid little guy.

      [/LEFT]
      [LEFT]:fffuuu:
      [/LEFT]

      [/CENTER]
      I asked this way early when this thread first started, but since the forums crashed I'll post it again, just because I feel it's an incredibly important and useful question to have answered.

      How has it been possible to get such a large group organized behind a single vision or direction for this mod to take? Obviously there must be a number of different but equally valid ideas being proposed, so through what criteria is "the best choice" decided on?

      Is there a hierarchy, and if so, how is it established? (seniority, amount of work done for the mod?)

      Since everyone is working for free and in whatever spare time they have, how is the amount of time spent working on their parts of the mod established? Also, how is it enforced, or has everyone been magically gifted with a sense of responsibility/guilt that lets them devote more than enough hours for the rest of the team to not be/feel held back at all?

      Also, just for a little extra:
      What are the favored programs for all the various aspects of modding that each person does? Is the source engine the favorite engine to work or is it always changing based on the newest engine out there? Is blender/maya the best 3d modeling program? Photoshop/gimp the best 2d editor? Are there any programs that were game engine specific? Were there any programs that were custom created to make working with the files for Black Mesa easier, and if so, will they be made available for future modders to use?