Go Back   Black Mesa: Community Forums > Black Mesa > Information Archives

Information Archives Useful threads from before the mod was released. These are mostly to be used as wiki references.

Reply
 
Thread Tools
Old 17-04-12, 10:47   #18381
Maxey's Avatar
Maxey
Gargantua
 
Join Date: 7th August, 2009
Location: Elvas, Portugal
Posts: 6,061

 

     



Is it really that usual for modders to go the "open source" approach?


Reply With Quote
Old 17-04-12, 10:58   #18382
Raminator's Avatar
Raminator
Past Developer
 
Join Date: 2nd May, 2009
Location: Newcastle, Australia
Posts: 3,282

Send a message via MSN to Raminator
 

     



Quote:
Originally Posted by CygNuS View Post
Are you devs happy with the current rate of progress since 2012?

...what the heck, also on a scale from one to ten, please
Like any other year, it varies, but there has been some spectacular progress this year.
Quote:
Originally Posted by Bloodshot View Post
On a scale of 1-10 what would you rate Black Mesa quality-wise, in its current state, compared to other recent, polished AAA titles?
It depends on the AAA-title, obviously.
Quote:
Originally Posted by Bloodshot View Post
Also about static props/meshes, later on (obviously) you get grenades. Will some of these areas have more physics props just to affect grenade usage visually?
No. We chose to make most of the larger, heavier props immobile to reduce their rendering overhead and improve the way they look in-game. Your explosives generally aren't powerful enough to move them.
Quote:
Originally Posted by JerseyRyan View Post
Serious question: Why are you developing this mod behind closed curtains?

I mean the alternative would be to give everyone reading access to the SVN repository which wouldn't be too unusual for mods. So why did you make the decision to develop within a black box?
It wouldn't have benefited us. Black Mesa doesn't contain new game modes or mechanics, it doesn't require balancing against players, it has no new or experimental technology, so wide-scale playtesting wouldn't achieve anything. Black Mesa is grounded in its presentation, and disseminating that incrementally would ruin the effect.


Reply With Quote
Old 17-04-12, 14:46   #18383
kharvd's Avatar
kharvd
Cockroach
 
Join Date: 1st April, 2012
Location: Russia
Posts: 3

 

     



Have you considered opening the source code after the release of the mod?


Reply With Quote
Old 17-04-12, 15:00   #18384
CygNuS's Avatar
CygNuS
Zombie
 
Join Date: 31st August, 2010
Location: Belgium (Flanders)
Posts: 316

 

     



Quote:
Originally Posted by Raminator View Post
Like any other year, it varies, but there has been some spectacular progress this year.
Awesome, realizing that must be quite the morale boost for the whole team, I reckon
Hope you guys can keep it up.


Reply With Quote
Old 17-04-12, 15:23   #18385
BahamutBBob's Avatar
BahamutBBob
Vortigaunt
 
Join Date: 4th August, 2010
Location: Maryland
Posts: 1,781

 

     



Quote:
Originally Posted by kharvd View Post
Have you considered opening the source code after the release of the mod?
I know some of the devs do, I think it was James Kane that said he wants to release it.


Reply With Quote
Old 17-04-12, 15:51   #18386
JamesKane's Avatar
JamesKane
Developer
 
Join Date: 2nd May, 2009
Posts: 1,352

 

     



Quote:
Originally Posted by kharvd View Post
Have you considered opening the source code after the release of the mod?
Paul and I would like to open source the single player code eventually.

The code contains more than 300 new files and well over 45,000 lines of customized code ( I used the following program to gather the statics: http://freecode.com/projects/cloc ).

edit:
Here is the exact report...http://pastebin.com/qwnHLE5V



Last edited by JamesKane; 17-04-12 at 16:19..
Reply With Quote
Old 17-04-12, 17:55   #18387
Jack Freeman's Avatar
Jack Freeman
Vortigaunt
 
Join Date: 11th January, 2011
Location: Denmark
Posts: 1,316

 

     



Quote:
Originally Posted by JamesKane View Post
The code contains more than 300 new files and well over 45,000 lines of customized code ( I used the following program to gather the statics: http://freecode.com/projects/cloc ).

edit:
Here is the exact report...http://pastebin.com/qwnHLE5V


Reply With Quote
Old 17-04-12, 19:49   #18388
RadicalEdward2's Avatar
RadicalEdward2
Cockroach
 
Join Date: 6th April, 2012
Location: New Jersey
Posts: 18

 

     



In Surface Tension, there is that scare jumper moment where the cliff rocks shuffle and fall slightly when the player leans or looks too far over the edge. Will this element be featured in Black Mesa to keep in the Half-Life tradition of tiny added in psychological scare tactics? In other words, to give players a scare to add to the fear of heights in the cliff section.


Reply With Quote
Old 17-04-12, 22:25   #18389
GordonFreeManz's Avatar
GordonFreeManz
Headcrab
 
Join Date: 21st September, 2011
Location: Black Mesa Research Facility
Posts: 112

 

     



Will the mod be done in 19 days? Because I asked a dev once what percentage the mod is right now... it's 46% complete... he says that you guys get 3% done each day... so if my calculations are right... on May 6th the mod will be finished and the soundtrack released... 2 weeks after the mod comes out... right???? MATH DOESN'T LIE!


Reply With Quote
Old 18-04-12, 01:37   #18390
JamesKane's Avatar
JamesKane
Developer
 
Join Date: 2nd May, 2009
Posts: 1,352

 

     



Quote:
Originally Posted by GordonFreeManz View Post
Will the mod be done in 19 days? Because I asked a dev once what percentage the mod is right now... it's 46% complete... he says that you guys get 3% done each day... so if my calculations are right... on May 6th the mod will be finished and the soundtrack released... 2 weeks after the mod comes out... right???? MATH DOESN'T LIE!
Proofs can be wrong when the initial information is a fabrication.


Reply With Quote
Old 18-04-12, 02:18   #18391
JamesKane's Avatar
JamesKane
Developer
 
Join Date: 2nd May, 2009
Posts: 1,352

 

     



Quote:
Originally Posted by DiePoente View Post
I guess you've wrote 14 chapters on your site to let not knowing people believe that there are only 14 chapters, so they get surprised ingame?

Since Xen is supposed to be a surprise anyway in the mod?
I had no idea what you were on about until someone showed me a link to my website. I blame 4am editing for putting 14 instead of 17. I edited the page to reflect 18 instead of 14.



Last edited by JamesKane; 18-04-12 at 07:23..
Reply With Quote
Old 18-04-12, 04:22   #18392
Jethrosoup's Avatar
Jethrosoup
Vortigaunt
 
Join Date: 22nd November, 2009
Location: Colorado
Posts: 1,405

 

     



Quote:
Originally Posted by GordonFreeManz View Post
Will the mod be done in 19 days? Because I asked a dev once what percentage the mod is right now... it's 46% complete... he says that you guys get 3% done each day... so if my calculations are right... on May 6th the mod will be finished and the soundtrack released... 2 weeks after the mod comes out... right???? MATH DOESN'T LIE!
Harold Camping? Is that you?


Reply With Quote
Old 18-04-12, 04:36   #18393
ac3d's Avatar
ac3d
Houndeye
 
Join Date: 3rd July, 2009
Posts: 812

 

     



Quote:
Originally Posted by JamesKane View Post
I had no idea what you were on about until someone showed me a link to my website. I blame 4am editing for putting 14 instead of 18. I edited the page to reflect 18 instead of 14.
Type one wrong number and the whole community is in peril, we are a sad bunch aren't we


Reply With Quote
Old 18-04-12, 05:25   #18394
sloshedtrain's Avatar
sloshedtrain
Cockroach
 
Join Date: 8th March, 2012
Location: Texas, United States
Posts: 19

 

     



Quote:
Originally Posted by ac3d View Post
Type one wrong number and the whole community is in peril, we are a sad bunch aren't we
Try tragic


Reply With Quote
Old 18-04-12, 08:58   #18395
Raminator's Avatar
Raminator
Past Developer
 
Join Date: 2nd May, 2009
Location: Newcastle, Australia
Posts: 3,282

Send a message via MSN to Raminator
 

     



Quote:
Originally Posted by CygNuS View Post
Awesome, realizing that must be quite the morale boost for the whole team, I reckon
Absolutely.
Quote:
Originally Posted by CygNuS View Post
Hope you guys can keep it up.
That's the plan.
Quote:
Originally Posted by RadicalEdward2 View Post
In Surface Tension, there is that scare jumper moment where the cliff rocks shuffle and fall slightly when the player leans or looks too far over the edge. Will this element be featured in Black Mesa to keep in the Half-Life tradition of tiny added in psychological scare tactics? In other words, to give players a scare to add to the fear of heights in the cliff section.
And then some.
Quote:
Originally Posted by GordonFreeManz View Post
Will the mod be done in 19 days?
No.


Reply With Quote
Old 18-04-12, 11:35   #18396
CygNuS's Avatar
CygNuS
Zombie
 
Join Date: 31st August, 2010
Location: Belgium (Flanders)
Posts: 316

 

     



http://www.wiki.blackmesasource.com/...crablasers.jpg

Lol what the hell



Last edited by CygNuS; 18-04-12 at 11:58..
Reply With Quote
Old 18-04-12, 11:43   #18397
Raminator's Avatar
Raminator
Past Developer
 
Join Date: 2nd May, 2009
Location: Newcastle, Australia
Posts: 3,282

Send a message via MSN to Raminator
 

     


Reply With Quote
Old 18-04-12, 14:19   #18398
deadlife101's Avatar
deadlife101
Zombie
 
Join Date: 19th September, 2011
Location: Washington
Posts: 335

 

     



Quote:
Originally Posted by Raminator View Post
Still as amazing as it was yesterday.

Anyways I have a question for the devs, why isn't a HECU zombie being included?



Last edited by Raminator; 19-04-12 at 08:00.. Reason: merged double post
Reply With Quote
Old 18-04-12, 15:40   #18399
Medkit's Avatar
Medkit
Houndeye
 
Join Date: 10th February, 2011
Location: Hungary
Posts: 719

 

     



I'm not a dev, but I think hecu zombies wouldn't make much sense here.

At the beginning of Opposing Force the HECU is being recalled, after that, we only encounter with small groups or individual stragglers who couldn't make to the evac zones. Alone, cut off from reinforcements and with new weave of aliens, they're much likely to fall prey to the headcrabs...

But in HL we usually meet a whole company of them.... while they're at large; advencing or fighting with the aliens.... and you know: zombification needs some privacy, except for the George A. Romero films.


Reply With Quote
Old 18-04-12, 19:21   #18400
Vibez's Avatar
Vibez
Snark
 
Join Date: 19th May, 2009
Posts: 68

 

     



Quote:
Originally Posted by Raminator View Post
I was wondering, did you guys ever consider releasing all of that crazy ideas implemented and tested in the game throughout the whole development process as a mod for the community?


Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:19.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Navbar with Avatar by Kolbi