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#18401 |
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Join Date: 31st August, 2010
Location: Belgium (Flanders)
Posts: 316
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#18402 |
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Join Date: 4th August, 2010
Location: Maryland
Posts: 1,781
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#18403 | |
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Join Date: 2nd May, 2009
Posts: 1,351
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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.. |
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#18404 | |
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Join Date: 11th January, 2011
Location: Denmark
Posts: 836
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#18405 |
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Join Date: 6th April, 2012
Location: New Jersey
Posts: 18
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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.
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#18406 |
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Join Date: 21st September, 2011
Location: Black Mesa Research Facility
Posts: 107
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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!
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#18407 | |
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Join Date: 2nd May, 2009
Posts: 1,351
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#18408 |
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Join Date: 2nd May, 2009
Posts: 1,351
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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.. |
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#18409 | |
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Join Date: 22nd November, 2009
Location: Colorado
Posts: 1,405
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#18410 | |
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Join Date: 3rd July, 2009
Posts: 772
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#18411 |
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Join Date: 8th March, 2012
Location: Texas, United States
Posts: 19
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#18412 | ||
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#18413 |
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Join Date: 31st August, 2010
Location: Belgium (Flanders)
Posts: 316
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Last edited by CygNuS; 18-04-12 at 11:58.. |
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#18414 |
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#18415 | |
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Join Date: 19th September, 2011
Location: Washington
Posts: 295
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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 |
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#18416 |
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Join Date: 10th February, 2011
Location: Hungary
Posts: 532
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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. |
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#18417 | |
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Join Date: 19th May, 2009
Posts: 68
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#18418 | |
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#18419 |
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Join Date: 31st August, 2010
Location: Belgium (Flanders)
Posts: 316
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Probably won't get an answer to this one, but here goes:
Considering the current rate of progress (which we know is subjective to change), are you devs under the impression/optimistic that the mod will be ready and released - before HL3/HL2 Episode 3 will? - before the end of 2012? Last edited by CygNuS; 19-04-12 at 11:34.. |
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#18420 |
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Well, they don't know when HL3/Episode 3 will be released
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