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#6721 | |
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Join Date: 2nd May, 2009
Location: Space/Milky Way/Solar System/Earth/Europe/Germany
Posts: 1,251
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Quote:
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#6722 |
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#6723 |
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Join Date: 11th May, 2009
Location: Brisbane, Australia
Posts: 1,433
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<9000 = Webmaster
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#6724 |
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Join Date: 6th December, 2009
Location: Behind you.
Posts: 144
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Sure it could handle it, but would the team take the time is my point. With the tentacle, it's simple, small, not too time consuming, with a warehouse, it seems to me to be a tad more work.
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#6725 |
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Join Date: 14th February, 2010
Posts: 46
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1. For my next question, a list of the known Black Mesa soundtracks:
Theme Anomalous Materials We've got Hostiles WGH Topside Blast Pit On A Rail Surface_Tension Surface Tension End Credits (Part 2) Teaser Trailer 1 Teaser Trailer 2 Are those all new soundtracks for Black Mesa or are there more, but just not released to the public? And how many new soundtracks are there going to be overall? 2. About the Xenian Turret in Lambda Core entrance http://wiki.blackmesasource.com/index.php/Xenian_Turret Will it just appear in the same area again? And will it fire automatically again or operated by an Agrunt with a firing animation (in HL1 the enemies just stand besides it, wihtout a special animation, which was looking really stupid)? 3. Is the behaviour of the Osprey to drop Hgrunts continuously by flying around one and the same place ever and ever again, not a little bit odd? |
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#6726 |
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Join Date: 2nd May, 2009
Posts: 1,352
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1. Yes
2. Flip a coin. You can test your guess when you get the game. 3. To be fair the pilot is drunk. |
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#6727 | ||
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Join Date: 22nd February, 2010
Location: Germany
Posts: 1,596
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over 9000 --> Nihilanth
edit: Quote:
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#6728 |
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Join Date: 15th January, 2010
Posts: 169
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It's exactly proclamations like yours, no matter if they are spoken seriously or as an ill-conceived humor, which leads politicians to censor violent games, movies etc. in Germany.
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#6729 |
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Join Date: 5th May, 2009
Location: R.I.T.
Posts: 881
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That's a bit of a loop, don't you think? For he never would have made that statement had games in Germany not often been censored. But yeah, that was a bit hostile.
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#6730 |
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Join Date: 27th May, 2009
Location: Pennsylvania, USA
Posts: 2,106
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Are snarks still gonna have a 1/3 chance of turning around and attacking you regardless of other enemies in the area? I swear they come after me almost as much as they do anyone else.
And will the Hive Hand still suck for you but own for the Grunts? I've noticed Alien Grunts can shoot in any direction and the bees will still find you, sometime even in separate rooms. But when you use it, they just hit a wall, spin around, and disappear. (replaying half-life and realizing how shit the biological alien weapons can be) Last edited by Mr. Someguy; 14-03-10 at 20:25.. |
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#6731 | |
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Join Date: 6th December, 2009
Location: Behind you.
Posts: 144
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Also, will the hivehand have any changes, like ammo capacity or damage? |
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#6732 |
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Join Date: 13th March, 2010
Posts: 630
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Hitboxes
I don't think this has been discussed yet, if it has, sorry.
How are hitboxes determined for the models? Is there a "hitbox algorithm" within the source engine that analyzes model dimensions, or are hitboxes manually programed for each model? I've always felt that the hitboxes were too large in HL2. Will this have an impact on BM due to the source engine? Thanks for any clarification. |
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#6733 | |
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Join Date: 2nd May, 2009
Posts: 1,352
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Quote:
How they work or/and made is beyond the scope of this thread for such a vast topic. Google it up. http://lmgtfy.com/?q=source+engine+hitbox |
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#6734 |
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Join Date: 13th March, 2010
Posts: 630
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Googled it and, correct me if I'm wrong, hitbox detection is coded into the engine and is not customizable for mods. Figured I would post that in case anyone else is interested.
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#6735 |
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Join Date: 5th May, 2009
Location: R.I.T.
Posts: 881
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I thought the devs said that they had created the hitboxes for each enemy to reflect armoring and whatnot.
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#6736 |
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Join Date: 2nd May, 2009
Location: Los Gatos, California
Posts: 149
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to simplify it down as much as possible.
how they operate is hard-coded. what they do is custom-coded. we customize the size and type for each model. |
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#6737 | |
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Join Date: 13th March, 2010
Posts: 630
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Quote:
Thanks, that answers my initial question. Now I'm guessing size most directly affects perceived weapon accuracy? |
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#6738 |
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Join Date: 9th August, 2009
Posts: 211
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I got a question regarding movie-making. Is there any console commands to make it easier? Such as disabling the hud and the visibility of the weapon or a command to go spectator-mode.
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#6739 |
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Join Date: 4th May, 2009
Location: Melbourne, Australia
Posts: 1,027
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It will have the exact commands as any other source game (and more), so yes.
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#6740 | |
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Join Date: 2nd May, 2009
Posts: 1,352
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Quote:
The Alien Grunts keeps track of its current enemy, so it relays who that enemy is to the hornets. We have designed our hornets to quickly find a new target. However, if you want it to track a specific target then aim your cross-hair at it then fire. Any NPCS in your cross-hairs will be sent to the hornet to attack that NPC ( In fact this is the only way to target friendly NPCs ). |
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