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

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Old 13-03-10, 23:19   #6721
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Quote:
Originally Posted by Comrade Tiki View Post
They did not copy the code from pretty much anything... so that would also exclude the censorship clause.

(In other words: If they were going to censor it for the crazy germans, they'd have to make a nice Robo-soldier model, which they're too fucking lazy to do.)
that's from the original source code you get when you create a new mod in Source SDK, you have to remove it yourself


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Old 14-03-10, 00:52   #6722
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Quote:
Originally Posted by Lord Grievous View Post
100 = houndeye
250 = zombie
500 = vortigaunt
1000 = alien grunt
???
2,000 is Gargantua.


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Old 14-03-10, 01:00   #6723
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<9000 = Webmaster


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Old 14-03-10, 01:06   #6724
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Quote:
Originally Posted by Deathmonkey7 View Post
Did you miss the part in EP2 where an entire bridge crumbled in all its (not real) physics glory? I think it can handle a warehouse.
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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Old 14-03-10, 10:57   #6725
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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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Old 14-03-10, 11:39   #6726
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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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Old 14-03-10, 14:04   #6727
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Quote:
Originally Posted by awsgames View Post
2,000 is Gargantua.
over 9000 --> Nihilanth

edit:
Quote:
Originally Posted by Malcomy View Post
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)

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?
You can read it on the site of Joel Nielsen:

Quote:
Some early renditions from my Black Mesa Source Soundtrack:


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Old 14-03-10, 19:27   #6728
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Quote:
Originally Posted by King_Kaddo View Post
Censor Black Mesa for the Germans and I'm fucking going to kill 6 million Steam Users.
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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Old 14-03-10, 19:31   #6729
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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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Old 14-03-10, 20:20   #6730
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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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Old 15-03-10, 00:37   #6731
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Quote:
Originally Posted by Mr. Someguy View Post

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)
You just ninja'd me on my own question, I was just about to ask that.

Also, will the hivehand have any changes, like ammo capacity or damage?


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Old 15-03-10, 03:48   #6732
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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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Old 15-03-10, 04:00   #6733
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Quote:
Originally Posted by rorriMAesU View Post
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.
We are using what every source engine game uses (at least up to the orange box engine).

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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Old 15-03-10, 04:11   #6734
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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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Old 15-03-10, 04:18   #6735
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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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Old 15-03-10, 04:25   #6736
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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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Old 15-03-10, 04:54   #6737
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Quote:
Originally Posted by Madcat1030 View Post
I thought the devs said that they had created the hitboxes for each enemy to reflect armoring and whatnot.
After my initial search, I did read that about hitbox customization with regards to enemy armor, but nothing about hitbox size which is why I initally proposed the question. Cman2k just mentioned...

Quote:
Originally Posted by cman2k View Post
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.
Thanks, that answers my initial question. Now I'm guessing size most directly affects perceived weapon accuracy?


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Old 15-03-10, 11:49   #6738
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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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Old 15-03-10, 11:55   #6739
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It will have the exact commands as any other source game (and more), so yes.


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Old 15-03-10, 14:40   #6740
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Quote:
Originally Posted by Mr. Someguy View Post
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)
Snarks are good at detecting enemies, but if you are trying to attack an NPC a mile away then the odds of the snarks attacking you are great.

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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