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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 18-02-12, 15:28   #17661
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Quote:
Originally Posted by danielsangeo View Post
I hate it when, in Source games and mods, I get caught up on a small physics object. That's my biggest complaint about the current mod I'm playing ("G String"), I'm walking or running down a hallway when suddenly, it's like I'm suddenly stuck in the mud and I wiggle back and forth instead of moving forward. I look down and see....a book or a piece of splintered wood is wobbling underneath me, something that, in real life, would not impede movement.

Has the dev team addressed this issue?
I've been playing this mod too, it's amazing that it was just made by one person. But yeah, that has been one thing that has annoyed me about it. It could just be the way that the modder has implemented those physics props so you collide with them. I'm sure it won't be an issue in BM.


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Old 18-02-12, 16:02   #17662
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Quote:
Originally Posted by Raminator View Post
No, we never worried about HL2-style squad commands; you've never got very many followers and they're never really in a position where you need to micromanage what they do.
By the logic I guess that key is removed (as it's not needed and not used)?


Also, one more question (that I sent via PM to James some time ago):
Guys behind "City 17 Episode One" mod said here that
Quote:
Compared to most engines out there, Source isn't really utilizing the GPU the best it can, or could be. There's a lot of free performance there because a lot of stock Source engine effects are mostly CPU driven. Throughout the year we've been moving effects entirely onto the GPU ... Previously, most shader operations mostly if not entirely were handled by the CPU.
That got me wondering if you guys are trying do the same?
Or is this complete bullcrap?

edit: Damn it, two ghost pages.



Last edited by Igoreso; 18-02-12 at 17:23..
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Old 18-02-12, 19:17   #17663
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Quote:
Originally Posted by CTID View Post
As far as I'm aware, that's a limitation of the engine itself, they might not be able to do anything at all about that.
Both level geometry and objects can have collision disabled.

They also use invisible geometry to improve movement flow and prevent the player from getting stuck; it's a basic tenant of level design.


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Old 18-02-12, 19:35   #17664
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Yeah, physics objects can be flagged as "debris," so they don't collide with the player or other debris. I guess if you wanted to have a scenery element that didn't break movement flow but still changed the player's elevation you could use a invisible texture or a player-clip volume shaped to the size of the object with a gradual rise to it. That would get you the "feel" of walking over something without having the stage object actually be problematic to walk across. I don't know how to fix the footstep foley for it though... Maybe you can set it to be a material type?


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Old 19-02-12, 01:34   #17665
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Most small physics props indeed should be set to "debris"... which makes them non-solid to the player or other debris unless picked up.

That includes Chinese takeout boxes, broken glass bits, wood splinters, and other miscellaneous items. Not having these set as "debris" is just a mild case of carelessness, really. This usually shouldn't happen if the mapper knows what he/she is doing.


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Old 19-02-12, 08:26   #17666
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Quote:
Originally Posted by Sable View Post
It's way too late to make a case for it now, but did you migrate the swiss cheese ceiling duct and hangar battle scenes elsewhere? Will we ever get that chance to crush a marine with the car lifts?
Yes, no and maybe, in that order.
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Originally Posted by walale12 View Post
When you do make the deathmatch, will we be able to hijack other people's RPG rockets and direct them back at them.
No.
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Originally Posted by brokenfridgehinge View Post
Are the shotgun shells still called Boom Candy? Sounds delicious!
Yes.
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Originally Posted by ac3d View Post
I've noticed that the office levels have more clutter in the hallways so you have less room to sprint around, I liked this in HL1 because it gave the game a bit more sense of speed and freedom, is the current version of BM still like this?
Yes.
Quote:
Originally Posted by Igoreso View Post
By the logic I guess that key is removed (as it's not needed and not used)?
Yes.


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Old 20-02-12, 00:53   #17667
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Were any boss-type battles in the original omitted? Were there any new boss-type battles added for BM?


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Old 20-02-12, 01:07   #17668
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The only one I can think of is the Garg in Xen. If they left that area as it was in HL1, he would be unkillable in Black Mesa. Let's hope they've not made him unkillable


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Old 20-02-12, 06:18   #17669
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1) Why would that Garg be unkillable in BM?

2) You don't have to battle that Garg in HL - he's slow and stupid, you can sneak past him to save health/power/ammo - so does that even really count as a boss battle?

3) You forgot Gonarch - the testicle monster that skeets acidic jizz at you.


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Old 20-02-12, 06:30   #17670
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Quote:
Originally Posted by Zen609 View Post
3) You forgot Gonarch - the testicle monster that skeets acidic jizz at you.
But it had a distinctly alkaline taste.


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Old 20-02-12, 07:40   #17671
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Will the security guard banging on the door (Barney) during the tram ride mention owing Gordon a beer while Gordon rides by? Because that was one of the discrepancies between Half Life, it's expansions, and HL2. Or will that line just be another random line for a security to choose from?

On a slightly related note I now intend to see how long it takes to read through all of the pages of this thread. I'll probably be insane by then but I'll try to see how far I can get .


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Old 20-02-12, 07:52   #17672
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I think Barney will just be banging on the door. Gordon goes by so fast that Barney wouldn't be able to even finish a sentence. Remember that Alyx said that Gordon and Barney would have air-duct races to see who could get into Dr. Kleiner's office first whenever he would leave his keys in there. Gordon and Barney were good friends before the Half-Life game even began and could've owed Gordon a beer for something that happened before that fateful day.

The line from the other guards was just a friendly remark.


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Old 20-02-12, 08:41   #17673
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IIRC, a dev (prolly Ram) said long ago that the 'Barney' from HL2 would be seen only once, as the guard who greets Freeman when he exits the tram.

I guess that changed.

http://www.wiki.blackmesasource.com/Barney_Calhoun


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Old 20-02-12, 09:04   #17674
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Quote:
Originally Posted by Zen609 View Post
1) Why would that Garg be unkillable in BM?
Wiki states that gargs in BM can only be killed by environment specific events. If I read it correctly, that basically means that your crowbar, grenades etc are worthless against it.

If the dev team didn't make a specific event in order to kill the garg in Xen, then my guess is that it would be unkillable and you would have to sneak by it.

But we won't really be able to confirm any of this, until we play the real thing


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Old 20-02-12, 09:12   #17675
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Thanks for the answer.

I should have wikied myself first.


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Old 20-02-12, 09:30   #17676
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Quote:
Originally Posted by BahamutBBob View Post
The only one I can think of is the Garg in Xen. If they left that area as it was in HL1, he would be unkillable in Black Mesa. Let's hope they've not made him unkillable
There are 7 boss like battles in half life; the tentacles in blast pit, the apache helo,the 3 gargs, the gonarch, and the nihilanth. A dev once stated that the gargs would only be killable by something in the level and not a weapon that the player or any other NPC carries. I.E. in OAR there is the power coils that zap the garg in a scene that reminded me of the tesla coils from Command and Conquer: Red Alert. The second garg in FAF was killed using the air strike map. I don't remember what (if there was anything) was used to kill the garg in xen.



Last edited by The Javid; 20-02-12 at 19:23..
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Old 20-02-12, 13:56   #17677
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Quote:
Originally Posted by The Javid View Post
zen.


Quote:
Originally Posted by The Javid View Post
I don't remember what (if there was anything) was used to kill the garg in zen.
I don't think there was one


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Old 20-02-12, 17:28   #17678
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Quote:
Originally Posted by danielsangeo View Post
Gordon and Barney were good friends before the Half-Life game even began and could've owed Gordon a beer for something that happened before that fateful day.

The line from the other guards was just a friendly remark.
Ok thanks. I guess it would be unnecessary but I thought it would be kind of cool if he saw Gordon and had a sort of running "conversation".


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Old 20-02-12, 20:13   #17679
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Quote:
Originally Posted by X_Mastershot_X View Post
I don't think there was one
There was, in the section where you come out of a cave with a tentacle right next to you, to a hilly bit with AGrunts. Through the next little canyon bit was a garg. I usually used the Gluon/Gauss or satchel charges to kill it.


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Old 20-02-12, 20:28   #17680
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I remember it, usually go somewhere high and kill it or hide behind a tentacle and admire his suicide to get me.


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