Pinned Summer Update

    • Stobing17 wrote:

      k3nny1550 wrote:

      It sort of is, but the game has "auto-crouch jump" on by default now. I turned that off and it plays pretty similarly to 2012. Buuuut I could be wrong.
      I mean, it's pretty much as iconic as the crowbar or an headcrab, Half-Life without crouch-jumps is not Half-Life
      Just because something is iconic doesn't mean it should be overused. In Half Life 2 valve realized the headcrab was iconic and as a consequence there were more headcrabs in the game than any other kind of alien. Damn that game lacked enemy variety.
      A toaster’s just a vacuum with a phone attached, right?
    • snark567 wrote:

      Stobing17 wrote:

      k3nny1550 wrote:

      It sort of is, but the game has "auto-crouch jump" on by default now. I turned that off and it plays pretty similarly to 2012. Buuuut I could be wrong.
      I mean, it's pretty much as iconic as the crowbar or an headcrab, Half-Life without crouch-jumps is not Half-Life
      Just because something is iconic doesn't mean it should be overused. In Half Life 2 valve realized the headcrab was iconic and as a consequence there were more headcrabs in the game than any other kind of alien. Damn that game lacked enemy variety.
      Maybe, but it's not a reason to remove them entirely "because it's too hard" (which is BS btw)
    • Stobing17 wrote:

      snark567 wrote:

      Stobing17 wrote:

      k3nny1550 wrote:

      It sort of is, but the game has "auto-crouch jump" on by default now. I turned that off and it plays pretty similarly to 2012. Buuuut I could be wrong.
      I mean, it's pretty much as iconic as the crowbar or an headcrab, Half-Life without crouch-jumps is not Half-Life
      Just because something is iconic doesn't mean it should be overused. In Half Life 2 valve realized the headcrab was iconic and as a consequence there were more headcrabs in the game than any other kind of alien. Damn that game lacked enemy variety.
      Maybe, but it's not a reason to remove them entirely "because it's too hard" (which is BS btw)
      When you re-imagine the game you can make it anyway you want.
      I suggest you open up Hammer and get started because by the look of things you're already years behind.
    • Stobing17 wrote:

      snark567 wrote:

      Stobing17 wrote:

      k3nny1550 wrote:

      It sort of is, but the game has "auto-crouch jump" on by default now. I turned that off and it plays pretty similarly to 2012. Buuuut I could be wrong.
      I mean, it's pretty much as iconic as the crowbar or an headcrab, Half-Life without crouch-jumps is not Half-Life
      Just because something is iconic doesn't mean it should be overused. In Half Life 2 valve realized the headcrab was iconic and as a consequence there were more headcrabs in the game than any other kind of alien. Damn that game lacked enemy variety.
      Maybe, but it's not a reason to remove them entirely "because it's too hard" (which is BS btw)
      While I personally think crouch-jumping is a big part of Half-Life, it was a bit overdone in Black Mesa. That's not to say I wasn't able to familiarize myself with it, but I know that it deters some people from continuing early on because for some, it can be hard to learn (even though that wasn't the case for me), so that "We want a fun and challenging game, but not a frustrating one." in TextFAMGUY1's earlier comment definitely rings true here. Anyway, auto-crouch-jumping can be enabled and disabled as of my last check.
    • RedEye wrote:

      Stobing17 wrote:

      snark567 wrote:

      Stobing17 wrote:

      k3nny1550 wrote:

      It sort of is, but the game has "auto-crouch jump" on by default now. I turned that off and it plays pretty similarly to 2012. Buuuut I could be wrong.
      I mean, it's pretty much as iconic as the crowbar or an headcrab, Half-Life without crouch-jumps is not Half-Life
      Just because something is iconic doesn't mean it should be overused. In Half Life 2 valve realized the headcrab was iconic and as a consequence there were more headcrabs in the game than any other kind of alien. Damn that game lacked enemy variety.
      Maybe, but it's not a reason to remove them entirely "because it's too hard" (which is BS btw)
      When you re-imagine the game you can make it anyway you want.I suggest you open up Hammer and get started because by the look of things you're already years behind.
      Just because a person isn't a developer doesn't mean said person should not be permitted to voice an opinion. It's not like this was a broad attack on the game in its entirety. That isn't to say an opinion cannot be flawed or based on false premises, but if that is the case, 'that' is what you should point out.

      The post was edited 2 times, last by Dustin: Another minor adjustment (a word) ().

    • Outsourcing implys hiring someone else to do assets etc, we just have a different pipeline. There is currently no way you could make even an 1/8 of a map in hammer based on model density. Modern engines are really very different from source. Look at portal 2 there were lots of areas that you couldn't do in hammer (I think Maya was used). We are really pushing the limits of the engine.
    • I wonder if we'll see color correction in the settings menu, because me and a lot of my friends prefer the more vibrant look of the pre-existing Surface Tension maps.

      Also, whilst on the topic of settings. When can we see the "Black Mesa" settings tab being split up into the other tabs. The weapon fast switch should be in the controls tab, DLights in the video settings and stuff like Houndeye Tinnitus can be in a "Game" tab alongside the difficulty.
      Going the extra mile, you could implement explanations for "video game settings dummies".
      "The role of a level designer is to create gameplay through environments and systems."
    • MegaKosan wrote:

      Also, whilst on the topic of settings. When can we see the "Black Mesa" settings tab being split up into the other tabs. The weapon fast switch should be in the controls tab, DLights in the video settings and stuff like Houndeye Tinnitus can be in a "Game" tab alongside the difficulty.

      Going the extra mile, you could implement explanations for "video game settings dummies".
      A rework of the UI is actually scheduled for the future from what Chon said quite a while ago, so we'll likely see a re-organization of the tabs along other improvements along with it.
    • So we've got a definite release date for Xen itself... but any idea when the engine update will come out?

      From what I've seen looking at decompiles of the STU maps, either the developers have no idea what they are doing when it comes to basic level design, or there's a lot of new and interesting things in store.
      Pre-Disaster Planning Thread: Thinking of Restoring a Part of Black Mesa? Come Here First!

      Office Complex PD: I'm the Slowest Pre-Disaster Mapper!

      Pre-Disaster Questionable Ethics: It's here!
    • Or the compiler is messing up somehow with the new BSP format. I remember trying to decompile crossfire to find the concrete/sand blend texture's path (Why does impulse 107 not work with displacements?!) and having Hammer just plain refuse to load the file without crashing.

      I also recall one of the HL1 decompilers would hollow out every brush entity back in the day, so it's not like there isn't precedent for a decompiler taking a properly-made BSP and spitting out a poorly-made source file.

      The Javid wrote:

      I can't wait til we ditch that pattern too. It only blends in with gravel and shitty couches.