I am a proffesional game developer, and I still love to work on mods. I have put a tremendous amount of time and effort into giving back to the scene that inspired me to pursue my career.
It is because of you that we have come this far, and it is only with your help that we can go farther. Thanks so much for your support!
We've made it to the top 100 mods of the year, but there is still some steep competition out there. Help us win, vote for us and get other fans you know to vote!
you never see Gordon in the trailer. That just a scientist with a beard. Doesn't make him Gordon.
We don't owe you or anyone else anything. Updates/Media releases are time consuming. We are busting our ***** to get this game done, and we really don't need to spend time putting more updates together to assure you we are alive.
As it is we are active on our own forums, and we've put out more media to date than most mods ever do.
Believe what you like. We'll stick to our goals and put our time where it's needed to so we can finish this thing.
We didn't change anything....?
only for the magnum, only in singleplayer. just like hl1.
hay guys fap party *faps*
You are correct. Let it be known that this is in our wallpaper section, NOT our screenshots section. We have a strict policy to NEVER photoshop our screenshots.
This being a wallpaper, we wanted to match the original as closely as possible and make it very photogenic. We did use a little photoshoppery for a few things, like the blur on the missiles, and a few touch ups. For the most part this is entirely in-game though. All the major elements are actually made and placed in a map.
A fair enough question. We actually decided that the benefits of better tools (hammer compiles way faster, we can make larger maps), the new particle editor (previously all effects were coded by hand and very inflexible), and the swath of new features were all worth the upgrade.
The particle editor alone has saved us a ton of time. Where previously a programmer would have had to try and program every effect themselves, us artists can now prototype, test, and iterate our own effects whenever we want. This not only saves us time, but lets have more, and better looking, effects in our game.
no. that is real 3d geometry, not a fake flat texture. It's made of displacements using some unique workflow & tools. You'll be able to tell even more in motion, since you see it from different vertical altitudes.
look closely at our released media and you'll see a female scientist in one of the shots. ;)
Interesting is it not that Eli & Chell both had similar leg struts? As did the combine assassin from the hl2 leak? Everything points to it having been a shared technology...and this is meant to be a most primitive form of it, built into the boot.
It's not from portal...it existed and has been used by many groups, and it originated in hl2 long before portal existed.
like free candy? I hear you man. Where all da candy at?
yeah, gordon definitely won't be sportin' the ponytail. sorry to purists, that thing was just silly. :P
there are some scenes that are completely new, but we try very hard to make it seem like they just fit in, so if we're good enough and your memory is fuzzy enough it won't even seem like there are new scenes.
yes, we have gibbing working. it is wonderful.
there was a post to the devblog. yesterday.
for all of you so concerned about updates...seriously, read the devblog.
The devblog is meant SPECIFICALLY to be a way to informally update you, the fans. News is not informal, it's official, and updating the news has a whole slew of different expectations and preperation. When we want to throw up quick updates, we use the devblog.
read our devblog, on our website. we update it pretty often.
I believe he is referring to older images of our weapons which are released, and do show older hands.
It is very true that all we show is WIP, and subject to change. the hands included.
I can play the game on my ATI Radeon 9800. If you can play HL2 and/or the Episodes, you'll be able to play Black Mesa.
No thanks. it's widely held that the urban camo is iconic of the series, and we won't be changing it for this reason.
This question doesn't really belong here. If you have more questions, please visit us on our forums at Forums.blackmesasource.com
As an answer to your question: We plan on doing a mix of the two. We will be recording new dialogue as well as using old audio that has been cleaned up. We are doing our best to keep things faithful yet fresh, and this is our best route to that.
oh yeah we do. cause we love shininess too.
LONG LIVE THE SHINY.
it may look small, but trust me, it works just fine. :)
yeah you got it. the screenshot does make it look like he is moving quicker than he is, but he's just mid-stumble.
right you are, I believe this is where you first meet the fem assassins. <3
We've tried quite a bit at using the refractive water shader, but it ends up looking too transparent. We are purposely going for an opaque, thick look. If you can come up with something better, feel free to stop by our forums and share (http://forums.blackmesasource.com)
lol perspective at work.
if you look closely, there's some gauss/egon ammo in the back there by the stairs. can you say sneak-peek? lolololol.
subtransit is the DM level that has a tram which travels around the level all the time, and you can hop onto it.
Do they need to be? Is the light or grate going to move? They aren't dynamic shadows, even valve hasn't taken things that far just yet...