James can we start development on this again? :)
Jim
James can we start development on this again? :)
Jim
Bah ignore that Moddb comments suck ***.. stupid thing not working properly and now I can't delete it lol
I think this is my fav shot from BT, love the architecture, especially on the right hand side of the screen.
The station seems a little bare but I guess with an NPC or two on there it'd look busy (plus the fact that you'll be tramming on through at some rate of knots!).
**** hot model, hope you can bake it on to a low poly successfully! :)
Looking forward to the mod and the next update (a little hypocritical coming from a Black Mesa developer I know lol), but I genuinely look forward to having a run around :)
Denzil
You do realise that I was one of the two founding members that started the Black Mesa (Source) team?
Where on earth did you find that quote?
You do realise that I was one of the two founding members that started the Black Mesa (Source) team?
Where on earth did you find that quote?
redrez - good few of us are from the UK, myself included :)
Thanks for the comments though, appreciate your kind words!
WereWolf2yu - You really must be having a laugh, half of Episode 1's levels are taken from Half-Life 2 run-off scenery.
We have to recreate a much large, entire game, including models, sound, levels and whatnot. This is by no means the same scale as Episode 1. Episodes 1 through 3 perhaps yeah, but we still have to make all of the models, sounds, textures et cetera, on top of that.
We aren't dead.. geez.
Read the forum message, it clearly states the reason our forums are down right now, we are working to rectify this issue.
the_refridginator - Yes we are re-mastering old content from Half-Life to CD quality and recording new dialogue content for applicable situations.
They have been taken offline till further notice correct.
Don't make us start removing irrelevant posts, this is supposed to be an area of discussion around our modification.
If you have a query, just write it here, not "Wow that girl must be a guy" or any other idiotic bull we have nothing to do with, take it up in a private message.
We are far from dead, read our latest public statement, we have taken time off from media releases as they are distracting to ALL team members for numerous reasons, we want to get on with the game.
Ok people have been assuming that our media releases don't take long to get ready, check below.
There are several steps to each and every media release (I've probably forgotten a few too) that we HAVE to abide by:
- Reviewing current development projects (content/material wise)
- Selecting media release theme (e.g. all weapons, 2 level shots, or a concept)
- Select the actual items to fit the above theme specifications
- Actually complete all of the assignments set-out in the specification
- Re-review the aforementioned content and get to release ready quality
- Write a news post
- Have the team comment on the news post
- Apply our decals, watermarks and VALVe LTD Trademarks & Copyright to all of our images/videos we will be presenting to the public
- Contact all of the game forums and games news sites with our media release
- Update our website and FTP with the content
- Have a few individuals (like myself) checking all of these forums and game sites to make sure our news is posted and answer questions
- Answer all of the e-mails we get regarding the latest media release
There are a few more I know of but that's a lot of work we should be spending on the builds..
To be honest we don't owe you any of what you mentioned, we don't owe a thing. We're doing this because we love the game and respect that the community has the patience and are kind enough to help us along the way.
We have all we need ingame now for our builds to play nicely, we're not going to "out-source" our work to friends so they can release media, we don't want to release it, thats the whole point, it still takes far too much time we should be spending on the development of our levels, models and AI.
We apologise that we haven't updated in a while, but as you can now see we have been working hard and the silence has greatly benefited us. The site also needs an update in terms of functionality and content, as does the HTML site need finishing, so sorry on that front.
No chapters are causing difficulties, some aren't as far as others, some pushing to finalisation, others still taking off.
Everything is pulling together easier now we have a good delivery system and have got a great way of getting our content ingame, which at the start of development was causing us many headaches
Terminal, think what you will, we are far from dead.
As we have said a good 20 times in the last few days, we are in a development crunch, we aren't releasing any media as it takes up too many resources and far too much time we need to spend on our alphas
Yes I know, I work on the mod :p
Was just letting those who haven't noticed know
Not sure if everyone noticed, but the progress counter has been updated to 50% complete
Did you even read the message on the HTML site build?
www.blackmesasource.com and click HTML Site for the reason why it is not up
Hey all, to answer a few questions
We won't be releasing a public beta version of the modification, we only get one shot to shine on release, so we'll spend a while getting everything wrapped up for a public release after interal alphas/beta stages are complete.
We are looking over voice dialogue requirements at the minute, if we need extra lines recorded we'll issue a public statement
There is a nice range in the music on our original soundtrack, Plink our sound artist is playing around with different genre's and types of music to fit the theme.
Weapons will behave just like in the original, we're keep them all the same, ammo counts, reload times, you name it. The models, textures, animations and sounds will be remade though to modern say standards
Gus - Thats just so stupid its unbelievable..
We couldn't hire a single person for the first six months of the mod, we got nowhere, we've only recently been able to recruit how and when we want, literally the last few months.
Also, no planning needed? Sure if you want a **** mod then why not, but I'd like to see you make a good remake with new additions and technologies without pre-planning, it just won't work. Also you need to setup how the team and mod works internally. You can't have a clue what running a mod is like if you think thats the case.
Wow nice to see me and kalash made it into the good books of a few idiots.
True we don't do as much visual work as the other team members, but we put in hundreds of hours of work planning the mod in the first place, and none of that ever gets seen, it wouldn't be where it is today if we hadn't, I think that deserves a litte f'ing respect. I know that Kal never takes credit for the mods success, he does a damn good job, more than i've been able to do recently. I personally wasn't in this for the personal gain or credit, I know that founding a mod doesn't get you noticed like making a beautiful chapter, but that doesn't bother me, leave that to the people who do it best.
And anyway, this is the awards post, take your poorly informed abuse elsewhere.
By -bacon333 | Tue 24th Jan, 2006 @ 2:58:13pm
chat with them about what? we're not even the same team, neither are we tied in with them in anyway...
He meant chat with us about resource materials like some other teams have done in the past.
Also, you need to branch out your PR a bit, get on a load of forums and chat channels, spread the word of the mod. We had a real hard time getting people to join early on, just have to show the people that you can do it, nice site, design document and some skinned media!
Sorry about the downtime guys, many apologies.
And no unandpw the mod is far from dead.
denzil
James joined
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