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I can't say anything for sure, but those may work. The weapons and armor obviously won't show up scattered around the world, but may be craftable at least. Whether a custom race will work depends on how closely the player's race is tied into dialogue and whatnot. It can potentially break the game.
Presumably Enderal will be like Nehrim (A similar project by these guys for Oblivion). Essentially, a whole new game using the engine and assets of an existing game, but not within the same world. You'll likely have to make a new character, especially if they have changed the leveling system, but some mods may work, several Oblivion mods were adapted for Nehrim.
I got a vibe not unlike the early sections of Half Life, definitely some System Shock as well. Very happy to see it moving along, watched the gameplay about ten times. I can't wait to give it a shot with the Rift.
Is there any chance of replacing the basic soldier Alien's AI with that of the lurker Alien? I think that would go a long way toward improving the experience. That and removing O'Neal and Bella as NPCs, make me play alone.
I'd say it depends how the mouth animates. As long as it doesn't stretch any wider in animation it looks fine to me.
So, is this a story sequel to Nehrim, or at least set in the same universe, or is it a 'spiritual successor'? Excited either way.
Well, they might just use the movie visuals with the book story, in which he lives, but yeah, you're probably right.
The WEA emblem isn't going to get you in trouble is it? I'd hate for that to happen.
I'm pretty sure this review was done wearing a pair of nostalgia goggles, especially the 'narrative' section. Either he hasn't played Half Life for years, or wasn't paying much attention to Black Mesa as he played.
This happens every once in a while, especially (but not only) after playing for an extended period of time. It usually clears up if you just restart the game.
I just finished working my way back to the reception desk after the resonance cascade, and I must say, so far this game is Valve quality. A lot of work was put into making the facility more logical, while retaining the scenes we already know and love. The atmosphere is spot on, and new gameplay sections/styles have been integrated to mix up the familiar hallways. A big plus for me is the new voice acting, choreographed scenes, and small details that build a stronger connection between the story of Black Mesa and the stories present in Half Life 2 and the Half Life expansions. My one and only, nitpicky complaint is that it feels like I have to crouch jump to achieve what used to be a normal jump. Perhaps I'll write my first full review when I finish it.
Not exactly. Half Life Source is a direct port of Half life into the Source engine, old textures, models, maps and all. Black Mesa is a remake, everything is designed to take full advantage of the Episode 2 engine and many areas have been redesigned and rebalanced for better flow and more logical environments.
I just saw this on Steam Greenlight and it immediately caught my interest. When I was young, just getting into gaming and still really into he whole astronaut thing, I dreamed about a game like this. Seriously, I started making naive design notes myself. Hollow Moon, a mod for UT 2004, struck that itch to a degree, but I'm really excited to see where you take it.
Disregarding everything else about this map I LOVE that the streets and sidewalks are made at a proper, realistic width.
I can understand that. Can I safely assume that you are using the HL2 animations, hence the similar claw design? An alternate idea that may be appealing is the gravity glove concept, though you would have to contact the original creator of that gmod, uh, mod.
I won't argue against using the gravity gun, it's a great gameplay tool, but I do believe that keeping it so similar to the HL2 original is a bit of a disservice to your mod.
I really wish I could help, but I'm too far behind the times with Source and Hammer to deliver the quality this mod deserves.
I'm assuming this is more reliable than the Cauchat it seems to be based on.
That's unfortunate. Still, I like the idea and will certainly give it a try.
I truly do like the magazine system you are implementing, but I'd like to make a suggestion, if I may. I tend to believe in the idea that fewer menus is better, with that in mind would it be possible to, rather than use a reloading tool, simply drag and drop the box of ammo you want to load onto the magazine you want to put it in? Perhaps alongside the ability to take magazines off the stack if you want a different kind of ammo in some.
Good to hear, definitely looking forward to a dino safari.
I've been wondering, do you intend to implement any sort of interaction AI for the dinosaurs, like STALKER's A-Life? Will they hunt, graze, migrate?
Well done good sirs. I recall someone attempting to get a (functionally) similar thing to work in Gmod. It worked a little bit, but caused a severe fps drop. Good to see you don't seem to have that issue.
Something about the city shots seems a bit...off. I think it's that the global lighting doesn't mix right with the light from the various colorful signs, or something like that. The signs give the impression that the ambient light should be more varied and colorful than it is. Maybe it's just me.
Typically it's for one of three reasons. One, there's no demo and I'm not sure if my PC can run it. Two, there's no demo and I'm not convinced it's worth buying (if I decide it is I usually buy it). Or three, it's out of print.
Is the texture for the far windows a place holder? It seems far too bright for the atmosphere of the level. It would be fine if it looked like lights are on inside, but it just looks like a bright blue square. If you ARE going for a lights inside look, make sure to mix it up, not every light would be on. Other than that it looks great, can't wait to see more of the level.
I think you got the western vibe down pat, if this will be playing in the area with the submarine and similar ones it should work just fine, especially if enemy engagements are surprises.
Completely understandable, keeping practicing, getting better, before you know it'll be a breeze.
Eh, if not amazing the majority in the video were at least usable, and relatively good considering their poly count. I suppose I'd have to download and inspect them to really know how good they are, but, yeah, not bad.
If it is actually using its fins to propel itself in water there needs to be a pushing motion with some rotation. The fin would turn to a semi-vertical position, push back, then return to horizontal before coming forward for another turn and stroke. More than likely it would alternate between the forward and rear fins (which I see you're already doing) to keep constant motion rather than jerking forward. Simply moving up and down won't do much, it would probably move, but not very quickly.
Anyway, I realize this is WIP, just trying to help point out what needs to be adjusted.