Hey is it fine if i use some of the sprites in this mod for a Hideous Destructor Reskin/theme pack? want to use it to complement the Fo1 Hud i've created for it using Hideous Helmet Extended, and Hideous Helmet.
Hey is it fine if i use some of the sprites in this mod for a Hideous Destructor Reskin/theme pack? want to use it to complement the Fo1 Hud i've created for it using Hideous Helmet Extended, and Hideous Helmet.
ran through this with both a duo and a 3 man of hideous destructor was a grand time on vania can't wait to try out other maps.
looks like some maps might have issues with certain ACS scripts not getting executed leading to softlocks on some maps. might just be an issue with Hideous Destructor though. but map 03's gas silo set piece door never seems to open. worked around with a chainsaw to destroy the sector. the flooded district as someone else noted has the raised rubble pile that blocks player progression. (not soft lock with HD but could for non cheat users.)
this mod is quite possibly the most impressive love letter to the source engine/classic games community.
Been a bit of a sucker for Cut content/alpha HL/reinterpretation of uplink mods as of late. looks fantastic from just the video work.
I'm curious did you do all those changes to the vannilla levels via ripent/bsp guy? or was a decompile recompile siuation?
A Fantastic mod defiantly a new must play for when I replay through the base game i didn't see any custom code in the mod so i assume all of the maps used some clever hammer logic? if so super impressive and will definitely try playing through this with a half life VR mod on second go through. I might consider adding some support for my "Chapter Selection" map i'm working on.
playing through this on meduim+ i noticed no issues (Just Hard without assassins being buffed and soldiers are slightly buffed but not as much as hard) I loved how the routing had you see a few areas different vantage points. really glad to see that unused elevator in FAF get used in a really natural way.
Biggest issues i had in the whole mod was realizing robot could be driven and the fan in the vent your supposed to break took one too many hits and confused me for a bit.
overall i'd say it is valve quality but that would be untrue some of the brush/entity work puts areas in the base game to shame just look at some of the more rushed rooms of ST/FAF (Tank warehouse with a grunt fight just screams unfinished room)
March 6, 2036
We are happy to announce a new mod project
Black Mesa:Classic:Source 3
A Reimagining Of the classic Demake of a Remake of a Classic game.
Supporting the latest in BCI and VR technologies
With landmark features Such as a Thermodynamic Physics engine
and Patented Experience the sensation of falling out of your chair tech without the sore butt.
a Complete Version of On A Rail.
Reviews
-IGN I Needed to feel a Headcrab Burrowing into my skull to actually get good at a video game.
-Faux These games are dangerous and should be regulated to prevent the tragic simulated deaths of microwave casseroles.
-VNN **** AND ****!
Have A Very Safe and Productive Day.
The Tripbar Collective.
you might be able come off as less hostile in the description by putting "not affiliated with Portal Stories:Mel"
CAN'T WAIT TO PLAY IT ON STEAM WHEN ITS RELEASED!
this file is merley a historical marker not a useable file. the more useable source code/mod was lost ina unfortunate twist of fate and hard drive issues. what published even if compiled would be even more broken than normal HL:S since it was an early in development version.
this isn't a completed mod its half way created mod with its most completed original source code lost due to a calvalcade of hard drive issues. this a early backup of the source code that is published for preservations sake. nothing useable let alone playable
had forgotten the exact history so the correction is appreciated!
A lot of people dont realise that blue shift was suppossed to be an exclusive to the ps2 version. With decay
Been interested in your stuff since i bumped into you on the prospekt steam forums back when it released. Keep up the interesting projects.
It's awesome to see that your making a decay remake for SP. Love your other stuff you've worked on too!
an intriguing project. will be playing the demo when you've released it. question what is your native language?I noticed some peculiar word choices throughout the article.
Love the update it's always good to see another update for any of the HL Remakes.
i think a better question would be about the status of the FGD do you expect it to be released with the mod in it's first release.
always a good day when there is a jabroni brawl update.
Complements to your map getting released. I enjoyed playing through it. I played through the map on hard. the start was harder than it should have been but I pin the blame on me taking a bunch of fall damage.
My favorite set piece is the one with the 2 guards and the vending machine.
there is 3 areas I recommend tweaking as I got suck in these areas.
first suggestion is at the crate dropping puzzle. Lower the health of grate that supports the crate. as well as have a flashlight that fallen on the ground conveniently highlight it.
second and third suggestions are at the key card finding puzzles. The suggestion I have is adding a spotlight to highlight the first keycard in the Xen Biolab.
This is a suggestion for both keycards. Consider adding a little blinking env_sprite on each card. The intent is to highlight the cards and catch the players eye.
i wanted to thank you for making JACKhammer and wanted to see if you planned on adding dusk level editing support.
2o2o year of jebobi
i can only assume the mod is dead since the uh Mod hasn't recieved an update in almost 3 years.
for all those wondering this doesn't support steam VR but the wonky janky Vr support HL2 used to have. this mod exclusively worked on the Razer Hydra.
john carmack since romero left id after quake 1.
So this sounds like it will be awesome. question will some maps be combined?/expanded to have other parts of levels so there's less loading screens?
can we have a easier option to disable OPENGL texture blurring? would be far easier than using console commands
HLsource had a bug where the pistol held 8 shots and for the longest time that bug was seen in the HL:S changelog ntil the recent source server security fix came along
review of map 4 that has been released on 3/23/17
MODS
project Remap
Smooth doom/BDv20b
NCHUD
patch for custom weapon orginizations
Difficulty UV
Played though it the most glaring issue is health there are too few or not potent enough medikits around there is only small HP packs this may due to me playing on UV but i am unsure on this
i have played through with both BD and smooth doom and i find that vanilla doom has too few healthpacks as there was about 5 to 8 health packs for the whole map this was negated slightly in BD due to cruelty bonus's that give a small amount of HP
aside from the HP issue it think it flows rather well look forwards to MAP05 the waste tunnels
-ghostboy1225 3/24/2017 13:01
ghostboy1225
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