• Black Mesa: Source V3 - Released September 14th, 2012
    10,000 replies, posted
So the voice work is final? Oh...
According to Catzeyes on the Facebook page the music is from BMS. [editline]7th August 2012[/editline] I love the weapon sounds, especially the .357.
I sure hope someone gets a classic grunt voicepack going if that's final, because the new grunts are abysmal
0:44 "God Damn."
[QUOTE=Chaotic Lord;37112652][URL]https://www.facebook.com/BlackMesaDevs/posts/468179963200818[/URL][/QUOTE] [url]http://forums.blackmesasource.com/showpost.php?p=474005&postcount=53[/url] [QUOTE=CatzEyes93;474005]In the movie, something that was never meant to be revealed was in fact revealed. Oh. And :D[/QUOTE]
Ok so the view tilt is optional too [QUOTE=Cows Rule;37112906]I guess it's looking nice, but that announcer voice at the end sounds like an evil villain rather than an announcement system.[/QUOTE] I thought it did a good job of sounding like the original announcer without the same super ridiculously raspy effect the original had.
I'm sure that within a week of the mod's release, there will be mods that "fix" everything they changed- Bullsquids, HECU grunts, ironsights, and so forth. Also, I hope some of the sound effects they used aren't final- the shotgun pump sound is just sort of... off, and the jump-landing-sound just sounds stupid. But if they are final, then there'll be mods to fix those too.
[quote]What the fuck happened to this thread? When did it become the pretentious intellectualoid discussion room it has become now? Lay off your pseudo-knowledge, you deadbeats. [/quote] - Maxey after a dumb argument about HL1 that lasted for four posts Go get 'em, tiger.
[QUOTE=icemaz;37112481]I love this because its like they should remake everything even they have been given some great base content anyway. Why waste that effort into making new animations which you won't even notice in gameplay and will probably be of a worse quality than Valve's work. It's not lazy, it's using what you're given as a small mod team working on one of the most ambitious source mods ever created.[/QUOTE] I offered to make animations for them that challenged Valve's quality as I have been in contact taking criticism from one of Valve's animators, Ross Scott even vouched for me as he previously worked on the mod as a choreographer. They never replied back to me. Free help from a dedicated worker to help speed the development up. No response. None. ;-;
How far along were they? Way back they were accepting a lot of people
that voice work is horrible. that guy sounds like he's trying to do a terrible imitation of solid snake
What's so wrong with ironsights anyways? How do they "ruin" a game?
[QUOTE=razorbeamz;37113782]What's so wrong with ironsights anyways? How do they "ruin" a game?[/QUOTE]Typically iron-sights indicate a certain type of gunplay - when running and gunning is discouraged and that you'd need to stand still and aim down the sights to shoot accurately. It doesn't seem like it's the case with this, though. The SMG seemed to fire on the move just fine, and that the ironsights for the magnum were just a flavor thing added for when you zoom in.
Also I have to say that I agree with everything Marphy had to say about this mod. You are totally spot on dude.
JamesKane I think basically confirms here the Iron sight on the .357 is just their way of doing the zoom [url]http://forums.blackmesasource.com/showpost.php?p=474022&postcount=19607[/url] He says the Alternate fire toggles the zoom.
[QUOTE=razorbeamz;37113782]What's so wrong with ironsights anyways? How do they "ruin" a game?[/QUOTE] It's supposed to be an homage to half-life. It's a reimagining of it on the source engine. Iron-sights don't gel well with the Half-life 1 run and gun gameplay. It's a superfluous addition to the game and it seems to me they added it in because all modern games have iron-sights now. Just more evidence to support that the devs have no idea who they are making this mod for.
[QUOTE=Rigged237;37113735]that voice work is horrible. that guy sounds like he trying to do a terrible imitation of solid snake[/QUOTE] i get the impression that this is on purpose they're stereotypical military bad boys and even in HL1 they made themselves out to be tough guys ("What happens when they find the body?" "What body?" and conversation about shooting scientists that dont put up a fight, etc) you guys need to understand context and if you dont like iron sights then dont use them. avoid middle-clicking or right-clicking, whatever they set it to.
[QUOTE=Rigged237;37113890]It's supposed to be an homage to half-life. It's a reimagining of it on the source engine. Iron-sights don't gel well with the Half-life 1 run and gun gameplay. It's a superfluous addition to the game and it seems to me they added it in because all modern games have iron-sights now. Just more evidence to support that the devs have no idea who they are making this mod for.[/QUOTE] Read my post above yours. .357 iron sights are the only iron sights. The Ironsights on the .357 is just the replacement for the .357's MP zoom in HL1. If you don't like it, you can just use the suit zoom to aim like you can in HL2.
Ever wanted to play a game made in 1998 in an engine made in 2004... in 2012? What if you found a portal to a parallel universe? What if you could slide into a thousand different worlds — where it's the same year, and you're the same person, but everything else is different? And what if you can't find your way home?
[QUOTE=JLea;37114008]Ever wanted to play a game made in 1998 in an engine made in 2004... in 2012? What if you found a portal to a parallel universe? What if you could slide into a thousand different worlds — where it's the same year, and you're the same person, but everything else is different? And what if you can't find your way home?[/QUOTE] I was just watching Sliders a few hours ago.
[QUOTE=TheJoey;37113920]i get the impression that this is on purpose they're stereotypical military bad boys and even in HL1 they made themselves out to be tough guys ("What happens when they find the body?" "What body?" and conversation about shooting scientists that dont put up a fight, etc) you guys need to understand context and if you dont like iron sights then dont use them. avoid middle-clicking or right-clicking, whatever they set it to.[/QUOTE] Oh god, I just remembered that part. The laughs were so ridiculous that I burst out laughing the first time I played that part. Soldier 1: Heh Heh Heh. Soldier 2: HEHEHEHEHEHEHEHAAAH
I'm really not a fan of the lighting style. The overly bloomy lights look ridiculous imo, especially in relatively dark areas like the tram tunnel.
I said this about the voice acting in a different thread but i'll repost it here anyways. Rather than use "The voice acting was a bit corny in Half-Life 1" as an excuse, they really should just go back and see if they can improve their performance at all and actually try to do a really good job. Besides, the voice acting in that video was way past being just 'corny.' It really isn't that great. I mean, it isn't like I could do a better job at it. But I don't need to be a professional VA to tell that it needs improvement. [editline]6th August 2012[/editline] [QUOTE=DFC;37114163]I'm really not a fan of the lighting style. The overly bloomy lights look ridiculous imo, especially in relatively dark areas like the tram tunnel.[/QUOTE] It's probably the recording program they used.
I bet if the grunts in Half-Life 1 didn't have the radio chatter filter it would probably sound just as bad as the Black Mesa: Source grunts.
Dev confirmed [url]http://forums.blackmesasource.com/showpost.php?p=474045&postcount=77[/url] Its brighter ingame, the video is just dark
[QUOTE=nunx;37114211]I bet if the grunts in Half-Life 1 didn't have the radio chatter filter it would probably sound just as bad as the Black Mesa: Source grunts.[/QUOTE] Maybe, maybe not. But they may as well just run the voice of the Black Mesa grunts through some filters and make them speak through radios constantly if they're never going to go back and redo any of the voice work. It'll still sound like shit; But atleast they can obscure the fact that it's the performance of the VA that sucked behind various filters to make it seem like the grunts are speaking through radios.
They'll make a mod. they will [I]definitely[/I] make a mod. /end bad joke The only really bad thing about it is the whole dialogue there, it doesn't sound too good. Other then that though, they sound fine in combat. Besides, I can deal with it if some of the lines are really corny. Kinda like Far Cry "I'll FIX HIS LITTLE RED WAGON" "What?" "You heard me. I'll FIX HIS LITTLE RED WAGON!" "..." And they seem to have pretty good ones for the scientists and barneys, if this video is any indication [URL="http://www.youtube.com/watch?v=UkdZUW_vuf0&feature=plcp"]Radio play - QE Overcharge[/URL] Plus, I've watched that video several times and the music is starting to grow on me for some reason. Kinda has a Deus Ex/Unreal 1 vibe to it. [QUOTE=Rigged237;37113890] Just more evidence to support that the devs have no idea who they are making this mod for.[/QUOTE] One things for sure, they certainly aren't making it for people who complain about mechanics that are completely optional and would have no effect on the gameplay if you didn't use them.
I might be alone in this, but I did like the song.
So, maybe we can assume this leak is official, since they remove any links on the forums about the mod not released by them, and they already commented on it with some smileys and left the topic and the link there.
Maybe they originally intended to release this themselves for the media campaign. According to the valve time article the devs known the source of the leak.
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