If you watch the space, you hopefully have noticed we’re not dead. Although it has been a while since an update, we try to make waiting a bit easier with dev. blogs. These are only small glimpses into the development of our projects, but with this update, we think its time to open the curtain up a bit more than normal.
This year was a bit more hectic than the norm. We haven´t shared much about the games as we were swamped porting both projects to a new branch of Source engine. The Counter Strike: GlobalOffensive (CS:GO) branch to be exact.
This has opened many new avenues for development, giving an immediate boost to the visual fidelity of the games through cascaded shadow mapping and prop tinting to name a couple features. That said, we are not just porting the game to this branch and calling it good. We are currently in the process of implementing many custom systems, graphical enhancements, and gameplay elements that would just not have been possible before.You can expect more details in one of our future updates, so stay tuned!
As for general progress, all levels we had been working on are now ported to CS:GO branch, and a decent chunk are nearing more or less to something we would call finished. That said, we will be tweaking small details and balancing gameplay untill the very end of the development.
Speaking of gameplay, this is where our focus is shifting as level designers get chapter layouts and maps completed. From a code standpoint, all of the weapons seen Blue Shift and Opposing Forces are implemented,save for a few features here and there. Alongside the guns, the creatures that roam Black Mesa’s halls are coming along nicely aswell. Below, you can check out some of the characters you will *ahem* test....your firearms on.
And this time, we don´t mean via screenshot, but an actual animation reel! We also decided to show you some weapons in short ingame video. These are still work in progress and any feedback is welcome. To avoid any inconvenience regarding weapons in Guard Duty, these riggs are also for multiplayer, therefore M249 might not appear in Guard Duty single player campaign.
And now onto this new topic – NPCs. Our creature department is the farthest behind the others at the moment. If you are talented artist,we encourage you to apply to join our team to help bring life to the diezens that roam the dark halls of the desert facility. Please check our website to see what positions we are currently hiring for.
As always, if you have talent not listed in the current job openings, please feel free to apply for a position that you could shine in like the summer sun. For more on how to apply, please click this link.
And with all that said and shown, it’s sadly time to bring this update to a close. Although a release date is still not set in stone, we hope our continual updates and dev. blogs are helping ease the pain of waiting. To keep up with us, watch our Moddb page and chat with us on our official forums. We look forward to speaking to you all again soon!
Congrats on getting CS:GO engine branch, that's no small feat! Great work overall guys, take as much time as you need and good luck getting people on board, having people putting passion and love into source engine based games, while producing great looking content just melts my heart, best of luck c:
(buried)
ooh no, the laggy csgo branch.
please no
also lookin sweet
The csgo branch isn't anymore laggy than any other branch.
Its lagging for some reason. Anyother branch is running 300 fps for me aaand csgo well.. 30 with hyper lag spikes
I'd gladly pay for this if it gets released as a standalone game on steam :)
this looks amazing i think the crowbar and 357 need a bit of work though and the glock feels a bit small other as for the environment screenshots they look amazing just like bms this mod has brought the bmrf to life
Looking good guys! Keep it up. :D
Those weapon animations were amazing among everything else!
Hell yeah
Still on the grind I see. So great to see you guys still developing it. keep up the great work! cant wait to see whats coming in the next few years!
Been waiting for an update, glad to see that you guys are still here. Nice work on everything, I'm excited!
Amazing work guys! Like GunshipMark said, take the time you need.
A few small remarks / tips:
- The size of the glock seems a bit small compared to other weapons and also compared to the hands :)
- I like the sounds of most weapons, especially the Desert Eagle, Rifle (MP5?) and Shotgun.
- The smoke animation (trail) is a bit too much if you ask me. I like it, but it's a bit too much. This is especially visible on the Glock.
-I expected a Big Bada Booom with the 5/6 satchels, but it seemed like only 1 satchel exploded :)
Anyway, keep up the good work guys!
Cheers!
Glad you like it!
So far it's common feedback that the handguns and satchel are a bit too small. I personally wouldn't mind seeing the .357 be a bit larger myself.
So we are discussing the potential of increasing their size :)
Everything else in the video other than animations - textures, sounds, particles - are WIP. So expect improvements in all regards.
As for the satchels exploding, I'm positive they all exploded, it's just that the pit is super far down and has water at the bottom, so it muffled the sound ;)
Glad to see everything is pretty much on par with Black Mesa.
I hope that the FOV of the weapons improves, like the magnum, which has to improve, but in your time, guys, you have left me with an open mouth, great work
While I do prefer the M4 over the MP5 this is still amazing work and the Tripmine version of the MP5 looks much more impressive then the black mesa MP5
How can you one hand a revolver and yet two hand a glock? Looks a bit silly to me, especially on something as powerful as a 357, not exactly something you can hold HL2 USP-style and not break your hand.
Ask Valve :P That's how it was in the original games. Which is why our animator did them like that. Plus Half-Life was never about realism.
You definitely would not break your hand hahaha, you just would have horrible accuracy and take a long time to recover from the recoil.
But nevertheless, it's all WIP still. So it might change :)
Great to see the project is still alive and kicking! Porting must've been a bitch but now you can move on to bigger and better things. Congratulations on getting the levels done!
Thank god its alive! This looks incredible!
WOW Those weapon's animations. I LOVE IT! Thank you!
You guys really are doing some outstanding work. I had a good feeling about these projects when I first started following the developments that formed them years ago, and you guys have yet to disappoint.
As others have said many times, I would be more than happy to shell out some cash for these when they eventually hit Steam. You guys deserve at least that much for consistently giving us something to look forward to for so long. I'm confident I'd get my money's worth several times over.
Thanks for having continued confidence in us LOCKJAWVENOM:)
This looks really outstanding like damn dude , The gun models are really sick, keep up the good work
Fab!
oh la la!
Alien Grunt looks a bit weird. While the armor design is interesting, the purple-black color scheme kind of reminds me of Halo. I know that Half-Life retail version of agrunt has a purple tint to the otherwise-black armor, but maybe the purple seen here ought to be toned down. Also, houndeye doesn't seem to be able to blink here?
Tinbe I never really played Halo, so I don't have that comparison haha :P But ya, that color is crazy easy to tweak, so we might end up fine-tuning it later. If not, then I have no doubt a fan will and upload it to the steam workshop. So either way, everyone can get what they want.
The houndeye blink has not been implemented yet, but will definitely be very soon.
I see. Regarding the animations, doesn't the alien grunt's walking seem tad too fidgeting and shaky, sickly even? Poor guy looks like he has to fill in while he should be on sick leave.
And the default stance its upper body has puts the shoulders at a diagonal angle, which doesn't have the intimidating look given by a broad-shouldered stature, as seen in HL1 and Black Mesa. Or is that just the camera angle + showcased animations showing agrunt in "alert" state, where arms are readied in a firing stance?
Some of it may be due to the angle. Although I do share some of the same concerns. We don't have him fully implemented in game yet. So I'm sure there will be some tweaking once we get him actually functional.
Alright, sounds fair. I'm a big fan of Opposing Force, so I'm super hyped for Operation Black Mesa. Here's to hoping it becomes a big success. Best of luck to the team!
Edit: Whoops, didn't realize I wasn't logged in while typing this. Sent this as a guest by accident :v
Thanks for the well wishes, man! :)
Haha and no worries, hopefully the trolls don't vote your comment out of existence!
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The CS:GO engine? I didn't even know you guys had access to that. I'm interested to see how the new graphical effects come out. Keep up the awesome work guys!
I can tell this will be on steam just like Black Mesa and i will gladly pay for it.
Good to see This mod alive :)
I've waited a great many many years for this mod, Looking forward to it.
Looks terrifyingly good! Great work so far
Thank you guy's, IT'S REALLY AWESOME. I loved the weapons in-game showcase. For me, it is better looking than Black Mesa: Source have ones. Good luck with the work:)
Did you guys consider making a Public Mod template with the current CS:GO branch you guys ported? I'd love to see that.
No, such a thing is not possible. We can so far include only authoring tools at the release.
EPIC!!!
Very very good
Great
GREAT WORK!!!! I love the effect on the explosions!! :D I wish you the best, devs! I always wanted to play the Half.Life expansions on a newer engine, so Guard Duty and Operation Black Mesa are really cool stuff! :)
Looks incredible guys! Keep up the fantastic work!
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I came here to say that you have my support! :D I love remakes and this one is NO exception!!! :D
I love this!! Thanks for putting effort into this mod!!! ☺
GREAT MODS, GUYS!