• Project Borealis - Update 3 (HL3 fanproject)
    57 replies, posted
What will Captain Mitchell Shephard's role in the game be?
everything looks jittery
doesn't make them immune to criticism
Yeah, I love his take on Hazardous Environments in particular. https://www.youtube.com/watch?v=_rx8ymApBBE
Yes. Though, you're criticizing them for something thats already aware to them.
How come the narrator in the video said the animations were "near-finished" then?
Willing to guess that means they got a decent grip on the animation. They haven't exactly gone through the splining/smoothing process yet. Hence the jittering.
In developer speak, that means it's 90% of the way there, but that last 10% is going to take the longest, and make the biggest difference.
For a real Half Life 3, I'd have liked another iteration of the weapon set, instead of the default HL2 ones. Like sure, they're mostly the same HL1-HL2, but the weapons evolved, and were sorta representations, or counterparts
I'm aware, but I don't think "near-final" was the right terminology to use in all honesty.
This isn’t HL3, it’s EP3
I hope Sgt. Mitchell shows up after all, we're going to borealis
He's a captain. Jeez, everyone knows Mitchell Shephard assumed the commanding rank after Captain Roosevelt perished shortly after the former's arrival on the latter's ship, the Avalon Vale!
Yeah, I didn't actually research any gravity gun functionality like I've done for movement. I just wanted to get a rough pass in time for this update, so the values aren't really there yet.
Ain't nothing wrong with Black Mesa, though?
Source being a pretty cool engine (and yeah, it still is) doesn't really refute him saying that it's outdated. Especially if you're making a project which, at least as Black Mesa indicates, will like take several years or longer than a decade to even finish.
Black Mesa isn't a good example of the Source Engine being used for mods imo considering they worked on it for almost/over a decade making their own stuff. Even then, they had to do a lot of work in making their own semi-proprietary systems from scratch. The Source Engine had its time, but even Valve has moved on to Source 2 which has a crazy better workflow (at least relative to Source 1).
There is nothing that Unreal Engine or even Unity can't do in terms of making the game "feel" like a Half-Life game. It isn't like you're stuck with the ~FPS template~ code for all FPS games. Besides that, trying to reinvent source for newer games is a waste of time, at least for newer projects. Black Mesa at least made sense, considering it started development before these more open engines took off. But if Black Mesa started development today for example (or even like, two or more years ago) I would think that Unity/Unreal would be a far better choice.
Valve is known for testing and having a reason for every design choice in their game to affect how the player plays. I hope they meet the same standard as Valve.
I worked with source for a long time, it is a pretty cool engine, just like you said, but damn, there are so many other options on the market right now, much more efficient, easier, faster and modern that I can't see any reason to pick Source instead of UE4 or Unity5, for example. I have a lot of respect for Source Engine, I'll always have, but I guess it is time to let it go.
Yeah basically all of the above. I think most of the people arguing against these guys using Source have probably no idea what it's like to actually try to use engine modding tools and assumes that you choose one based on preference or popularity. It really just boggles my mind though. I got mad respect for anyone actually still modding for Source because at this point, it HAS to be out of pure passion for whatever it is.
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