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JeanPaul

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JeanPaul last won the day on December 31 2018

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  1. JeanPaul

    Black Mesa Source

    Im pretty sure this is a thing you can do with any source engine game so I am sure we will have the support for it as well. (on both points you brought up) Our workshop might be a bit in shambles (last I checked) atm but it takes a load of programming power to get working properly so its on our immediately to do list once we release xen. We want to support mods and mod makers as much as possible so any additional input people have in this realm will definitely be listened to.
  2. JeanPaul

    Black Mesa Source

    Obviously everyone on the team is in support for making the game as moddable and open as possible with sdk tools and documentation on all the new stuff. Youll be able to make anything you normally can on valve source engine games. I would love to do map pack related things (like csgo updates you mean right?) but stuff like that is still up in the air. We'll have to gauge the community interest somehow first. I personally want to continue to produce more SP content for the game post xen release so I am in support of any community that aims to do the same. Yo!
  3. JeanPaul

    Black Mesa Source

    Yes there are definitely plans to do a full pass on the earthbound maps with all this new stuff post xen release.
  4. JeanPaul

    Black Mesa Source

    Some Black Mesa news if you missed it: https://steamcommunity.com/games/362890/announcements/detail/1715207569423590279 New Features Screenspace Fog ("Xog") Using the GBuffer that we've developed for our new Dynamic Lights, we've added a dynamic, very flexible new fog system that replaces Source's legacy fog. The new "Xog" can be configured on the fly with instant results ingame, it can change over time with I/O, and it can vary in density and color based on height. Best of all, it's very inexpensive to render, costing about as much performance as a single dynamic light. Our level designers were slack-jawed when they saw how much it improves the look of the whole game, bringing a true sense of scale to the levels. New Alien Grunt NPC (Agrunts) Our original Alien Grunts were tank enemies that shot ridiculously powerful homing bees. They fit relatively well into the tough, cover-laden final levels of Earth. In the vast, wide open spaces of Xen however, they became extremely frustrating to fight. The new Agrunt is the most mobile, unpredictable enemy in the whole game besides our assassins. They'll leap onto different platforms, find a way to outflank you, get in your face, and unleash a devastating secondary "hornet hurricane" attack. As a much-needed balance, the bees from them no longer home in on you, and individual bee damage has been lowered. New Controller NPC (Xontrollers) The player only encounters Controllers once in the released game. They were a good, if a bit simple, final enemy type for the Earth bound levels. For Xen, we drastically expanded their abilities, turning them into a kind of overlord or mini-boss. We don't want to spoil everything about their new abilities -- but mind-control, telekinesis, and crystal-powered shields are just a taste of what players can expect. Improved Vortigaunt NPC (Xorts) These were another straightforward enemy from Earth-levels. We mostly teleported them straight onto the player and expected them to be gunned down in a few seconds. For Xen, we have worked them into a much more intelligent, emotional creature. In keeping with the original Xen, they won't be hostile to the player by default. Flashlight Shadows Flashlight shadows are back! Last patch we switched to one of our new dynamic lights, but couldn’t quite solve all the issues with shadows. For Xen, the flashlight will be positioned on the player to look like it is casting from lower on your chest. This creates interesting shadows and adds to the atmosphere in dark environments while still having a usable flashlight. Soft Particles Better late than never. This is a feature that's been in other Valve games, but for some reason has been broken in Black Mesa, even from our very first mod release. No more hard-edged particle clipping! Chapter Updates In addition to the improvements above, we have been grinding away at locking the final bits of design and arting for all our Xen levels. While building momentum toward release, our goal is to lock down the chapters in order so that we don’t have to dedicate resources to them, and so all the subsequent chapters go faster and smoother. Here is where we are at: Xen (~2-3 Hour Estimate) This chapter is completely design locked, most of the art is done, and we are polishing the levels to be release ready. Left on the to-do list is merging art, polishing art, unifying skyboxes and effects across all 6 maps, optimizing maps, and finally a clipping pass. Gonarch (~1-2 Hour Estimate) These maps are design locked and are going through the art process. The goal is to be mostly art completed, and start in on its many animated scripted sequences in January. We learned a lot arting Xen and refined our pipeline to be more efficient going forward. There are also half the maps (3) in Gonarch as in Xen, so we got that going for us. Interloper (~2-3 Hour Estimate) This chapter is design complete, but needs refinement to lock the chapter. The goal is to have this chapter design locked in the next few days so that level designers and artists can start in on detailing it. Interloper is currently 6 maps. Nihilanth (Super Secret Time Estimate) We have started in on the core gameplay coding of the final boss. We wanted to avoid having the big boss be just a bullet sponge, so we have kept the design fluid and kept the environment interactive and dynamic. Most of the static art for this level is completed, but it still needs scripted animation set pieces. Endgame (About 5 mins) Endgame is locked, but needs some final animation and graphics updates. Endgame will be the last chapter we do a pass on, as it is dependant on a lot of final art from the other levels. Even in its current state we are very happy with how it plays out.
  5. JeanPaul

    Black Mesa Source

    We posted our xen trailer this morning if you havent seen it yet https://steamcommunity.com/games/362890/announcements/detail/2537111426405732058 Woot!
  6. JeanPaul

    Black Mesa Source

    @laminutederire Quote form our resident shader guy Chetan in response to your question:
  7. JeanPaul

    Black Mesa Source

    I am sure they would totally be down to help. I wouldnt be able to explain it in the slightest and I am sure it would require more than a forum post to get the ideas across. Im not sure how public or readily available their contact information is but if you need it just pm me.
  8. JeanPaul

    Black Mesa Source

    Black mesa update! http://steamcommunity.com/games/362890/announcements/detail/1594703306631918308 Its an engine release so our future xen and interloper maps are as bug free and playable as possible. While this quote here doesnt include everything - its the main things I figured mapcore guys would be excited about. The new dynamic lighting stuff is really intense and honestly opens up source to a whole new realms and genres of level design. (our dlights work through alpha textures as well) If you havent seen an ingame example of image based ambient lighting I suggest you give it a shot - the difference from stock ambient is immense. One last thing I would like to note for anyone potentially doing a single player project: the doubled displcement limit is a WAY bigger deal than you think. In fact the entire concept behind one of the xen maps I designed wouldnt even be remotely possible with the previous limit. The doubled limit was one of the most important things to happen to our maps - and here is the crazy part - it took one programmer less than a minute to change and has not a single bad effect in our game so far. Makes you think why the original limit exists in the first place Woot!
  9. JeanPaul

    Black Mesa Source

    Dont forget about our pretty massive dynamic lighting update Whole post
  10. JeanPaul

    Black Mesa Source

    Hey you thought our work was Valve's, I take that as a compliment Its a lot of work dawg! I mean even getting the game from mod to steam release was an incredible amount of code. Almost disturbing how much actually. Our official statment for release atm is summer 2017. We are definitely pushing all out to keep it that timeframe.
  11. JeanPaul

    Black Mesa Source

    This pic is actually of a completely original location - we are saving the really organic and juicy strange shit for later Also dont worry we arent throwing the original completely out, there will be loads of visually recognizable parts. idk is it?!
  12. JeanPaul

    Black Mesa Source

    Hey guys How about a lil xen
  13. JeanPaul

    My first attempt at street photography

    98% of the people that notice just ignore me and go about their day. People are a lot more apethetic to photographs than you think. Reading the situation is a huge help as well. There have been plenty of times where I didnt take a photograph because it didnt feel right.
  14. JeanPaul

    My first attempt at street photography

    I agree wholeheartedly, limits are very important. I limit myself in other ways (35mm prime lens, no cropping, landscape orientation only) I have found these limitations, especially, the 35mm prime lens, to vastly improve my photography. However, candid shots vs asking permission isnt about limitations, its just a different style of photography. Thanks breh. I spent a lot of time looking for these colors and making sure each image has a strong sense of color so its nice to see someone notice
  15. JeanPaul

    My first attempt at street photography

    Actually this is wrong. Money is irrelevant when it comes to permission. Images taken in a public space are free use in pretty much anything thats not a commercial advertisement. You are only the creepy photographer if you act like a creepy photographer. If the subject notices you, just smile and 99.99% of the time its not an issue at all. Simply shooting candidly doesnt make you creepy by default. I think you might be a little confused here. All of these images were taken with a 35mm lens which means I have to be pretty damn close to get these images. That first shot of the guy near the orange wall was taken three and a half feet from him. In fact the second after that image was taken he noticed the camera. If he had a problem with me taking his image, he would have told me Thats exactly what street photography is though. Its a capture of people going about their lives. I think you might be taking this "candid" term a little too literally. When I say candid, I dont mean im creepily hiding places to capture private moments of people from a distance. It means im taking a picture without them noticing. (sometimes right as they notice) This doesnt mean im hiding, it just means their attention is elsewhere. I mean that image of the guy in the red jumpsuit was taken in times square in the middle of the day. I just managed to time it right so the image wasnt filled with 10-15 tourists.
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