Announcement Summer update

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    • Summer update

      With summer in full swing, we at Tripmine decided to bring some more excitement to the sun-bleached days with a brand new media update!

      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 it's time to open up the curtain 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: Global Offensive (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, with the implementation of cascaded shadow mapping and prop tinting, to name a couple features. That being 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 the CS:GO engine branch, and a decent chunk are nearing more or less to something we would call finished. That being said, we will be tweaking small details and balancing gameplay until the very end of the projects 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 in Blue Shift and Opposing Force are implemented, with the exception of a few features here and there. Alongside the guns, the creatures that roam Black Mesa’s halls are coming along nicely as well. Below, you can check out some of the characters you will *ahem* test....your firearms on. Except this time, we don't mean via screenshot, but an actual animation reel! We also decided to show you some weapons in a short ingame video. These are still work in progress and any feedback is welcomed. To avoid any inconvenience regarding weapons in Guard Duty, these riggs are also for multiplayer, therefore the M249 and Deagle might not appear in the Guard Duty single player campaign.




      And now onto this new topic – NPCs. Our creature department is still lacking the most in progress. If you are a talented artist, we encourage you to apply to join our team to help bring life to the denizens 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 a 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!







      Post was edited 1 time, last by Mr.sugar ().

    • Kaltsu wrote:

      Thank you! This really is a great update and, to be honest, we really needed to see one. This certainly gives us hope that this ambitious project might actually be released someday :) Keep rocking, guys!
      Thank you. So happy you like it :). I know you guys would like more frequent updates.... But we rly enjoy pretending we are dead and then pop-up like a ghost with an update :D. It was actually amazing how people were surprised that we uploaded a new video to our YT channel after 5 years :D. That´s blast :).
    • Alien Grunt looks tad odd. The armor does look interesting, but the design feels kind of generic. And why the purple tint?
      Animations don't look like they do proper justice to the stature of agrunt. Arms are at a diagonal angle quite a bit (right shoulder & arm forward and opposite for left shoulder & arm), which doesn't bring out the intimidating posture that broad shoulders allow.
      Maybe the animations displayed here are from its "alert" state, hence holding such a stance is to be expected. However, the overall shaking and fidgeting way the grunt moves looks way out of place.
      Also, Houndeye seems to not have anything to blink with yet?
    • So I have a good question for you guys regarding the endings of the two games. Would you consider extending the ending of Guard Duty when after you escape you drive off and the atomic explosion happens? Also I would ask that for at the end of Operation Black Mesa where we see the explosion (maybe like seeing it from a nuclear test spectator area). It just an idea on having the destruction of the facility actually seen instead of what we saw in Opposing Force (aka nothing with an explosion effect).
    • Demolitionist1 wrote:

      So I have a good question for you guys regarding the endings of the two games. Would you consider extending the ending of Guard Duty when after you escape you drive off and the atomic explosion happens? Also I would ask that for at the end of Operation Black Mesa where we see the explosion (maybe like seeing it from a nuclear test spectator area). It just an idea on having the destruction of the facility actually seen instead of what we saw in Opposing Force (aka nothing with an explosion effect).
      While we plan to extend the ending of Guard Duty, explosion wouldn´t match with general timeline.

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