![]() We should be able get you fairly close to where survey team had set up, but I fear the likelihood of running into alien creatures is very high. ![]() I'm afraid you're the only one that can do this, seeing as how everyone else will be needed to run the equipment. In order any of us to get out of here alive, someone will need go to the borderworld, and activate the device. We later discovered other methods of aiming the field, but all the equipment in this lab uses the older technology. We lost contact with the survey group shortly after the device was in place. This device could then be used as a focal point and relay to aid in the teleportation. Some of the more promising research on the matter led to a device that could be attached to the strange crystalline structures we found in this borderworld. We discovered a strange borderworld that was somehow involved in the process, and this kept us from accurately predicting where any given teleportation event would lead to back on Earth. Calhoun, teleportation isn't as simple as going from point A to point B. Once we were able to consistently create the teleporter field, we ran into new problems. Interestingly, all of their first person models except for the Tau Cannon have Barney's hands on them instead of Gordon's. Unused Weapons Gluon Gun, Tau Cannon, Crossbow, Laser Trip MineĪll of the models for the Crossbow, Tau Cannon, Gluon Gun, and Laser Trip Mine exist in the game's files. This also includes content that was unused in the original game, such as the cut enemies. and you can't exactly walk outside to get a breath of fresh air. 4.2 Captivation Digital Laboratories LogoĪll of the art, code, and sounds from the original game is in Blue Shift, most of it unused. Shift changes take place and watches are relieved, as light from the center star of.2.1 Gluon Gun, Tau Cannon, Crossbow, Laser Trip Mine Half-Life: Blue Shift Mouse Stuck Fix Dominick12987 366 subscribers Subscribe 1.6K Share 46K views 5 years ago 1.) Open Half-Life: Blue Shift 2.) Go into Options 3.) Click the Mouse tab.there are still two days left to vote for Mod DB's Mod of the Year - vote for Sandpit at Moddb. There's still lots more planned for Sandpit (follow Sandpit to stay informed) - here's to another 10 years! In spite of best efforts, there was still an annoying bug in v4.0 that couldn't be reliably reproduced during testing and so a day later v4.0.1 was released to fix it. The looming 10 year anniversary of Sandpit meant a lot of work got done in September, October and November of 2018 to get the most important features done in time. ![]() Work continued slowly for the next little while, but by the second half of 2018 it was still far from completion. Basis was tidied up and released publicly in 2015 and in 2016 and a new Sandpit was forked off Basis to take advantage of the fixes and structure that it brought. Until then nothing had really been done beyond patching a code-base that was very obviously messy and in need of some love. In 2015 a new job meant more desire to finally get Sandpit v4 to happen. In the background, work on Basis got moved to new Half-Life SDK. In 2013 full-time work rolled around and not a lot of programming got done for fun anymore, but the updates to Half-Life and the release of the updated SDK re-ignited some interest and Sandpit started getting some more attention again. ![]() For the next few years Sandpit got lots of updates with lots of features but by 2010 other projects (like Sandbot) had started to take up more time. 10 years ago the first version of Sandpit was released - it wasn't much - just the spawn menu and a few monsters from Half-Life, all based off some VGUI tutorials by Richard Zad at The Wavelength. ![]()
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