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Black Mesa is once again experimenting with the unknown, this time they've tapped into something much stranger than their previous endeavours.
Set during the events of the resonance cascade: Play as Alex Burfield - a New Mexico civilian witnessing the facility going to chaos. Geared up with the new upgradeable H.E.V suits, you've been sent to one of the ill-fated facility's sectors.
Your mission: Find out what is going on, what caused this dimensional breach and take back control
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We're back with another Half-Life Beyond dev log! time again for us to give another overview of what's been added or changed
We've got working save slots in, in addition to rebuilding save system from the ground up to be faster, more modular, and allow for forward compatibility, the great thing about this is it allows us to add things without making saves incompatible anymore, however this means old saves will not work with the new version so make sure to delete your old saves in "AppData\Local\HLBeyond\Saved\SaveGames" before using the new save system! Profiles are unaffected as they didn't need to be changed so you can keep those:
Noticed a few players missing the vent opening in the first level so I made small changes there like adding a light stick and a few props for players to jump on and prevent them from falling between the fence and the opening to hopefully better guide them to where they should be going:
Added a background with roads, light poles, cliffs, rocks, cacti...etc to the first area of the first level to make it look like it actually takes place in the middle of a desert:
Made various changes to the gunplay to make the weapons feel more impactful with things like better shooting feedback, crosshairs, Half-Life 2 style viewmodel movement (can be toggled on/off in options) and more:
And as usual plenty of under the hood improvements, overhauls...etc that not only eliminate many oversights, but also give those on lower end hardware a significant performance boost
Will have more things to share on the third singleplayer level whenever enough progress is made for it, that's all for this dev log. See you next time!
Interested in making your own content for the game? check out our open dev positions and see which ones interest you the most!
Happy Holidays! Have a Present. article about current and upcoming additions to Half-Life Beyond!
Details about Half-Life Beyond, progress, future updates, and more!
Details about Half-Life Beyond, progress, future updates, and more!
Details about Half-Life Beyond, progress, future updates, and more!
Demo release, featuring a small glimpse of the levels "Initial Hurdles", "On The Way Down", "Xen Relay" and Multiplayer Co-op, Deathmatch and Capture...
wwe
hey, where can i download this game?
Hi, in the files section, or click the gear icon.
congratulations on demo release! I'll be checking it out
are you also going to add glory kills
Hi, good idea, we have a quick melee attack added right now but we could expand that more later.
What have you created?
40 Fps on Ryzen 5 5600 and GTX 1660 while graphics is literally HL1.....
If i set 640x480 games i get stable 120 fps but so much crazy post processing and totally wrecked controls makes gaming impossible. Like some crappy fps asset.
It's so bad that I feel physically ill.
Is it some beta issues or game was designed to be that way?
Hi, indev but general gameplay concept is in, tho we do have some minor movement adjustments coming, not much post processing going on actually, and the framerate was stable 70-80 on 1080p in the pc setups we tested it with (higher reqs is due to the game using a newer engine and rendering tech but we did optimize), more to come whenever we publish a second demo.
Standard graphic settings: Imgur.com
I have above average setup. This is unacceptable performance. Am I missing smth?
Please observe this screenshot. 1280x720 it says 87 fps but in reality 60-75. 100% GPU load. You clearly missing lightmaps and occlusion culling, pretty sure postprocessing decreases performance too. Too much blur. too much. People who play HL1 generally don't like "fancy" stuff like post process, shaky camera, SSAO and etc. Also i am pretty sure there is a few Quake styled movement controllers for UE
Imgur.com
We tested on 5600xt, rtx3050, 3080 and gtx1650 and we were getting 70-80 frames on 1080p ultra, it may have something to do with the game running on ultra settings by default (you'd be surprised by how much more detail there is in the levels compared to og hl) blur is part of default graphics settings and we only use 1 non costly post process to move away from stock engine look. culling, LODs are on and 95% of lights are static but will also keep optimizing it to make it as least costly to run as possible =)