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[2008-11-19][BMS开发日志]为过去的十年庆祝!(附:最新发布的截图与壁纸)

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发表于 2008-11-22 00:09 | 显示全部楼层 |阅读模式
译者:
话说回来,好久没在PHL上发表翻译了……
最开始在这里发表的时候,还是错误连篇,丢人无数
经过了一段时间的练习,大概是稍微好了一点(或者还是那副德行?`=+ )

不知道这篇文章能不能弥补一些过失……
总之,还请大家多多指教。

文中的部分专业术语由于翻译得不够精准,已经将原文附注在括号内。

至于图片和壁纸下载嘛……是我很辛苦才粘上去的,……大家就给个面子回复一下再看吧~`=+
顺便友情提示:其实不用回也可以……到官网趣看好了`=+



本文由PlayHL.Com|tenyu_huang翻译,转载请注明出处,多谢合作!


===========================================翻译正文=======================================================

A celebration of the last decade!
为过去的十年庆祝!


本日志由cman2k于2008年11月19日发布


嘿,大家好!

11月19日,对于很多人来说也许不是什么重要的日子;但对于我们来说,它有着特别的意义。在10年前的11月19日,半条命的神秘面纱被揭开。作为庆祝,我们将放出很多很多媒体更新!

2008年中我们经历了很多事情。制作一款游戏长度超过12小时的作品是一项雄伟艰巨的任务;尽管如此我们仍然在开发工作上全力推进并取得重大进展。我们的程序员正在努力检查并扩展AI,才华横溢的配音演员为很多NPC注入了生命。我们继续对关卡和章节进行加工和精细调整,大块的区域连接起来并且已经具备可玩性。同时我们也正在为游戏做最终处理,完成我们最具创意和技术挑战性的部分。来自四海的组员继续挖掘和重定义Source引擎的潜力。

尽管有些BM的铁杆粉丝已经知道了,我们在这里有条消息要正式公布:那就是我们已经将引擎全面升级到橙盒版本。同时,我们隆重宣布:BMS不再需要CSS来运行了!从现在开始,运行BM唯一的需求就是安装了任意一款Source引擎游戏的Steam帐号!BM现在只需要我们自定义的内容以及Source基本引擎——在巨额扩张的用户基础面前,我们感觉有理由去将所有需要的附加物品制作出来以适应这个改变。

我们全体都在享受橙盒引擎提供给我们的技术,并大量使用令人兴奋的众多功能。其中包括高级粒子效果、Jigglebones、Cinematics物理引擎、接合式地图(原文:Combined Maps)、自投影凸凹纹理映射(原文:Self-Shadowing Bump Map)、动态阴影,以及被我们称之为“程序地形移动”(原文:Procedural Terrain Displacement)的全新图形技术。该技术在Surface Tension章节的部分截图和壁纸中展示过。

我们最近一轮社区活动已经结束了,获胜者已选出。本次活动的反响具有空前的压倒性,我们收到了前所未有、数以百计的条目!一定确认你找到了自己最喜欢的一个!我们感谢所有参与者,同时也鼓励大家参与下一次的活动。

另外再次公布一条消息。最近我们与长期以来提供空间的Gamernode分道扬镳。在过去的两年里,Gamernode以亲切的姿态为我们提供了网站空间和论坛空间。这是我们双方友善的分离,我们希望Gamernode今后一路顺风。

最后一条——但绝对不是不重要的一条——工作组正在努力制作一个新的预告片,并和其他媒体一同于11月19日发布。不过由于我们“决定了就要做完”的工作作风,我们决定在最终发布到社区之前多花几天时间将它修改到尽善尽美的程度。一定要在19号后的几天内盯紧了!

又及 祝我的乖女儿Anastazia生日快乐!今天她就五岁了!现在她有半条命半条命那么大了。多么棒的事情!


====================================翻译正文 结束===========================================


=======================================原文================================================
A celebration of the last decade!
Posted on 19 Nov 2008 by cman2k
Hey there everyone!

The nineteenth of November might not be a date that many people think is significant, but it's of special importance to us. On this day ten years ago, Half-Life was unleashed on the world. In celebration, we've got lots of new media!

2008 has been a very eventful year for us. Making a 12+ hour game is a monumental task, but we're still powering ahead with development and making great progress. Our programmers have been hard at work overhauling and expanding the AI, and lots of our NPCs have been brought to life by our talented voice actors. Levels and chapters continue to be worked on and fine tuned, with large sections strung together and playable. We've also begun tackling the final content of the game, some of the most creative and technically challenging stuff we've had to do yet. And team members across the board continue to push the envelope and redefine what's possible in a Source game.

While known by some hardcore Black Mesa fans, we'd like to officially state that we've upgraded to the Orange Box build of the Source engine. We're also excited to announce that we've dropped Counter-Strike: Source as a requirement for Black Mesa, and from now on, the only thing you'll need to play the mod is a Steam account with any Source engine game installed! Black Mesa is now running completely off of our own content and base Source shared content, and we felt the vastly increased user base more then justified creating all the extra assets needed to make this switch.

We're all enjoying the new tools and technologies the Orange Box offers us, and are making heavy use of lots of exciting features. These include advanced particle effects, jigglebones, cinematic physics, combined maps, self-shadowing bump maps, dynamic shadows, and an entirely new graphical feature we're calling Procedural Terrain Displacement, showcased in some of the Surface Tension screenshots and wallpapers.

Our most recent round of community projects has ended and winners have been selected. More so than ever before there was an overwhelming response with hundreds and hundreds of entries! Make sure you check out our favorites! We'd like to thank all who participated, and encourage everyone to get involved in the new ones as well.

In other news, we've also recently parted ways with our long-time host GamerNode, who have graciously hosted both the website and discussion forums for the last two years. It was an amicable split between both parties, and we wish them all the best in the future.

And last but not least, the team worked very hard to get a trailer out along with all the other media. But as we've always done when faced with the choice, we decided to take a few extra days to polish it to a mirror shine before releasing it to the community. Be sure and look for that in the days ahead!


**PS: Happy Birthday to my daughter Anastazia, who turns five today! She has half the life of Half-life. How awesome is that?

=======================================原文结束================================================



附:11月19日官方发布的新媒体内容
游客,如果您要查看本帖隐藏内容请回复

壁纸
Unforseen Consequences

对应分辨率下载:
游客,如果您要查看本帖隐藏内容请回复


Office Complex

对应分辨率下载:
游客,如果您要查看本帖隐藏内容请回复


Power Up

对应分辨率下载:
游客,如果您要查看本帖隐藏内容请回复


Surface Tension Vista

对应分辨率下载:
游客,如果您要查看本帖隐藏内容请回复


Surface Tension Promo

对应分辨率下载:
游客,如果您要查看本帖隐藏内容请回复


译者P.S. 唉,居然忘了11月19日是HL十周年纪念日…………

[ 本帖最后由 tenyu_huang 于 2008-11-22 00:37 编辑 ]
 楼主| 发表于 2008-11-22 00:32 | 显示全部楼层
顺便,我说一下关于BMS开发的问题吧。
其实很多人等BMS早就不耐烦了,甚至已经放弃了BMS
然而BMS这次是的的确确快要来了。

我们应该支持他们4年来为共同的爱付出的全部辛劳。
尽管,这次Media Release的部分图片会让人感到失望,但是对于一个MOD来说,这已经是难能可贵了。

希望大家继续观望……支持……
发表于 2008-11-22 10:02 | 显示全部楼层
不错!终于又来了几张新图片!
发表于 2008-11-22 10:42 | 显示全部楼层
我要看看!
发表于 2008-11-22 14:48 | 显示全部楼层
不知道什么时候能有的玩
发表于 2008-11-22 14:52 | 显示全部楼层
我最期待的是 很hldm一样的对战 在s引擎上 不过 还不知道要等到什么时候
发表于 2008-11-22 17:34 | 显示全部楼层
卟错...
发表于 2008-11-22 17:51 | 显示全部楼层
SEESEE
发表于 2008-11-22 18:20 | 显示全部楼层
期待已久!
发表于 2008-11-22 18:29 | 显示全部楼层
ding!!
 楼主| 发表于 2008-11-22 20:03 | 显示全部楼层

回复 板凳 tsl007 的帖子

嗯,其实是很出乎意料的一件事情……
从那几张Bounce地图的截图中已经能感受到明显的OB感了………………

只不过希望他们能提高模型的精细度和贴图的分辨率…………
发表于 2008-12-6 10:07 | 显示全部楼层
可以下载吗
发表于 2008-12-7 17:30 | 显示全部楼层
OMG
发表于 2008-12-20 23:35 | 显示全部楼层
期待啊
发表于 2008-12-21 17:26 | 显示全部楼层
我只是来要东西的
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