Black Mesa Source code Reverse engineet into csharp about steam id invalid detection Tutorial

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  • Опубликовано: 18 сен 2024
  • Hello and welcome back to Black Mesa Raytraced Coding Videos, where I talk about coding. I show you reverse-engineered code from Black Mesa that allows you to get not only the Black Mesa code for RTX rendering but also all the features, including Steam ID and incorrect detection. It’s wise to remember the reverse engineering code aspect regarding the ID if it will be on Steam as well. I have to release this game on Steam soon, and maybe you’ll be able to imagine it before then.
    I won’t lie anymore-I will make this game even if it’s not possible to directly load Black Mesa with ray tracing from the game using reverse-engineered code in Unity. I’ll go back to the old method of recreating the game with UFPS and re-implement all Black Mesa functionality from scratch if necessary. If I release this game and my own new game, I aim to fight for a million subscribers. I also plan to release Half-Life 2 Beta with ray tracing from 2002, 2000, 2001, 1999, and 2003. CS: GO (not CS2) Android port maybe, and Dota 2 before the Reborn Android port. I hope you will enjoy my games in the near future-not Valve game ports, but perhaps an NFS: High Stakes port with ray tracing.
    Anyway, I think I’m scripting like a pro. Please let me know what you think about my scripting. I’m excited to be the one who ports the Black Mesa video game into better technology as of 2024.
    Let’s acknowledge that the Source engine is an old engine, last updated in 2013. I’m not angry at Valve, but it’s better to change the engine of this game to achieve fantastic graphics with ray tracing and screen space reflections. Unity or Unreal could be good options, but I think, as an experienced programmer, it’s possible to port an existing game like Black Mesa Definitive Edition by reverse-engineering code into Unity or Unreal. Unity might be the better option because it’s more similar to the Source engine than Unreal-I know this from ChatGPT.
    So, I must move faster to achieve this Black Mesa port as quickly as possible. I must fight against time to create a phenomenal game like Project Mesa Raytraced. I really must code faster than ever before. Initially, I knew the Source Engine and Unity at the same level, including documentation, coding styles, camel case, coding rules, and coding logic in both engines, to create my extra product. I swear to God, I must finish this fantastic game before October, so I must do this as quickly as possible. I have knowledge in both game engines and reverse engineering, of course, and I must become an expert in coding very quickly. After all, this game must be a masterpiece and an innovation.
    I must get the rights to the Black Mesa video game to upload this paid mod on Steam. I must fight for many more subscribers and likers. This game must have the original reverse-engineered code from Black Mesa Raytraced. It will have a multiplayer mode too, and all chapters-nothing will be skipped. Please rate my video. Since the port is from the original game, the texture size increases only due to the AI texture pack I will use to achieve the most fantastic graphics possible. I might also tweak the rendering of the game to better fit with ray tracing capabilities. This game will use the original models from Black Mesa’s .vpks.
    This will be a full port and migration from Black Mesa’s modified Source engine to Unity HDRP with ray tracing. This game will be called Black Mesa Raytraced or Project Mesa Raytraced. I might add something new beyond just ray tracing. I must create two versions of this game: one in Source 2 and one in Unity. The audience will decide which version is better for them-one with CS2 or S&Box ray tracing like Valve’s version of ray tracing or normal ray tracing with Unity. S&Box, maybe from Garry Newman, is a good tool for creating Black Mesa with their own version of ray tracing while still achieving very good graphics. Black Mesa RTX ON is supposed to be one of the greatest Half-Life titles of all time. Perhaps Burnout Paradise with ray tracing is also on the horizon because I must create new versions of not only FPS games. Raytracing Black Mesa is supposed to be released very soon before October. It must be the best game of all time-nothing can beat me to creating Black Mesa with ray tracing.
    So, this tutorial is not for you if you want to create Black Mesa with ray tracing like me. You must choose a different game. I’m talking in this video, of course, about scripting and unrelated Valve stuff: also, a port of Unreal is on the way, or Quake (still the old version with ray tracing), or Doom 3 with ray tracing. My other games include a TF2 port with ray tracing or a Dota 1 port with ray tracing (before Dota Underlords), or old CS: GO with ray tracing, or the Left 4 Dead series with ray tracing, or a Day of Defeat port with ray tracing, or Alien Swarm with ray tracing, or all Valve games that existed before Source 2 with ray tracing.
    Anyway, most of these games must be masterpieces. I must go quickly with ports

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