Blue Shift was announced in the second quarter of 2000 as part of an upcoming Dreamcast port of Half-Life.[10] While the port was developed by Captivation Digital Laboratories, Blue Shift was developed by Gearbox Software, who also developed the first Half-Life expansion, Opposing Force.[11] The game had the working title Half-Life: Guard Duty; publisher Sierra Entertainment announced the name Blue Shift on August 30, 2000. As with Opposing Force, the title has a double meaning, referring to both the blue shift light phenomenon and the name of Barney's shift.[12] The Dreamcast port would include higher detail models and textures[13] that were double the polygon count of Valve's original Half-Life models.[14]

Hi everyone,

I've recently got hold of an original copy of Blue Shift and I would like to run it on 3dfx mode with my voodoo2 sli.

Now the game states that it does not support the voodoo2 and in this case I should run it in D3D. And I indeed get the message that the selected OpenGL mode are not supported by ypur video card.

I have wickedGL installed but blue shift is not on the list.

But isn't Blue Shift a variant the same engine as the original Half Life? 

Has anyone got it to work on Blue Shift?


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i'm not sure, but could it have something to do with the hi-def pack? did you try with that on/off? i'd also try installing the 1.0.0.1 patch for blue shift. what are the exact reasons for not just going with d3d anyway?

Well the difference between 3dfx mini driver and d3d is that with the first one on half-life my fps are pinned on 99fps and this never changes during the game. On D3d I have framedrops down to 45fps (still really playable) but if it is possible, I'd prefer the mini driver.

Calhoun's journey starts in a Sector G lift with a couple of stroppy scientists complaining about his workrate. It's during this journey into the depths of Black Mesa that Freeman and his collaborators cause the infamous resonance cascade scenario which plunges the facility into all out conflict. Calhoun faces plenty of interesting puzzles in his attempts to escape, starting with some cunning lift/box placing platform antics and moving on to scripted sequences that depend on destructible scenery and the marine insertion force. In all, it's nothing Opposing Force didn't do, but there are some nice touches here and there, and the interaction with scientists (and the need to keep them alive) is a much higher priority. With Counter-Strike behind us though, you have to wonder why a lot of Blue Shift has come out the way it has. Gearbox clearly learnt a few lessons - for example you get new high definition models - but they haven't realised that the sort of "drop them if you can" real life style of play is what people want. When I picked up the first M16 dropped by a marine and ploughed into his assembled comrades, I immediately jump into CS mode. The marines look like Terrorist guerrillas anyway, so I dropped to my knees and aimed in short bursts at the upper torso of each aggressor, one by one. Bang bang, oh look I'm dead. Why? Because I didn't put 100 bullets in their heads! It doesn't really surprise me that the default loadout is something like 150 rounds of ammunition and how high the M16's rate of fire is - you have to put half a clip at least into each of the marines, and aiming for the weak points doesn't make any difference. The head, the foot, the midriff, you can shoot anywhere, it still takes a while for them to flinch, and they make no attempts to get under cover either. With a bit of tender loving care from the programmers, these marines could have been ducking in and out of cover, poking their heads up over crates and chucking grenades into your cubby hole, or at the very least firing while moving. 2351a5e196

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