• Black Mesa V7 - 'Where the fuck is Xen' Edition
    863 replies, posted
I'm still waiting for a Hazard Course. Black Mesa is incomplete without it.
I own it but I haven't played it since the free mod was released.
CC has said in the past that they don't plan on making it due to Source's Tooltip styled control tutorials plus auto-crouchjumping.
I guess, but for some (like me) it adds something neat to the world of Half-Life, and shows you another facet of the Black Mesa facility pre-disaster and lets you interact a bit with scientists and see how things are done. Sure, it's still a tutorial, but the way it's integrated in as part of the story where Gordon goes for HEV training is something I think is super cool and I feel like something is lost due to its absence in Black Mesa.
I'm pretty sure the reason Gordon went through the Hazard Course was that Barney dared him to or it one of the bets between them or something. No it's not like it was completely unexplained.
isn't there a Hazard Course mod already?
It has some problems with the steam version.
the real question is when's Hazardous Course: Source
Charm has to be adapted because it's in a realistic style, some of the things we see are more "edgy"-like because GoldSrc is at times hard to take seriously, and there would be a requirement for some sort of backstory for the campaign. At least NPC navigation will be much easier!
And I'd get to hear the four Barneys in that intersection that say the same line simultaneously.
Well Hazardous Course 2 IS open source, so anything’s possible...
Half-Life is incomplete without Gina :C
So I found out recently that Valve broke non VCD NPC blinking in the SteamPipe update in 2013. This basically means that outside of scripted sequences, NPC's don't blink and just kind of stare at you.... Aside from all Source SDK 2013 games (so HL2 and episodes) Black Mesa seems to suffer from this problem as well. The problem is in "blink" flex controlling in c_baseflex.cpp on client side. There's unofficial patches for it. Basically it requires patching of the client.dll file in the bin folder of the game in question (So here it would be the bin folder in bms folder). My question is, will NPC blinking be fixed eventually? The unofficial patches for SDK 2013 don't work, most likely because of the under the hood changes of Black Mesa. It'll most likely require dev input.
I thought I was feeling uncanny valley last time played Episode 2. Now I know why.
With Xen being so heavily altered, how much do y'all think the Nihilanth fight will be altered, or maybe how you think it should be altered? Personally, I feel like one of the more tame differences that'd be nice would be that the pillars you can hide behind are destructible. Making Nihilanth's barrages of attacks whittle away the cover you're using would make it interesting to try and conserve protective spots by going from cover to cover or just dodging attacks. Heck, maybe the portal attacks could take away significant chunks of the pillars, and you could see the pieces in the places you might end up being transported into if you get hit by a portal for fun little "oh, so that's where it ended up!" moments.
What's the fix in code?
https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/client/c_baseflex.cpp#L1152 This shouldn't be here.
is an issue open for this?
I didn't see in one in source-sdk-2013 - I think there are a few forks that have tried to fix things up and add more features though - might be in one of them.
I think the battle is pretty much perfect as is. The one change I would suggest is cutting down on the teleportation attack a bit because getting back do get tiresome after a while.
https://github.com/ValveSoftware/Source-1-Games/issues/1850
you're doing it wrong if you get teleported hide behind a spike to have it dispel
That's not very fun.
It always moves way too fast for me to move anywhere. The only reason I've never actually beaten half life 1.
I remember that one of the nihilanth teleporter rooms had a gargantuan in it, but I think I only ever saw that once and I wasn't sure how to get it to appear again.
iirc you just need to get teleported a fuckzillion times
If I recall, the garg appears the second time you're teleported there. I think you can hear it from the Nihilanth's chamber though after it appears, but I may be mistaken. The Nihilanth fight is the part of Half Life I know the least, I usually hide behind a spike and wail on him.
at the very least I hope they limit teleports to one time per room. I hate when he starts spamming teleports. if you successfully avoid the first one your reward should be not having to avoid more for a while
If you didn't deal the killing blows with a crowbar directly onto his big fucking brain then I'm sorry but you never actually beat HL.
Always do!
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