@DIGITAL SPORTS all the burn lights in bm_c1a1b are back to "pulse", draining a ton of frames for 0 benefit. I believe this problem was fixed before but now it's back
I just remembered that Left 4 Dead 2 has workshop sounds. You probably already tried this, but have you been able to speak to the relevant L4D2 developers?
I'll double check that one. We've had some versioning conflicts so it's possible that caused it. They should be using our new dlights anyway.
I haven't heard of that autorun bug before. Does anyone else get this?
Barnacles behave the same as HL2, to my knowledge, and we like it that way.
Have not. Will look into it!
@DIGITAL SPORTS I was one of the brazilian portuguese translators and once I got my key, I realized that the game doesn't ship with the language. Why is that? Is there a plan to support the translations from bmtranslate?
in both HL1 and HL2 they are automatically slain by one crowbar hit.
in BM they tank full 4-5 hits.
if it's intended then alright
@DIGITAL SPORTS
hey there again. I did a complete playthrough of the current public branch (the one with godrays update) and I'd love to report the problems I've seen if it could help.
I know headcrabs use HL2 assets however there is a quite noticeable "wiggling" in their move animation that's not from HL2. I'm rather curious how this happens considering it's supposed to be valve content.
As mentionned above, AlwaysRun has a problem where each map change or game reload the game resets it back to HL2 formula (slow walk + sprint) until you press +speed again, then it fixes itself and work as intended.
Barnacle should probably die to a single crowbar hit like in HL1/HL2 considering behavior faithfulness is important to you guys.
Tripmine hitbox is still ridiculously small. It feels like you gotta hit the laser itself rather than the bulky device around it. It's not right when even the glock struggles detonating them.
The rpg rocket projectile now spawns quite a few feet above the gun/player, very quite away from the crosshair. I understand this is part of HL1 behavior to some degree however this is on a ridiculous scale. It's become to the point where the gun is no longer reliable without the laser as you literally gotta aim far down at the ground to even have a chance to hit something. I don't recall this problem before the godrays update.
z-fighting here
My setup is rather old and I don't use any of the new fancy things, however I couldn't help but notice most if not all lights used for burning fires throughout the game are set to "pulse" and considering vrad bakes every single light frame intensity in the surrounding surfaces, it takes quite a dip in perf. Light rendering/blinking is a terrible HL1 legacy thing that shouldn't be used for modern mapping if you want my opinion.
Drowning still only takes away a pathetic 2 dmg a tick. it takes longer to tank 100 drown damage than the air timer itself.
The barney at the tentacle pit is still completely invincible.
Zombie torsos move too fast for their animation frame. It looks like they're just gliding accross the ground.
Ospreys only require two rockets to down on Normal skill, which is far too low. Consider that Striders need 3, 5 and 7 on easy normal and hard.
The furnace zombie hordes no longer punt the doors away. They just move through them.
The antenna bridge clip spawns too late. It's possible to have it enable inside of you and get the player permanently stuck.
Female assassin dropped glocks still trigger the "new weapon acquired" anim/behavior when picking them up.
Bullsquid AI seem all around derpy. They rarely truly chase players around. They often just start peacefully walk around mid combat like it's no bother. If it weren't for their spits they would be completely useless critters. I imagine they got a rehaul for xen so feel free to ignore this
Likewise Houndeye AI is rather not interesting to watch. They just automatically beeline into the player like machines only to get pointlessly slaughtered. They make HL:S monsters seem full of life and that's not a compliment. I imagine they got a rehaul for xen so feel free to ignore this
The "Classic Ironsight" option does not function properly on the 357. It makes the "aim" animation get stuck even without zooming.
The gauss gun has a new bug where if you hold down mouse2 and have less than 12 ammo, it'll permanently stay charged at 0 ammo and never overheat.
The first ichthyosaur seems invincible until you pick up the bow now. While I can 100% understand the purpose behind this, it's rather not good design since seasoned players are aware the Glock functions underwater. Many players will also accidently fall down the water and attempt to fight back (which obviously isn't gonna do anything at all now).
The "Enable AutoAim" and "Enable Godrays" options seem to always revert back to Enabled, regardless if you uncheck them constantly.
The new "double jump" feature of the longjump seems rather uneffective and worthless. It barely does a thing and costs 2x more power than a real long jump. A little more "bump" would be useful.
Love your game, love you guys as usual keep it up
actually, the bugs regarding the female assassin pistol don't stop at picking one up giving you the first time draw animation again. its full-on a separate weapon. the reason the draw animation happens at all is because your pistol is being replaced by the female assassin one. players often don't notice this because the female assassin version of the pistol is, in the hands of the player, identical to the "real" one in almost every way.... except it doesn't drop shell casings. ever wonder why using impulse 101 gives you a pistol that doesn't drop shell casings? this is why. it gives you the female assassin pistol, not the normal one.
I wish that bug existed for HL1. Silenced glock would've been great to have.
the fact you can pick it up and use it may be a remnant of a time when black mesa was going to be less in line with the original game and it was going to feature a working concept of the silenced pistol being usable by the player, but i have a more likely theory.
im no expert on source so i might be wrong
to my limited knowledge of messing around with .qc files, i dont believe its possible to have a gun which ejects shell casings from multiple positions. the female assassin holds two pistols, not one, so they would need two positions for each gun. the scripts which govern their behavior likely handle the shell casing ejection itself using their own code, and the female assassin pistol has the regular source engine shell casing ejection disabled on the model to prevent a third from being created. the player picking it up is likely just an oversight.
it's clear that fassns require their own glock variant, however i'm certain it'd be extremely easy to either set their drops to give 17 pistol ammo or just don't drop anything at all and be done with it. I don't think it's truly a limitation.
yeah i wasnt implying it was. they could've set it up any other way that wouldn't've caused this issue.
Keep forgetting Xen is supposed to be released this year.
Feels good man
Apparently its not exacly the retail model, the run animation is different. There is also a c4a1 animations for bms model version so its not indentical to retail. Here is a compansion between valve and bms anims:
https://dl.dropboxusercontent.com/s/st2ec1jtaoefii8/2019-01-23_01-10-19.mp4
https://dl.dropboxusercontent.com/s/74wjixcttcslerx/2019-01-23_01-10-51.mp4
I'm not sure how exacly it got broken (they are working on new headcrab types?) but a quick recompile and replacing one anim with valve's one should do the trick.
Ha, thank you for figuring this out. I knew I wasn't going crazy.
I mean, here's hoping
Don't worry, after Xen we get to wait for Guard Duty, Operation Black Mesa, and Project Borealis / Boreal Alyph.
If we're on the topic of minor improvements, the water in the beginning of On a Rail could be changed, the refraction is a bit overdone and more importantly it's animated too quickly for a place that wouldn't really have fast currents.
https://files.facepunch.com/forum/upload/132623/2fd9d74a-b0d7-4c40-a5a9-5d1b48e78175/bm_c2a2a0000.jpg
Imo the only source game that did water right is left4dead2. every other valve game is just ugly wavy blobs
It was the best looking CG realtime water in 2004 though, wasn't it?
Don't you lose the gun immediately after getting ambushed by the grunts?
I thought Portal 2 did water quite well.
You do, but you fight Assassins in the Lambda Complex later on after you rebuild your arsenal.
@DIGITAL SPORTS any way you could re-implement the toggle_duck command from hl2? It's a bit annoying needing 3 lines of script with alias switching just to have a toggled crouch
Hi everyone some people want old zombie Hl1 and no ones no try to create are new zombie model and i agree with that black mesa zombie look like are shit. Need to bring back old walking and atack motion perhaps no ones dont have imagination how could look zombiel hl1 style i faund are prety cooll screenshoot from garys mod and look awesome i put in black mesa, but seems ignored that so i come here becouse i see her people work more with half life things. This is the creenshot how could be look zombie Hl1
Actually is easy as just adding a skull into the headcrab like the creator of that mix did ( and TBH I think no one did on the Source models ): Retextured sd zombie
But yea I agree, I find the HL1 zombie variant scarier with the mouth rather than a normal open chest, I wish they continued that trait in Source.
I always thought of it as an evolution, the HL2 Zombies are the recently hijacked bodies still screaming and bleeding with an undescribable gaping wound in the chest. HL1 Zombies are the fully formed variant where the host is deceased and the chest has been converted to a maw which the headcrab uses to feed itself and its host. That's also why the HL2 zombie screams in terror while the HL1 zombie is silent aside from headcrab noises.
But that's all backwards. In HL1 you encounter those zombies immediately after the Resonance Cascade where they're as fresh as can be and even by the end of the Earth segment of the game the zombies in Black Mesa would have only been a day old. Yet in HL2 a majority of the zombies encountered have been festering for long periods of time in dilapidated areas and would have had plenty of time to fully mutate (with the exception of those encountered when the combine is actively shelling areas).
That's true but I've elected to ignore it. Maybe the scientists just died faster.
But what about Gonomes?
Maybe headcrabs were being very violent in the beginning, being new to Earth and all that. Maybe they're smarter than we assume, and that they've figured out that they've been too harsh on the body - e.g. immediately taking full control, preventing victims from making sound. So they adapted to be less demanding on the victim, allowing for it to live longer - maybe the Gonome was a genetic dead end.
I don't know
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