• Black Mesa V7 - 'Where the fuck is Xen' Edition
    863 replies, posted
This is a pet peeve of mine that has niggled me ever since I first noticed it back in HL2 Deathmatch in 2004. It seemed to appear in all mods based off the HL2DM SDK configuration, and I've always wondered what it is in the code that added that meat impact overlay on all crowbar impacts.
I believe the reasoning for it is essentially that in HL2 the crowbar doesn't technically have impact sounds, rather the objects it hits do. This means if you want unique sounds for it, you have to either add a generic impact cue like Black Mesa did, or else change the bullet impacts for the whole game. I'm sure there's probably a way to have both and give the crowbar unique impacts specific to each surface type, as I feel like I've seen that done already in some source game before.
it's fine in SP it's in multiplayer that melee whacks are forced to play the flesh hit on anything
https://files.facepunch.com/forum/upload/112970/46ac4894-7632-4e98-9c86-f1411f3726a4/650.png
Onother thing i dont like barnacle in black mesa grab science like are doll and then catch security guard or science no try even moving or escape but in half life marines, security guards and science try to escape have moving animation if barnacle catch. And you can heard skull broke sound then swallow but in black mesa catch doesnt have these animation or broken bones sound. Like this https://m.youtube.com/watch?v=W90QncBwtr4 And black mesa barnacle https://m.youtube.com/watch?v=SXIWUwjj_Js
If I recall there were animations for barnacles in some HL2 models weren't there? I can only guess that Valve decided to not use animations when npcs are picked up by the barnacle to show off their fancy new physics engine at the time.
Ragolls were probably not just a nice "showoff", but also cleared animator's schedules to work on other assets. Ideally you'd use a mix of animations and ragdoll.
I think the likelihood of an npc walking into a barnacle was so slim in HL2 anyway it wouldn't really be worth the trouble of making a bunch of animations for it.
i can't be the only one that sent countless rebels walk into tongues with "c" bonus points you can even "kill" them with guns during the drag sequence.
And then part of the fun is watching them fly into ragdoll the second they touch the tongue
But some characters already do have animations for it, I know for sure the Metrocop does and I think the Combine Soldier does as well. The extreme clipping when the barnacles eats someone is because they didn't use the animations. The animations have the victim get smushed together when he's eaten. Maybe I'll make a demonstration if I ever get good enough at Hammer to make scripted sequences.
I was under the assumption that npcs just ragdoll when they hit the tongue and get pulled in. I think there are some cut or unused animations for it but nothing in the actual game
I'm saying the animations already exist for some models, but they're not coded since Valve went with ragdolls because they were new and exciting.
well some npcs still use these anims like odessa
Odessa works off of the citizen animations.
I found where the stats for the NPC MP5 are kept and changed and I'm surprised nobody else has messed with this. I was able to make the Human Grunt behave more Half-Life-esque, firing only in highly accurate 3 round bursts. Will probably have to town it down a bit since I couldn't get through We've Got Hostiles without going tryhard mode. I don't really know how to make them crouch though.
yeah I'm surprised no one else messed around with it either Not sure anything can be done about that without code changes. HL2 seemed like it wanted to show off its fancy sequence blending by making enemies run and shoot at the same time, which really detracts from the "Think" aspect of "Run, Think, Shoot, Live" imo. Not CC's fault, and they've done a decent amount to mitigate it, but still.
Credit where credit is due, I haven't seen every post ever made regarding Black Mesa, especially since I was absent from the community from around that time. Was a weird time in my life, somehow I just suddenly 'forgot' about Black Mesa for like a year, there was a lot going on with anxiety and moderate to severe hearing damage and some other bullshit. Was really weird coming back and seeing how far Surface Tension Uncut had come, but also endearing seeing that some of my suggestions actually did make it in, like the radio chatter. Anyway the crouching isn't really necessary and like you said, it's a byproduct of HL1's time vs the new tech of HL2's time. Just finding out that I can make them use their burst fire with such great effectiveness put a smile on my face.
wut. mobile assaults is literally the one redeeming aspect of combines that keeps you on your toes, or else they are zero threat. ditto with BM grunts. "run think shoot live" was a fancy marketing scheme. it is not the bible of half life.
Also, would you happen to know what the "cycle" "float" "0.1" variable does? It's the only one that isn't obvious.
determines how long the cycles take to repeat upon completion, higher values mean more slower cycles
Okay and what is a cycle in this case?
Hahaha, yeah, so about that Alien Grunt mod... Alien Grunt Model (unrigged) | 3D Models Due to complications with college, Source being crappy, and general life goals, I decided to cease development on the Alien Grunt overhaul mod that I was working on. However, the model itself is pretty much complete (apart from the eye textures, which are identical to that of a Vortigaunt's anyways), so I'm releasing the full unrigged model with all of the textures included. If anyone would like a jab at porting this to the nightmare that is Source, then feel free to do so. Just make sure to credit TwinDroid404 (me) for model/textures, and grande (MenteR) for creating most of the Alien Grunt's design. Have fun,or don't. I mean this is Source we're talking about here. .
Is there an engine that people don't say this about though? As far as I can tell, game development is just a pain in the ass. It just has to be a pain in the ass that people love!
Source is a rather special pain in the ass. Figuring it out is possible, sure, but going through the process of constantly importing crap and switching between multiple different editors and opening up the game constantly only for it to not even work so you have to try to find what the problem is and you think you have fixed the problem but it doesn't even work then so you go to online forums to figure out your problems but no one knows how to fix it and iTS JUST I can't deal with that. I haven't delved too far in modern game engines, but from what I've seen they are a lot more user-friendly than Source will ever be. Besides, I have other ideas that I want to bring to life in my college classes, and I don't want this mod to be released ten years after Xen is already finished when there's probably someone out there with actual free time and experience who can probably get this finished up in a few months.
Source is 15 years old at this point, I don't expect people to try and use something that old.
valve still does
Valve has intimate knowledge of the engine, which gives them some advantage. But even they've said to move on to other engines.
I've been trying to rig this Beretta onto MMOD animations with astounding success, the only problem is that the Hammer won't work when I need it too. https://files.facepunch.com/forum/upload/241170/7d95c505-ed52-4b97-b607-b78601f8cb56/zoid1.PNG
what gloves r those also interesting 'black mesa' content
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