I had a similar experience, I have no idea how it happened, and was also never able to reproduce it.
Holy shit that happened to me once too! I was never able to recreate it any nobody else I spoke to knew about it. I was beginning to doubt it ever happened, but I knew it did.
I remember doing that by using the gravity gun on the headcrab as it landed on that desk
I'm glad we've all had a paranormal gib experience in the exact same place in HL2
My main problem with the gibs is simply their sound design. They feel more like the Halloween props you place in your front yard than squishy disembodied flesh.
https://gamebanana.com/sounds/27182
is the Q2 2019 release date still a thing?
Yes. @DIGITAL SPORTS is still stating that in the steam forums.
I'll state it here too - yes, Xen will be released in Q2 2019.
Unless I missed it, I didn't see any official response or recognition to this pretty great and detailed bug listing. @DIGITAL SPORTS , can you at least acknowledge that some of these are being worked on?
Will you confirm fixing the scientist's floating ties?
Patch Notes:
Removed: These ridiculous ties
So in the BM Xen trailer, we have get a shot of the Gonarch emerging from the ground. I'm betting this is nod to the fact that headcrabs are known to burrow, as seen in Surface Tension before the cliffside part, and Route Kanal when the rebel camp is getting shelled before getting the airboat.
it's do or die
It would be cooll if this exist in black mesa
https://m.youtube.com/watch?v=dlHmNaB1iMw
old content to keep us alive
https://www.youtube.com/watch?v=dHJfafgLxBw
I just finished Black Mesa for the first time recently, and my god, what an amazing remake, it made me be scared of the Ichthyosaurs all over again when I played the original Half Life some years ago
Here's something interesting I found while tinkering with HECU accuracy a month or so ago.
The HECU bullet pattern against a stationary target reveals it to be a perfect grid with a left bias, with few shots landing to the right. The blood marks the center of the target, a lone Headcrab on a box.
https://files.facepunch.com/forum/upload/1811/8ee2cb1e-c7dc-41ac-a69f-34d013ffc475/blackmesabulletgrid.bmp
https://files.facepunch.com/forum/upload/1811/af19beba-a15d-47df-b320-847144a5aabb/blackmesabulletgrid2.bmp
I don't have much else to say about it, I just thought it was interesting that it uses a set pattern rather than just random spray, and that the pattern has a left-bias.
Presumably the grid makes it possible to modify, so that people like me may tweak the accuracy to our own liking.
Has anyone here made a sound mod for BM or at least know how to do them?
For the life of me I can't figure It out and its rather frustrating because i really want to make some joke ones.
Workshop sound mods are broken, you need to type snd_restart on cosole to make them work or put it a custom folder instead.
No I know all that, I mean about actually making them, not how to use them.
So, I recently finished another Black Mesa playthrough to prepare for the Xen update, and there's a couple of things I want to talk about. The first is the music. I know there was talk ages ago about making the music fit better with the actual gameplay. But nothing has actually changed since the original free release. The first two music tracks in the tram sequence still get interrupted by loading screens before they finish, and the final track in blast pit still only works if you intentionally synchronize your gameplay with its beats. And I just noticed in my most recent playthrough that Forget About Freeman's only track has the same issue. In fact it's worse: the track is long enough, and the level short enough, that you can finish the level before the track even finishes. I was waiting in front of the level change door for at least 10 to 15 seconds for the track to finish, just because I didn't want carry the track over to the next area via that aformentioned bug.
Oh, and then there's also an issue with the final track of Surface Tension that was not present in the original, cut version. The original version had a neat feature where, due to the level design, you started crawling through a vent as the track started to play - and the middle part began looping until you reached the segment where the marines start shooting the vent to pieces and are immediately interrupted by the Gargantua. At that point - and only at that point, the intense final part of the track began to play. In the current, uncut version, however... the vent has been cut entirely.. Which, in my latest playthrough, resulted in the track skipping the entire middle portion due to how fast I was going through the section. I don't know if the track looping is still there, but if it is, it's now dependent on the player taking their time through the area before the marines.
And then there's the AI. I don't know why I only just now realized this, but the AI has a serious issue: if soldiers and Xen forces are in the same room together, they completely ignore you until one side is completely dead. This utterly broke my immersion in one area in Forget about Freeman (the garage that in the original game had that weird alien turret.). At least one solider literally was standing right next to me while shooting at Alien Grunts. He literally didn't even react when I poured my shotgun into him. I dunno if this is intentional or a glitch, but regardless it's a serious issue in my view.
err no. This is for the best.
nothing's more immersion breaking than all factions focusing you despite being mid fight themselves, just because you happen to be the player. Old games had this problem all the time where you'd see bandits ghouls and wolves tag along eachother because you triggered the encounters too close to eachother and they'd just tunnelvision the player.
at any rate I believe ai_relationship can be tweaked to fix this very sort of thing.
I wasn't asking for them to make the AI like in old games. Why can't it be somewhere in between the two extremes? I feel like they should at least start attacking you if you cross their sight range and you're closer to them than any other aliens. The solider I mentioned literally retreated to where he was next to me, and didn't even respond to my presence.
fair enough. It is a reasonable request
This isn't exclusive to the player, the AI just seems to ignore enemies that they aren't currently attacking a lot of the time. I know I've complained about it before, but seeing enemies shoot at a Zombie 40 feet away while a Headcrab continuously jumps at them looks and feels silly. The AI is oddly reluctant to change targets sometimes, to the point of being completely unresponsive.
Sounds like they are assigned with the maximum priority. It happens as well if you use ai_relationship and put 99 or more at the intensity field.
Okay, I'm back in a little free time off my job and college, so, I decided to upload my V3 of Romka's Grunts for black mesa, you can check here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1698471728
Now with the splitter camo of Half Life 1, gibs and a tutorial how to make character manifest work.
I also uploaded this pack with some reskins for tech props, soon I will release the version for dirty and rusted props.
https://steamcommunity.com/sharedfiles/filedetails/?id=1699765615
Oh you're the guy that makes those? That's cool, I didn't know you were on the forums here! Anyway I've been looking at v2 and I liked the custom models you wipped up making use of face creation and the likes, but I also have something you might like. A few years ago I got my hands on some unique human grunt models from the Obsidian Conflict team, notable Balaclava and Engineer. Initially they were for private use, but eventually I was given permission to hand them out to folks who wanted them. I thought they would fit well into your pack, but never got around to messaging the creator because I assumed he wasn't interested / around anymore like many source modders these days. If you are interested let me know, I still have them
Hold up
Are you seriously saying you still having the Balaclava, Engineer and SAW variants of the HECU soldier models that Taggart did, and eventually lost?!
Can you share them with us as well, pls? Taggart lost all the source files of them so we were planning on doing it ourselves after we finishing repairing the rest after decompiling them.
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