I was talking about the HECU picture with the wrist bug
Not that one, Black Mesa remake version of Azure Sheep mod.
I'm aware, I posted that. I was responding to you because you quoted me saying dark souls and telling you I was talking about the HECU bug
Ok
Well, Some early parts of video show little more like BioShock Infinite or Half-life 2 non-cutscenes.
But I see why you see this parts because lighting gives you Dark Souls vibes.
the part in On a Rail where you launch the rocket
Oh fuck of course it is. I thought it was a custom map with the same theme but now I see that you're standing next to the rocket facing the building that you come out of when you exit the railway. Doh.
https://i.imgur.com/GXoVoLe.png
https://i.imgur.com/oPJZTs7.png
I don't see anywhere they pouch could've been at in the texture.
Question: does anybody know how to completely delete all of the console variables? (i.e. delete the file that contains the console variables). I'm having a number of visual bugs that I think are related to old convar values. I've tried uninstalling the game completely and deleting the leftover files but some of the values remained the same.
I've had this same exact issue, but with old binds. Not even aliases, just binds. I had to go through and manually replace every config file with a long autoexec full of all the default settings, and set it to read only. Somehow every time I rewrote it, the game would revert it using steam cloud, even though I had them all the way back in the SourceMod version. Not sure what to do for cvars, though. Which settings specifically are reverting?
Oh I'm not specifically sure if they're reverting. To try and fix the view bobbing issue I put in a config file with all of the convars (or most of them at least) set to "def". But I've found setting variables to def doesn't always work properly and that it's better to set the values to their default numerical value. For instance, when I set cl_bobcycle to def for the mod version it disabled view bobbing completely. I was hoping that if I found where the variables were stored and deleted the file that steam would generate a new one.
I think the issue with Black Mesa's Bullsquid is that it has the aesthetic of a cheesy movie monster rather than a plausible extraterrestrial creature. Bulbous red eyes, "scary" triangular teeth, blood splatters around the mouth, the permanent scowl, etc.
While not perfect, here are some Bullsquid redesigns I kinda like:
https://files.facepunch.com/forum/upload/205998/7723b6c3-20f8-4c9e-a891-ec174d5eb62a/bullsquid%20example%202.png
https://files.facepunch.com/forum/upload/205998/cd6323be-2953-4602-97e8-9e0c744fe1cc/bullsquid%20example%201.png
Source Source
I don't want to be hard on the game, but there's something about its overall aesthetic that bugs me that I don't get in HL1. Maybe it's that everything is really shiny? I honestly don't know what it is, but there's just something I don't like about how the world looks.
The way hl1 looked is actually my favourite
I used to do that as a kid in the original half-life, for some reason the effect would still keep going. Crowbar Collective pls dont fix, turn into feature.
Actually is a GoldSrc/Source thing: the game / mod draws first the beam, but since the player has already stopped firing, it calls for removing the effect before dealing any damage. It happens with many other similar weapons / entities across the Valve games / mods.
( Is different for the Tau Cannon as the beam itself is a large tracer of a bullet when using with the primary attack, the charged shot is an actual beam, which is the reason behind why sometimes it deals bullet decals rather than the energy impact one ).
Sorry to do derail this discussion, but the devs gave us a look at their archives!
https://twitter.com/BlackMesaDevs/status/1014273474943074304
I hope they show off all the old maps and concepts they have, or release them somewhere along the line. I bet there's some interesting stuff in there!
Raminator said years ago before the Mod version came out that he was going to do a comparison between the Mod Release and the 2009 trailer Build, but that never materialized and he's left the team since then.
Another thing I thought about while replaying the game, I think it would be super awesome if Black Mesa could get something like what CS:GO did for the DSP effects. One of the parts of Half-Life (and the goldsrc engine) I really liked was how the sound seemed to change all the time depending on the room you were in and it really gave each room a different feeling because of the way audio would sound in that room, but Source's DSP effects just feel incredibly lackluster and almost nonexistent in comparison.
but will it have the countless empty corridors, dead ends and fake doors?
how about escorting a dumb fucking A.I for the entire second half?
Thankfully we already know that the ai is much better purely based on the fact it's on source. HL2 improved the follower ai so much over the HL1 follower ai.
But will they keep the chumtoad fusion subplot?
I'll admit I did enjoy Azure Sheep and Point of View when playing them as a kid
What is the oldest thing in the game that has remained unchanged? Not important or anything I'm just curious about these sorts of things. Like how you see certain Half-Life 2 maps that look exactly like they did in the beta.
The burned truck model seems to have not changed at all, it is different from the normal model.
Valve did a good job with Alyx in EP1 and EP2, I never once felt like she was holding me back, with the exception of having to wait 1 or 2 seconds for her to get in the car in EP2, and even then as soon as her animation started you could safely floor it.
oh really? what about all the locked doors and checkpoints needing her magic emp
lmao you can have her literally dissapear if you just move too fast in the citadel parts.
Menu Background:
https://steamuserimages-a.akamaihd.net/ugc/951832459098598188/87FC3C6F6BD554455DD413A9E240459F191C5483/
In-Game:
https://steamuserimages-a.akamaihd.net/ugc/951832459098598031/917814774DC55371BF1232A3E76C6754E735F344/
Literally unplayable.
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