• Black Mesa V6 - 'Not sure about the shotgun'-edition
    1,875 replies, posted
Does steam freeze and crash when launching black mesa (in the public beta branch) for anyone else? Nvm, I just had to delete bms.exe and revalidate the game cache files.
Update just released 21 mb
[QUOTE=glitchvid;50312149]CSM shadows don't work at all for me, but still kill performance when enabled, when disabled they leave an overlay on the screen; [URL="https://s.gvid.me/s/2016/05/13/BMCSM.webm"]demonstration video[/URL] [del]soon[/del]. AMD r9 290, Win 10.[/QUOTE] I'm having the same issue, r9 270x here.
Has any one else noticed Hammer ,vbsp,vrad being blocked by the avast antivirus when switched over to beta_test ??
[QUOTE=Cpt. Cakes;50313145]Surface Tension uncut was pretty fun, you guys did a great job on it! Also, I strongly recommend changing the way that rockets work [video=youtube;i9QEsvG3LEg]https://www.youtube.com/watch?v=i9QEsvG3LEg[/video] [/QUOTE] There's nothing wrong with the rockets, you pointed at the streetlight causing the rocket to turn around the last second.
[QUOTE=Lamarr;50318248]There's nothing wrong with the rockets, you pointed at the streetlight causing the rocket to turn around the last second.[/QUOTE] I'm not sure about this specific case (the rocket did seem screwy in the video but there might be a valid reason why), but we're probably going to overhaul the rocket code at some point anyway. I'd love for us to do that in the next update but obviously I don't know if it will get done or not. Personally I'm all for just ripping out our own custom code, subbing in HL2's code for the rocket guidance, and calling it a day there. HL2 already perfected it. I think our custom rocket code was written basically way back when the mod was started, and it doesn't really hold up in my opinion. Those are just my 2 cents.
Black Mesa won't update for me for some reason.
[QUOTE=Doctor_Lazlo;50319847]Black Mesa won't update for me for some reason.[/QUOTE] It isn't live, its in open beta you need to opt into.
[QUOTE=Tuskin;50319895]It isn't live, its in open beta you need to opt into.[/QUOTE]ah makes sense now
Patch is out officially into the public branch
[QUOTE=TextFAMGUY1;50319641]I'm not sure about this specific case (the rocket did seem screwy in the video but there might be a valid reason why), but we're probably going to overhaul the rocket code at some point anyway. I'd love for us to do that in the next update but obviously I don't know if it will get done or not. Personally I'm all for just ripping out our own custom code, subbing in HL2's code for the rocket guidance, and calling it a day there. HL2 already perfected it. I think our custom rocket code was written basically way back when the mod was started, and it doesn't really hold up in my opinion. Those are just my 2 cents.[/QUOTE] This! I've had a lot of problems with the rocket guidance in Black Mesa for a while now, including my rockets just bouncing off apaches and zapping to random directions, or just about anywhere except where I'm aiming. Glad to know this is acknowledged. Great work on the new update, really impressed with what's been done.
The "say" command crashes the game for me. Am I the only one? The new shadows look really cool. Changes the look of a lot of outdoor maps.
[QUOTE=Xubs;50319914]The CSMs cause the largest performance loss of any graphical effect in the game for me and the different settings for them, Low to Very High, cause no explicitly noticeable performance difference aside from Very High. All run at about slightly under 60 FPS in scenes with the CSMs on, which is down from about 90 FPS with them off. Very High runs at 50 or lower. This was on the bridge in the first level of Surface Tension, looking in the direction of the initial spawn point of the map from the center of the bridge between the lighthouse thing to my back and the garage to my forward-left. Not only do they all perform similarly, they all look pretty similar, at least for the shadows closest to the player. Very High is, again, the only noticable difference. You can kinda see the difference on distant shadows on Medium being more spotty than High, but the performance difference is so negligible that there really is no benefit to picking Medium [I]or[/I] High. Low is a bit more obvious somewhat with the shadows on the player's viewmodels being more pixelated, but the effect is again so negligible on both performance and visual impact. On the actual effect itself, I think that the CSMs are much too sharp on the lower settings, but Very High is much too blurred. A setting which is in-between would be nice. For example, the power lines running along the street on that first level of Surface Tension with the dam, if you have it on Very High, the shadows of the power lines are blurred to such an extreme that their shadow is basically invisible. On any setting other than Very High however, the shadows are nice and crispy but in some ways feel visually clashing with the resolution of the textures that they project onto, creating an effect where the shadows are incredibly razor sharp, almost Doom 3 levels of sharp on the sub-Very High highest settings, but everything else is a lot more muddy. It's strange and in my eyes, clashes a bit. It would be really nice if we could control the blurriness of the shadows independently of the resolution, I wouldn't mind choosing a lower resolution if I could blur it out a bit. I think with the right settings it could look a lot more like what I'd consider ideal, but I don't think the current settings are perfectly representative of that yet.[/QUOTE] Our CSM looks like CS:GO's, that was what we based the appearance on. CSM was always bound to be the most intensive graphical feature we have because the entire scene has to be rendered 3 additional times (plus a forth for viewmodels) for each shadow cascade. This is simply how CSM works, there is no way around this. Again, and I can't stress this enough, this is also true in CS:GO. I asked the programmer who did most of the work on it and he said that the quality settings affect the aliasing and the stairsteppping of the shadows. And it also affects what can cast CSM. The Very High graphical setting is experimental, and we don't recommend using it just yet. Stick to high. He sent me this as a comparison of low vs high. The difference is fairly apparant in the aliasing: [IMG]http://i.imgur.com/vMOqqd9.jpg[/IMG] [B]Low[/B] [IMG]http://i.imgur.com/Zk10Rn7.jpg[/IMG] [B]High[/B] Anyway, he asked me to direct you to this information: [quote] Also, you can use cl_csm_softshadow_override 1 to enable shadow softness override via console. After enabling the override following commands can be used to control the shadow softness - cl_csm_light_radius1 - To control shadow softness at close range. Default value is 0.001 cl_csm_light_radius2 - To control shadow softness at medium range. Default value is 0.001 cl_csm_light_radius3 - To control shadow softness at close range. Default value is 0.001 [/quote]
Just reading all the changes in todays BM patch (Surface Tension uncut!) is making me really excited. Love how much work consistently goes into this game. Time to dive back in to see how the new STU fairs compared to the mod version.
TextFam, can you possibly change it so that enemies can't push you back with their damage? I get pushed back ridiculous lengths by shotgun grunts especially when I am mid-air.
Did you make the helicopter you fight at the dam and the one on the cliff side the same one? I got the one at the Dam badly on fire, and when I got to cliff side later on, the one that spawned there was also on fire. I don't recall that happening before.
There are a couple of strange glitches happening to me the fight around the med bay and landed Osprey in STU. The first glitch happens before the Osprey and gas truck blow up: one agrunt will position himself behind the truck, presumably waiting for me to blow up the truck (which can only be done by shooting the furthermost explosive barrel?). Until I do so, however, he is invincible, but can be drawn out from his cover, which leads to some awkward fights. Also, one of the Vortigaunts next to the truck would be meleeing thin air (with no enemies around) until I put him out of his misery. After everything is blown up, during the fight with the Bradley, another invincible agrunt shows up. At least he appears to be invincible, first brawling the Bradley to death while being shot at by soldiers, and then tanking both a rocket and an MP5 grenade from me before he kills me. So far I haven't found a solution. The rest of this new update is awesome, though. STU looks phenomenal, as do the altered topside areas where you fight the houndeyes and marines after the dam. The new textures also look great. There was however one instance where the old texture was lingering. [img_thumb]http://i.imgur.com/pH2he43.jpg[/img_thumb][img_thumb]http://i.imgur.com/PIJXquJ.jpg[/img_thumb][img_thumb]http://i.imgur.com/BlV02yC.jpg[/img_thumb] Regarding older errors, after triggering the Apache spawn on the dam, the two marines taking cover behind a concrete barrier are just waiting to be sniped: [img_thumb]http://i.imgur.com/ayjWRj0.jpg[/img_thumb] During another battle, these two fellas were kindly waiting for me to take the first shot: [img_thumb]http://i.imgur.com/dIdr1By.jpg[/img_thumb]
The new shadows look really nice, and I do like the changes made to the Agrunts and the vortigaunts. But props outside still have that crappy looking shadow overlapping the CSMs, and I still recall multiple times after the update where the HECU and Vorts would stand still, waiting for me to shoot them. Edit: Something's wrong with the crossbow. When I zoom in, it fucks with the skybox for some reason, and the sensitivity is way too high when zoomed in aswell.
Also, I just remembered that the hgrunts were really silent when I was fighting them. No death sounds or anything, only shouting once in a while. It was weird.
Are those shadows now in the entire game, or just in Surface Tension?
[QUOTE=Dr.Cola;50323278]TextFam, can you possibly change it so that enemies can't push you back with their damage? I get pushed back ridiculous lengths by shotgun grunts especially when I am mid-air.[/QUOTE] My plans and desires don't always line up with the team's or with the manpower, but I'd quite like to look at the damage inflictors for the next update. Viewpunch, force applied, etc. The consensus seems to be that it's all a bit excessive, but I don't think we've ever intentionally made things too harsh. So some value tweaks are probably needed. [QUOTE=Tuskin;50323565]Did you make the helicopter you fight at the dam and the one on the cliff side the same one? I got the one at the Dam badly on fire, and when I got to cliff side later on, the one that spawned there was also on fire. I don't recall that happening before.[/QUOTE] I believe (though I'm not entirely sure) that this was always the case, but it was bugged and didn't work exactly as intended. In HL1 it was meant to be the same chopper across all 3 maps, but we canned it stalking you across B because it was incredibly annoying. [QUOTE=Chrille;50324043]There are a couple of strange glitches happening to me the fight around the med bay and landed Osprey in STU. The first glitch happens before the Osprey and gas truck blow up: one agrunt will position himself behind the truck, presumably waiting for me to blow up the truck (which can only be done by shooting the furthermost explosive barrel?). Until I do so, however, he is invincible, but can be drawn out from his cover, which leads to some awkward fights. Also, one of the Vortigaunts next to the truck would be meleeing thin air (with no enemies around) until I put him out of his misery. After everything is blown up, during the fight with the Bradley, another invincible agrunt shows up. At least he appears to be invincible, first brawling the Bradley to death while being shot at by soldiers, and then tanking both a rocket and an MP5 grenade from me before he kills me. So far I haven't found a solution. The rest of this new update is awesome, though. STU looks phenomenal, as do the altered topside areas where you fight the houndeyes and marines after the dam. The new textures also look great. There was however one instance where the old texture was lingering. Regarding older errors, after triggering the Apache spawn on the dam, the two marines taking cover behind a concrete barrier are just waiting to be sniped During another battle, these two fellas were kindly waiting for me to take the first shot [/QUOTE] Thanks for the feedback! There are some issues with the Helipad Fight in G which have been uncovered since we launched and I'm gonna do a pass to try and bugfix them for the next update, which should be a small patch and should come reasonably soon. The invulnerable AGrunt is spawned as a failsafe if all 3 Vorts die. 3 Vorts spawn in and are meant to blow up the fuel truck. He then spawns if they die and will basically headbutt the fuel tanker and blow up. However we've found that his scripting is thoroughly busted. I spent about 2 hours trying to debug it last night and just could not crack it, but we'll get it eventually. Those 2 AI goofs are known issues. I'll try and address them for the patch too. [QUOTE=9999999;50324653]The new shadows look really nice, and I do like the changes made to the Agrunts and the vortigaunts. But props outside still have that crappy looking shadow overlapping the CSMs, and I still recall multiple times after the update where the HECU and Vorts would stand still, waiting for me to shoot them. Edit: Something's wrong with the crossbow. When I zoom in, it fucks with the skybox for some reason, and the sensitivity is way too high when zoomed in aswell.[/QUOTE] The overlapping shadows is a known issue that we're hoping to address in the future, with some kind of dynamic entity which turns off the old prop shadows when you're outside and puts them back on when you go inside. We just didn't have time for this milestone. You can adjust the Crossbow's zoom sensitivity from the options menu. [QUOTE=Chrille;50324680]Also, I just remembered that the hgrunts were really silent when I was fighting them. No death sounds or anything, only shouting once in a while. It was weird.[/QUOTE] Yeah they are. I've brought this issue up a number of times but we haven't got around to looking at it yet. I'll keep pressing the issue. [QUOTE=Antimuffin;50324714]Are those shadows now in the entire game, or just in Surface Tension?[/QUOTE] Entire game.
awe, you can't bounce the mortar off the Xen jump pad anymore. That was hilarious.
[QUOTE=Xubs;50327658]it really feels like the viewmodels are "capturing" CSM shadows from way too far in front of the player, you can see this by how your viewmodel goes totally black if you look downward, as if the viewmodel was clipping under the ground shadows are projecting onto the viewmodels that happen to be almost an entire meter out in front of the player, it's really odd and looks incredibly strange[/QUOTE] Black Mesa's viewmodels are by default on a really large scale, which is probably why this happens.
[QUOTE=cynaraos;50327853]Black Mesa's viewmodels are by default on a really large scale, which is probably why this happens.[/QUOTE] what do you mean?
[QUOTE=Hell-met;50327994]what do you mean?[/QUOTE] the view models are fucking huge if you were to spawn them in next to you as a prop, miles larger than the standard HL2 view models.
[QUOTE=Gentleman Cat;50328057]the view models are fucking huge if you were to spawn them in next to you as a prop, miles larger than the standard HL2 view models.[/QUOTE] Funny thing is, when I looked at the viewmodel_fov console command it was at -1. Then I checked the weapon scripts, discovering they had a preset FOV for it.
Yeah, about that. Black Mesa the mod had a separate command for viewmodel FOV, is there an easy way to do something like this in the Steam version? Editing the aforementioned scripts?
Okay, what the hell. Animations have become stiff and stuttering, for example when I use the medkit station it stutters all the time when that green stuff gets used and when it closes. Also there is no menu anymore where you can scroll through your weapons. It's completely missing. And another bug, if you call the elevator in Blast Pit and you don't use it, you can't call it back one more time. Normal objects also don't throw dynamic shadows anymore, if you use the flashlight on them. The two bugs above may be caused by the ST update, but I'm not sure.
I don't have those first two problems you mentioned.
Might be a problem with your saves. AFRAIK saves start acting weird after major patch changes.
Sorry, you need to Log In to post a reply to this thread.