Black Mesa V6 - 'Not sure about the shotgun'-edition
1,875 replies, posted
You shouldn't be able to load old saves anymore. We put in an old save notification with CU3 as a way of stopping this issue from constantly occurring.
Those issues are incredibly weird though, and we've never seen or heard of anything like that before. Could it be mod related, maybe?
Is there any reason the Marines are holding the Mp5 like the SMG form HL2?
They're still using Combine soldier animations I think.
edit:
The update inspired me to continue work on that checkpoint scene I [url=https://facepunch.com/showthread.php?t=1266077&p=48133049&viewfull=1#post48133049]posted[/url] a while back:
[img_thumb]http://i.imgur.com/qbDZtxS.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/IgxrzQA.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/68T4LrK.jpg[/img_thumb]
First picture reminds me of this picture of Area 51's back gate(?)
[img]http://photorecon.net/wp-content/gallery/area51/back-gate.jpg[/img]
Lost my feedback twice now. Once because firefox crashed (and this site doesn't periodically save a copy of your typed comments, lovely) and the second because I'm an idiot and didn't hit reply before closing firefox for the night.
Just doing a very rough summing up of things.
- The second Ichy in the dam was mean as hell. I've been playing the mod and then retail since 2012 and I've become so accustomed to the 1. It caught me off guard so hard. :(
- Sections after the dam are really nice. Love the slightly adjusted hound eye area, love the new area with the HECU guys right after. New design is great, feels more like a real location than "oh this is just here....because".
- STU is bad ass. Really love the new helipad scene, especially with you explaining why the old one was weird. Everything is just better, more polish and better flow. Better street battle scene, better rooftop snipers (beautiful skybox there). The carpark is fantastic, the repairshop/garage thing is fantastic. Courtyard, etc. All great.
- Viewpunch is horrendous. I don't know who thought that was a good idea, but it's not. It's genuinely unfun because of how disruptive it is. Don't even try using the crossbow zoomed in if you're anywhere NEAR an enemies detection range, or you're getting your camera knocked around as if you [I]actually[/I] got punched. Fighting the HECU basically turns into fighting the camera redirection.
- Tying into the viewpunch, it makes the 50cal suck. You get hit? You're getting massively knocked away from it. It already feels clunky/weird to use tbh. I don't know why but it just doesn't seem to work quite right in the tunnel before the carpark and in the courtyard.
- I couldn't enjoy a lot of ST. Not just uncut, the whole chapter, because the alien AI seems to be broken. Lots of them time they just stand around idle and won't [I]do[/I] anything, that includes just completely ignoring the large scale fight sequences. They'll attack me even though there is a HECU guy infront of them. They won't patrol or move, they just stand in a spot waiting for me. Even the houndeyes that are 'supposed' to come flocking to you just stand around till you get in a decently close range to them and then they run at you.
[QUOTE=mralexs;50332161]Is there any reason the Marines are holding the Mp5 like the SMG form HL2?[/QUOTE]
SP animations in general are a bit iffy, particularly for the humans. There are good reasons for this - one is the engine timing switch. The new engine has an engine tickrate of 66, whereas the mod was 30. This broke a stupid amount of things when we switched the engine, especially animations. Any weirdness in animation that you see in retail that wasn't in the mod is likely because of this timing switch. And I just wanted to stress - we couldn't go retail without switching the engines. [B][I]Legal requirement. [/I][/B]
The weird humanoid animations are because we're using a mismash of all the different HL2 characters' animations for our human characters. I believe our lead animator would like to go and custom animate every human for a future update, so you no longer see weird poses, snapping, awkwardness, etc. Of course this is just what he wants, not necessarily what will happen. No promises!
[QUOTE=Solatoral;50341844]Lost my feedback twice now. Once because firefox crashed (and this site doesn't periodically save a copy of your typed comments, lovely) and the second because I'm an idiot and didn't hit reply before closing firefox for the night.
Just doing a very rough summing up of things.
- The second Ichy in the dam was mean as hell. I've been playing the mod and then retail since 2012 and I've become so accustomed to the 1. It caught me off guard so hard. :(
- Sections after the dam are really nice. Love the slightly adjusted hound eye area, love the new area with the HECU guys right after. New design is great, feels more like a real location than "oh this is just here....because".
- STU is bad ass. Really love the new helipad scene, especially with you explaining why the old one was weird. Everything is just better, more polish and better flow. Better street battle scene, better rooftop snipers (beautiful skybox there). The carpark is fantastic, the repairshop/garage thing is fantastic. Courtyard, etc. All great.
- Viewpunch is horrendous. I don't know who thought that was a good idea, but it's not. It's genuinely unfun because of how disruptive it is. Don't even try using the crossbow zoomed in if you're anywhere NEAR an enemies detection range, or you're getting your camera knocked around as if you [I]actually[/I] got punched. Fighting the HECU basically turns into fighting the camera redirection.
- Tying into the viewpunch, it makes the 50cal suck. You get hit? You're getting massively knocked away from it. It already feels clunky/weird to use tbh. I don't know why but it just doesn't seem to work quite right in the tunnel before the carpark and in the courtyard.
- I couldn't enjoy a lot of ST. Not just uncut, the whole chapter, because the alien AI seems to be broken. Lots of them time they just stand around idle and won't [I]do[/I] anything, that includes just completely ignoring the large scale fight sequences. They'll attack me even though there is a HECU guy infront of them. They won't patrol or move, they just stand in a spot waiting for me. Even the houndeyes that are 'supposed' to come flocking to you just stand around till you get in a decently close range to them and then they run at you.[/QUOTE]
Thanks for the detailed feedback! Glad you liked the new STU stuff, I poured my heart and soul into it, as did everyone else who worked on it!
I'm not sure what's up with your AI. This update should have resolved most of the issues with them, with only a few lingering funny moments. This definitely doesn't seem to be the norm. We're going to keep addressing AI in the future as it's one of the biggest problems we have right now.
Regarding viewpunch, I don't believe anyone on the team ever consciously decided to make it the way it is. I might be wrong, but I'm almost completely certain that it's not by design. I've done around 95% of the balancing for the retail version and I certainly never have. It might have just been an unintentional side effect of the engine switch or the recoil code rewrite, or something weird like that. It seems to be pretty universally hated, so I'll look into trying to do something about it for the next big update.
Oh god, no sounds for the explosions. Definitely not playing it like this.
Is there any chance of implementing a system like in Half-Life with the HECU where human NPCs start limping after taking a certain amount of damage? I think it would be an interesting visual indicator of how much health your allies/enemies have left.
Also, if you kill the sniper hiding in the vents before he shoots anyone, the scientist will casually stroll out, past the dying guard, and into the minefield where he explodes.
[QUOTE=TextFAMGUY1;50342076]Thanks for the detailed feedback! Glad you liked the new STU stuff, I poured my heart and soul into it, as did everyone else who worked on it!
I'm not sure what's up with your AI. This update should have resolved most of the issues with them, with only a few lingering funny moments. This definitely doesn't seem to be the norm. We're going to keep addressing AI in the future as it's one of the biggest problems we have right now.
Regarding viewpunch, I don't believe anyone on the team ever consciously decided to make it the way it is. I might be wrong, but I'm almost completely certain that it's not by design. I've done around 95% of the balancing for the retail version and I certainly never have. It might have just been an unintentional side effect of the engine switch or the recoil code rewrite, or something weird like that. It seems to be pretty universally hated, so I'll look into trying to do something about it for the next big update.[/QUOTE]
No worries!
Look I'll give it another go and see how the AI behaves. Do I have to start an entirely brand new game, or is just starting the level/chapter fine?
One last thing I just remembered. When you use the 50cal to destroy the barrels in the courtyard, the sound seems a little too loud. Instead of being 1 big loud explosion, it's almost as if there are a few different explosion sounds all trying to play together and it gets that almost echoey boom sound that isn't natural.
Also sweet, thanks. It's just been extremely obnoxious to play against.
[QUOTE=TextFAMGUY1;50342076]
Regarding viewpunch, I don't believe anyone on the team ever consciously decided to make it the way it is. I might be wrong, but I'm almost completely certain that it's not by design. I've done around 95% of the balancing for the retail version and I certainly never have. It might have just been an unintentional side effect of the engine switch or the recoil code rewrite, or something weird like that. It seems to be pretty universally hated, so I'll look into trying to do something about it for the next big update.[/QUOTE]
Two parts, it's viewpunch and actually being pushed when shot, the former is expected, but the latter should only happen on very rare occurrences (Helicopter, Tank) not from every soldier and turret.
[editline]18th May 2016[/editline]
[URL="https://s.gvid.me/s/2016/05/18/ickystunlock.webm"]You can also stunlock the Ichthyosaurs.[/URL]
[QUOTE=Whatsinaname;50342105]Oh god, no sounds for the explosions. Definitely not playing it like this.[/QUOTE]
Eh? I have sound.
[QUOTE=Kaleidescoop;50342316]Also, if you kill the sniper hiding in the vents before he shoots anyone, the scientist will casually stroll out, past the dying guard, and into the minefield where he explodes.[/QUOTE]
that little sequence is completely intended and is infact a bugfix. in the mod if you did that, the sci would really break and turn uselessly idle.
now they go aaaaaa-run probably because some random orange killing machine popped out of nowhere and shot a rocket into the nearest building. it's comical and i feel sorry you missed the point of the scene.
[QUOTE=Whatsinaname;50342105]Oh god, no sounds for the explosions. Definitely not playing it like this.[/QUOTE]
Did you install the [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=609679571&searchtext="]"Classic Explosion Remake" mod[/URL] by any chance? Had the same problem, the author posted a fix on the modpage:
[quote]You need to setup a Custom folder in your game folder, before using this add-on, please follow THIS guide about how to set it up.
You need to do this because of certain file restrictions, this add-on will NOT work if you JUST subscribe to it here on the workshop!
WHAT DO YOU NEED TO DO :
Subscribe to the add-on, start up the game once to let the VPK download, then CUT it from: "\Steam\steamapps\workshop\content\362890\609679571\BMClassicExplosion.vpk") and PASTE it in your Custom folder.
After all the above manipulations just restart your steam client, and you're good to go.
IF YOU WON'T DO THIS CORRECTLY YOUR EXPLOSION SOUNDS WILL BE MISSING AND EXPLOSION EFFECT WON'T BE CHANGED.
[/quote]
If that doesn't help, maybe some other mod is causing it
[QUOTE=Hell-met;50344153]that little sequence is completely intended and is infact a bugfix. in the mod if you did that, the sci would really break and turn uselessly idle.
now they go aaaaaa-run probably because some random orange killing machine popped out of nowhere and shot a rocket into the nearest building. it's comical and i feel sorry you missed the point of the scene.[/QUOTE]
I get that, but the point I was trying to make is that the scientist [I]didn't[/I] run. He walked into the minefield calmly like it was just a normal day at work.
[QUOTE=Marbledemon;50344568]Did you install the [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=609679571&searchtext="]"Classic Explosion Remake" mod[/URL] by any chance? Had the same problem, the author posted a fix on the modpage:
If that doesn't help, maybe some other mod is causing it[/QUOTE]
Thank you, I never even considered that it was one of my mods.
Now I remember subscribing to the explosions mod, but feeling too lazy to actually finish setting it up.
bkdale86 not long ago has posted a new thread in BM forums, in regards of replacing old props of the vehicles, with these new props he's working on:
[media]https://imgur.com/a/acqrJ[/media]
More info: [url]http://forums.blackmesasource.com/index.php/Thread/29053-BBMIP-3-0-or-as-I-like-to-call-it-the-vehicle-update/[/url]
[QUOTE=varg666;50410855]bkdale86 not long ago has posted a new thread in BM forums, in regards of replacing old props of the vehicles, with these new props he's working on:
[media]https://imgur.com/a/acqrJ[/media]
More info: [url]http://forums.blackmesasource.com/index.php/Thread/29053-BBMIP-3-0-or-as-I-like-to-call-it-the-vehicle-update/[/url][/QUOTE]
Ah, it was kind of bugging me that they hadn't replaced that 4 wheel drive yet. Say, seeing as how they intend on unifying all of their assets to a higher standard, do they have any intention of updating the bullsquid model?
Does anybody have the default weapon icons without the bloom?
I'm making Steam Controller icons, so it would be good if it was clean and didn't have any bloom.
Now that I think about it, would Gordon be getting a full model, like HL1 back in the day?
[QUOTE=varg666;50410855]bkdale86 not long ago has posted a new thread in BM forums, in regards of replacing old props of the vehicles, with these new props he's working on:
[media]https://imgur.com/a/acqrJ[/media]
More info: [url]http://forums.blackmesasource.com/index.php/Thread/29053-BBMIP-3-0-or-as-I-like-to-call-it-the-vehicle-update/[/url][/QUOTE]
Are there any closeups of that beige sedan that consists of like 12 polygons and horrible smoothing? I wanna see how that thing looks now too
[editline].[/editline]
fuk never mind, just read the blog post and he says that he slipped it in the last update. Hadn't gotten to that part yet so I had no idea
[QUOTE=Doctor_Lazlo;50413367]Now that I think about it, would Gordon be getting a full model, like HL1 back in the day?[/QUOTE]
or at least make him use the hev gibs when he's blown up
[QUOTE=Cpt. Cakes;50412004]Does anybody have the default weapon icons without the bloom?
I'm making Steam Controller icons, so it would be good if it was clean and didn't have any bloom.[/QUOTE]
Crap, sorry, totally forgot I promised to upload the ones I did.
[url]https://mega.nz/#!xE8jkQbI!fEAW8HkfIYwJiLVQ0T7nWu3A-laqf5nZazS3are1-Pk[/url]
They don't look as good as the HL2 ones, because the hud resolution is pretty small
[QUOTE=halfer;50414635]Crap, sorry, totally forgot I promised to upload the ones I did.
[url]https://mega.nz/#!xE8jkQbI!fEAW8HkfIYwJiLVQ0T7nWu3A-laqf5nZazS3are1-Pk[/url]
They don't look as good as the HL2 ones, because the hud resolution is pretty small[/QUOTE]
Oh wow, thanks so much! I've been wanting these for a long time!
They don't look as good as the HL2 ones because HL2 uses fonts instead of actual images, so you can upscale the font as much as you like.
Also, how did you remove the bloom?
I tried selecting the alpha channel in photoshop, since that has the clean outline but it still had the bloom when I colored it.
[QUOTE=Cpt. Cakes;50414732]Oh wow, thanks so much! I've been wanting these for a long time!
They don't look as good as the HL2 ones because HL2 uses fonts instead of actual images, so you can upscale the font as much as you like.
Also, how did you remove the bloom?
I tried selecting the alpha channel in photoshop, since that has the clean outline but it still had the bloom when I colored it.[/QUOTE]
I just used curves
Something that's been irking me since the crosfire update: When the crossbow fires, shouldn't it play"single_noreload.wav" rather than "single.wav"? It bothers me because in the current sound that plays you can hear the string readjusting itself even though gordon hasn't pulled it back yet. It used to sound like it does because the string used to automatically readjust itself but now needs to be pulled.
[QUOTE=cynaraos;50327853]Black Mesa's viewmodels are by default on a really large scale, which is probably why this happens.[/QUOTE]
Is there a reason for that? Can't they, like, scale them down while keeping the same polycount? :v:
[QUOTE=Smug Bastard;50454402]Is there a reason for that? Can't they, like, scale them down while keeping the same polycount? :v:[/QUOTE]
I have no idea. Counter-Strike has no issues with 10,000+ polygons in view models, and those use the same scale as the regular world.
Who was the one to get Juniez' HL1 styled weapon source files? Recall someone getting that, wonder if it's still being worked on
[QUOTE=Dr.Cola;50454464]Who was the one to get Juniez' HL1 styled weapon source files? Recall someone getting that, wonder if it's still being worked on[/QUOTE]
[URL="https://facepunch.com/member.php?u=563100"]CryoDragon[/URL], if I'm not mistaken
[sp]don't bug him about it though, I'm sure he's workin' on it[/sp]
I got the meshes, but only in .obj format, no materials, no bones, no sounds.
It's been almost six months since I got them and I set myself up for something I couldn't do back then, and even now I'm still learning how to rig with bone weights in 3DSMax
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