• Black Mesa V6 - 'Not sure about the shotgun'-edition
    1,875 replies, posted
They'll be released publicly when I finish the materials on them. Maybe in something like 20 years or so. In obj, vmt, vtf format
Is this just an issue on my end or does the game not have view bobbing?
Just want to give you guys an update that bkdale86 posted the new prop models in BM forums. Enjoy: [t]https://i.imgur.com/b750nen.jpg[/t] [t]https://i.imgur.com/4mpNO45.jpg[/t] More info: [url]http://forums.blackmesasource.com/index.php/Thread/29053-BBMIP-3-0-or-as-I-like-to-call-it-the-vehicle-update/?postID=621534#post621534[/url]
Dunno if you guys know, but there is a black mesa segmented speedrun in the works. We had to restart because spt, clipping and stuff, so here is the render of the old segments [video]https://youtu.be/FN8uks6nE9A[/video]
What the hell, I never knew the balcony at 1:45 even existed.
If anyone's interested in Black Mesa Hazard Course, I did some work on the cold-damage room. Here's a comparison of how it looked when we released it last year and roughly how it'll look in the Steam upgrade. [t]http://i.imgur.com/cNIz70U.gif[/t] [URL="http://i.imgur.com/0PEpbk4.jpg"]Non-gif Screenshot 1[/URL] [URL="http://i.imgur.com/sY14Bty.jpg"] Non-gif Screenshot 2 [/URL]
[QUOTE=Crypt19;50531392]If anyone's interested in Black Mesa Hazard Course, I did some work on the cold-damage room. Here's a comparison of how it looked when we released it last year and roughly how it'll look in the Steam upgrade. [t]http://i.imgur.com/cNIz70U.gif[/t] [URL="http://i.imgur.com/0PEpbk4.jpg"]Non-gif Screenshot 1[/URL] [URL="http://i.imgur.com/sY14Bty.jpg"] Non-gif Screenshot 2 [/URL][/QUOTE] Damn that looks incredible. I live for stuff like this (comparison shots between things). Clearly a lot of hardwork has gone into it. Can't wait to play the full/completed project.
Hm, then maybe you'll appreciate having a shot from Alpha? [t]http://i.imgur.com/rWXOCKC.jpg[/t] I just went to the revision tracker, scrolled down and clicked a random version of the VMF. This version of the map was commited June 26th of last year. So yeah, this screenshot is [I]almost[/I] what you guys got. But then I had a random burst of creativity a couple months before release. And now I've had another a few months after release. ^~^ Apparently every time I'm on the upswing from a depressive episode our maps improve a crapload.
Do you guys think it would be necessary to give the player some indication of the fact that all Black Mesa ceiling turrets from Forget about Freeman onwards are friendly to the player? I guess I'm focusing too much attention on this while there are way more important things, but it just feels a little frustrating when players waste ammo killing off friendly turrets without realising that they're friendly in the first place. Simply a red or green light on the bottom of the ceiling turrets themselves signifying if they're friendly or not would do. Or maybe, if at all possible, Crowbar Collective could something like with Half-Life where there were two different types of ceiling turret: one with a single barrel appearing in all pre-FaF maps and another with multiple barrels in all post-ST maps. In addition, speaking of turrets, does anyone know if ceiling turrets malfunction like they did in Half-Life when you shoot them too much?
Ceiling turrets feel kind of half-assed to be honest. They don't even have the bullet proofness on the outer part and they just instantly vomit bullet spam at you with no weakness (in hl1 you could use their slow turn rate to gain an advantage). Plus there's only one variant. I guess the viewbobbing doesn't help either. You know, it kind of occured to me that performance in the early disaster levels is so bad because all the fire lights are set to "pulse". I'm honestly surprised mappers of their quality dare using this. It has little to no visual impact (barely noticeable) and it drains perf like a monster. valve's engines are clearly made for static and pre-baked visuals, they should know this. Also the flare dynamic lights should be included in the "Battery Dlights" option. They also kill frames for us peasants with bad pcs.
shit man I just played SF uncut and it's whoaa :incredible: Only got good words for it. Felt like I was playing BM for the first time again. It's a crime that the green airport truck wasn't used up close though. Might be a good idea to map in some ai_relationships to keep stuff from focusing the player when there's a big scenery going on tho. The global lightning is so pretty but it'd be cool if it was toggleable somehow. It's really killing my frames and fun. That new alarm in bm_c1a3c though. Awesome
Best part is that new tank scene. The new acting and music just makes it.
is xen out yet?
[QUOTE=Pops;50592935]is xen out yet?[/QUOTE] Pretty sure you would know if it was.
[QUOTE=Pops;50592935]is xen out yet?[/QUOTE]Follow the Steam group if you haven't, they do post announcements quite frequently on it.
will do, and now it is time for me to disappear from this thread once again.
[QUOTE=Pops;50593795]will do, and now it is time for me to disappear from this thread once again.[/QUOTE] you get the FUCK back in here.
I don't know if it's even been mentioned, but I think the crossbow is bugged. When you snipe with the scope you can fire a lot faster then just firing from the hip. Great game by the way, I picked it up during the sale and I'm liking it.
[img]http://i.imgur.com/wMre56p.jpg[/img]
[img]http://i.imgur.com/xTXPtev.jpg[/img] Is this prop used anywhere in Black Mesa? [editline]5th July 2016[/editline] Also, that crossbow looks supreme, but the scope looks off. I get that it's faithful to the original, but it just seems wrong on such a highly detailed model, IMO.
how many times has "how do you jump the elevator shaft in office complex while carrying the purple hat" been asked because I'd like to know too [editline]5th July 2016[/editline] nevermind I threw it up and caught it in mid-air as I was jumping towards the ladder
I like the new pistol sfx but I wish the shotgun was more 'pow' and less 'brap'
snip
[QUOTE=Chrille;50651060][img]http://i.imgur.com/xTXPtev.jpg[/img] Is this prop used anywhere in Black Mesa? [editline]5th July 2016[/editline] Also, that crossbow looks supreme, but the scope looks off. I get that it's faithful to the original, but it just seems wrong on such a highly detailed model, IMO.[/QUOTE] Where did you find that? That shouldn't be there... Crossbow is still being worked on. It has a few bugs that we know of. [QUOTE=Hell-met;50585244]Ceiling turrets feel kind of half-assed to be honest. They don't even have the bullet proofness on the outer part and they just instantly vomit bullet spam at you with no weakness (in hl1 you could use their slow turn rate to gain an advantage). Plus there's only one variant. I guess the viewbobbing doesn't help either. You know, it kind of occured to me that performance in the early disaster levels is so bad because all the fire lights are set to "pulse". I'm honestly surprised mappers of their quality dare using this. It has little to no visual impact (barely noticeable) and it drains perf like a monster. valve's engines are clearly made for static and pre-baked visuals, they should know this. Also the flare dynamic lights should be included in the "Battery Dlights" option. They also kill frames for us peasants with bad pcs.[/QUOTE] I'll look into this for you. It's almost certainly an oversight on our part - in early versions of C2A5H's Furnace Room I had a light set to something similar to pulse, and when one of the other mappers found out about it (coincidentally, we were having huge unexplained performance issues in that room for ages), I got completely chewed out for making such a rookie mistake, which is fair. I also knew I shouldn't do that, but I just forgot to think about it. So if that is true and if it's causing performance issues, it's likely that someone set those a long time ago in the past and we just never looked at those lights again. Thanks for the report, this might help a lot.
[QUOTE=TextFAMGUY1;50655383]Where did you find that? That shouldn't be there...[/QUOTE] prop_equipment I was wondering, because it looks exactly like the kind of thing one might have on an offworld excavation site :smug:
[QUOTE=OlegFreeman;50654211]You might like a little [URL="https://dl.dropboxusercontent.com/u/32849856/ssounds.vpk"]thing[/URL] that I made for myself a while back. Replaces glock, 357, mp5 and shotgun shooting sounds[/QUOTE] Thanks for that, I always found the original game sounds a bit... I dunno.. cartoonish? I always liked the mod sounds better, they were more tinny and metallic sounding, but that's just IMO.
[QUOTE=Chrille;50655606]prop_equipment I was wondering, because it looks exactly like the kind of thing one might have on an offworld excavation site :smug:[/QUOTE] I was about to say that hehe
[QUOTE=Chrille;50651060][img]http://i.imgur.com/xTXPtev.jpg[/img] Is this prop used anywhere in Black Mesa?[/QUOTE] This literally screams Xen science expedition.
[QUOTE=Xubs;50663439]I still really want the vanilla crossbow to not have its scope animation pull sooooooooooooooo freaking close to the screen. It literally takes up the entirety of a 1080p screen, what's the point in even having the scope be rendered on the model itself with a render-to-texture shader if you're not even going to have the stuff outside of the scope be visible? Might as well just zoom the FOV way in if you're just going to do that, as it performs and looks far better too, since it doesn't harm the framerate and doesn't kill your perceived resolution. Ideally the scope should be positioned in such a way where the top and bottom of the scope are just a smidgin' inside the top and bottom of the game screen, that way it would give a lot of room on the left and right side to still see outside of the scope and into the game world on a widescreen resolution, while still making the scope big and usable on any standard monitor made in the past 10+ years. And speaking of which, the vanilla crossbow actually seems to be placed in such a way on-screen where the location it actually fires is below the center of the screen. It's super annoying, and may just be more annoying than the above issue.[/QUOTE] Yeah, I really don't see what was wrong with the FOV on the older crossbow model. I don't remember reading any forum posts saying "boohoo, the crossbow scope doesn't cover my entire screen and give me motion sickness". The only issue I had with the crossbow sight was the noticeable aliasing on the refract shader (which is ironically more noticeable now) but that really seems more like a source engine issue.
Game Zombie, [url]https://facepunch.com/member.php?u=252930[/url], has agreed to get them onto the retail black mesa animations (even the hands, to my surprise and admiration). However, the physical sizing of the retail black mesa rigs are straight up rediculous and leads to very obvious lighting errors. how do i disable view punch. why do the soldiers bum rush every time [img]http://i.imgur.com/X1IEvIV.jpg[/img]
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