Black Mesa V6 - 'Not sure about the shotgun'-edition
1,875 replies, posted
[QUOTE=Juniez;50668104]how do i disable view punch. why do the soldiers bum rush every time[/QUOTE]
These problems have been around basically since day one. As for the lighting errors, really the only thing I can think of is reducing the size of the viewmodels drastically, as they are [B]way[/B] bigger than in any other valve game, which causes their lighting to oftentimes be very inaccurate.
[QUOTE=Old Hermit;50669032]These problems have been around basically since day one. As for the lighting errors, really the only thing I can think of is reducing the size of the viewmodels drastically, as they are [B]way[/B] bigger than in any other valve game, which causes their lighting to oftentimes be very inaccurate.[/QUOTE]
particles don't scale accordingly so you get the same projection except now the muzzleflashes are 5x bigger, and the viewmodel spring/lazy-follow code is tuned for gigantor models so regularly sized models spazz out at the slightest turn.
[img]https://dl.dropboxusercontent.com/u/31115055/ShareX/2016-07/2016-07-07_17-02-54.jpg[/img]
it's straight up confusing to imagine how the bug must have persisted throughout development since it's such a quickly detected bug (compare sizes of w and v model. it's 5x bigger), and even more confusing that they consciously put in extra effort to bandage the issue (scaling every single weapon particle 5x so that they're unusable by any other mesh, [[even for the recently remodeled crossbow, rpg, gluon, etc]], scaling up the intensity of the viewmodel spring in code so that it completely breaks regular sized models) instead of taking the relatively no-effort solution of fixing it from the beginning.
[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]
This is part of that Crossbow bug set that I mentioned earlier. It's not meant to do that. The Crossbow is (code wise) the most complex weapon in the game by far and has been a total nightmare for us for a long time, something always breaks when we fix one thing. We're aiming to have it fully operational and bug free for the next major update, I believe.
[QUOTE=Juniez;50669137]particles don't scale accordingly so you get the same projection except now the muzzleflashes are 5x bigger.
it's straight up confusing to imagine how the bug must have persisted throughout development since it's such a quickly detected bug (compare sizes of w and v model. it's 5x bigger), and even more confusing that they consciously put in extra effort to bandage the issue (scaling every single weapon particle 5x so that they're unusable by any other mesh, [[even for the recently remodeled crossbow, rpg, gluon, etc]], scaling up the intensity of the viewmodel spring in code) instead of taking the relatively no-effort solution of fixing it from the beginning.[/QUOTE]
It's what happens when a game has been in development for over 10 years total. The original viewmodels were done probably back in 2006 by team members who aren't even with us anymore, and were done that way for god knows what reason; probably inexperience. When we were redoing the viewmodels we never looked twice at it as ... that's just the way the viewmodels were. I'll report it to the team and see if we can do something about it.
You're making the mistake of imagining that BMS was a well organised project that kept track of what was done according to standards and what wasn't. Prior to retail, this was pretty far from the truth! Lots of shit just...got lost in the ether, basically.
Well, I tried to rig Juniez' Black Mesa hands to retail Black Mesa aaaaand.
[t]http://puu.sh/pRzXv/247c7ecd7b.png[/t]
The retail BM models are so huge that they crash 3DSMax 2017 when I try to rig them.
[QUOTE=TextFAMGUY1;50673746]That can't be right. All our models were animated in Max. Our team is extremely Max heavy, in fact, especially with our new Xen pipeline and Wallworm![/QUOTE]
It would be great to see the weapon source files be released, most problems with the Black Mesa models come from them being decompiled.
On another note, I also coincidentally used Wallworm to import the SMD.
That can't be right. All our models were animated in Max. Our team is extremely Max heavy, in fact, especially with our new Xen pipeline and Wallworm!
I'm still really confused about the whole big viewmodels thing.
Can't they just be like...scaled down in size and retain the same polycount and problem solved?
[QUOTE=Smug Bastard;50673776]I'm still really confused about the whole big viewmodels thing.
Can't they just be like...scaled down in size and retain the same polycount and problem solved?[/QUOTE]
it should be relatively easy to fix it, yes, but as FAMGUY said, they are like that because of how the scale of viewmodels has been handled, (edit) and very probably not because of technical issues.
Shrinking them would also probably give some people a performance boost
We've already done a pass at shrinking the weapons by 5x and fixing the associated bugs. We made good progress, though there are still a bunch of outstanding issues, so hopefully this will be a fix pushed out with the next update.
do people still play the half life death match portion of this
[QUOTE=krh235;50683530]do people still play the half life death match portion of this[/QUOTE]
Like, 1 server.
Looking forward to Juniez's pack, I honestly think they capture the Half - Life asthetic better than the mods default models (no offence to the mod its fantastic) also his models are stylistically uniform I kind of feel like each weapon model in BM was made by a different person, maybe Juniez should submit his sources to the team and maybe they should consider them for the mod proper? Just a thought.
[QUOTE=Proj3ct_ZeRo;50685440]Looking forward to Juniez's pack, I honestly think they capture the Half - Life asthetic better than the mods default models (no offence to the mod its fantastic) also his models are stylistically uniform I kind of feel like each weapon model in BM was made by a different person, maybe Juniez should submit his sources to the team and maybe they should consider them for the mod proper? Just a thought.[/QUOTE]
I was never a big fan of the weapon choices along with some of the HECU ones, the Juniez's models are a nice breath of nostalgic air.
[QUOTE=Proj3ct_ZeRo;50685440]Looking forward to Juniez's pack, I honestly think they capture the Half - Life asthetic better than the mods default models (no offence to the mod its fantastic) also his models are stylistically uniform I kind of feel like each weapon model in BM was made by a different person, maybe Juniez should submit his sources to the team and maybe they should consider them for the mod proper? Just a thought.[/QUOTE]
Hoping she makes the weapons separate downloads; as annoying as that would be and how super detailed her iteration of the Tau Cannon is, I just cannot get enough of BM's version.
I think they should incorporate them as a separate checkbox officially, like how HL1 on steam has a checkbox for the HD models now
[QUOTE=Bloodshot12;50685853]I think they should incorporate them as a separate checkbox officially, like how HL1 on steam has a checkbox for the HD models now[/QUOTE]
Yes, and I wish it had how to enable the voices of the Legacy version of the Marines... I like the old voices...
[I]"They say......he was at GROUND ZERO......."[/I]
I prefer the new voices.
[QUOTE=Dr. Kyuros;50685575]Hoping she makes the weapons separate downloads; as annoying as that would be and how super detailed her iteration of the Tau Cannon is, I just cannot get enough of BM's version.[/QUOTE]
she?
[QUOTE=salty peanut v2;50686757][I]"They say......he was at GROUND ZERO......."[/I][/QUOTE]
[I]"ARGHGHGHGH MY ARMB!"[/I]
I like the newer voices better, sounds more human than organic robots.
Also, one soldier in particular freaked me the fuck out by screaming at me while charging with a shotgun.
I like the new voices, but I also liked the radio filter for the old ones.
[QUOTE=Gentleman Cat;50687338]I like the newer voices better, sounds more human than organic robots.
Also, one soldier in particular freaked me the fuck out by screaming at me while charging with a shotgun.[/QUOTE]
The new voice actor also did the voices in Insurgency
[QUOTE=Dr. Kyuros;50685575]Hoping she makes the weapons separate downloads; as annoying as that would be and how super detailed her iteration of the Tau Cannon is, I just cannot get enough of BM's version.[/QUOTE]
Come to think of it, how is Game Zombie planning to rig Juniez' tau cannon to the default animations? The new gauss has a handle on it (this is one of my favorite additions, I never could figure out how or why gordon would fire that thing one handed) and Juniez' doesn't, so one hand would just be floating in the air.
[QUOTE=Xubs;50687807]If Game Zombie is willing to, the animations can be modified.[/QUOTE]
Yeah that's what I've been doing for pretty much every model. I've been putting off the gauss for a bit since there's a big difference between the two
[t]https://dl.dropboxusercontent.com/u/31115055/sharex/2016-07/2016-07-06_17-43-39.png[/t]
[QUOTE=Game Zombie;50687933]Yeah that's what I've been doing for pretty much every model. I've been putting off the gauss for a bit since there's a big difference between the two
[t]https://dl.dropboxusercontent.com/u/31115055/sharex/2016-07/2016-07-06_17-43-39.png[/t][/QUOTE]
I think big difference is an understatement
Anybody have any idea what's causing these weird shadows with CSM?
[t]https://dl.dropboxusercontent.com/u/31115055/ShareX/2016-07/2016-07-12_18-47-26.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/31115055/ShareX/2016-07/2016-07-12_18-47-47.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/31115055/ShareX/2016-07/2016-07-12_18-48-10.jpg[/t]
Black Mesa can't handle the awesome weapons
Will you be modifying the viewmodel positions at all to be similar to HL1, like lowering the glock?
[QUOTE=Xubs;50700127]Found a fix for Game Zombie's issue on the Steam forums. If you're having this problem as well add '-force_vendor_id 0x10DE -force_device_id 0x1180' to your game launch options. It's an AMD bug, apparently.
It worked for him, so it might work for you.[/QUOTE]
We already put a fix for this bug up on the public beta. So far, all the users who've tried it have reported it resolving the issue. We'll test it a little more, then set it live on the main build.
Patch out
[url]http://steamcommunity.com/games/362890/announcements/detail/608367224608654909[/url]
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