Black Mesa V6 - 'Not sure about the shotgun'-edition
1,875 replies, posted
[QUOTE=Tuskin;50704129]Patch out
[url]http://steamcommunity.com/games/362890/announcements/detail/608367224608654909[/url][/QUOTE]
Took them long enough!
I feel for you guys having to put a "This is not the Xen Update" disclaimer on every content update or small patch you release
[QUOTE=i_speel_good;50721099]I feel for you guys having to put a "This is not the Xen Update" disclaimer on every content update or small patch you release[/QUOTE]
And even then, the first five comments on the page are 'When is Xen coming'.
[QUOTE=Chrille;50332211]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][/QUOTE]
Is this a map? Because there is a real lack of custom maps featuring other parts of the facility.
Last I checked, apart from the death match maps, and STU there hasn't been nearly as many custom black Mesa maps that aren't already part of an existing map.
It seems like more people are making maps on face punch using HL 1 textures than the models or textures from the Black Mesa mod, let alone the Retail version.
Sorry, just something that has been bothering me when I'm looking for a map to pose Black Mesa Ragdolls.
It's a shame some HL mods aren't getting remade with BM assets, I could revisit Azure Sheep or USS Darkstar in HD.
[QUOTE=Cows Rule;50726526]It's a shame some HL mods aren't getting remade with BM assets, I could revisit Azure Sheep or USS Darkstar in HD.[/QUOTE]
Visitors always struck me as a mod that would be easy to remake, considering it uses something like two custom assets, the umbrella and the arm. Both Azure Sheep and USS Darkstar seem like huge undertakings if they were to be remade, AS mostly because the level design is fairly dated gameplay-wise, and would need rethinking.
[QUOTE=adamsz;50725425]Is this a map? Because there is a real lack of custom maps featuring other parts of the facility.[/QUOTE]
It is, but far from done. If you're really desperate I can send you a WIP version to pose in :v:
[QUOTE=Chrille;50726750]Visitors always struck me as a mod that would be easy to remake, considering it uses something like two custom assets, the umbrella and the arm. Both Azure Sheep and USS Darkstar seem like huge undertakings if they were to be remade, AS mostly because the level design is fairly dated gameplay-wise, and would need rethinking.
It is, but far from done. If you're really desperate I can send you a WIP version to pose in :v:[/QUOTE]
AS doesn't feel dated to me, I actually quite like the level design. I think it could afford some rebalancing but on the whole I thought it was great.
It's not bad by any means, but replaying it I found the maps too convoluted and "purposeless" in many places.
At least if you play like me, searching the map for health and ammo, there was a lot of running around long, empty and identical corridors and dead ends.
[QUOTE=Chrille;50726750]Visitors always struck me as a mod that would be easy to remake, considering it uses something like two custom assets, the umbrella and the arm. Both Azure Sheep and USS Darkstar seem like huge undertakings if they were to be remade, AS mostly because the level design is fairly dated gameplay-wise, and would need rethinking.
It is, but far from done. If you're really desperate I can send you a WIP version to pose in :v:[/QUOTE]
If Azure Sheep would ever be remade it would have to get rid of the godawful escort that stupid A.I which is the entire mod
[QUOTE=Chrille;50726951]It's not bad by any means, but replaying it I found the maps too convoluted and "purposeless" in many places.
At least if you play like me, searching the map for health and ammo, there was a lot of running around long, empty and identical corridors and dead ends.[/QUOTE]
To me it makes the facility feel more like a real place, areas other than just where the player is supposed to be, a little System Shock like to me.
[QUOTE=Dr.Cola;50727624]If Azure Sheep would ever be remade it would have to get rid of the godawful escort that stupid A.I which is the entire mod[/QUOTE]
I think if Kate was smart like Alyx it would be much less problematic. As it stands she's just a mission critical Barney.
[QUOTE=Cows Rule;50726526]It's a shame some HL mods aren't getting remade with BM assets, I could revisit Azure Sheep or USS Darkstar in HD.[/QUOTE]
well there [URL="http://www.blog.radiator.debacle.us/2014/06/someplace-else-source-files-for-black.html"]was a guy doing a remake of someplace else[/URL] but (unfortunately) that got cancelled.
[QUOTE=Dantz Bolrew;50620369]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.[/QUOTE]
They may have already noticed and fixed it but I figured out what's causing this.
[img]https://dl.dropboxusercontent.com/u/31115055/ShareX/2016-07/2016-07-17_16-20-32.png[/img]
That's the animation where the string gets pulled back. The only important part here is the activity line since that's what's used to determine when an animation should be played.
[img]https://dl.dropboxusercontent.com/u/31115055/ShareX/2016-07/2016-07-18_14-14-00.png[/img]
That's the activity the game is looking for when you're scoped which means the one in the model never plays since it has a different name.
[QUOTE=Chrille;50726750]Visitors always struck me as a mod that would be easy to remake, considering it uses something like two custom assets, the umbrella and the arm. Both Azure Sheep and USS Darkstar seem like huge undertakings if they were to be remade, AS mostly because the level design is fairly dated gameplay-wise, and would need rethinking.
It is, but far from done. If you're really desperate I can send you a WIP version to pose in :v:[/QUOTE]
I tried to remake a few portions of visitors using gmod (because I can't map) I made that three story office building area and the part where you fire a missile underground.
As for the wip map, that would be great, you can't be too careful when it comes to maps/mods never getting released.
Ugh why do the grunts dodge xbow bolts like they're grenades?
They probably don't like dying
[QUOTE=VenomousBeetle;50741148]They probably don't like dying[/QUOTE]
problem with it is that they always dodge as soon as you shoots so it's like they're psychic or some shit
[QUOTE=Dr.Cola;50741579]problem with it is that they always dodge as soon as you shoots so it's like they're psychic or some shit[/QUOTE]
combine_s in HL2 have a generic "take cover" act that some specific things trigger like explosives, a jeep driving close, and even strider cannon charge.
hgrunts use this aswell and each bolt instance is flagged as take-coverable. I assume it's because the bolt is indeed considered an explosive (from the MP function).
it'd be nice if that got fixed because the crossbow is completely useless against grunts at any far distances
I could have sworn thought they fixed that? Did it sneak back in?
Maybe it was another weapon causing it.
[QUOTE=Tuskin;50741682]I could have sworn thought they fixed that? Did it sneak back in?
Maybe it was another weapon causing it.[/QUOTE]
Its always been that way for me.
I'm not sure if this is well known or not but if you have classic iron sights enabled the wrong animation plays when you run out of ammo.
[vid]https://dl.dropboxusercontent.com/u/31115055/Black_Mesa/bms%2019-Jul-16%206-39-21%20PM.webm[/vid]
I've been playing through the game, and I have to say the biggest issue I have is ragdolls and physics objects. People and monsters just slump down in boring ways. Crates fly around and fling bits of wood and junk in an ugly fashion.
The "creature pulls someone into a vent and liquefies them" thing always bothered me back in the original Half-Life, since it happens like 3 separate times and the only thing you ever fight in vents are headcrabs.
Tone is also out of wack. Most of the scientists are dumb assholes and have goofy lines, then they have horrible unfunny gruesome deaths, like the elevator crash in 'Unforeseen Consequences' filled with terrible screaming.
why did they remove picking up and throwing headcrab and houndeye corpses? it all just seems much much less bloody than the mod version
[QUOTE=A B.A. Survivor;50746377]Tone is also out of wack. Most of the scientists are dumb assholes and have goofy lines, then they have horrible unfunny gruesome deaths, like the elevator crash in 'Unforeseen Consequences' filled with terrible screaming.[/QUOTE]
but that's literally how it is in half life
At least the enemy snipers don't go "Agh! You got me!" when you kill them anymore. That was easily the most tonally jarring thing in the game.
But that's Half-Life: Source
We don't speak about that game anymore.
I'm undecided on how I feel about Half-Life's humor. On the one hand, there's no denying the over-the-top, borderline cartoonish nature of a lot of the dialogue and violence. And considering Valve is a bunch of geniuses today, you have to think "Yeah, that was totally intentional," but on the other hand, Valve was founded by a couple guys who'd never made a game or written a story in their life and were probably inspired by action films of their time, so it could have just been a total accident. But it [I]worked[/I]. Half-Life is so tonally different from its sequels you have to wonder if that's really what they were going for.
[QUOTE=Crypt19;50750799]I'm undecided on how I feel about Half-Life's humor. On the one hand, there's no denying the over-the-top, borderline cartoonish nature of a lot of the dialogue and violence. And considering Valve is a bunch of geniuses today, you have to think "Yeah, that was totally intentional," but on the other hand, Valve was founded by a couple guys who'd never made a game or written a story in their life and were probably inspired by action films of their time, so it could have just been a total accident. But it [I]worked[/I]. Half-Life is so tonally different from its sequels you have to wonder if that's really what they were going for.[/QUOTE]
iirc the huge tone-shift in HL2 is intentional; some kind of "these are the consequences of your actions" thing.
Given some the ridiculousness of a lot of concepts for Half Life (goddamn Mr. Friendly), I think it's safe to say they wanted that B-movie feel to it.
Like, I know I make very negative critiques, but I would like it known that I enjoy what Black Mesa does in many other aspects.
Another thing I have a problem with is the flashlight. It's very narrow and just slightly too dark.
[QUOTE=A B.A. Survivor;50753545]Like, I know I make very negative critiques, but I would like it known that I enjoy what Black Mesa does in many other aspects.
Another thing I have a problem with is the flashlight. It's very narrow and just slightly too dark.[/QUOTE]
I think everyone has a problem with the Half-Life 2 flashlight after a while.
i aven't tested it but there console cmd's you could try
[QUOTE]r_flashlightfar 2000
r_flashlightfov 65
The defaults are as follows:
r_flashlightfar 750
r_flashlightfov 45 [/QUOTE]
EDIT
yes they do work you could even put them in the autoexec.cfg so ou don't ave to type them each time if they change
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