I've mentioned this everywhere else we talked about it, so:
The "leaked" Xen map was the very first version of that map that any of us ever saw. A very long time ago, the mapper accidentally committed the first version to the wrong branch (CU4 instead of Xen). It ended up being accidentally deployed today with CU4, because I guess we missed that.
It's Interloper C.
But it's now Interloper D, and will possibly be Interloper E soon. Take from that what you will. No biggie. We're actually happier it was that one and not any of the other maps!
changelog for today please!
So zombie marines (or ZECU) are in the game now!
[t]http://images.akamai.steamusercontent.com/ugc/231200463710441267/B56BD14AD95469AA85DF6D671A89A9C3A4A2A8C7/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/231200463710441634/5A17A4BF63D6217E47B773D6CC3AD325D6660C38[/t]
They have a sexy new gas mask model as well as a ton of better textures/models over regular HECU (including 3D straps and vest things).
[t]http://images.akamai.steamusercontent.com/ugc/231200463710381994/12B18036FCDA46B7018CADBF090F421F286DB977/[/t]
Is that official?
I haven't followed this in a year.
[QUOTE=Hell-met;51271618]changelog for today please![/QUOTE]
For anyone who hasn't seen it:
[quote]Highlights!
Linux client beta!
Added the ZECU - Zombie Marines
Translations - Added Russian closed captions!
Added new security Joop model
Workshop publish tool is working again
General workshop improvements (all workshop items must now be VPKed to work)
VOIP works in multiplayer
Model Changes
Added all new security Jeep models
RPG and Tau weapon viewmodels can now have blood on them
Fixed MP5 tracers originating from above the gun
Programming Bugfixes
Fixed the ragdoll T-pose bug. There should be no more instances of ragdoll corpses standing up in the T-pose position when loading a save.
Re-added the cool Tau and Gluon gib effects from the mod. Now the gibs get their fizzy electric effects, as they did before!
Disappearing weapons bug is fixed in multiplayer. We believe we have resolved the bug related to your weapons sometimes disappearing in multiplayer when you respawn. Please report it to us again (with steps to reproduce, if possible) if you experience it.
Fixed voice chat in multiplayer
Fixed “double crouch” bug, aka “schrodinger’s crouch.” Fixed a hitbox bug related to rapid crouching that would make the player’s hitboxes always stay crouched, even while standing
Reduced physical scale of player viewmodels to ⅕ their original size. This has no impact on the size of the viewmodel in game (as it’s a scaled projection), but means there will be no more weird lighting bugs on the weapons, as their scale is now accurately represented. We also rescaled all the particles and associated weapon drag cvars to match the new weapon scale
Crossbow Bolt is now a simulated projectile with a speed of 8000 (from 2000). The old Crossbow bolt moved at the max speed allowed by the physics engine, so we switched it out for a tracer with a simulated speed. It is now far more useful as a long range sniping weapon, as intended.
Cvar viewmodel_lag changed to cl_viewmodel_lag now using different scaling
Fixed violence_hgibs and violence_agibs options
Implemented SetPointsPerFrag for mp_gamerules
Updated engine internals to Valve upstream
Fixed multiple crossbow bugs
Fixed multiple minor crashes and bugs
Language Updates/Fixes
Added Russian closed captions
Fixed UI not displaying translated UI prompts and chapter titles
Updated and fixed Finnish translation files
Updated and fixed German translation files
Singleplayer Level Design
bm_c0a0b
Fixed lighting on the helipad
bm_c1a0a
Fixed casserole explosion particle disappearing or not showing at all
bm_c1a1e
The crates during the platforming section are no longer physics objects, and are now static. This is to compensate for a physics engine bug which made jumping around here very unresponsive.
bm_c1a4d
Fixed airlock steam particle not appearing
bm_c2a2a
Added blocks on the tram lift platforms to stop the achievement hat from falling through them
bm_c2a4a
Hopeful fix for players getting stuck in the world after reaching the top of the ladder in the crusher
bm_c2a4f
Made the door at the end of the agrunt trip mine hall solid until the sequence has been triggered
Surface Tension
A minor foliage and rock overhaul in a few places throughout this chapter
bm_c2a5b
Added a block to stop players getting stuck behind a rock near the start of the minefield
Fixed a houndeye spawning under the ground near the start of the level
Fixed misaligned sprites next to the storm drain console
bm_c2a5h
Fixed pipe explosion not killing the player
Multiplayer Level Design
Crossfire
A prop fade distance pass has been done which should result in a frame rate improvement in many areas of the of map for users
Fixed visible nodraw near the middle of the map
Bounce
Fixed various texture issues due to CSM
Fixed floating props
Added extra details for jump pads including props and overlays
Known Issues
Crossbow Zoom has weird interactions with FOV settings. This will be addressed in a later update by us overhauling how the Crossbow zoom works.
Crossbow aims high
Minor shadow errors on Linux.
GUI hints for VOIP are missing
Note: This update does not contain Xen. We are working on Xen and hope to have some media to talk about soon!
[/quote]
the HECU zombie name if you want to spawn it, is npc_zombie_grunt
What the hell is going on with Operation Black Mesa?
New hecu zombies looks pretty dope, here is a close up
[IMG]http://i.imgur.com/hPN9lR8.png[/IMG] [IMG]http://i.imgur.com/1dQzQCT.png[/IMG]
Notice bloated neck, an early stage of gonome's mutation? Also gotta love how they mutated "mouth" there, since they couldnt remove vest
[t]http://i.imgur.com/3uQiuET.png[/t] [t]http://i.imgur.com/XjSlaKv.png[/t]
Welp, time for a nth playthrough :joy:
[quote]Reduced physical scale of player viewmodels to ⅕ their original size. This has no impact on the size of the viewmodel in game (as it’s a scaled projection), but means there will be no more weird lighting bugs on the weapons, as their scale is now accurately represented. We also rescaled all the particles and associated weapon drag cvars to match the new weapon scale[/quote]
[img]http://i.imgur.com/kV8OIj8.png[/img]
Will the Hecu zombies also turn into a scientist when torn in half? Like the security guard
[QUOTE=Dr.Cola;51273645]Will the Hecu zombies also turn into a scientist when torn in half? Like the security guard[/QUOTE]
There is a separate Grunt torso NPC (npc_zombie_grunt_torso IIRC), so probably not.
[editline]28th October 2016[/editline]
[QUOTE=VeLlix;51273170]New hecu zombies looks pretty dope, here is a close up
[IMG]http://i.imgur.com/hPN9lR8.png[/IMG] [IMG]http://i.imgur.com/1dQzQCT.png[/IMG]
Notice bloated neck, an early stage of gonome's mutation? Also gotta love how they mutated "mouth" there, since they couldnt remove vest
[t]http://i.imgur.com/3uQiuET.png[/t] [t]http://i.imgur.com/XjSlaKv.png[/t][/QUOTE]
The detail is nice, but it makes the normal grunt NPC feel less detailed.
I hope they put the green airport truck somewhere in the playable maps.
last version they were only used miles away in some obscure skybox corner that even zoomsuit could barely reach.
[QUOTE=Dr.Cola;51273645]Will the Hecu zombies also turn into a scientist when torn in half? Like the security guard[/QUOTE]
[T]http://i.imgur.com/t1NQwMK.jpg[/T]
[QUOTE=VeLlix;51273170]New hecu zombies looks pretty dope, here is a close up
[IMG]http://i.imgur.com/hPN9lR8.png[/IMG] [IMG]http://i.imgur.com/1dQzQCT.png[/IMG]
[t]http://i.imgur.com/3uQiuET.png[/t] [t]http://i.imgur.com/XjSlaKv.png[/t][/QUOTE]
That's absolutely disgusting.
I love it.
The texture on it looks low-res, but beyond that it's absolutely amazing and totally ghoulish :cat:
I love the grunt zombie, but I feel like there needs to be something on its back. Maybe some blood or tearing?
are the grunt zombies more resistant due to their body armor or what
[QUOTE=salty peanut v2;51274365]are the grunt zombies more resistant due to their body armor or what[/QUOTE]
according to skills.cfg they're basically identical to the sec zombie.
[QUOTE]//ZOMBIES SCIENTIST
sk_zombie_scientist_health "50"
sk_zombie_scientist_melee_range "65" //Was 75 in CU2
sk_zombie_scientist_bullet_dmg_scale "1"
sk_zombie_scientist_357_dmg_scale "1"
sk_zombie_scientist_buckshot_dmg_scale "1"
sk_zombie_scientist_blunt_dmg_scale "1"
//ZOMBIES SECURITY
sk_zombie_security_health "60"
sk_zombie_security_melee_range "65" //Was 75 in CU2
sk_zombie_security_bullet_dmg_scale "1"
sk_zombie_security_357_dmg_scale "1"
sk_zombie_security_buckshot_dmg_scale "1"
sk_zombie_security_blunt_dmg_scale "1"
//ZOMBIES GRUNT
sk_zombie_grunt_health "60"
sk_zombie_grunt_melee_range "65" //Was 75 in CU2
sk_zombie_grunt_bullet_dmg_scale "1"
sk_zombie_grunt_357_dmg_scale "1"
sk_zombie_grunt_buckshot_dmg_scale "1"
sk_zombie_grunt_blunt_dmg_scale "1"[/QUOTE]
[QUOTE=salty peanut v2;51274365]are the grunt zombies more resistant due to their body armor or what[/QUOTE]
probably not since everyone shoots the crab anyway
Neat update also I made a crowbar sound mod: [video=youtube;z05glbmiVuY]https://www.youtube.com/watch?v=z05glbmiVuY&feature=youtu.be[/video]
[url]http://gamebanana.com/sounds/33570[/url]
don't suppose there's a way to change the crowbar's sound when it hits different things and materials, is there? loud clangs for hard surfaces, lower impacts for wood and dirt and stuff, meaty thumps for meat?
Still no gibbing sound? :(
[QUOTE=salty peanut v2;51277197]don't suppose there's a way to change the crowbar's sound when it hits different things and materials, is there? loud clangs for hard surfaces, lower impacts for wood and dirt and stuff, meaty thumps for meat?[/QUOTE]
pretty sure thats hard-coded into source
[QUOTE=mralexs;51278391]pretty sure thats hard-coded into source[/QUOTE]
plus in BM there seems to be an overlapping flesh hit sound upon the separate expected material hit sound. just like HL2DM.
[QUOTE=salty peanut v2;51277197]don't suppose there's a way to change the crowbar's sound when it hits different things and materials, is there? loud clangs for hard surfaces, lower impacts for wood and dirt and stuff, meaty thumps for meat?[/QUOTE]
You can manually overwrite the existing sound files for them, you can also modify a text script to add new sounds to surfaces.
Hold up!
[url]http://steamcommunity.com/games/362890/announcements/detail/548704690350103809[/url]
[quote]Happy Halloween!
We wanted to use the holiday and the sale to announce our rough timeline for Xen. We are currently targeting a summer 2017 release. We will keep you up to date on our progress and we plan to show off some media as we finish developing Xen to give everyone a glimpse at what we are working on.
Why so Long?
We can’t overemphasize how much work it was to get the game on Steam. Most of our effort before launching was put into porting to the retail engine and getting the game to work better than it did in the mod. Since release, the team has been focused on developing Xen. We even planned our updates to have features that would help improve the earthbound levels and Xen (for example CSM).
We want to do Xen the justice it deserves, and have it be the definitive climax to the Half-Life 1 story. To do this we have completely redesigned and expanded the Xen levels to what we think Valve would have done without the limitations of the time.
To help illustrate this, here are some comparison shots of our levels to the original Half-Life levels in Hammer. Not only are our maps substantially bigger than the originals, there are more of them as well.
Comparison of HL1 and Black Mesa's first Xen Map
[img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8672783/2802c87062892bbb4671933d4ab10b1d329e1900.jpg[/img]
Comparison of the first map of Interloper
[img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8672783/0f47d30b12e0ed51e345c7f25e784aaca9b03fee.jpg[/img]
As always we want to thank our awesome community for supporting us in Early Access and for being as passionate as us about Half-Life. We have been working really hard on Xen and we hope you are as excited as us to see the full release of Black Mesa. We’ll have more in game media to show off in the near future!
Patch
We also wanted to quickly mention that we have a patch coming for our latest update. This patch fixes:
-The hitching on Linux multiplayer servers and on Linux single player
-Russian closed captions
-UI fonts being broken for people that do not have Steam set to English
-Workshop publish tool not launching
-ZECU torso crashing hammer and the game
Thanks!
-The Black Mesa Team[/quote]
Looks impressive af. Love how more "organic" it looks.
That is impressive. I don't recall Xen being particularly short, either... I hope they don't overdo it.
Anyway I finally bought Black Mesa so I look forward to getting into it.
Sorry, you need to Log In to post a reply to this thread.