Black Mesa V6 - 'Not sure about the shotgun'-edition
1,875 replies, posted
after years, i finally bought this game.
[QUOTE=TurretCube;51291983]Black Mesa V7 - Is the grapple gun a weapon?[/QUOTE]
Better than the title I chose tbh
I can't wait for Crowbar Collective to release Xen. Not to play it but see the whole community reaction to it's release. People will be celebrating like its September 2, 1945 at the end of World War 2 lmao
[QUOTE=EddieLTU;51292113]after years, i finally bought this game.[/QUOTE]
Same. Now I just need to clear harddrive space to install it. I'd clear the mod version, but I have 3 copies of it with all my personal mods and mod scraps between them and I don't know what is what.
Maybe I should just get another harddrive.
[editline]2nd November 2016[/editline]
There's not a lot of mods on the workshop actually, even most of the mod release mods aren't there.
Also, I'm credited in 3 workshop mods for that model hex I made awhile ago :toot:
[QUOTE=Maestro Fenix;51290899]Hopefully the Hazard Course dev team will finish soon their work.[/QUOTE]
We're mostly lazing around since BM's mod support is fudged, tbh. 90% of the porting problems are out of our hands, so we're in no rush. We do have a tentative unofficial deadline of "before the year ends" for an update to the free version, but as far as Steam goes we're not really fudgin' with it until the damned game is willing to read all the custom content we need it to.
If/when CC fixes the problems, there'll probably be a huge surge of simultaneous motivation among the team and every time that happens with us a shitload gets done in a very short period of time. [I]However,[/I] considering these problems have been around since initial Steam release and the fact that the Workshop Tool has been "fixed" in pretty much every update and is [I]still broken[/I], we're kinda just assuming it's (understandably) low priority stuff and that it's a long ways away. Doin' other stuff until we know for sure everything's working.
[QUOTE=Mr. Someguy;51295296]Same. Now I just need to clear harddrive space to install it. I'd clear the mod version, but I have 3 copies of it with all my personal mods and mod scraps between them and I don't know what is what.
Maybe I should just get another harddrive.
[editline]2nd November 2016[/editline]
There's not a lot of mods on the workshop actually, even most of the mod release mods aren't there.
Also, I'm credited in 3 workshop mods for that model hex I made awhile ago :toot:[/QUOTE]
If you will buy a new harddrive
DON'T BUY SEAGATE!
Really. The greatest waste of money I made my entire life. 3 months and bye bye HD with the click of death.
[QUOTE=Crypt19;51295636]We're mostly lazing around since BM's mod support is fudged, tbh. 90% of the porting problems are out of our hands, so we're in no rush. We do have a tentative unofficial deadline of "before the year ends" for an update to the free version, but as far as Steam goes we're not really fudgin' with it until the damned game is willing to read all the custom content we need it to.
If/when CC fixes the problems, there'll probably be a huge surge of simultaneous motivation among the team and every time that happens with us a shitload gets done in a very short period of time. [I]However,[/I] considering these problems have been around since initial Steam release and the fact that the Workshop Tool has been "fixed" in pretty much every update and is [I]still broken[/I], we're kinda just assuming it's (understandably) low priority stuff and that it's a long ways away. Doin' other stuff until we know for sure everything's working.[/QUOTE]
This workshop stuff is absolutely doing our head in.
The past 3 updates, in our internal tests, the workshop tool has been working PERFECTLY FINE. We've fixed the issues and tested it and it always works.
Then we set the changes live on Steam, and it all breaks again.
Then we repeat the cycle, and end up where we are now.
INFURIATING!
[QUOTE=TextFAMGUY1;51296035]This workshop stuff is absolutely doing our head in.
The past 3 updates, in our internal tests, the workshop tool has been working PERFECTLY FINE. We've fixed the issues and tested it and it always works.
Then we set the changes live on Steam, and it all breaks again.
Then we repeat the cycle, and end up where we are now.
INFURIATING![/QUOTE]
Maybe try asking some other greenlight devs about it, if you hadn't already. I would imagine this problem isn't unique to Black Mesa, even given how customized its engine is.
Well as I told before, my old HD has fried and I redoing a lot of textures that I do in the past, this time I redo the old console terminal, is WIP at the moment because I want to change a lot of things in this.
[IMG]http://oi63.tinypic.com/2dlt4at.jpg[/IMG]
Also, here a V2 of my scientist tie, more close to the classic HL
[IMG]http://oi68.tinypic.com/685ssp.jpg[/IMG]
Darken and desaturate a smidge. The colors don't look balanced among the rest of the colors on the sci.
[IMG]http://i.imgur.com/NT8EjpJ.gif[/IMG]
but the point of the ties is that they're supposed to look ridiculous
I suppose, but they just pop out stylistically, seemingly defying the lighting in the area.
just by looking at the comparison image bucabuca posted himself, you can see the blue in the original tie is a lot darker
On the subject of ties, can I mention how much I hate the Dilbert ties in this game? I know they're supposed to be ridiculous but I can't help but lose a bit of immersion when I see a scientist with their erect neckwear. It also kinda makes them look way too broad-chested
[t]https://i.gyazo.com/761e6788499538f93545b55a183dcff6.jpg[/t] [t]https://i.gyazo.com/3342fef674d675ab57ae3e4c7a59fac7.png[/t]
I feel like they should just be modelled on honestly. Kleiner looks good but I'm pretty sure that's just cause it's just his old model from HL2 with a younger head
You guys tend to be a bit harsher in your crit, so I'll post here as well.
[T]http://i.imgur.com/pXaSkWw.png[/T]
[T]http://i.imgur.com/zfxiVU3.png[/T]
[QUOTE=austin0331;51299613]On the subject of ties, can I mention how much I hate the Dilbert ties in this game? I know they're supposed to be ridiculous but I can't help but lose a bit of immersion when I see a scientist with their erect neckwear. It also kinda makes them look way too broad-chested
[t]https://i.gyazo.com/761e6788499538f93545b55a183dcff6.jpg[/t] [t]https://i.gyazo.com/3342fef674d675ab57ae3e4c7a59fac7.png[/t]
I feel like they should just be modelled on honestly. Kleiner looks good but I'm pretty sure that's just cause it's just his old model from HL2 with a younger head[/QUOTE]
...now I want an Easter egg where one of the scientists just has an erect tie all of the time. Exactly like Dilbert.
[img]http://static.tvtropes.org/pmwiki/pub/images/dilbert17.jpg[/img]
Is it just me or is the difficultly spike in questionable ethics fucking insane? I don't remember how bad it was in the original game but fuck me, I just spent an hour with like zero gunplay swimming around in the grodewater of Residue Processing, get some piss-easy hallway combat in QE, and then holy fuck the fight at the end of QE is insane, you're getting shot at from everywhere, people you didn't even know had spawned in are flanking you, there's a guy on the roof who you can't even really kill without standing still with the crossbow, and the SMG grenades make you run way out of cover to get them. And then it stays really hard throughout Surface Tension. Like, it's okay to be hard but ease us into it a bit, the last challenging sections were back in Apprehension.
I dunno I kinda liked the spike. You got a break with Residue Processing where you end up sort of 'out of the loop' in an industrial underbelly where none of the troops have been sent, but then you re-enter the fray and find that the military has completely taken over and is not holding back. Speaking of, one of my chief complaints with the mod version was that most of the HECU vs Xen battles had been removed or replaced. It sort of gave the impression that it was you vs the world, rather than you stuck in the middle of someone else's war. Has that changed in the retail version? I know FAMGUY tried to rectify that in his modded levels by portraying combat between the two, and it really did help.
[QUOTE=Mort Stroodle;51300438]Is it just me or is the difficultly spike in questionable ethics fucking insane? I don't remember how bad it was in the original game but fuck me, I just spent an hour with like zero gunplay swimming around in the grodewater of Residue Processing, get some piss-easy hallway combat in QE, and then holy fuck the fight at the end of QE is insane, you're getting shot at from everywhere, people you didn't even know had spawned in are flanking you, there's a guy on the roof who you can't even really kill without standing still with the crossbow, and the SMG grenades make you run way out of cover to get them. And then it stays really hard throughout Surface Tension. Like, it's okay to be hard but ease us into it a bit, the last challenging sections were back in Apprehension.[/QUOTE]
the trick to the final ethics fight is to utilize your brand new laser rifle. don't be stingy with your uranium, unleash gordon's inner psychopath and vaporize that entire platoon
My experience with retail Black Mesa has so far been along the lines of me breaking one of those big crates in "Power up" a Grunt appearing inside it, scaring me due to how unexpected it was and missing the first shot with the shotgun at point blank, whereas the grunt promptly proceeds to kill me because I was low on health.
I believe now that the colors are closer to the original
[IMG]http://oi66.tinypic.com/2rfyr2c.jpg[/IMG]
[QUOTE=salty peanut v2;51300740]the trick to the final ethics fight is to utilize your brand new laser rifle. don't be stingy with your uranium, unleash gordon's inner psychopath and vaporize that entire platoon[/QUOTE]
the actual trick is to put tripmines and satchels around on your first way through the lobby
tho obviously you can't possibly know on your first playthrough so you're condemned to get fucked at least once
I usually just crossbow the first two and then throw snarks to distract the rest of the ground troops and snipe the ones on the roof. After that it's fairly easy pickings, as some of the ground ones will have taken damage, and they supply some mp5 grenades on the counter, so I just use that to blow up all the ones that come through the door when they do.
I usually go out shooting insanely with MP5 and on top of throwing the grenade, change the gun quickly to crossbow or shotgun.
And running and taking cover. Years of PB and CS make it all easy
Oh man, I've never before wanted to leave an area with Alien Grunts until I played the retail, talk about overpowered, they dont even chip away at your health, they take massive bites out of it.
[QUOTE=Exploders;51302337]Oh man, I've never before wanted to leave an area with Alien Grunts until I played the retail, talk about overpowered, they dont even chip away at your health, they take massive bites out of it.[/QUOTE]
Balancing is still fucked for many enemies, tbh.
Mostly I think the enemies are just too accurate, combat against marines, assassins and alien grunts doesn't encourage movement very much, and neither does the actual movement system. It needs to work more akin to HL2 imo.
I just hope they rebalance the Alien Grunts, because platforming or not, Xen wont be very fun with the damage they deal now.
hornets in BM are still dumb because they always reach their target eventually (player) no matter what
in hl1 yes they had homing but they often lost track and vanished harmlessly
You should be able to shoot hornets out of the sky. It would make for the best TAS runs ever
I dunno if it's the same in Retail but in the Mod version combat between Grunts and HECU was broken because the Hornets broke their AI. They were run back and forth in between cowering. It seemed like the AI told them to move toward the Grunt, but then away from the Hornet, and cower if they couldn't escape the Hornet.
Even the balance between NPC's was broken :v:
Sorry, you need to Log In to post a reply to this thread.