Black Mesa V6 - 'Not sure about the shotgun'-edition
1,875 replies, posted
[QUOTE=Stric_Matic;52921596]I know you must probably get a ton of questions like these, so apologies in advance, but one thing that really, really bothers me about the current Black Mesa build is the issues with dead bodies ending up all twisted and warped or standing in a T-pose after you load a save with corpses around. Happens with dead Marines, Vortigaunts and Alien Grunts from what I can tell.
It's a really severe visual issue that kind of ruins it for me in some areas, and I know there was supposed to be a fix for it in one of the patches, but it hasn't worked for me and many others. Any news on whether you managed to finally fix those problems for good? Is is something that would require Valve's help?[/QUOTE]
Doesn't this only happen if you load a save from an old build?
[QUOTE=Starscre4M;52922054]Doesn't this only happen if you load a save from an old build?[/QUOTE]
I've played through the Steam version of Black Mesa for the first time this June, and as far as I'm aware there haven't been any noteworthy updates since, so this was definitely the latest Steam version build of the game.
So these were obviously savegames from an up-to-date version of the game. And it was really happening very often when quickloading - if a level has a bunch of enemies that result in non-disappearing corpses lying around, the corpses are sometimes gonna be all weirdly stretched, split in half, twisted, half-buried in the ground or standing in a default T-pose when quickloading.
The warped and twisted models usually happen on HECU Marines and Alien Grunts, while the T-pose thing happens to Vortigaunt corpses.
It was happening so often and so severely that it was really breaking my immersion and affecting my enjoyment of the game to a degree. Whole rooms of horrifyingly/weirdly stretched and twisted marine corpses, or a room with a bunch of T-posing Vortiguants almost stuck inside each other.
Otherwise I really enjoyed it and it's clearly a wonderfully detailed labor of love for the whole dev team, but that is one severe visual issue that I had difficulty dismissing in a standalone full game that I payed money for. And it seems to be a really persistent one, as I've found discussions online where many people are affected, and apparently even one of the devs admitted that one of the patches that was supposed to fix it didn't do it properly.
[QUOTE=Bloodshot12;52921983]Not to beat a dead horse but, are you guys fixing the gibbing to be like MP and adding a gibbing sound in the december update?[/QUOTE]
movement is also so much better in MP.
sprint anims in SP are clumsy and mess with weapon events
[QUOTE=Stric_Matic;52922118]I've played through the Steam version of Black Mesa for the first time this June, and as far as I'm aware there haven't been any noteworthy updates since, so this was definitely the latest Steam version build of the game.
So these were obviously savegames from an up-to-date version of the game. And it was really happening very often when quickloading - if a level has a bunch of enemies that result in non-disappearing corpses lying around, the corpses are sometimes gonna be all weirdly stretched, split in half, twisted, half-buried in the ground or standing in a default T-pose when quickloading.
The warped and twisted models usually happen on HECU Marines and Alien Grunts, while the T-pose thing happens to Vortigaunt corpses.
It was happening so often and so severely that it was really breaking my immersion and affecting my enjoyment of the game to a degree. Whole rooms of horrifyingly/weirdly stretched and twisted marine corpses, or a room with a bunch of T-posing Vortiguants almost stuck inside each other.
Otherwise I really enjoyed it and it's clearly a wonderfully detailed labor of love for the whole dev team, but that is one severe visual issue that I had difficulty dismissing in a standalone full game that I payed money for. And it seems to be a really persistent one, as I've found discussions online where many people are affected, and apparently even one of the devs admitted that one of the patches that was supposed to fix it didn't do it properly.[/QUOTE]
The corpse t-posing and stretching issue is a real headscratcher. We've never been able to figure out what's causing it or reproduce it consistently. At a point we thought we'd nailed a cause and we reduced incidences of it significantly (ragdolls were being handled client side rather than server side in SP, which was wrong, and this was a leftover code thing from MP), but people still report it. We have reason to believe it's a bad save or a workshop issue, but we still haven't quite figured it out. Any information you could give us to help us reproduce consistently or figure out a cause would be greatly appreciated. Sorry it's tarnished your playthrough so much.
[QUOTE=Bloodshot12;52921983]Not to beat a dead horse but, are you guys fixing the gibbing to be like MP and adding a gibbing sound in the december update?[/QUOTE]
How is the gibbing in MP different from SP? I was actually pretty involved with the gibbing rewrite but I'm not sure how you mean here. No plans for a gibbing sound currently, but I'll bear it in mind as something to mention.
[QUOTE=Hell-met;52922219]movement is also so much better in MP.
sprint anims in SP are clumsy and mess with weapon events[/QUOTE]
You can use the "always run" option to make SP movement like MP. I think we fixed that with the last update, so it should work fine now.
[QUOTE=TextFAMGUY1;52922438]
You can use the "always run" option to make SP movement like MP. I think we fixed that with the last update, so it should work fine now.[/QUOTE]
But in MP there's no weapon sprint and you get full-speed strafing
I hope the security guards finally get some rebalancing.
Really hope they fix the antimass spectrometer test before final release, it has some massive problems right now. Whenever I put in the crystal sample my screen gets fucked up and the entire facility goes to shit. Not sure how I'm supposed to work under these conditions.
That would be a cool mod idea, pre-disaster recreations of the other areas.
[QUOTE=Hell-met;52922515]But in MP there's no weapon sprint and you get full-speed strafing[/QUOTE]
That should be the same in SP now, is it not? If not, it's probably bugged...again. It wins the award for most repeatedly breaking feature of our game!
[QUOTE=TextFAMGUY1;52921468]We haven't done anything to the particle effect! It just has an accompanying dynamic light (with godrays and casts shadows) and a lens flare. I set that up myself in fact. It was a decent amount of work, but worth the payoff, it looks superb! The system before was relying solely on the particle effect and a baked light, which is why it didn't look too amazing.[/QUOTE]
Well I mean the point is it's updated.
[QUOTE=TextFAMGUY1;52922713]That should be the same in SP now, is it not? If not, it's probably bugged...again. It wins the award for most repeatedly breaking feature of our game![/QUOTE]
TextFAM, will the main menu overhaul be included in the December update?
Concerning this
[quote]This is in the works already, hopefully to be deployed with the Xen update. We have an entire, extensive UI overhaul built with controller support in mind.[/quote]
Would the menu overhaul, if finished be included in the update? Or should we expect it when Xen is finished?
[QUOTE=Dr.Cola;52922793]Would the menu overhaul, if finished be included in the update? Or should we expect it when Xen is finished?[/QUOTE]
I don't actually know, to be honest. I think more likely when Xen is finished. It's a big one, and it's looking rather fantastic, though. We have our own HTML5 implementation (I believe) rather than using Scaleform or any of that stuff. I don't know the specifics, but it's all custom made and nice and responsive.
[QUOTE=TextFAMGUY1;52922812]I don't actually know, to be honest. I think more likely when Xen is finished. It's a big one, and it's looking rather fantastic, though. We have our own HTML5 implementation (I believe) rather than using Scaleform or any of that stuff. I don't know the specifics, but it's all custom made and nice and responsive.[/QUOTE]
That's good to know, would love some teasers of that when Xen is almost ready. Good luck with the last chapters!
[QUOTE=TextFAMGUY1;52922713]That should be the same in SP now, is it not? If not, it's probably bugged...again. It wins the award for most repeatedly breaking feature of our game![/QUOTE]
Works when walking or strafe-walking forward, but strafing or going backward uses the SP walking speed
Since at least one dev browses here, I just want to say thanks for putting time in remastering what is probably my life-time favorite game. Half life (and it's mods like brainbread and sven coop) defined a lot of my childhood, and affected my choice of the career I'm on now.
Just got Black Mesa on steam, I was just a little disappointed to find that the break room snack machine became a static prop,
which means I couldn't wedge it out from the wall and push it through the labs again!
Probably for the best...
[IMG_thumb]https://steamuserimages-a.akamaihd.net/ugc/939257134512982439/142496366A3E1B5593250A51707DAC5EF0D4264E/[/IMG_thumb][IMG_thumb]https://steamuserimages-a.akamaihd.net/ugc/939257134512983501/FB1B318D6472F7902F6FFA6C8A1FB25E9EA3B23D/[/IMG_thumb]
[IMG_thumb]https://steamuserimages-a.akamaihd.net/ugc/939257134522441549/51FF2EFD3C576C1C60C642A85F5517C912E4A2C3/[/IMG_thumb][IMG_thumb]https://steamuserimages-a.akamaihd.net/ugc/939257134522393306/F842329FBA7317EFF508EBE7BD402B9E99DBB668/[/IMG_thumb]
[IMG_thumb]https://steamuserimages-a.akamaihd.net/ugc/939257134526971754/9F06C0B7B9458B8410BABD6568A57B77E8C6BA07/[/IMG_thumb][IMG_thumb]https://steamuserimages-a.akamaihd.net/ugc/939257134513784139/E20815D682FED58B93A40F71652F963BEF13CAB8/[/IMG_thumb]
[QUOTE=UberMunchkin;52924720]Stupid question, but should I wait for the upcoming update to hit before giving the game a shot?[/QUOTE]
I'd say yeah, if the update hits while you're in the middle of a playthrough it'll invalidate your saves and erase your progress.
[QUOTE=Nukedrabbit95;52924874]I'd say yeah, if the update hits while you're in the middle of a playthrough it'll invalidate your saves and erase your progress.[/QUOTE]
Pretty sure you can just skip to whatever chapter you were on using the chapter select on the main menu though.
[QUOTE=TextFAMGUY1;52922438]
How is the gibbing in MP different from SP? I was actually pretty involved with the gibbing rewrite but I'm not sure how you mean here. No plans for a gibbing sound currently, but I'll bear it in mind as something to mention.[/QUOTE]
Well I played it a few weeks ago and it was still the same then, but last I checked in MP, if for instance, you gib someone with one grenade or a satchel - the gibs go flying from the explosion force. In SP however, one or two gibs react to the force, while usually the torso and other gibs just fall to the floor in the place they died.
If you use two or more explosives (barrels, 2 satchels, 1 satchel/nade and a tripmine) the gibs will fly away but otherwise they kinda just collapse into a pile when blown up or shotgunned
Tried contacting Mark Foreman a year or two ago to see if he still had the uncompressed versions of his charging stations, never got an answer back
[t]https://steamuserimages-a.akamaihd.net/ugc/863992202456192657/9AE04C53C4EE080C37E3BD3EE68FED47D28EAEB0/[/t]
Got tired of waiting I guess :v:
just diffuse so far and it's still wip
Mark Foreman is pretty elusive. His usual modus operandi is to just suddenly show up, drop a shitload of assets that put everything else in the game to shame (he's ridiculously talented), and then disappear for a little while again.
[QUOTE=TextFAMGUY1;52927037]Mark Foreman is pretty elusive. His usual modus operandi is to just suddenly show up, drop a shitload of assets that put everything else in the game to shame (he's ridiculously talented), and then disappear for a little while again.[/QUOTE]
Sounds like a lot of artists I know
anyway, progress
[t]https://steamuserimages-a.akamaihd.net/ugc/863992202459797499/D1E4668829127BE97A0F1CA59FEF7A757994634A/[/t]
Still need to get a proper tangent space normal map set up for it and then do the screen, after that it's just little things like adding a slot for the ID badge puncher and adding metal rims around the charging port socket
I would like to contribute to the mod Juniez is making.
[url]https://soundcloud.com/kristian-holubek[/url]
Every time I see a new post I think it's Classic Pack news ;_;
Those edits sound pretty damn good! I might suggest a bit more mixing; some of the sounds are a bit too obviously just the original Valve sounds and new sounds layered on top of one another. The firing sounds are the best ones I think.
[QUOTE=KrIsCrEeP;52941415]I would like to contribute to the mod Juniez is making.
[url]https://soundcloud.com/kristian-holubek[/url][/QUOTE]
I'd recommend trying to hunt down the original stock sounds half-life used. I'm not confident that [I]every[/I] weapon effect came from Sound Ideas, but a good number of them did.
[QUOTE=The Fiend;52941576]Every time I see a new post I think it's Classic Pack news ;_;[/QUOTE]
Game Zombie's plan is to wait on Xen to release. If they're planning on overhauling as much as they've shown off, there's good chance it'll break shit, and he'd rather have it work on / soon after release.
[editline]2nd December 2017[/editline]
Actually come to think of it, hang on, I know I've got a few of the source weapon sounds somewhere around here, let me find them
[editline]2nd December 2017[/editline]
Not many, but here's the meager few I've gotten over the years
[URL="https://gamebanana.com/sounds/31891"]Original Shotgun, Revolver, OpFor Deagle, and Sniper / 50cal sounds[/URL] (shotgun and revolver have slight distortion at the start, but it's easily fixed by converting the originals and overlaying them after slight cleanup)
[URL="https://gamebanana.com/sounds/28063"]Strelok's famous concrete footstep find[/URL], fantastic quality
And finally, [URL="http://www.audiomicro.com/medium-burst-flame-thrower-royalty-free-stock-music-950963"]a portion of the Rocket Launcher's flight sound[/URL]
audiomicro may not be the most convenient to navigate for this, but in my experience it's way better than sifting through Sound Ideas' generically categorized libraries of goddamned thousands of effects
Only amounts to really 10 or so useable sounds, but hey, better than nothing
[QUOTE=Old Hermit;52942353]
Game Zombie's plan is to wait on Xen to release. If they're planning on overhauling as much as they've shown off, there's good chance it'll break shit, and he'd rather have it work on / soon after release.
[/QUOTE]
Damn, part of me was hoping since they were still releasing the engine updates for xen in december we'd luck out and get the classic pack to go along with it
[QUOTE=Bloodshot12;52942440]Damn, part of me was hoping since they were still releasing the engine updates for xen in december we'd luck out and get the classic pack to go along with it[/QUOTE]
Problem is we have no idea what's gonna be in the xen update, and the devs have been super busy and haven't had time to talk with any of us
Understandable given the situation, but we'd rather be safe than sorry
[QUOTE=Old Hermit;52942353]
Game Zombie's plan is to wait on Xen to release. If they're planning on overhauling as much as they've shown off, there's good chance it'll break shit, and he'd rather have it work on / soon after release.[/QUOTE]
That's totally fair. I guess we can all wait a few more months right? Also, I never thought I'd hear the original source sounds for Half-Life's sound effects, that's awesome.
[QUOTE=Old Hermit;52942353]I'd recommend trying to hunt down the original stock sounds half-life used. I'm not confident that [I]every[/I] weapon effect came from Sound Ideas, but a good number of them did.
Game Zombie's plan is to wait on Xen to release. If they're planning on overhauling as much as they've shown off, there's good chance it'll break shit, and he'd rather have it work on / soon after release.
[editline]2nd December 2017[/editline]
Actually come to think of it, hang on, I know I've got a few of the source weapon sounds somewhere around here, let me find them
[editline]2nd December 2017[/editline]
Not many, but here's the meager few I've gotten over the years
[URL="https://gamebanana.com/sounds/31891"]Original Shotgun, Revolver, OpFor Deagle, and Sniper / 50cal sounds[/URL] (shotgun and revolver have slight distortion at the start, but it's easily fixed by converting the originals and overlaying them after slight cleanup)
[URL="https://gamebanana.com/sounds/28063"]Strelok's famous concrete footstep find[/URL], fantastic quality
And finally, [URL="http://www.audiomicro.com/medium-burst-flame-thrower-royalty-free-stock-music-950963"]a portion of the Rocket Launcher's flight sound[/URL]
audiomicro may not be the most convenient to navigate for this, but in my experience it's way better than sifting through Sound Ideas' generically categorized libraries of goddamned thousands of effects
Only amounts to really 10 or so useable sounds, but hey, better than nothing[/QUOTE]
Thank you for showing me those , already made use of them:
[url]https://soundcloud.com/kristian-holubek/bms-classic-shotgun-re-imagined-v2[/url]
[url]https://soundcloud.com/kristian-holubek/bms-classic-357-re-imagined[/url]
soooo some of the comments are liiiiittle salty about the update being delayed
[IMG]https://i.imgur.com/CT8IAJV.jpg[/IMG]
[I]just a little[/I]
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