Black Mesa V6 - 'Not sure about the shotgun'-edition
1,875 replies, posted
Could maybe do without the rails, but otherwise I think it's pretty great.
[QUOTE=Pigbear;49466953]what[/QUOTE]
He's obviously jokingly referring to an actual firearms manufacturer.
Y'know, we slapped a BM logo on the Glock in OBM and it takes all my power not to give everyone shit about it every time I see it. It's white and ugly, like they for some reason had the audacity to stamp a Glock. Pretty sure that's a sin.
[QUOTE=Xubs;49466976]It's just a solid black mass.[/QUOTE]
But that's basically what a decently cared-for MP5 looks like.
[QUOTE=EmilyVasquez;49466955]What is your guys opinion on the current MP5?[/QUOTE]
It reminds me alot of the mp5 from the early trailers, all it's really missing is the red dot sight (it could be a shade darker as well).
When Black Mesa was initially released in 2012, I remember spending a few months casually adapting the mod for myself. That mostly included taking the original sound effects (weapons, some tech bleep-bloop stuff) masking them not to sound as shitty, and putting them into BM. At one point I realised how ironic this process was: I was waiting to play this mod, which is a modern, [i]"HD"[/i] reimagining of Half-Life pretty much since the first screenshots appeared, and now I'm consciously replacing the perfectly normal sounds with some low bitdepth, low samplerate shit from 1998. I kind of felt bad for the audio people in the team; but that's what nostalgia does to you, I guess.
Speaking about nostalgia:
[url]http://wiki.blackmesasource.com/images//e/ec/Office2.jpg[/url]
[url]http://wiki.blackmesasource.com/images//7/79/03-mr3_officecomplex1.jpg[/url]
[url]http://wiki.blackmesasource.com/File:Mr2_gargantua.jpg[/url]
I wish Raminator had made the that Comparison gallery of the 2008 trailer build and the Mod release he said he would. Oh well.
I might put together a gallery comparing Pre-release and Retail release.
[QUOTE=Tuskin;49468207]I wish Raminator had made the that Comparison gallery of the 2009 Trailer build and the Mod release. Oh well.[/QUOTE]
Whatever happened to Raminator anyway?
Jeeze the wiki hasn't been updated in years. At least no new files since 2013
[QUOTE=Chrille;49468232]Whatever happened to Raminator anyway?[/QUOTE]
No idea, he just vanished, I guess he was just done with the project.
I don't recall if anyone from the Dev team gave a reason.
[QUOTE=Tuskin;49468237]Jeeze the wiki hasn't been updated in years. At least no new files since 2013
No idea, he just vanished, I guess he was just done with the project.
I don't recall if anyone from the Dev team gave a reason.[/QUOTE]
I think they said something about moving on with his life
Only answer we've been given as far as I can remember is there were problems with work. Not really worth meddling in their lives about why team members quit.
So I was messing around in the console and it seems the new lag is caused by something in the HDR. For me, my FPS hovered around these levels at different settings:
mat_hdr_level 2: 45-50 FPS
mat_hdr_level 1: 90-100 FPS
mat_hdr_level 0: 40-45 FPS
All of these were tested in Unforseen Consequences near the control room
[QUOTE=Crypt19;49465356]I still have my doubts that it was actually Phong, but the [URL="https://developer.valvesoftware.com/wiki/Category:Material_System"]VDCW[/URL] has nearly everything you'd need. Source has one of the few documentations that 9 times out of 10 is far better than any of its tutorials, in my opinion.[/QUOTE]
Well, the Estranged mod did it.
[url]http://www.moddb.com/mods/estranged/news/giving-the-mod-a-graphical-edge[/url]
As you can see, it added specular reflections to world textures, something not possible without editing the shader editor. It's definitely a lot less expensive than cubemaps.
Black Mesa = Estranged?
Also reflections in general isn't (necessarily) Phong.
I'm not saying it's impossible, just that in my time looking at Black Mesa, none of its brushes look like they're Phong-shaded, and none of the (lightmapped) VMTs I've seen contain Phong parameters.
[QUOTE=Crypt19;49473283]Black Mesa = Estranged?
Also reflections in general isn't Phong.
I'm not saying it's impossible, just that in my time looking at Black Mesa, none of its brushes look like they're Phong-shaded, and none of the (lightmapped) VMTs I've seen contain Phong parameters.[/QUOTE]
Yeah, sorry. I mistook that Black Mesa reflections were phonged and it turns out they don't parallax correctly, just like any other cubemap. That was my fault, sorry. They just looked really shiny, so I mistook it for phong.
The sprint animations are still messing up animation events. They delay reloads, skip first-time inspections and even go as far as to delay the crossbow's post-shot cooldown (you can infinitely loop the cooldown anim and never be able to shoot).
oh and the orangebox exploit where you can fake your eyeview with an interrupted duck is back. That stuff makes you invincible against hitscan.
fix pls
Also the shotgun gibbing got me killed a few times in the nuclear tripmine warehouse :v: headcrab gibs just detonate tripmines all the time. Took me a few reloads to figure out what was going on
if you have auto run enabled, you can just about never shoot the crossbow ever again
[QUOTE=mralexs;49472446]So I was messing around in the console and it seems the new lag is caused by something in the HDR. For me, my FPS hovered around these levels at different settings:
mat_hdr_level 2: 45-50 FPS
mat_hdr_level 1: 90-100 FPS
mat_hdr_level 0: 40-45 FPS
All of these were tested in Unforseen Consequences near the control room[/QUOTE]
How could that be? HDR disabled is supposed to lessen stress on CPUs and GPUs from what I hear, but not in this case apparently.
[QUOTE=BenjaminTennison;49476470]How could that be? HDR disabled is supposed to lessen stress on CPUs and GPUs from what I hear, but not in this case apparently.[/QUOTE]
I have no clue.
Anyways, crosspost from the HL thread
[QUOTE=mralexs;49480548]So I'm trying to remake the old Half-Life loading screen for BM
[img]http://s23.postimg.org/3otb5mmnv/Loading1.png[/img]
Thoughts?[/QUOTE]
[QUOTE=Crypt19;49480571][URL="http://orig12.deviantart.net/4f6f/f/2011/161/f/e/half_life_1080p_wallpaper_by_caboose6789-d3ikf70.jpg"]You stole a wallpaper[/URL] and slapped some other stuff you didn't make over it. Shit, I can [URL="http://i.imgur.com/uQmcfPs.jpg"]and have[/URL] done that. And better, if I can be honest.[/QUOTE]
I think it needs more OC in order to be worthwhile, personally.
[QUOTE=Crypt19;49480591]I think it needs more OC in order to be worthwhile, personally.[/QUOTE]
Well, what steps should I take to do that texture, since the LOADING is the BM font and the freeman I pulled from some Valve art
This is my attempt, I tried to make faithful to the original, and yes I use that wallpaper and freeman to make this.
[IMG]http://i.imgur.com/gtFdHo5.jpg[/IMG]
How difficult would it be for a person to rig the EOD MP5 ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=573747515&searchtext=mp5[/url]) to have the Steam release's HEV hands?
Hey, juniez, quick question
[t]http://puu.sh/mnT9B/a8059c080b.jpg[/t]
Are the hands a placeholder here, or are you going to use IIOPN's hands? I'm fairly certain you're going to go with the former, because I'm assuming getting your hands to fit the default animation set is gonna require essentially a total re-work, but that also makes me wonder if you're just going to go for thanez' instead to save yourself the trouble.
[QUOTE=Hell-met;49473410]The sprint animations are still messing up animation events. They delay reloads, skip first-time inspections and even go as far as to delay the crossbow's post-shot cooldown (you can infinitely loop the cooldown anim and never be able to shoot).
oh and the orangebox exploit where you can fake your eyeview with an interrupted duck is back. That stuff makes you invincible against hitscan.
fix pls
Also the shotgun gibbing got me killed a few times in the nuclear tripmine warehouse :v: headcrab gibs just detonate tripmines all the time. Took me a few reloads to figure out what was going on[/QUOTE]
I dislike the shotgun gibbing. I'd rather send stuff flying, rather than simply exploding and staying in place.
And you can't sprint in all directions anymore. Makes the game feel so much slower.
One flaw I've seen with shotgun gibbing is when you hurt something down to ~10 hp from a mile away with whatever gun, then you just switch to shotgun and gib them from the same distance.
it should have a distance check
And it should be double-barreled shots only.
also small technical question
is the headcrab gibbing code straight from HL2? one session I've had one extremely rare instance where I saw a headcrab get gibbed in HL2 by a crate, and it turned into those roundey yellow bits just like BM. Just curious.
[QUOTE=Hell-met;49484927]also small technical question
is the headcrab gibbing code straight from HL2? one session I've had one extremely rare instance where I saw a headcrab get gibbed in HL2 by a crate, and it turned into those roundey yellow bits just like BM. Just curious.[/QUOTE]
I remember a video where someone killed a headcrab with the gravity gun, not by throwing something at it, I mean straight up "shooting" it at the headcrab. When it died, it turned into a bunch of skulls, do you mean that?
If you a gib a HL:S NPC in Garry's Mod they also spawn skulls.
There is also an 'impulse' command that spawns skulls too. Guessing HL2 has a Gibbing system, it just isn't used.
i guess it's used for antlions and striders and aircrafts
[QUOTE=Hell-met;49485105]i guess it's used for antlions and striders and aircrafts[/QUOTE]
Oh right, forgot about that
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