Black Mesa V6 - 'Not sure about the shotgun'-edition
1,875 replies, posted
I'd assume it's just a placeholder
assuming they didn't butcher the material system / shaders, that section of the model probably has its normals flipped.
https://i.imgur.com/JqBPVbq.png
Nope.
Also HECU viewmodels are broken
https://i.imgur.com/sPEz7w2.png
It would be neat if the zombie's HEV suit would say things like "blood loss detected" and "seek medical attention" and when you kill the zombie the HEV suit plays the flatline sound.
That'd be cool. Zombines were really cool and eerie because of their radio transmissions like that.
Can you still mod that in by editing text files?
honestly looking at that comparison between the free version and the retail version HEV suits, I prefer the free version design
Some interesting findings in the beta branch Not sure if this is known. WARNING, LONG POST AHEAD.
SKILL.CFG
Ignoring the already uncovered HEV zombie, there are also a couple of other interesting entries.
//// Xort (XORTIGAUNT)
// // ALIEN XONTROLLER
These two are commented out entries for what appears to be Xen variants of the vortigaunt and alien controller. They appear to be missing some cvars compared to the regular vort and controller, but what's there and commented out seems to be identical to the normal versions.
//=---------------------------------------------------------------
// NPC XEN BALANCE AND ENTITIES
//=---------------------------------------------------------------
// XEN TREE
sk_xen_tree_damage "40"
// XEN TURRET
//BARREL CACTUS
sk_xen_barrel_hp "15"
Now, this is interesting. There are entries for the Xen tree and turret in here, which is to be expected. Xen turret doesn't have any cvars, though. What's really interesting though, is the Barrel Cactus. Why is the health for the barrel cactus defined here? If it were just a breakable prop the health wouldn't be defined in skill.cfg, so my guess is the barrel cactus is some sort of entity that interacts with the player.
Models
There are also a couple of interesting models in the game files that I'm pretty sure weren't there before. If they were, I don't think I've seen anyone talk about it so here goes...
models/gibs/props_xen/xen_agruntpod/gib_agruntpod_base.mdl
https://files.facepunch.com/forum/upload/217968/e1256bfe-2eae-4b19-a52f-ad01903bd8e4/image.png
models/gibs/props_xen/xen_agruntpod/gib_agruntpod_strut01.mdl
https://files.facepunch.com/forum/upload/217968/72842b52-434a-4076-ba0c-446e7c412515/image.png
models/gibs/props_xen/xen_agruntpod/gib_agruntpod_top.mdl
https://files.facepunch.com/forum/upload/217968/0663de8d-167f-4255-90da-c9de1efbfdac/image.png
I combined them together and I believe it looks something like this.
https://files.facepunch.com/forum/upload/217968/71a071ee-d735-44f4-8716-ff4f9f6d1bc4/image.png
Next up, a couple of models of... the barrel cactus! And by couple I mean a ton. So get ready for tons of barrel cactus models.
models/gibs/props_xen/xen_barrel_cactus_adolescent_destroyed.mdl
https://files.facepunch.com/forum/upload/217968/314e2e68-1302-4415-893d-c4006a0f047e/image.png
Some gib models, models/gibs/props_xen/xen_barrel_cactus_body1.mdl and models/gibs/props_xen/xen_barrel_cactus_body2.mdl
https://files.facepunch.com/forum/upload/217968/d1dd4781-c4b7-401d-b657-4824490b09b5/image.png
models/gibs/props_xen/xen_barrel_cactus_destroyed.mdl, models/gibs/props_xen/xen_barrel_cactus_destroyed2.mdl, and models/gibs/props_xen/xen_barrel_cactus_destroyed3.mdl
https://files.facepunch.com/forum/upload/217968/85f6d1f6-b0f6-42f2-9837-3f7c69862f19/image.png
And assorted gibs, models/gibs/props_xen/xen_barrel_cactus_gib1.mdl to gib5. The red lines on the outside "skin" of the barrel cactus pulse and glow red.
https://files.facepunch.com/forum/upload/217968/44f40fc3-812f-4898-97ac-911d35d35b9a/image.png
models/gibs/props_xen/xen_barrel_cactus_infant_destroyed.mdl
https://files.facepunch.com/forum/upload/217968/d583f5fd-79f4-4d78-8bae-1a2db0693701/image.png
And assorted gibs, models/gibs/props_xen/xen_barrel_cactus_infant_gib1.mdl through gib5.mdl
https://files.facepunch.com/forum/upload/217968/fd4cc2a6-adf3-49a1-841b-595f25ca802f/image.png
models/gibs/props_xen/xen_barrel_cactus_leaf.mdl
https://files.facepunch.com/forum/upload/217968/9f4739bf-04bd-4f14-97f4-08790b96e585/image.png
models/gibs/props_xen/xen_barrel_cactus_med.mdl
https://files.facepunch.com/forum/upload/217968/3e9d37af-2ae3-460d-897f-f0e9ac528b19/image.png
models/gibs/props_xen/xen_barrel_cactus_semilarge_destroyed.mdl
https://files.facepunch.com/forum/upload/217968/4cf19771-826b-4cf7-a00d-9d257821904d/image.png
models/gibs/props_xen/xen_barrel_cactus_semilarge_gib1.mdl through gib5.
https://files.facepunch.com/forum/upload/217968/64556e8e-afc8-410a-bd9c-5a64053c1585/image.png
models/gibs/props_xen/xen_barrel_cactus_small.mdl
https://files.facepunch.com/forum/upload/217968/8fb7a313-a9c0-416a-b8d9-0e45a65a8b54/image.png
YOU ARE NOW LEAVING: BARREL CACTUS VALLEY
models/gibs/props_xen/xen_puffball_destroyed.mdl
https://files.facepunch.com/forum/upload/217968/e7bb58d1-83ee-4f05-a80e-d752f55d067e/image.png
models/gibs/props_xen/xen_puffball_gib1.mdl through gib3.mdl
https://files.facepunch.com/forum/upload/217968/e1a596bc-d544-454a-81ad-08429be32cca/image.png
models/gibs/props_xen/xen_turret_destroyed.mdl
https://files.facepunch.com/forum/upload/217968/d9931f6a-b9b6-4629-973e-85d973efdf01/image.png
This is the "lootbox" from the Loot Mesa April Fools blog post. Called a Xen supply pod.
models/items/xen_supplypod01_p2.mdl
https://files.facepunch.com/forum/upload/217968/83f77d52-25fe-45be-9d7e-ca0dc07f345f/image.png
models/items/xen_supplypod01a_p1.mdl
https://files.facepunch.com/forum/upload/217968/7b9422e3-667c-4c79-a73c-29f09bde2348/image.png
models/items/xen_supplypod01a.mdl
https://files.facepunch.com/forum/upload/217968/b4bee6b8-446e-4345-949c-e4df8aeb2cd7/image.png
models/models/props_xen/foliage/xen_pumpkin2.mdl
https://files.facepunch.com/forum/upload/217968/4a99179e-c503-4255-a212-a38206e68229/image.png
models/models/props_xen/instances/c4a1b-island-b1/plant_shoot_cluster006.mdl
https://files.facepunch.com/forum/upload/217968/cbe989a0-e791-4433-aac6-abad6fdb1dbe/image.png
models/props_foliage/xen_detail_plant01.mdl
https://files.facepunch.com/forum/upload/217968/877d65cf-84b1-42da-bc93-983b7d849062/image.png
models/props_skybox/xen_floatingisland_skybox01.mdl
This model is absolutely massive.
https://files.facepunch.com/forum/upload/217968/5908896e-53e3-4d94-b953-19997e489139/image.png
models/props_skybox/xen_floatingisland_skybox02.mdl
This model is even larger than Hammer's rendering distance!
https://files.facepunch.com/forum/upload/217968/371d82d5-6884-4315-b60b-41b85bc5659f/image.png
models/props_skybox/xen_floatingisland_skybox03.mdl
Even larger!
https://files.facepunch.com/forum/upload/217968/5e2850b9-dfd8-4a03-ac3a-b732bcebc83c/image.png
models/props_skybox/xen_island01.mdl
This one is just kinda large. Much smaller than the models above.
https://files.facepunch.com/forum/upload/217968/29d57c16-bb02-44d4-a351-3775d1476065/image.png
models/props_skybox/xen_island01_scaled.mdl
That's more like it! Guess the models above just aren't scaled for skyboxes just yet?
https://files.facepunch.com/forum/upload/217968/e2eca4b6-264d-4a6b-99da-8518bb4f5932/image.png
models/xenians/fungus_medium.mdl
https://files.facepunch.com/forum/upload/217968/f6c17e4a-f5f6-4437-816e-5117eaaf7d29/image.png
models/xenians/manta_jet.mdl seems to have new?? animation called flyby_c4a1islands
https://files.facepunch.com/forum/upload/217968/27841db2-6f94-4d6e-b23e-abdbdd2451e5/image.png
And finally...
models/xenians/xontroller.mdl
The Xen variant of the controller mentioned in skill.cfg. The yellow/red bits are animated and pulse/glow.
https://files.facepunch.com/forum/upload/217968/94d1a05f-4208-4e5c-aaa8-896046690759/image.png
So yeah, that appears to be it. Hopefully all of this is actually new stuff.
filler post so the guy above can add more to his post
Thank you so much! Anyways, on with the last bit.
NEW NPCS
npc_alien_grunt_elite
Is this new? Doesn't have any special keyvalues/flags and doesn't appear to be referenced in skill.cfg
npc_alien_grunt_melee
Not sure if this is new either. Seems to be identical to npc_alien_grunt_unarmored
npc_barnacle_underwater
shows up with an error model
has flags for "Cheap Death" and "Tongue will not penetrate water."
npc_barrel_cactus
keyvalue World model uses a missing model models/props_xen/foliage/xen_barrel_cactus.mdl
keyvalue cactustype includes Default, SemiLarge, Adolescent, Infant, and Exploder
keyvalue Cactus Model Override set to "NO"
Oddly enough there are duplicates of npc_barrel_cactus_x with x being the different cactus types, but as seperate NPCs. These NPCs appear to be identical to npc_barrel_cactus at least in terms of keyvalues. There are no special flags.
npc_bullsquid_melee
I don't think this existed before? Unsure.
npc_flyer_flock
missing model, no special values
npc_gonarch
Model was removed in subsequent update so its missing.
keyvalue Cavern Guard Model and Texture set to "No"
keyvalue Shove Targets is empty
keyvalue taunttargets is also empty
keyvalue Gonarch State
https://files.facepunch.com/forum/upload/217968/6889fbd1-7733-4065-8b51-e290b6e7a09c/image.png
Has flags Create server side ragdoll on death and Use Inside Footsteps
npc_headcrab_baby
Model was removed in a subsequent update. No special values.
npc_headcrab_black
This is in here now?
npc_headcrab_fast
This too... huh.
npc_houndeye_knockback
Had a special model removed in an update. Don't recall what it does. Extra knockback?
npc_houndeye_suicide
Same as above. Commits suicide on attack?
npc_maintenance
What's this? No special values.
npc_nihilanth
Missing model. No special values.
npc_plantlight
https://files.facepunch.com/forum/upload/217968/108911a8-cdbc-42ab-ad77-c7a360ef2253/image.png
No special flags.
npc_plantlight_stalker
Same keyvalues as above.
Two flags, both of which read "????" and start off checked by default
npc_protozoan
No special values
npc_puffballfungus
Two special keyvalues, RangeInner (250) and RangeOuter (500)
npc_rat
has this always been here?
npc_xentacle
https://files.facepunch.com/forum/upload/217968/cb27f6fc-5d45-4096-8f3d-d488cf070d64/image.png
Default npc_tentacle doesn't have these. No special flags.
npc_xentree
Missing model. No special values.
npc_xenturret
Missing model.
Keyvalues InnerRange (250) and OuterRange (500), as well as Color (255, 255, 255)
npc_xontroller
Is not missing model and uses the proper xontroller model.
No special values.
Haven't tested out if there are any AI differences when compared to regular controller. Seems to be spawnable in-game?
npc_xort
Uses regular vort model.
Keyvalue Xort Internal State
https://files.facepunch.com/forum/upload/217968/ec87b4c8-83b9-4c56-b74e-5cfd85024802/image.png
Keyvalue FearLevels
https://files.facepunch.com/forum/upload/217968/0fe7b4c0-c74f-4d32-b008-d52a2b61a5e0/image.png
Some more keyvalues.
https://files.facepunch.com/forum/upload/217968/820c83cd-34f3-4c25-9517-6fe5d13debc5/image.png
No special flags.
npc_zombie_hev
Has one keyvalue, Flashlight status which can be enabled or disabled. Set to enabled by default.
No special flags.
Does not have a torso variant option in Hammer even though torso variant does appear to exist in-game.
This appears to be everything. Hopefully this is all new, and I haven't missed anything else.
https://www.youtube.com/watch?v=hWLuufJRbh8
What errors did the developer console spout?
There were none.
That's odd, the Beta Zombie remade in Missing Information 1.6 spouted console errors about bone attachments of the headcrab and thigh bones, then when I headshotted the Zombie the headcrab fuckin' survived. I was baffled over how the team behind it missed that.
Flipping normals surprisingly has no affect on the specular, as does moving the model, replacing the model, renaming it, removing $staticprop, changing the illum position, and adding a normal map to the VMT. Putting it in Source 2013 works though but specular appears to work properly on the other models I've checked.
i really appreciate how the Xen assets are more Beksinski than Giger, it's a lot more colorful and surreal than most modern takes on Xen
I’d just like to really quickly add that the crossbow collision seems pretty much fixed. The projectile now originates from the center of the screen, and it hasn’t given me any of the previous issues. RPG is still ridiculously broken though
Also, I don’t mean to sound pedantic, but weren’t the poison/fast headcrabs supposed to have been modified versions made by the Combine? Correct me if I’m wrong, but it’d be strange to see them popping up in Xen
I don't think that was ever mentioned in game.
likely because the deathmatch model is based on the older one
Realy hope the team will make that happen, it's pretty damn clever.
When I recorded the HEV Zombie video, I ran around QE a little bit and saw that new lighting system (haven't really played since that update), looks super fancy. There's even a moving dynamic light (a swaying lamp)!
So, is the level's entire env_map just flipped upside down?
Laidlaw once stated that they evolved naturally.
The RPG will be fixed at some point. It's actually our current top code priority on our internal Xen build. Almost nothing about it works properly, so I think it will be redone from scratch (probably just a copy paste of the HL2 RPG with some adjustments on our end).
BMS has a bunch of very old legacy jank code which came from the old mod version. 10 years of development will do that. Lots of stuff like that can be done a lot better now, but we have to pick and choose what are the right things to work on.
---
Note: This is Text FAMGUY1 (from the BMS team). I can't access my old Facepunch account anymore, so here I am!
It isn't but I finally kind of figured out what it is. If a VMT doesn't have a bumpmap and phong enabled the envmap gets rotated 180 degrees. You can see it happen all over the place in any outdoor area and it's mainly on HL2 props
https://i.imgur.com/W9pczFP.png
https://i.imgur.com/CN1kDXt.png
I sort of like how the hev headcrab zombies continue to walk after the headcrab is shot off. It would be cool to see them walk for a bit (without attacking), kind of like a chicken running with its head cut off, before ragdolling. Morbidly humorous, in a way.
Sort of like the way the zeds from Killing Floor amble around aimlessly after you decapitated them?
yeah, a fun little death animation. It would probably be a pain to implement, but it would be cool if some of the hev zombies had an oxygen tank or perhaps the long jump module that explodes when shot. One of my favorite things to do with zombies is to lure them around an flammable barrel before shooting it, very satisfying! I'm not saying there won't be anything combustible on xen to kill them with, but fighting zombies wont be the same without a fiery explosion ;__;
Honestly, I think it would make HEV zombies more interesting if they behaved more like the Zombine from EP1, because of their armor is still providing protection and enhancements to the infested user. Therefore, they would be able to take on punishment and at some point sprint towards the player to close the distance.
Technically we don't know that Gordon's NOT already wearing a headcrab on his head.
Well so does Gordon!
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