• Black Mesa Source V4 - 'Marines are OP' Edition
    998 replies, posted
ye that's why i combined the original textures with the new slimy ones, but couldn't quite replicate the original's roughness [t]http://files.1337upload.net/vort.png[/t]
I think the new models in Episode 2 are better, but the look of the originals was more alien. However, retcons say they're smooth and oily like porn stars. And that's okay.
[QUOTE=Joazzz;40183984]ye that's why i combined the original textures with the new slimy ones, but couldn't quite replicate the original's roughness [t]http://files.1337upload.net/vort.png[/t][/QUOTE] This is very nice actually.
[QUOTE=ColossalSoft;40184838]I think the new models in Episode 2 are better, but the look of the originals was more alien. However, retcons say they're smooth and oily like porn stars. And that's okay.[/QUOTE] I like to imagine that the reason they look so drastically different in Episode 2 (and later on, regular Half Life 2 as well) is that in Half Life 1, they were enslaved and dirty, while in Half Life 2, they've been cleaned up, while still sometimes enslaved by the combine they were still given basic hygiene. I like to believe that some alien chemical reaction makes them smooth and shiny when they're clean.
[QUOTE=Cheshire_cat;40053352]Does anyone have a link to a complete BlackMesa.exe? I'd rather not download half a dozen separate files and piece them together like Lego bricks. Also non-torrent, please.[/QUOTE] Desura
So I've replaced the "Forget about Freeman!" radio message with the original one. Now I'm working on getting some of the original HGrunt conversations to work right.
I know everybody on FP has finished the game already, but I am still on the teleportation puzzle in Lambda Core. I get the point: you’re supposed to time your teleporting so you land on the platforms and ascend to whatever’s on the top floor. But is that really the point? Because I keep on getting to the old married couple or back in some room, it seems to be random what I can teleport to. Is that intentional and how do I solve the damn thing?
[QUOTE=fear me;40212917]So I've replaced the "Forget about Freeman!" radio message with the original one. Now I'm working on getting some of the original HGrunt conversations to work right.[/QUOTE] I've already done something similar, by porting the original Xen alien sounds to their Black Mesa counterparts Vorts in Black Mesa don't sound right without the HL1 sounds
From my Blue Shift remake :) [img]http://i.imgur.com/Y2zB0jg.jpg [/img]
[QUOTE=cardboardtheory;40213888]I know everybody on FP has finished the game already, but I am still on the teleportation puzzle in Lambda Core. I get the point: you’re supposed to time your teleporting so you land on the platforms and ascend to whatever’s on the top floor. But is that really the point? Because I keep on getting to the old married couple or back in some room, it seems to be random what I can teleport to. Is that intentional and how do I solve the damn thing?[/QUOTE] Just remember: 247
[QUOTE=ojcoolj;40213961]I've already done something similar, by porting the original Xen alien sounds to their Black Mesa counterparts Vorts in Black Mesa don't sound right without the HL1 sounds[/QUOTE] I did something like that too but with the controllers. I changed it because the controllers doesn't sound frightening like Half-Life. in Black Mesa, they sound like electronic cats.
[QUOTE=fear me;40212917]So I've replaced the "Forget about Freeman!" radio message with the original one. Now I'm working on getting some of the original HGrunt conversations to work right.[/QUOTE] I considered doing this, then I realised that whatever Source uses to clean up the old sound files probably would be broken if I'd stitched them together for the Hgrunts. I never actually tried it, but I assume it'd break it. The alternative would be place all the HL1 grunt files in individually and create VCD's containing sentences for each possible phrase (this is basically what HL1 did actually). The second option would be extremely tedious, though, not to mention I don't know how VCD's work.
[QUOTE=cardboardtheory;40213888]I know everybody on FP has finished the game already, but I am still on the teleportation puzzle in Lambda Core. I get the point: you’re supposed to time your teleporting so you land on the platforms and ascend to whatever’s on the top floor. But is that really the point? Because I keep on getting to the old married couple or back in some room, it seems to be random what I can teleport to. Is that intentional and how do I solve the damn thing?[/QUOTE] quicksave before trying out each teleporter reload when you pick the wrong one
I've bound quicksaving to the side buttons on my mouse, I use them like every five seconds cause I'm so shit at fighting HECU.
[QUOTE=Joazzz;40162681]the vort is now darker than the darkest dark times infinity, but i had to do that to counter BMS's rather bright but well-made indoor ambient lighting. the first version still looked like the regular vort in BM's bright lab conditions [img]http://files.1337upload.net/newvort.png[/img][/QUOTE] You think you could put up a link to the original textures you were using so we could use them in HL2 or Garry's Mod?
[QUOTE=Drewsko;40221758]You think you could put up a link to the original textures you were using so we could use them in HL2 or Garry's Mod?[/QUOTE] They work in other games for me.
[QUOTE=fear me;40222184]They work in other games for me.[/QUOTE] I meant to say that I just wanted his original version of the textures from the early screens. I mentioned other games in reference to how they wouldn't be hampered (hopefully) by the brightness issues Jonazz found to feel the need to darken the textures in the latest release.
I have searched the black mesa forums for a definitive answer to the occasional bout of heavy stutter I get, and found about 4-5 different ones. Anyone here tested some of these solutions and could maybe tell me which one worked best? It isn't easy to kill a platoon of HECU when the game freezes for like 7 seconds.
[QUOTE=Drewsko;40223126]Jonazz[/QUOTE]i'm not sure if i know this person
Can someone help me with putting BMS in source sdk?
Me playing with the RPG. [QUOTE][IMG]http://i.imgur.com/gKY0dIq.jpg[/IMG] [IMG]http://i.imgur.com/euMXQ5D.jpg[/IMG] [IMG]http://i.imgur.com/gBtrjWo.jpg[/IMG][/QUOTE]
I love that glitch, played with it for quite a while when I discovered it
[url]http://blackmesa.gamebanana.com/skins/125716[/url] Invisible mines. [QUOTE][IMG]http://files.gamebanana.com/img/ss/srends/517124a7a2824.jpg[/IMG][/QUOTE] I'm serious xD.
Just like it should be. It was too easy seeing the mines.
[QUOTE=ysrael214;40339048][url]http://blackmesa.gamebanana.com/skins/125716[/url] Invisible mines. I'm serious xD.[/QUOTE] That's how it is in the original, so I see no problem in this.
I have a question, is this move in Episode 2? (sorry I haven't played ep2 yet) [SUB]The vortigaunt doesn't only zap lightning after all.[/SUB] [QUOTE] [IMG]http://i.imgur.com/ANoOwXj.jpg[/IMG] [IMG]http://i.imgur.com/S0BOAVs.jpg[/IMG][/QUOTE] Dear BM Devs, please don't remove this feature.
yes it is, they use it to stun antlions but I didn't see they use this in black mesa
The console commands I did for that to work if anyone wants to try it out. You can put them in skill.cfg sk_alien_slave_dispel_enable 1 sk_alien_slave_dispel_angle 360
[QUOTE=Starscre4M;40341292]yes it is, they use it to stun antlions but I didn't see they use this in black mesa[/QUOTE] When I played Ep2, I saw the vorts executing that move, and thought "damn! good thing they didn't do that when they were hostile". Well. Here I am.
Yeah, the BM team disabled the new moves from Episode 2. Wanted to keep them close to the original.
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