• Black Mesa Source V5 - "They're still working on Xen?"
    5,007 replies, posted
I feel like half-life 1 did the heli good, the mg on it wasn't super accurate but did enough damage to be a threat, so it gave you leeway to sprint between cover
[QUOTE=Marphy Black;47663990]Question for all you lucky Early Access buyers: Is my [url=http://web.archive.org/web/20061212042049/http://www.blackmesasource.com/community_project2.html]community project entry[/url] in the mod yet? Been eagerly waiting for, oh, about eight and a half years now to finally see it in-game. I can't wait! [img]http://www.nextdimension.org/other/Thumbsup.gif[/img] [t]http://web.archive.org/web/20091231133800/http://blackmesasource.com/media/community_projects/cp2_finalist1st_highres.jpg[/t][/QUOTE]I've been informed by multiple sources that my community project entry is still not present in the Steam Early Access release of Black Mesa: Source. Well, I've waited eight and a half years so far. I guess I can wait eight more. I suppose this video will need an update: [media]http://www.youtube.com/watch?v=iwtRY7ByfTg[/media]
Is it just me or are the Ospreys bugged? In Surface Tension, rappelling grunts keep getting stuck inside the Osprey and bug the Osprey out, so it stops moving and stops dropping grunts so there's just an Osprey floating in midair doing nothing with grunts clipping through the door.
I'm digging the new weapon animations from what I've seen, they're really good looking without being super distracting
[IMG]http://images.akamai.steamusercontent.com/ugc/532892890315251240/8A1B32008E62B718C963769F261C0D811953B5E8/[/IMG] Hmmmm... Also I noticed that the dispensers are giving odd values. they seem to give x+1, lots of values ending in 6.
[QUOTE=Cows Rule;47674633][IMG]http://images.akamai.steamusercontent.com/ugc/532892890315251240/8A1B32008E62B718C963769F261C0D811953B5E8/[/IMG] Hmmmm... Also I noticed that the dispensers are giving odd values. they seem to give x+1, lots of values ending in 6.[/QUOTE] 6 is an even number though :)
[QUOTE=Marphy Black;47673928]I've been informed by multiple sources that my community project entry is still not present in the Steam Early Access release of Black Mesa: Source. Well, I've waited eight and a half years so far. I guess I can wait eight more. I suppose this video will need an update: [media]http://www.youtube.com/watch?v=iwtRY7ByfTg[/media][/QUOTE] It'll happen one day buddy, don't worry.
[thumb]http://images.akamai.steamusercontent.com/ugc/534018790225666592/D3C13EDDD6288B94854FE5FBF92FCF4BB5B80632/[/thumb] God damn the gasworks skybox goes well with the skybox. Also I decided to fix the map a bit so it's not a straight port. [url=http://steamcommunity.com/sharedfiles/filedetails/?id=438430895]Link[/url]
[QUOTE=Toy_Soldier;47673213]Bounce pad + long jump module + tau cannon = [media]http://www.youtube.com/watch?v=KF32DRg9opA[/media][/QUOTE] You avatar dances to it. Amazing.
[QUOTE=Dr.Cola;47674699][thumb]http://images.akamai.steamusercontent.com/ugc/534018790225666592/D3C13EDDD6288B94854FE5FBF92FCF4BB5B80632/[/thumb] God damn the gasworks skybox goes well with the skybox. Also I decided to fix the map a bit so it's not a straight port. [url=http://steamcommunity.com/sharedfiles/filedetails/?id=438430895]Link[/url][/QUOTE] That looks extremely fucking sexy EDIT: Just FYI, snarks don't seem to move in your map (maybe they need AI nodes or something?)
I'm almost at the end of the game and I stop playing because of this one thing: [sp]Has some of you remember a Rare Specimen achievement hat can only be found in some specific places in Lambda Core chapter on the mod version? (I.e. The first one is inside the yellow container, and the second one is in one of the teleportation rooms.) Well on the Steam version it's not there anymore, and I've no idea where the developers place it.[/sp]
I still think the music at the climax of blast-pit starts off too early.
[QUOTE=Xubs;47675165]I just did some testing to see if AI worked properly in multiplayer. My very limited observation is that yes, it does work in multiplayer. Houndeyes, and sentry turrets responded properly to multiple players. Other AI would need to be tested, but some of the new AI did react properly. Co-op is indeed possible. Things we would need to do to mod it in would be: enable the flashlight in multiplayer (afaik mp_flashlight 1 does nothing and therefor the flashlight cannot be enabled, may need to find a workaround), set weapon respawn times to 0 to make sure weapons respawn instantly, force all players to be on the same team, fix map changes crashing the game, and fix the various map script bugs that multiple players will no doubt cause (as well as make it so players cannot get stuck if they fall far behind). Other goodies would include difficulty increases for multiple players (ideally, extra monsters), and the ability for weapons and ammo to be retained through map changes. Also, the dedicated server crashes when you load a singleplayer map. This is probably fixable. Listen Servers work, though. If someone could get a good chunk of these bugs fixed, we could probably run some rudimentary and basic co-op servers. Early Sven Co-op-like stuff. I think having a server-side scripting system like SourceMod for Black Mesa would fix most of these issues.[/QUOTE] With the promised SDK, perhaps this can be tackled more elegantly than it was for the free version, too.
[video=youtube;a16rG0XdNhg]http://www.youtube.com/watch?v=a16rG0XdNhg[/video]
[QUOTE=Kaleidescoop;47675294][video=youtube;a16rG0XdNhg]http://www.youtube.com/watch?v=a16rG0XdNhg[/video][/QUOTE] no No! and N͔̼͊ͦ̿̄̀̐̄O͙͇ͪ̌̍͝
Military Vox sounds so perfect!
Got a 5.8 mb update, any idea what it is?
[QUOTE=Mio Akiyama;47675415]Got a 5.8 mb update, any idea what it is?[/QUOTE] Me too, I presume they fixed the fullbright bug but I can't find the changelog anywhere
[QUOTE=BMS Hubicorn]We would like to thank everyone for supporting us during Early Access. Based on all of your feedback and bug reporting so far, we would like to introduce our day two patch to you, 1.0.1. This patch contains critical bug fixes that will enhance your experience with our product. Please find the changelist below: Changelog: Resolved, in some cases, rendering issues related to HDR & Full Brightness. Fixed a bug causing animation issues when swimming in Multiplayer. Set “English” as the default language for all in-game UI until translations are complete. Fixed player spawning deaths in cases where another player has spawned on top of one another. Fixed cases where multiplayer spectators spawn killing in-game players. Fixed save / load keys not appearing in the keyboard bindings list Fixed quicksave / quickload key bindings not appearing in the keyboard bindings list. Fixed choose team key binding not appearing in the keyboard bindings list. Reminder: Please be sure to restart your Steam client and download the latest update. Running a dedicated server? Please be sure to run an update to bring your build up to date. Players running on the new client version will not be able to connect to out of date servers. As always, be sure to report any issues you find in our discussion forums and thank you again for the support.[/QUOTE]
What about sprays and voice chat?
did they change the bit where [sp]the black mesa announcement system gets taken over by the military[/sp]? does anybody have a video of that part? i really loved that detail in the mod version.
[T]http://images.akamai.steamusercontent.com/ugc/532892890316345375/E6A4C620C49FF60F333A179116FE7001A6810332/[/T]
Anyone else found any other easter eggs like this? [IMG]http://images.akamai.steamusercontent.com/ugc/715288675266612334/4C5ED02D0C2751D64456250377D3F36075348B60/[/IMG]
TBH I absolutely loved the old military voices, (those chills down your neck when the military took over the announcement system) but they just didn't fit in the universe and scenario. These were just normal marines sent to eradicate the facility so aliens and diseases don't spread to the world; not soulless monsters with no morals. [sp]other than DIE FREEMAN written on the walls[/sp] [sp]in blood.[/sp]
[QUOTE=austin0331;47675875]TBH I absolutely loved the old military voices, (those chills down your neck when the military took over the announcement system) but they just didn't fit in the universe and scenario. These were just normal marines sent to eradicate the facility so aliens and diseases don't spread to the world; not soulless monsters with no morals. [sp]other than DIE FREEMAN written on the walls[/sp] [sp]in blood.[/sp][/QUOTE] YORE DEAD FREEMAN
[QUOTE=RikohZX;47675898]YORE DEAD FREEMAN[/QUOTE] YOU DEAD, FREEMAN! YOU DEAD!
[QUOTE=Kaleidescoop;47675294][video=youtube;a16rG0XdNhg]http://www.youtube.com/watch?v=a16rG0XdNhg[/video][/QUOTE] [video=youtube;OdLRZzCf_kk]http://www.youtube.com/watch?v=OdLRZzCf_kk[/video] Just yesterday I was wondering whether or not they'll do it.
Reaction to my comment about the helicopter, assassins and controllers being bullshit. Helicopter: I think the issue is it fires for too long and with very short pauses. I don't mind it doing it a lot of damage when caught in it's fire but you have very little time to hit it without taking serious damage. Assassins: I think the first thing to try would be lowering their damage. In the first encounter I was killed by assassins who were at the other end of the huge area so accuracy may be a bit too high, too. I haven't played the original in a long time but I always remembered them as enemies that got few hits in and run/jump away so you had to always check around. In BM if you meet them and don't instakill them they easily take half or more of your health and armor. And that's just from one of them. There's always more than one. Controllers: This issue comes from the fact they aren't very dangerous in the original. Correct me if I'm wrong but in the original only one of their special attacks had a homing mechanic. I admit I only played the last teleport fight only few times but now they seem to have small amount of homing on all of their attacks? It is dodge-able but not when there are 3 more Controllers shooting the same projectiles from different angles. They simply seem more tough and with the other enemies in the arena it gets quite clusterfuck-y.
Aside from helicopter I only have small nitpicks: stuff like too stiff gibs (Smod based ones look way better - Underhell comes to mind) and why Barney's gun never eject shell casings. Because remember: God is in the details! Other than that it feels like money well spent. *now if only Tripmine studio guys will finally release their Opposing Force and Blue Shift*
Anyone know why the Gluon Gun doesn't have the cool gib effect it used to have? The normal gibbing seems kind of boring by comparison.
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