Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
[QUOTE=AtomicWaffle;47676398]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.[/QUOTE]
Very close to release, we found a serious bug in the old gibbing system which meant that we had to rewrite the entire system. It was a total nightmare for all involved.
As a result, some features got axed for release. They will be back.
[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]I'd like to see it so that pickups can be picked up once by each player before disappearing in co-op.
[QUOTE=LoLWaT?;47676302]
They just need to be careful with any changes they make to the [b]assassains[/b]. [/QUOTE]
ssssssssure. :v:
I like the new models and everything in the early access version, but I think the textures on some of the models and walls look fairly dated, and it still uses the old source engine reflections on windows.
i dont think they will add sprays due to the exploits with upload
[QUOTE=Xubs;47676439]Like how Serious Sam does it? Where each player has their own copy of each item on their own client that only disappears when they, themselves, pick it up, but every other player still sees their own copy of the item that they are free to pick up?
I love that system, I wish more FPS games with co-op versions of their singleplayer campaigns used that. It's a really elegant way of fixing the problem of items becoming scarce on co-op servers, or the opposite, items being camped because they respawn infinitely to service ever player, meaning if you take the time to scam the system you can be at full health and full ammo whenever you want.[/QUOTE]
[I]mp_weaponstay 1[/I] is what you are looking for, available on all the Source MP games/mods.
[QUOTE=ashrobhoy;47676498]i dont think they will add sprays due to the exploits with upload[/QUOTE]
Sprays and voice are both disabled due to bugs in the code. We will get these back in when we can. We love them and want them.
[QUOTE=9999999;47676469]I like the new models and everything in the early access version, but I think the textures on some of the models and walls look fairly dated, and it still uses the old source engine reflections on windows.[/QUOTE]
I'd love to have parallax cubemaps on our list of graphical improvements to make to the engine in the future and for Xen. Our list is already pretty extensive - there are going to be some exciting engine modifications coming in updates which will make the entire game/engine look better. We just have to be selective with what we do.
This doesn't mean we'll do it, by the way. All commercial Source games have used standard cubemaps, to my knowledge. It's just something I'd personally like us to attempt at some point.
On the 'Unforeseen Consequences', about more than %50 of headcrabs die for some reason while descending upon player. (before actually reaching him) Fairly minor but still..
Among everything else:
Will there be option for gibs to not disappear?
Alien blood decal on player's hands (and weapons) is strangely low-res for some reason.
Ejected bullet shells are not up to scale - they look like .50 cal, not 9mm.
This has to be my favourite easter egg so far
[thumb]http://images.akamai.steamusercontent.com/ugc/532892890315374825/CBD550F8451246C69E5C11CBA033E0C8CE38478F/[/thumb]
[QUOTE=I6NIS;47676980]This has to be my favourite easter egg so far
[thumb]http://images.akamai.steamusercontent.com/ugc/532892890315374825/CBD550F8451246C69E5C11CBA033E0C8CE38478F/[/thumb][/QUOTE]
Holy shit that is amazing, it was funny before I saw Wallace.
[QUOTE=TheRealRudy;47677043]This is a huge problem for me, and I absolutely hate Black Mesa seems to be yet another game which doesn't properly support high FOV. I can't play on a FOV that's below 90 degrees/above 100 degrees because that gives me motion sickness. I wish high FOV was better supported in most games.[/QUOTE]
High FOV is supported. You can use fov_desired. I believe we officially support up to 110; that's what I play on.
Isn't that a limitation of Source though?
edit: I see FAMGUY posted. I mean whenever I asked about FOV sliders in Valve games and why 90 is max, people told me that's what Source supports up to. But it's nice you guys go up to 110. I take it that limitation was a myth then and was more on Valve?
[QUOTE=TheRealRudy;47677072]I was mainly referring in BM's case that the high FOV is supported, but will cause graphical glitches like;
Will those eventually get fixed along the line?[/QUOTE]
Maybe. Have to see if it affects everyone who uses high FOV.
Does anyone have a fix or something to the game stuttering when you get hit on MP? I played some DM earlier and it was sort of hard to play because I kept freezing for half a second whenever someone hurt me.
[QUOTE=NoaJM;47677245]Does anyone have a fix or something to the game stuttering when you get hit on MP? I played some DM earlier and it was sort of hard to play because I kept freezing for half a second whenever someone hurt me.[/QUOTE]
In the "Black Mesa" options tab, try disabling everything related to Dlights.
We are currently debugging and trying to fix the performance issues, to fix in a patch. We are fairly sure they are Dlight related, even if disabling the option does not resolve them.
[QUOTE=TextFAMGUY1;47677272]In the "Black Mesa" options tab, try disabling everything related to Dlights.
We are currently debugging and trying to fix the performance issues, to fix in a patch. We are fairly sure they are Dlight related, even if disabling the option does not resolve them.[/QUOTE]
Cheers!
[QUOTE=TextFAMGUY1;47677272]In the "Black Mesa" options tab, try disabling everything related to Dlights.
We are currently debugging and trying to fix the performance issues, to fix in a patch. We are fairly sure they are Dlight related, even if disabling the option does not resolve them.[/QUOTE]
I don't think the options fully work. I had to type in console "bm_explosion_dlight" or something along those lines and set it to 0 for the dlight issues to go away.
Also even with it disabled on some maps with a lot of players like bounce, looking on the main area drops me to like 40 fps with a GTX 770
I can't tell if the new AI makes things too easy, or the new MP5 is overpowered. It's so damaging and accurate that I can get through some encounters without getting hit at all, and that's without even sneaking up on anyone.
I feel like I should keep notepad open so I can list every new issue I see. I'm noticing a lot that I don't see anyone else talking about, but I can't remember all of them.
The HECU aren't responsive enough to sounds. I've used the MP5 to kill a grunt right next to his buddy (who was looking the other way), and the guy didn't even notice.
My only complaints so far are the MP stuttering, and Eli's voice.
Oh, I've also noticed that sometimes, the AI pauses, or is momentarily oblivious to me when it should totally know I'm there.
I've noticed some stuttering in single player, as in it will run at ~60 frames but every few minutes or so I'll lose a frame and the audio will hiccup. There's a very good chance that it's because I have a crap computer, but I still have no idea what could be causing it.
Haven't gotten a chance to play past Unforeseen Consequences as it's Final Exams week, so I haven't really gotten a chance to see if there's any real AI problems.
[QUOTE=Zeos;47677659] Eli's voice.[/QUOTE]
I believe his new lines are still being worked on.
Unpopular opinion, but I like old HECU voice much more. They sounded like bad guys in free version, now they sound like generic soldiers from CoD-esque game.
They were trying to go for more realistic sounding soldiers in the Steam versions. The Voice actor did the soldier voices in Insurgency.
[QUOTE=VintageCat;47677844]Unpopular opinion, but I like old HECU voice much more. The sounded like bad guys in free version, now they sound like generic soldiers from CoD-esque game.[/QUOTE]
If they could split the difference that would be great. Now they don't sound aggressive at all.
The old voices sounded cornyly evil, now they just sound like apathetic people.
Everyone hated the voices for the grunts suddenly everyone wants it back..???
My feelings on the marine voices are kind of mixed. I like some of the old lines better than the new ones, and some of the new ones more than the old ones. It really varies from line to line.
Honestly all I'd want is a radio filter like HL1 because with the current Voice actor it would be a great combo
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