• Black Mesa Source V5 - "They're still working on Xen?"
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Maybe what it just needs is some filtering. Can the devs do filtered voices only for the gasmask grunt?
[QUOTE=Dr.Cola;47678188]Honestly all I'd want is a radio filter like HL1 because with the current Voice actor it would be a great combo[/QUOTE] They might be brining back the filtered voice. its funny, they put IN the filtered voice in the mod release because of complaints of the unfiltered voice in the leaked gameplay video. I think, or maybe it was they added Gasmasks to every NPC because they had a filtered voice. I just remember some sort of backlash from it changing the HECU.
Could someone mod back in the VOX sounds for Office Complex? I'd do so, but my computer can't handle compiling large maps. If anyone wants to do this, first go into scripts/game_sounds_announcement and add these lines right before the "C1A3 WGH" header: [sp]//---------------------------------------------------------------------------- //c1a2 OC //---------------------------------------------------------------------------- "C1A2_00" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_00.wav" } "C1A2_01" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_01.wav" } "C1A2_02" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_02.wav" } "C1A2_03" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_03.wav" } "C1A2_04" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_04.wav" } "C1A2_05" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_05.wav" } "C1A2_06" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_06.wav" } "C1A2_07" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_07.wav" } "C1A2_08" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_08.wav" } "C1A2_09" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_09.wav" } "C1A2_10" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_10.wav" } "C1A2_11" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_11.wav" } [/sp] That makes it so that the in-game VOX can use those lines. Then, go into scripts/talker and make a new .txt file and title it [B]announcements_oc[/B]. Paste these lines into the text file: [sp]criterion IsAnnouncement "concept" "announcement" required //======================================================== //OC //======================================================== response "announce_oc" { //sequential // norepeat speak "C1A2_00" speak "C1A2_01" speak "C1A2_02" speak "C1A2_03" speak "C1A2_04" speak "C1A2_05" speak "C1A2_06" speak "C1A2_07" speak "C1A2_08" speak "C1A2_09" speak "C1A2_10" speak "C1A2_11" } rule "announce_oc" { criteria IsAnnouncement response announce_oc } [/sp] Then decompile the Office Complex maps, find/create an env_speaker. Uncheck [B]Start Silent[/B] if it is checked, name it [B]annoucement_speaker[/B], set Min Delay Between Announcements to [B]15[/B] and Max Delay Between Announcements to [B]135[/B], set Context Rule Script to the name of the script that you just made aka [B]scripts/talker/announcements_oc.txt[/B], and set Concept Name to [B]announcement[/B]. Compile the map, and it will work, as I tested it out on a small test map. The announcement sound comes from the env_speaker, so you might want to place it where there are actual speaker props. To test if you've set it up correctly, run this map: [url]https://www.sendspace.com/file/v9voaa[/url] This is the small test map which uses the new announcement_oc.txt file.
[QUOTE=Tuskin;47678403]They might be brining back the filtered voice. its funny, they put IN the filtered voice in the mod release because of complaints of the unfiltered voice in the leaked gameplay video. I think, or maybe it was they added Gasmasks to every NPC because they had a filtered voice. I just remember some sort of backlash from it changing the HECU.[/QUOTE] I don't remember them having a voice filter in BM at any stage. The first release of the mod didn't from what I remember. As far as backlash from changing the grunts, I [I]do[/I] remember people being miffed that they don't wear PCVs.
Since Black Mesa is on the portal 2 version of the source engine, wouldn't it be possible to change the seriously ugly water texture into a more nicer looking one?
I don't think that water shader supports $basetexture like in P2 yet
So how can I get custom skins/sounds/whatever working in the Steam version? I tried putting the files in multiple places, but nothing worked. It should be said this is a skin I made using assets from the steam version, so everything should be in the correct place and stuff. Has custom content just been disabled outright?
[QUOTE=Marden;47676228]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.[/QUOTE] Just change [I]sk_apache_burst_count_min[/I] from 30 to 20 in the skill.cfg, and the apache will act alot more like it did in HL1 (even during the cliff battle).
I played a couple of DM games with some friends, it's amazing. Playing it I felt a familiar bliss to playing classic Half-Life deathmatch for the first time, but it was much more than that because all the elements were updated and improved for a more modern experience. Though I do have one question: Will there be co-op? My friends and I tried loading the singleplayer maps in multiplayer but were met with glitches and a very quickly met crash. But I do remember seeing a Synergy video that showcased the Black Mesa maps, is that still going to happen or was that just a one-time test?
I have the feeling that someone used by error the iridiscent texture/values of the Hunters into the Black Ops assasin, as they are now more greener than before.
Yeah, while playing some matches I realized how much I got unused to weapon, health and armor pickups and weapon switching in MP over the years. Felt refreshing.
[QUOTE=Xubs;47679644]Package the files in a .vpk file and place them in the /addons/ folder, like this: [t]http://i.imgur.com/T8t6rex.png[/t] (that vpk is [URL="http://blackmesa.gamebanana.com/skins/120848"]JBarnes's black mesa shotgun and 357 ammo boxes[/URL]) then it'll work.[/QUOTE] Thank you! But yeah the skin I'm working on is a security guard uniform inspired by the [url=http://i.ytimg.com/vi/Txhmtr2uRlU/maxresdefault.jpg]one in the Half Life 1 Alpha[/url] I only have the vest done so far [img]http://i.imgur.com/egg6PpO.png[/img]
So uhh, this just happened: [thumb]http://images.akamai.steamusercontent.com/ugc/541900174261265360/27F5891BE081C03BDF69F67675FF6D87ED5B05F2/[/thumb]
[img]http://i.imgur.com/iyvEKtv.png[/img] [editline]7th May 2015[/editline] My automerge!
That reminds me, has anybody put the jiggleboned ID card model on guards and scientists yet? Just wondering if it's already been done.
So the "speak" commands works [video=youtube;q-i0M-PdUS4]http://www.youtube.com/watch?v=q-i0M-PdUS4[/video]
[QUOTE=halfer;47680382]So the "speak" commands works [video=youtube;q-i0M-PdUS4]http://www.youtube.com/watch?v=q-i0M-PdUS4[/video][/QUOTE] This is Amazing
Some multiplayer gameplay [video=youtube;7yuShwnwcG0]http://www.youtube.com/watch?v=7yuShwnwcG0[/video]
is that new music i hear? (do not own BM)
It's a real shame I can't put MP on the helmet. This is as good as I can get [img]http://i.imgur.com/8Mqs7sX.jpg[/img] Shirt and pants are next
I'd like if the combat was balanced a little so that headshots on humans would be insta-kills in most circumstances. Killing feels unsatisfying when enemies can take 5 shots to the head (other than with weapons like the magnum). I can understand them wanting to keep things more HL1-alike in that regard, though. One thing I feel HL1 did better was enemy quantity. In HL1 whenever you fought against marines usually there would be about a dozen or more, and the fighting was very intense. Black mesa still has great combat, but the quantity of enemies seems a lot lower - especially in on a rail, where they replaced a lot of the marines with the turrets which are far less interesting to fight.
[QUOTE=Xubs;47679644]Package the files in a .vpk file and place them in the /addons/ folder, like this: [t]http://i.imgur.com/T8t6rex.png[/t] (that vpk is [URL="http://blackmesa.gamebanana.com/skins/120848"]JBarnes's black mesa shotgun and 357 ammo boxes[/URL]) then it'll work.[/QUOTE] Huh. That ammo pack thing reminded me of something I recently found. Apparently the HL1 magnum ammo box had some pretty neato art on it: [img]http://vignette2.wikia.nocookie.net/half-life/images/6/61/AnacondaBoxart.svg/revision/latest?cb=20110111114241&path-prefix=en[/img] [sp]This is from the beta when it was still .44 ammo, but it's the cleanest image I can find[/sp] So I figured "Hey, I'm mediocre at graphic design, why not give remaking it a shot?" [t] https://dl.dropboxusercontent.com/u/102054761/Gun%20Nut%20wip.png[/t] What d’you guys think? Is it worth continuing?
I want to make that my spraypaint logo lol.
[QUOTE=Old Hermit;47680769] So I figured "Hey, I'm mediocre at graphic design, why not give remaking it a shot?" [t] https://dl.dropboxusercontent.com/u/102054761/Gun%20Nut%20wip.png[/t] What d’you guys think? Is it worth continuing?[/QUOTE] As a side note, you should totally submit it to the CSGO sticker workshop. That'd fit really well as a sticker thing.
hope i'm not late [t]http://images.akamai.steamusercontent.com/ugc/37497016215393773/8148DC1BC4910EECCA3C90B3CBB5E2E090C9D331/[/t] Found this in the Lambda Complex dm map, I think. Was on top of a shelf next to a pipe. ???
Might be part of the ARG? Or just a random prop.
Here y'all go [t]http://files.gamebanana.com/img/ss/srends/554bf34d624cf.jpg[/t] [url]http://blackmesa.gamebanana.com/skins/139894[/url]
Wow there are so many conversations you can miss around the Anomalous Materials lab if you don't investigate When you run into the Scientist who is told he cannot go to a convention, follow the guy who tells him that and wait around that room for a minute or two, another scientist will come in to talk to him. Its pretty funny. It might be triggered by grabbing the HEV suit, I don't know. But the guy who comes in is the Black scientist you pass when leaving the lobby
Just imagine this game using the Brutal Half-Life mod. That would be amazing.
Well now I can't get custom scripts to work. I wanna make this work with the Steam version but it just won't. [url]http://blackmesa.gamebanana.com/sounds/download/19419[/url] Any help?
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