• Black Mesa Source V5 - "They're still working on Xen?"
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[QUOTE=Xubs;47681225]anything that uses script replacers wont work in Black Mesa's steam version. You'll have to manually replace the Steam version's vortigaunt sound clips with the ones you want.[/QUOTE] Shit.
Uh I found a bug. If you pause the game (using the pause button or via the steam overlay) during the HEV start up, you don't get the HUD. Ever, not even after map change :v: you need to reload and grab the suit again. I'll go report it on the forum if I can reproduce it. [editline]7th May 2015[/editline] I can't seem to reproduce it. Must have been a fluke.
So I got to the assassins, the damage is so great that you get massive aimpunch and even get pushed back
[QUOTE=Dr.Cola;47681406]So I got to the assassins, the damage is so great that you get massive aimpunch and even get pushed back[/QUOTE] I'm working on some rebalancing for the next patch. The assassins are somehow bugged and are doing 12 damage when they're meant to be doing roughly half that. Have asked a programmer to look into it. I am also buffing up the Alien Grunts a fair bit, and the Vorts a little, toning down the Apache a bit, and a few other small tweaks. I've also fixed the Crowbar. Its SP and MP values got swapped around somehow and its range value got set way too high. Man, the stuff which slips through the cracks sometimes :suicide:
[QUOTE=Tommyx50;47680752]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).[/QUOTE] You can edit that yourself though. [QUOTE=Tommyx50;47680752]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] Black Mesa has more Marines than Half-Life did, or at least the mod did. I don't know about retail.
[QUOTE=TextFAMGUY1;47681562]I'm working on some rebalancing for the next patch. The assassins are somehow bugged and are doing 12 damage when they're meant to be doing roughly half that. Have asked a programmer to look into it. I am also buffing up the Alien Grunts a fair bit, and the Vorts a little, toning down the Apache a bit, and a few other small tweaks. I've also fixed the Crowbar. Its SP and MP values got swapped around somehow and its range value got set way too high. Man, the stuff which slips through the cracks sometimes :suicide:[/QUOTE] So in SP Gordon shouldn't have a jackhammer for an arm when using the crowbar anymore?
[QUOTE=TextFAMGUY1;47681562]I'm working on some rebalancing for the next patch. The assassins are somehow bugged and are doing 12 damage when they're meant to be doing roughly half that. Have asked a programmer to look into it. I am also buffing up the Alien Grunts a fair bit, and the Vorts a little, toning down the Apache a bit, and a few other small tweaks. I've also fixed the Crowbar. Its SP and MP values got swapped around somehow and its range value got set way too high. Man, the stuff which slips through the cracks sometimes :suicide:[/QUOTE] Can I recommend something for the apache? I just got to it and all I can say is that it needs a bit more than just toning down, it should probably have its fire rate slowed down and damage increased (or stay the same) and longer cooldown before firing again. I can't even get into the bridge on the dam which forces me to shoot the apache first. This results in the bridge just collapsing on itself when it's supposed to get shot by the apache...? Basically I want the apache to be more like HL1 : A slow but hard hitting opponent Also I found some bugs that you could send to the team : [url]http://steamcommunity.com/id/DrCola/screenshot/534018874971880782[/url] The spawned vortigaunts refuse to move from that position and [url]http://steamcommunity.com/id/DrCola/screenshot/534018874971881817[/url] The catwalk won't get destroyed by the gargantua and I recall it happening in the mod version.
[QUOTE=LoLWaT?;47681380]Part of that has to do with how short Black Mesa's version of On a Rail really is. I don't remember ever facing off against that many marines at a time back in Half-Life either. Only areas that come to mind where you'd fight a group of 7 or more were in On a Rail and Surface Tension. [editline]7th May 2015[/editline] Plus most of the grunts are wearing helmets. It'd be a really neat touch if they made it so you could one shot marines with berets though (and at the same time they deal slightly more damage than the others). See Half-Life had that squad system going for it where the larger the group and the presence/absence of a leader would affect their damage output along with effectiveness. Not sure which enemies used it other than the HECU and houndeyes but the occasional blue ring you'd get from a lead houndeye along with the size of those attacks changing is a shitty example of it in action.[/QUOTE] One of the changes that really stood out for me was a part in On A Rail where the train car goes up an elevator and you get ambushed by masses of HECU. There's an elevator going up besides you at the same speed with a couple of marines on it, there's various marines walking around the floors surrounding you, and then when you get to the top of the elevator there's yet more marines down the tracks, one of which fires a grenade at you when you reach the top. In the Black Mesa version of the same event, instead there are only turrets in that section. There's 1 turret on the elevator that goes up alongside you, then three or four at the top. It turned an exciting and overwhelming encounter - "Oh crap! I've been ambushed!" - into something fairly boring and methodical. There's none of the sense of panic, and because the turrets are dumb and cannot move you can just hop off the elevator and go up the ladder, and all of the difficulty is gone. I've been loving BM so far, but that part was a big disappointment.
I still don't get why the aslaves and houndeyes strike within 1 second? there's a reason they took time to charge up in the original HL. in BM it's pretty much instant. same thing for hgrunts shooting full auto rather than bursts and bullsquids taking like 30 pistol bodyshots on normal, what.
How does one set up a map for Black Mesa Deathmatch? Because I've got a map layout and I'd like to test it out. [t]http://images.akamai.steamusercontent.com/ugc/27363917082889634/233D639CC265D951FBA313B9F4DF87712AF38FD2/[/t]
[QUOTE=Xubs;47681225]anything that uses script replacers wont work in Black Mesa's steam version. You'll have to manually replace the Steam version's vortigaunt sound clips with the ones you want.[/QUOTE] Your script replacements will work if you use the "custom" folder, but you need to fix gameinfo.txt so the game loads this folder first. [QUOTE=Kyle v2;47666662]put the entry "game+mod bms/custom/*" at the top of the list of .vpk directories in gameinfo.txt[/QUOTE]
Tiny thing, but since you can't really get back onto ladders if you let go of them. This means that if you let go of the long ladder at the end of Blast Pit, you keep falling, hit an autosave midair, die on impact, then die every time you reload. You can load an earlier save, but it's still obnoxious.
So the AI works in multiplayer if anyone was wondering. Would like to test this with some other players in the server. [IMG]http://i58.tinypic.com/28bb19y.jpg[/IMG]
So with all these assets the other total remakes of Opposing Force and Blue Shift that are supposedly still in the works (I seriously doubt they will see the light of day) seem totally redundant. Would the Crowbar Collective be open to mappers using BM assets to remake the expansions as mods for retail Black Mesa?
There was a guy who did a few Blue Shift maps, they looked good.
[QUOTE=Garfuncle;47683106]So with all these assets the other total remakes of Opposing Force and Blue Shift that are supposedly still in the works (I seriously doubt they will see the light of day) seem totally redundant. Would the Crowbar Collective be open to mappers using BM assets to remake the expansions as mods for retail Black Mesa?[/QUOTE] Thinking about it, Blue Shift would need new models for the specific characters and all new VA lines but otherwise not a whole lot of original content for the mapping since a lot of the assets are already there (and you don't even have to create guard arms for the viewmodels). Opposing Force would be the real hell since there's the entirety of Race X, the new workings of the HECU ally squads (although I guess theoretically you could make them akin to Rebels in functionality and make specific scripted allies for engineers to progress), and lots of other shit.
I actually talked to Skyms today about our Blueshift remake and its still going ahead waiting for xen unfortunately.
Just found an Easter egg in questionable ethics, if you mess with the computers in the office where you meet the guard telling you the place is sealed up one of them burst into flames and text appears on the screen
I'm no expert but something tells me that ragdolls do not work this way. :v: [T]http://jesusfuck.me/di/EAIC/2015-05-08-00003.jpg[/T] [T]http://jesusfuck.me/di/A7HR/2015-05-08-00002.jpg[/T] [T]http://jesusfuck.me/di/RFIJ/2015-05-08-00001.jpg[/T]
[QUOTE=maniacykt;47683371]I'm no expert but something tells me that ragdolls do not work this way. :v: [/QUOTE] We are seeing this bug reported a lot but it only ever showed up once in our testing sessions, and that was for me. Could you explain what happened leading up to that bug? Did it happen after you loaded a save, threw a grenade, etc etc? [QUOTE=Itauske Roken;47683357]Just found an Easter egg in questionable ethics, if you mess with the computers in the office where you meet the guard telling you the place is sealed up one of them burst into flames and text appears on the screen[/QUOTE] FIX IT DENIZ A very commonly heard exclamation at Crowbar Collective.
Ok just got past the Apache fight. Why does the Apache keep moving further away from my rockets into the distance? (In retrospect if someone was shooting rockets at me I'd want to move away also) Also I don't think laser targeting is working like it should. I aim it at the target and it keeps on going past the targeted object into the distance.
It tends to happen after reloading a save with the ragdolls. I bet it must be related with the ragdolls changing their models or going into t-pose. Also they sometimes to move and not collide until shot (remember my ghost houndeye video). It could be something related with the ragdolls being set to be clientside, that is having an interference with something new you guys did?
We found the Source of the assassin damage bug. We'd set NPC Glocks to do 12 damage to make the guards more useful, and it looks like the assassins draw their damage values from the base NPC Glock, rather than the cvar for their damage value - and nobody noticed, unfortunately. A programmer will fix this and hopefully the assassins will thus be nerfed in the next update, as they currently do something like 2x more damage than we had intended them to.
I am really curious - will you guys implement Marphy's monitor texture?
[QUOTE=En Ex;47683962]I am really curious - will you guys implement Marphy's monitor texture?[/QUOTE] I'm not sure what that is, could you elaborate? On another note, we believe our patch did resolve the fullbright issues for any new players, but we have since learned that if you have already had fullbright problems, it may not be automatically resolved. If you know anyone who is still experiencing the fullbright issue, please direct them to [URL="http://forums.blackmesasource.com/index.php/Thread/27991-Fix-for-Fullbright-Issues/?postID=607715#post607715"]this thread[/URL]. We believe those steps will resolve the issue for everyone. Thanks guys!
[QUOTE=TextFAMGUY1;47684524]I'm not sure what that is, could you elaborate? [/QUOTE] [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] [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] How could you possibly forget? Poor Marphy.
Any ETA on ST/OaR uncut on the workshop?
[QUOTE=Bloodshot12;47685114]Any ETA on ST/OaR uncut on the workshop?[/QUOTE] Our lead programmer is rewriting our publishing tool to use a completely different file upload system, one without filesize restrictions. Once that is done and put out there, I will get them up immediately. When will it be done? Hopefully within a few weeks to a month. We've got a crapload on our plate right now, as you can expect, so an exact time is tricky.
Just beat the mod. Woah, you guys buffed up the difficulty a lot on the last fight, those damm Alien Controllers. For some unknown reason you can't hear clearly the scientist when it tells you to get ready and jump (but for some reason before it can be heard on all the room). Unless you are near him, or have the subs enabled, you will not heard him, and eventually the map will restart.
[QUOTE=Maestro Fenix;47685226]Just beat the mod. Woah, you guys buffed up the difficulty a lot on the last fight, those damm Alien Controllers. For some unknown reason you can't hear clearly the scientist when it tells you to get ready and jump (but for some reason before it can be heard on all the room). Unless you are near him, or have the subs enabled, you will not heard him, and eventually the map will restart.[/QUOTE] It's some kind of bug with that choreo sequence, and a high priority fix for us. For now, you can tell when to jump into the portal because one of the walkways leading into it will have a bunch of red lights which light up. Not an idea thing, but something to use while you wait for us to fix it. EDIT: Oh and the Alien Controllers are actually quite a lot easier than the mod, I made sure of that. We just altered the room slightly to make cheesing it a bit harder.
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