Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
[IMG]https://dl.dropboxusercontent.com/u/17602378/2015-05-09_00001.jpg[/IMG]
Playing Black Mesa at 2 AM and seeing this freaked me out... I've got no idea what's causing this ragdoll glitch, but it happens often when I reload a save
[QUOTE=DarthB;47689392]I've got no idea what's causing this ragdoll glitch[/QUOTE]
I don't know how close to a patch the CC is, but it's probably because the new gib system they programmed isn't storing the state in saves.
Oh also, I prefer the way the rocket launcher works in the mod:
[vid]http://s.gvid.me/uw/s/2014/28/bmsrocketbug.webm[/vid]
(I'm in a public mumble server in the video, it's not me talking)
[t]http://images.akamai.steamusercontent.com/ugc/36371230875034759/FC96CAFE28D1218A376D1B8F98F9CF0151399DE6/[/t]
So apparently you can get on the rocket the launches in dm_rocketfire. It then teleports you to a room with a RPG and Gluon Gun and a exit teleport.
[editline]hi[/editline]
Others doing it
[t]http://images.akamai.steamusercontent.com/ugc/36371230875048621/9DDB43064E2C3A9D78F2857D229F6E9CD253CE0A/[/t]
Just a question for you all, how alive is the multiplayer? It seems like alot of fun and id love to try to get in on the action.
[QUOTE=OfficerLamarr;47689980][t]http://images.akamai.steamusercontent.com/ugc/36371230875034759/FC96CAFE28D1218A376D1B8F98F9CF0151399DE6/[/t]
So apparently you can get on the rocket the launches in dm_rocketfire. It then teleports you to a room with a RPG and Gluon Gun and a exit teleport.
[editline]hi[/editline]
Others doing it
[t]http://images.akamai.steamusercontent.com/ugc/36371230875048621/9DDB43064E2C3A9D78F2857D229F6E9CD253CE0A/[/t][/QUOTE]
I remember a similar map to this on Rocket Crowbar.
[QUOTE=LoLWaT?;47687134]Based on how some people have been addressing FamGuy here, people do know he's a newer member if not one of the most recent people to be brought on, right?
I think the Team Member wiki page on their site might actually be really outdated.[/QUOTE]
Far from the newest. I've been on the team for 2 years now, and I am our community manager, after all. The team members page is also up to date. Everyone on there is a team member, though not all are active (around half).
[QUOTE=OfficerLamarr;47689980]
So apparently you can get on the rocket the launches in dm_rocketfire. It then teleports you to a room with a RPG and Gluon Gun and a exit teleport.[/QUOTE]
Fun story about that. I was testing the first iteration of the map with Lucas (programmer who made the port), and I got on the rocket while mucking around. He then came up with the idea to put a teleporter there, and asked me to map it for him. So I did.
We got these 2 videos out of our initial testing sessions for it, which inspired the idea:
[url]http://youtu.be/1NnBq0w2bmI[/url]
[url]http://youtu.be/ReH-I7xJrgA[/url]
Final, I think
[t]https://dl.dropboxusercontent.com/u/102054761/Gun%20Nut.png[/t]
May change some shit like I always do, but at the moment I'm happy with it
I love it.
[QUOTE=Old Hermit;47690396]Final, I think
[t]https://dl.dropboxusercontent.com/u/102054761/Gun%20Nut.png[/t]
May change some shit like I always do, but at the moment I'm happy with it[/QUOTE]
I'd happily pay $5 for this skin.
[QUOTE=jazzpunk;47692458][url]http://forums.blackmesasource.com/index.php/Thread/28041-Introducing-The-Test-Chamber-The-Black-Mesa-Livestream-Show/[/url][/QUOTE]
That is great idea
[QUOTE=Tuskin;47692486]That is great idea[/QUOTE]
Thanks.
Besides launch, this is something that I'm TOTALLY excited to do.
This might've been asked before, but have you guys been able to keep in touch with the old devs and compensate them accordingly given the paid state of the mod now? I was surprised to find out that guys like Raminator ended up leaving the team.
[QUOTE=AtomicWaffle;47693653]This might've been asked before, but have you guys been able to keep in touch with the old devs and compensate them accordingly given the paid state of the mod now? I was surprised to find out that guys like Raminator ended up leaving the team.[/QUOTE]
I don't think they did. That's why it took them so long to release on steam; they had to make sure they replaced all the content made by team members who left. Otherwise this would be a huge issue.
[QUOTE=Xubs;47692872]This is the most minor thing in the world, but, in the Steam version of Black Mesa the soda cans that fall out of the vending machines when you hit them all fall into the same place and it looks awkward. This is most likely because in the original Black Mesa mod version, the cans had collision, which would push each subsequent can out at a different distance when they collided with each other on exit, in a manner that mimicked the look of HL1's vending machines. But in the Steam version, in order to prevent the player from slipping and sliding over all of the cans by stepping on them at full health, they don't collide with the player (or each other) and this makes them all fall on the exact same location.
This is of course a very low priority issue but assuming all of the cans can be changed with a single flick of a value, you could probably fix this just by making the cans collide with each other but not the player. Or, alternatively, make the vending machines shoot each can out at a randomized distance and angle. Seems like a trivial fix to make in a subsequent update.[/QUOTE]
source has bunches of collision groups
there is at least one for self-colliding debris
[QUOTE=richard9311;47693770]I don't think they did. That's why it took them so long to release on steam; they had to make sure they replaced all the content made by team members who left. Otherwise this would be a huge issue.[/QUOTE]
That doesn't seem likely considering Blast Pit & Power Up were Ram's babies, and don't seem to have been changed significantly. Though I imagine it'd be different dev to dev.
[QUOTE=AtomicWaffle;47693869]That doesn't seem likely considering Blast Pit & Power Up were Ram's babies, and don't seem to have been changed significantly. Though I imagine it'd be different dev to dev.[/QUOTE]
It's not like Ram can claim copyright on those levels though. The majority of the level design is borrowed from the original game, so if they'd be paying anybody, it'd be the Valve employee that made them originally.
Ehh I mean kinda. It just would seem kind of shitty to take someone's work and not compensate them for it in any way once the mod actually makes money. Beyond that with the constant lines on the devs doing this on their own time, it would seem a bit backwards to punish someone if they left the team because they couldn't spare any more of it.
[QUOTE=Xubs;47692872]This is the most minor thing in the world, but, in the Steam version of Black Mesa the soda cans that fall out of the vending machines when you hit them all fall into the same place and it looks awkward. This is most likely because in the original Black Mesa mod version, the cans had collision, which would push each subsequent can out at a different distance when they collided with each other on exit, in a manner that mimicked the look of HL1's vending machines. But in the Steam version, in order to prevent the player from slipping and sliding over all of the cans by stepping on them at full health, they don't collide with the player (or each other) and this makes them all fall on the exact same location.
This is of course a very low priority issue but assuming all of the cans can be changed with a single flick of a value, you could probably fix this just by making the cans collide with each other but not the player. Or, alternatively, make the vending machines shoot each can out at a randomized distance and angle. Seems like a trivial fix to make in a subsequent update.[/QUOTE]
Same with my comment on the Emergency Broadcast System thing, it's really minor but changing it to say "Emergency Alert System" would add a little more immersion to those that notice.
[t]https://dl.dropboxusercontent.com/u/102054761/Ammobox.png[/t]
Whoo I actually finished a thing
You can download it [URL="https://dl.dropboxusercontent.com/u/31115055/Black_Mesa/357_Ammo_OH.rar"]here[/URL]
[editline]9th May 2015[/editline]
Wait shit forgot to mention, it uses a new model, as well, and its texture is separate from the rest of the ammo packs
Also I'm just now testing it so lemme know if I fucked something up
Does anyone know the name of the particles used for the Teleports from the Teleportation Labs/Various deathmatch maps, or how I would find them? I want to use them in a map I'm making.
Sorry if I'm being dumb, but, someone can help me?
I tried to make a new hand texture and my .vpk not work.
How I install .vpk files in this new Black Mesa?
Edit: Forget it, is my mistake, wrong folder.
Is there a fix coming soon for the console spamming that's going on? (something to do with a flashlight?)
Seems to also make the game hitch on occasions.
Probably really late, but good news: the rape lines between the first two HECU soldiers in Questionable Ethics were completely cut out in favor [URL="https://drive.google.com/file/d/0B58itVjqfGhlUGZhRzNuOFRRVzQ/view?usp=sharing"]of these lines[/URL] instead.
Also, I just happened to find these two (possibly) never before heard soundfiles as well: [URL="https://drive.google.com/file/d/0B58itVjqfGhlZFNVaU9VcWVBOHM/view?usp=sharing"]breath1,[/URL] and [URL="https://drive.google.com/file/d/0B58itVjqfGhla0ROc2VGMk4tSEE/view?usp=sharing"]breath2.[/URL]
Also, if someone is scripted to die, being in the immediate area allows you to see their bodies fly into the air after they bleed out
Some things I found:
1. As I remember it was possible to pick up all headcrab corpses. Now it only possible with those, which shot off zombies. Same with HECU marines gibs. I think it's good to give more options for different situations. As example for disarming tripmines.
2. Apprehension chapter. The fridge. Freeman gets freeze damage, but HUD says he is in fire.
3. Office complex. Elevator shaft with stairs has no triggerhurt at bottom - I've survived the fall because had enough H.E.V. armor
4. Corpses trouble. Same as others have. The most obvious are marines and vortigaunts.
5. Apprehension chapter. Encountered 2 vortigaunts in stairways with barnacles. Vorts not sticking to barnacles' tongues, just passing through. Pls make them or sticking to tongues, or killing barnacles that not letting them through, or just pushing tongues away
6. Options menu. Keyboard settings>Advanced. The 'quick weapon switch' checkbox is unnessesary here, because it's not affecting anithing, only checkbox in 'Black Mesa Settings' does
7. It's possible to hit NPC's in head with props to skip conversations. Speedrun feature.
Oh god there's two ichthyosaurs at the dam now I wasn't ready for this shit.
I didn't even see the second one coming until it popped up in front of my face whilst I was zooming in on the first.
[QUOTE=Blueleaf;47694573]Oh god there's two ichthyosaurs at the dam now I wasn't ready for this shit.
I didn't even see the second one coming until it popped up in front of my face whilst I was zooming in on the first.[/QUOTE]
I shot the first one with the Tau Cannon.
If co-op does get put in either through official means or a mod, I hope they have a decent system for keeping you from just constantly respawning on hard parts to finish off the enemies that killed you.
A lives or checkpoint system like Halo would work, or even a health pool system like that Doom 3 coop mod used, where if you have full health picking up a medkit adds it to the pool, and a player can only respawn if there is 25 health in the pool.
Please tell me I'm not the only one having the issue with the spazzing ties. (And anyone know a fix?)
And here, have a comical video to demonstrate the issue.
[video=youtube;BG-oFWv-NdU]https://www.youtube.com/watch?v=BG-oFWv-NdU[/video]
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