Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
[QUOTE=Xubs;47694789]That looks like an issue with jigglebones. Set cl_jiggle_bone_framerate_cutoff to 0 in the console to disable them.[/QUOTE]
Worked perfectly, upped my FPS a bit as well it seems somehow Thanks!
[QUOTE=Xubs;47694815]If you're getting low FPS which it seems you are (that specific issue with jigglebones looks like it might be an issue of using an older graphics card, since some much older hardware can't handle jigglebones), you might want to set the Model Quality to Medium or Low if you haven't already. I believe Low also disables jigglebones.[/QUOTE]
It was a bit shaky, I had it medium and it worked fine, other than the ties, but multiplayer is nearly impossible. Somehow though, disabling the jigglebones even seems to help a lot in multiplayer, the FPS is still lower on gasworks (better still, I can play it now) but other maps work flawlessly. Altogether this seems to have been the final step in getting my FPS back where it usually is. I've tried numerous things today, odd considering all FPS in my other games work fine, especially in multiplayer.
[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 killed them with the crowbar. The fact is now more quick, and the absurb extra range it has, is faster than using the crossbow, and since they seem to flich when hurt, you aren't hurt.
Anyway to get Black Mesa Source content to work with Garry's Mod? I'm getting missing textures on all of BMS's props.
[editline]wellthisisaridicouloustie[/editline]
I forgot to include the .vmts! It's fixed now.
[QUOTE=AtomicWaffle;47693896]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]
I cannot legally talk about our internal business arrangements, but former team members are being compensated extremely fairly. We are not shitty people, and it wouldn't be legal to not pay them either.
[QUOTE=LoLWaT?;47694007]While they're at it they should use a different radio for it altogether if they already have another suitable model. I don't know if that rugged City 17 ham radio was used out of necessity or what but it wasn't even one of those exact reproductions, It was just straight up the Half-Life 2 model.
There's so much immersion breaking with BM over multiple areas if a list were posted of everything people had ever noticed or found it'd be considered spam.
And they definitely don't have the time to track all of that stuff. Most of it just comes down to taste anyways so they could say they're not really issues.[/QUOTE]
Kevin is making a new model for that radio. He was showing it off to us yesterday.
[QUOTE=NateDude;47694123]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.[/QUOTE]
It is a particle effect, with an overlaid trigger_teleport. The effect is called teleport_lambda_entrance (and teleport_lambda_exit if you want the green exit portal). We also attach an orange light to it, usually, and a humming sound, with the particle effect xen_portal playing at the exit destination.
[url]https://twitter.com/BlackMesaDevs/status/597165468621897730[/url]
so, in 9 hours I guess
[video=youtube;CJ5IDq4OMoM]http://www.youtube.com/watch?v=CJ5IDq4OMoM[/video]
So, this happened.
that elevator pushed me out of the map, it's way too buggy
[QUOTE=Vincentor;47695413][video=youtube;CJ5IDq4OMoM]http://www.youtube.com/watch?v=CJ5IDq4OMoM[/video]
So, this happened.[/QUOTE]
And then the scientist ragdoll slides away, brilliant.
Any reason why auto-aim is on by default? I think it was on by default in HL1, but frankly I would think most players would want it off.
[QUOTE=Mort Stroodle;47696112]Any reason why auto-aim is on by default?[/QUOTE]
It is? I didn't even notice.
Oh, I got a brilliant, but crazy, idea. No wonder I'm aquarius.
So, Black Mesa is a big overhaul of the original Half-Life. The whole series have brilliant storytelling, great shooter mechanics, immersive world. But the weakest element of series is the straight forward, linear level design (but this is well compensated with thinking elements). In addition, the first game had not really good graphics and engine.
So, thanks to BM devs, story, mechanics and fantastic design are preserved, graphics are totally enhanced, Source engine is realistic, but level design is still the same. As the big fan of Deus Ex now I can't imagine game not giving different options to complete one objective.
As example, imagine the rocket launch level (at the end of On a Rail) giving an option to infiltrate quietly into launch center. It would be a great satisfaction to reach launch button without being detected, even if it is difficult. Just imagine all those marines burn into rocket fire. Bloody-minded Freeman...
Or the end of Apprehension, where Gordon encounters Assassins. It would be great to have alternate path to ammo and health, some players will suffer trying to reach them through the crossfire of those bloody ladies if they don't have enough health and ammo.
[url]http://forums.blackmesasource.com/index.php/Thread/28045-Black-Mesa-2012-vs-Black-Mesa-2015-Image-Comparisons/?postID=608040#post608040[/url]
You know, I barely even noticed all the visual differences the new props provide before. A lot of those places I just assumed they looked the same across both versions but it seems they made a lot more environment models than i realized.
Also surprised to see BM has built-in AO
[QUOTE=Frosty Andy;47696278]Oh, I got a brilliant, but crazy, idea. No wonder I'm aquarius.
So, Black Mesa is a big overhaul of the original Half-Life. The whole series have brilliant storytelling, great shooter mechanics, immersive world. But the weakest element of series is the straight forward, linear level design (but this is well compensated with thinking elements). In addition, the first game had not really good graphics and engine.
So, thanks to BM devs, story, mechanics and fantastic design are preserved, graphics are totally enhanced, Source engine is realistic, but level design is still the same. As the big fan of Deus Ex now I can't imagine game not giving different options to complete one objective.
As example, imagine the rocket launch level (at the end of On a Rail) giving an option to infiltrate quietly into launch center. It would be a great satisfaction to reach launch button without being detected, even if it is difficult. Just imagine all those marines burn into rocket fire. Bloody-minded Freeman...
Or the end of Apprehension, where Gordon encounters Assassins. It would be great to have alternate path to ammo and health, some players will suffer trying to reach them through the crossfire of those bloody ladies if they don't have enough health and ammo.[/QUOTE]
Half Life isn't a stealth game
who in their right mind plays with mat_fullbright on?
[QUOTE=Coffee;47696635]Half Life isn't a stealth game[/QUOTE]
My message wasn't entirely about stealth. But about giving the player the choise. In most situations game pushes us into gunfight, doesn't matter, do you have enough ammo or health or not. You have to pass the certain way.
Also Freeman is a man of big mind. Shooting all the liveforms to survive is not an ultimate solution for him. It gets pointless especially when Freeman realises that government is going to weep out all the evidence about incident when it's not being able to contain it. Anyway monsters gonna die.
At least, "Bravery is not a function of firepower".
[QUOTE=Frosty Andy;47696278]
As example, imagine the rocket launch level (at the end of On a Rail) giving an option to infiltrate quietly into launch center. It would be a great satisfaction to reach launch button without being detected, even if it is difficult. Just imagine all those marines burn into rocket fire. Bloody-minded Freeman...
[/QUOTE]
Actually it's funny you mentioned this in particular because right at the outside area when you exit the door you can literally go around a different way and stealth past a few HECU to get a better position. This was in the mod version though, idk if it still works.
I was just playing On A Rail and the security guard hiding behind the box phased through the wall and disappeared in the middle of his speech.
[QUOTE=Frosty Andy;47696897]My message wasn't entirely about stealth. But about giving the player the choise. In most situations game pushes us into gunfight, doesn't matter, do you have enough ammo or health or not. You have to pass the certain way.
Also Freeman is a man of big mind. Shooting all the liveforms to survive is not an ultimate solution for him. It gets pointless especially when Freeman realises that government is going to weep out all the evidence about incident when it's not being able to contain it. Anyway monsters gonna die.
At least, "Bravery is not a function of firepower".[/QUOTE]
you might as well ask the team to have been developing their very own game
the aim is to recreate half life graphically, not to change the game
i'd rather keep it simple
two lives per player
if everyone dies all at the same time or all lives are gone you gotta start over someplace
[QUOTE=bitches;47697101]i'd rather keep it simple
two lives per player
if everyone dies all at the same time or all lives are gone you gotta start over someplace[/QUOTE]
You Only Live Twice style
[QUOTE=Jackald;47697094]I personally think the best system is to have to use a defibrillator to revive the person who has been killed. If they were gibbed or their body was irretrievable then tough luck[/QUOTE]
That would probably work, It could be a first person medkit like sven coop.
How would restarting the level work on maps where you travel back and fourth though, I guess it would just reset any enemies that were spawned in after you re-entered the level? (Or does BM/HL not have any instances where you revisit areas with additional enemies?)
[QUOTE=Bloodshot12;47694736]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.[/QUOTE]
That got me thinking, how hard it would be to remake Decay using BMS assets? By that I mean how much custom content and features does it have?
[QUOTE=Bloodshot12;47696570][url]http://forums.blackmesasource.com/index.php/Thread/28045-Black-Mesa-2012-vs-Black-Mesa-2015-Image-Comparisons/?postID=608040#post608040[/url]
You know, I barely even noticed all the visual differences the new props provide before. A lot of those places I just assumed they looked the same across both versions but it seems they made a lot more environment models than i realized.
Also surprised to see BM has built-in AO[/QUOTE]
I showed this user the glory of screenshot comparison
[url]http://screenshotcomparison.com/comparison/126244/picture:0[/url]
A lot better then those gifs he was using.
hello I got some feedback. brace for long boring post. Please don't take these the wrong way, I am very content with my purchase and hope to help issues get noticed.
1. Gameplay options aren't remembered. Gotta change every startup. Probably been reported already.
2. The new jumping height does not appear to be necessary. It makes actual duckjumps feel inneffective and does not appear to help whatsoever. It was alright in the mod.
3. I understand uni-directional sprinting is a good feature for multiplayer however it's really sluggish and annoying in singleplayer. Half-Life is an action game and having no fast strafing is somewhat frustrating and inconsistent.
4. "Sprinting" in water does not appear to function. It can in HL2. The fact that the weapon sprint animations try to play but are immediately cut off tells me there might be some unintended effect in there.
5. Some areas generally seem alot darker than in the mod. The flashlight also does not seem to shine very bright at all.
6. Scientist ties seem to ridiculously protrude outward. Probably been reported.
7. Kleiner looks incredibly buff now. Something doesn't feel right. Looked perfect in the mod.
8. Headcrabs seem to use some custom animation for running around? It looks silly. The crab looks jerky and twitchy. I'm sure HL2's default anims could do the job perfectly.
9. Zombie claw range is ridiculous. It's pretty much a replica of the intended multiplayer crowbar range, but in NPC form.
10. Zombie torsos seem to move at mach4. It looks silly compared to the actual animation.
11. An option to toggle decals on view models would be appreciated. I enjoy staring at the beautiful revolver and the low-res vomit in the way is silly.
12. I am happy to see alien slaves take slightly more time to charge up. Though I see they also have been made to randomly miss. That second nerf is over the board and renders them pathetic.
13. Houndeyes annoyingly attack too fast. I suggest they take some more time to charge up and have the damage increased to make up for it.
14. The bullsquid model still has eyeballs inside another eye texture. In addition, I feel the overall skin should bear a more dark yellow tone.
15. The magnum crosshair is not symetrical.
16. Hgrunts subtitles are kind of overdone. The player does not need to read "ouches!" and "shits!". In HL2, the metrocops are only subtitled during non-fights.
17. The overall gargantua model still feels too thin. The one in HL1 is much much bulkier. I understand we're too far in development for this but I'd still mention it.
18. The wounded barney in Power Up does not have his magnum unholstered. He just points air at you.
19. The tripmine hitbox is ridiculously tiny. The glock needs about a dozen shots at medium range in worst case scenarios.
20. The alien grunt, gargantua and ickthyosaur sounds are not impressive. In HL1 they are extremely memorable yet in BM they just sound like generic animal growling.
21. I would like to congratulate the team on the new approach toward human grunt voicing. It is top notch. All I would suggest now is some radio static maybe?
22. There should be a tentacle nearby the mine field in Surface Tension after the dam. Perhaps put it in the cave side area? Feels like a waste not seeing them anymore past blast pit.
23. The RPG laser is absolutely dreadful. I understand attempts have been made to make weapons function alot more similar to the HL1 guns, but there must be exceptions (like how the mp5 only has 30 rounds and 3 grenades). Right now it's extremely jerky, the rocket doesn't move fast enough to provide realtime feedback and worst of all you got to wait until the rocket goes wherever the heck it feels like before reloading. The laser guidance should just work like HL2's or the mod.
24. The apache's bullet rain is kind of badly designed. In HL1, the apache could only target opponents 180 degrees infront of it. The apache in BM pretty much forces you to take total cover until you get that three-second time window to fight back and that's IF there aren't rockets coming your face. The warm-up sound of the machine gun is also very too quiet. On a side-note, the chopper in HL2 had a similar bullet rain thing but it was perfectly coded to not exceed a specific ammount of damage per strike.
25. The sprint animation breaks the shotgun's shoot/cock/reload cycle. It makes everything unresponsive if all these actions are used in a small time lapse.
26. The crosshairs are generally ugly. I feel like they should have the same font, color tone and bloom from the main HUD. And less aliasing.
27. Ickthyosaurs have this annoying behavior where they just wander pointlessly around until they teleport to you and do a unmissable, auto-aim bite. It doesn't feel very dynamic at all.
28. Crossbow scope causes a bug where you see everything as if you were underwater. Already been reported above I believe.
29. Could it be possible to just set the default magnum/crossbow zoom sensitivity to the same as the suit zoom? I understand there's a slider but I have absolutely no idea what that value is?
30. Crossbow projectile seems to spawn on the right of the player. This makes it shoot into nearby walls even though your crosshair is out of the way. I don't know if it's intended but it's silly.
31. Why is my screen turning into those 3D red and blue glasses whenever I get shot?
32. What is chromatic abberation? How would I know that?
33. Gibs go really bad when the game is reloaded. They turn into full-sized ragdolls of the fallen enemy. Already reported though?
34. Grenade throwing is really bad. It has that "spawns from your right side" thing and the thrown distance is very short. I just instantly pick them up and toss them with HL2's prop throwing. It's 10x more effective.
35. Stachels should be re-pickable. Perhaps pressing the use key on them two times fast? Also, if you carry one in your hands on to a map loading, it vanishes.
36. Sometimes music is very quiet indoors and goes full volume when you reach a different area. The Surface Tension garg tune seems to be the only one doing this.
37. Tanks seem generally fucky. They just target invisible stuff or shoot fellow soldiers. The tank after the cliff side also didn't even reach its destination and got stuck in a wall. They seemed perfect in the mod.
38. The double shotgun fire sound should really be a sound of its own. Mixing two regular shooting sounds doesn't cut it. It sounds weak.
39. The "freeze!" barney in the SF cache with a ton of ammo doesn't play any of his gestures or anim sequences. Was fine in mod.
40. Music should dynamically decrease when NPCs are talking. This is how it works in HL2. The nuclear tripmine part with the fleeing barney is a good example for this.
41. The garg in SF does not interact with the two soldiers shooting the vent. Neither do they with the garg.
42. The airstrikes (especially the useable one in SF) seem to take alot more time in mid-flight before landing. It even desyncs with the weeee sound. Feels like something broke. Was fine in mod.
43. Ickthyosaurs are stunlockable with crowbar hits.
44. Preset human gibs in maps gush out blood for a few seconds everytime the map is loaded or the area rendered.
45. Few weapons are missing sprint / first pick-up animations. I suppose it's WIP though.
46. The blue light in the final lambda complex teleporter seems to get stuck around when the game is reloaded.
that is all. thank you dear people. great game.
chromatic abberation is your issue 31
[editline]10th May 2015[/editline]
I find the game really loud compared to others. For example, I use my TV Speakers, and for majority of my games and for watching TV I have my volume at '20' at default in game sound settings, but when I play BM, I need to lower it to '13-15' or it is just too loud.
Is the Garg at the end of Surface Tension fixed, or does it still stick to the water tower
[QUOTE=Megadave;47698357]Is the Garg at the end of Surface Tension fixed, or does it still stick to the water tower[/QUOTE]
I spent a full day overhauling that arena, it should be fixed. Unless people find a way to break it!
The Crowbar has a second 'unholster' animation where Gordon tosses it from his left hand to his right.
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