Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
[QUOTE=GoldenDargon;47717545]Concerned reference? :v:[/QUOTE]
[img]http://screencuisine.net/hlcomic/comics/concerned178.jpg[/img]
Can't believe it's almost ten years old.
[QUOTE=HyperBowser;47717559][img]http://screencuisine.net/hlcomic/comics/concerned178.jpg[/img]
Can't believe it's almost ten years old.[/QUOTE]
Male07 will always be Gordon Frohman to me, not John Freeman.
[QUOTE=Ziron;47717666]Male07 will always be Gordon Frohman to me, not John Freeman.[/QUOTE]
For me, citizen version is Frohman, rebel version is John Freeman.
I planned on remodeling the .357 box, but then someone made there own. Should I still do it anyway?
Is this random HL1 sound pack worth sharing on the workshop? I feel like there will be a lot of these small, quickly made packs without me
(weapon sounds are xalener's)
[video=youtube;7Yx7untJ-So]http://www.youtube.com/watch?v=7Yx7untJ-So[/video]
[QUOTE=halfer;47718344]Is this random HL1 sound pack worth sharing on the workshop? I feel like there will be a lot of these small, quickly made packs without me
[video=youtube;7Yx7untJ-So]http://www.youtube.com/watch?v=7Yx7untJ-So[/video][/QUOTE]
At the moment, iunno if it'd be big enough, but I definitely think you should keep at it. If it was a large pack, it'd be totally worth it.
[url=https://www.dropbox.com/s/uaf7yo8pgxozebq/retro_sound_pack%201.vpk?dl=0]You can use all my re-engineered HL1 weapon/item sounds for your retro pack if you like.[/url]
has anyone bothered making super high-poly worldmodels for bms?
[QUOTE=Falkok15;47718185]I planned on remodeling the .357 box, but then someone made there own. Should I still do it anyway?[/QUOTE]May as well. The version I made has inefficient UVs and some small flaws with how it all fits together. And variety is always nice.
Alright. I'll get back to work on it then.
EDIT:
-snip-
did not see the YT link on the prior page, carry on
Might get a lot of dumbs for this but I'm still not fine with the Bullsquid's eyes and their placement.
Seriously, it just looks uber-cartoonish uncanny, especially since their eyes are placed on top of their torso instead of on the sides right next to their tentacles and the fact that the eyes themselves, texture wise, were just copied and pasted from the Vort's. At the very least, give them back their [URL="http://cgjeff.com/bsquid/1.jpg"]original render's eye design[/URL] since it was perfectly fine as is. The fact that the whiteboard drawing of them still depicts them with their old eyes makes it even more contrasting and inconsistent.
If you guys had the time to give almost every single weapon, especially the Tau Cannon, completely new models and textures from scratch then there shouldn't be little problem fixing this.
[QUOTE=Ziron;47717666]Male07 will always be Gordon Frohman to me, not John Freeman.[/QUOTE]
He'll always be BoSchitt to me.
[QUOTE=HyperBowser;47717559][img]http://screencuisine.net/hlcomic/comics/concerned178.jpg[/img]
Can't believe it's almost ten years old.[/QUOTE]
Concerned is quite a classic, too bad the "shameless ripoff sequel" was discontinued after Frohman accidentally didn't throw the grenade.
Technically Frohman wouldn't have died at the end of the original, he only turned the cheat off, he would have stayed at 1 HP :v:
[QUOTE=BenjaminTennison;47720054]Concerned is quite a classic, too bad the "shameless ripoff sequel" was discontinued after Frohman accidentally didn't throw the grenade.[/QUOTE]
huh
what
show me
I'm gonna try and make a co-op map in the same vein as the old hl2dm co-op maps I grew up playing. Will it work? Probably not
[QUOTE=Xubs;47720846]The AI changes are great, I love the overhauls to the gameplay in the Steam version. And while it's way better, it still needs a little bit of work with attentiveness.
vid I made to demonstrate this:
[vid]http://a.pomf.se/sgixju.webm[/vid]
you can do stuff like this pretty regularly if you just get out of the way of their view cones. I think the AI should have a field around them where they will just know you are there regardless of if they can see or hear you or not, if you stand right behind them they should be able to know your presence. This isn't a stealth game, so, the AI should be more reactive.[/QUOTE]
payday 2 with 3 detection risk
Has the option to disable gibbing been removed entirely? I'm not a huge fan of gibbing in source games, the mod as I recall gave you the option to disable it. Anyone know a console command or something?
The crowbar animation feels strange. When I swing it's like my whole screen gits tilted by the use of it. Not even in a good way, it just feels wrong.
[IMG]http://images.akamai.steamusercontent.com/ugc/715289226024833220/162702F54E434569FA0254CF32946D9F108F0C4B/[/IMG]
I take it this is an old easter egg?
[QUOTE=Xubs;47721075]I'm fairly sure there is sound detection, it just doesn't respond to footsteps or the flashlight, only gunshots.[/QUOTE]
AI attentiveness is a big concern for us, it's high up on our list of SP things to look at next. Especially trying to eliminate the instances where the AI seems to forget they're fighting you!
We will be rolling out a balance update fairly shortly!
I'd like to ask now that the mod is on the p2 branch of source, does it still have the portalgun and the portal entities or have they been deleted?
[QUOTE=Lamarr;47722071]I'd like to ask now that the mod is on the p2 branch of source, does it still have the portalgun and the portal entities or have they been deleted?[/QUOTE]
We're not on the P2 branch of Source, but we do have quite a few P2 features.
[QUOTE=Xubs;47722078]Does anyone else notice a 3-frame stutter when an explosion happens? It feels server-side, it happens regardless of whether I can see it or not.[/QUOTE]
Yes, that's the explosion dlight. Dlights currently are what kill performance and cause the stuttering; our engine handles them far worse than we'd realised (Source in general, really). We think what's happening is that muzzle/explosive Dlights attempt to update the entire map's lightmaps instead of just the area they're affecting, which looks like it might be a bug which affects the entire Source engine, and is present in every Valve game too.
For the next patch we're disabling the muzzle/explosive dlights, which should fix stuttering and performance issues. Luckily, the dlights for muzzles/explosions didn't even look that good, so you won't be missing much.
the hecu couldn't move and shoot at the same time
[video=youtube;BIWyf_6M6cY]http://www.youtube.com/watch?v=BIWyf_6M6cY[/video]
sorry if this is old, but i think i've found a bug
[QUOTE=Hollocaust;47722582]sorry if this is old, but i think i've found a bug[/QUOTE]
This is old.
And it is also fixed and will be solved with the upcoming patch!
Being poor is tough. I will be keeping some money for this. The dev team deserves it
I kinda miss the drawn out screen tilt damage gave you in HL1. It was really sudden and took a bit to return your view to normal, and I feel like that [I]really[/I] made it feel like things like zombie swipes, itchys, and other powerful attacks hurt like hell.
It probably won't but I'd love to see it return to BM.
[QUOTE=Hollocaust;47722582][video=youtube;BIWyf_6M6cY]http://www.youtube.com/watch?v=BIWyf_6M6cY[/video]
sorry if this is old, but i think i've found a bug[/QUOTE]
I wonder if is related with the bug that makes rotate your flashlight. It happens overall on smaller places like vent ducts. You move on horizontal to turn right-left, and the flashlight keeps flashing that direction.
Sorry, you need to Log In to post a reply to this thread.