• Black Mesa Source V5 - "They're still working on Xen?"
    5,007 replies, posted
[QUOTE=Cows Rule;41700772]I wonder if they also move up to the ASW engine.[/QUOTE] ASW? They would probably move to 2013 if anything
[QUOTE=Bloodshot12;41700176]God I want to see what their Xen looks like so badly.[/QUOTE] This. And the Nihilanth and the Gonarch.
Honestly, I am [I]hoping[/I], although a one in a million chance, that the reason they have an NDA with valve is because they are helping them port BM to a newer branch of the source engine to avoid the limit breaking issues the mod had, and fixing up other things like the HECU AI, the bullshit cheap helicopter, and other issues. I know it's complete bullshit, but I feel like having an NDA with valve just because they are going on greenlight wouldn't make much sense.
[QUOTE=Bloodshot12;41704231]Honestly, I am [I]hoping[/I], although a one in a million chance, that the reason they have an NDA with valve is because they are helping them port BM to a newer branch of the source engine to avoid the limit breaking issues the mod had, and fixing up other things like the HECU AI, the bullshit cheap helicopter, and other issues. I know it's complete bullshit, but I feel like having an NDA with valve just because they are going on greenlight wouldn't make much sense.[/QUOTE] Honestly I think it's just because they're really in love with the "When it's done" mentality. Now they're stuck with it, no questions asked.
Has this been posted already? [url]http://forums.blackmesasource.com/showpost.php?p=553428&postcount=248[/url]
[QUOTE]We've ported the game to Source SDK 2013[/QUOTE] why
[QUOTE=VintageCat;41743949]why[/QUOTE] Well some of that dynamic lighting from the later games wouldn't hurt
[QUOTE=VintageCat;41743949]why[/QUOTE] It means Sixense support, Occulus Rift support, Mac OS X and Linux support. Sounds like a good deal.
Source SDK Base 2013 is faster and more stable.
[QUOTE=Mr. Someguy;41511825]Strange, I've had that issue too. I placed the model in the game folder appropriately, but it does not show up in-game or in model viewer, although skins and animations are all there. I thought it was just a problem with my computer, since I've been having a lot of weird issues with it lately. Hexed models still work with the skin though, just no nametag. You could use that as a temporary solution. [img]http://puu.sh/3yrNx[/img][/QUOTE] The bumpmaps are inverted for this man's legs. [editline]7th August 2013[/editline] Open it in Photoshop or something, go to 'channels', and go to the red and green channels and invert them
[QUOTE=A big fat ass;41751840]The bumpmaps are inverted for this man's legs. [editline]7th August 2013[/editline] Open it in Photoshop or something, go to 'channels', and go to the red and green channels and invert them[/QUOTE] Informative, but I didn't make it, nor do I have Photoshop (just paint.net). PM Impetuous about it.
[QUOTE=VintageCat;41743949]why[/QUOTE] The game for the most part is already out, so we aren't missing much. They're just improving what's already there.
[QUOTE=Mr. Someguy;41700118]Yeah they went through development hell and got stuck going through a shitload of iterations on things. OAR is a good example, they started with an ugly as fuck [url=http://wiki.blackmesasource.com/images//c/c0/06-mr1_c2a1-3.jpg]remake of the HL version[/url], then probably a bunch of other iterations we likely never saw. The [url=http://wiki.blackmesasource.com/images//4/4d/Bm_c2a2a0016.jpg]next version[/url] we saw much different, actually lit, rails instead of monorail. After that there [url=http://wiki.blackmesasource.com/images//6/6c/Oar1.jpg]was a version[/url] similar but with small updates, mostly the same. Then somewhere after that, they made another major choice, to cut out [I]huge[/I] sections of the chapter because they didn't like OAR. After that, what we have in Retail is largely the same, although with a different lighting scheme (orange instead of white) and with probably 90% of the previous work put into it being cut.[/QUOTE] Good god that second version is even uglier than the first.
[QUOTE=halfer;41744072]Well some of that dynamic lighting from the later games wouldn't hurt[/QUOTE] Source SDK 2013 is Source 2009, with the VR support and some other little tweaks and additions. You wouldn't recognize the difference though, it's still the old 2009, well bscly 2007 version of Source engine. So don't expect dynamic lights I guess.
[QUOTE=VintageCat;41743949]why[/QUOTE] osx and linux support
[QUOTE=Black Mesa Wiki]The 2009 SDK - or newer - is not being used because of a lack of custom shader support, among other reasons. [URL="http://forums.blackmesasource.com/showpost.php?p=326756&postcount=11957"][4][/URL][/QUOTE] Guess they changed their minds?
So does 2013 have higher limits?
[QUOTE=chipsnapper2;41761449]Guess they changed their minds?[/QUOTE] The post linked there is over 2 years old. [QUOTE=Bloodshot12;41761667]So does 2013 have higher limits?[/QUOTE] No.
It's a shame developers have to choose between the Alien Swarm SDK or Source 2013 SDK since the Alien Swarm engine has much higher limits but is too closed down to be as useful, for example no Linux or Mac support.
[video=youtube;npE_DUD3EgY]http://www.youtube.com/watch?v=npE_DUD3EgY[/video]
dat diffuse specular highlight on the screw nearest the camera not good [editline]9th August 2013[/editline] the animations are really nice though
Wow, installing that weapon animation mod was a bad idea. The models are obnoxiously huge, they have no reloading sounds (not sure if this is a problem on my end), and whoever made the weapon sounds clearly has no idea what audio mixing is, because they're all stupidly loud. I would like to keep the new crowbar animations though, because they are way, way better.
[QUOTE=Whatsinaname;41797077]Wow, installing that weapon animation mod was a bad idea. The models are obnoxiously huge, they have no reloading sounds (not sure if this is a problem on my end), and whoever made the weapon sounds clearly has no idea what audio mixing is, because they're all stupidly loud. I would like to keep the new crowbar animations though, because they are way, way better.[/QUOTE] Go into the weapon script files and edit their FOV, or use the viewmodel FOV command in the console. As for the reloading sounds you must have missed adding a line in "game_sounds_manifest.txt" make sure all of these are at the bottom of the file [quote]"preload_file" "scripts/sound_weapon_Gluon.txt" "preload_file" "scripts/sound_weapon_Satchel.txt" "preload_file" "scripts/sound_weapon_Gauss.txt" "preload_file" "scripts/sound_weapon_Grenade.txt" "preload_file" "scripts/sound_weapon_RPG.txt" "preload_file" "scripts/sound_weapon_Crowbar.txt" "preload_file" "scripts/sound_weapon_Crossbow.txt" "preload_file" "scripts/sound_weapon_SW29.txt" "preload_file" "scripts/sound_weapon_glock.txt" "preload_file" "scripts/sound_weapon_M4.txt" "preload_file" "scripts/sound_weapon_spas12.txt"[/quote]
[QUOTE=Tuskin;41797350]Go into the weapon script files and edit their FOV, or use the viewmodel FOV command in the console. As for the reloading sounds you must have missed adding a line in "game_sounds_manifest.txt" make sure all of these are at the bottom of the file[/QUOTE] Awesome, thanks. I don't suppose there's anything I can do to make the guns quieter? Because they're still just jarringly loud. Actually, come to think of it, the only ones that really bother me are the glock and the M4. The M4 is obnoxious because it's an automatic, and therefore drowns out everything, and the glock is a total peashooter, so making it that loud makes no sense.
[QUOTE=Whatsinaname;41799316]the glock is a total peashooter, so making it that loud makes no sense.[/QUOTE] [url=http://www.youtube.com/watch?feature=player_detailpage&v=mKFSN8Z9RnI&t=200]Because guns are actually really loud yo[/url]
[QUOTE=Lexic;41801409][url=http://www.youtube.com/watch?feature=player_detailpage&v=mKFSN8Z9RnI&t=200]Because guns are actually really loud yo[/url][/QUOTE] But that doesn't matter at all. This is a game. Games are not like real life. There's a reason developers generally don't make guns that loud. It's because it's extremely obnoxious because you're going to be using them all the time, and you don't want half the game to just sound like CRACK CRACK POW POW RATATATATATATAT with all other sounds totally drowned out. Sure, they should be decently loud to feel powerful, but this is kind of overboard.
I still think it was lazy not to include everything required to make the mod function properly. You shouldn't have to manually go fix a bunch of things that a mod broke because the creator won't fix it themselves. And the arbitrary FOV change was kind of obnoxious, at least give us a choice. Not everyone has your FOV preferences.
[QUOTE=Mr. Someguy;41801696]I still think it was lazy not to include everything required to make the mod function properly. You shouldn't have to manually go fix a bunch of things that a mod broke because the creator won't fix it themselves. And the arbitrary FOV change was kind of obnoxious, at least give us a choice. Not everyone has your FOV preferences.[/QUOTE] [t]http://cloud-4.steampowered.com/ugc/597010849692790252/094B9527300A4EEEC49F1F8D8061C470EBBDE7AC/[/t] What are you talking about? The FOV is great! :v:
Wait, where was the animation mod posted? I didn't see a link anywhere? (Sorry for the stupidity)
[QUOTE=Mr. Someguy;41801696]I still think it was lazy not to include everything required to make the mod function properly. You shouldn't have to manually go fix a bunch of things that a mod broke because the creator won't fix it themselves. And the arbitrary FOV change was kind of obnoxious, at least give us a choice. Not everyone has your FOV preferences.[/QUOTE] When people talk about the FOV on YT he's just like "Sorry, I like it this way"
Sorry, you need to Log In to post a reply to this thread.