• Black Mesa Source V5 - "They're still working on Xen?"
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[QUOTE=Old Hermit;47842834]Surprised that no one posted this yet: [t]http://embed.gyazo.com/f8b9528ad7ba1d2d731eb328ced72e58.png[/t] [t]http://embed.gyazo.com/27bd933fa5b94090723574ca9c7352e5.gif[/t] Shots from the [URL="http://forums.blackmesasource.com/index.php/Thread/28212-Black-Mesa-Deathmatch-XEN-map-W-I-P-IMG/"]Xen DM map thread[/URL] on the black mesa forums [sp]Reminder: not actually official content[/sp][/QUOTE] Reminds me of this [img_thumb]http://www.ikea.com/us/en/images/products/kvart-work-lamp-black__0093813_PE231404_S4.JPG[/img_thumb]
[QUOTE=uzikus;47844261]Reminds me of this [img_thumb]http://www.ikea.com/us/en/images/products/kvart-work-lamp-black__0093813_PE231404_S4.JPG[/img_thumb][/QUOTE] [video=youtube;VTjjXQLWe6E]https://www.youtube.com/watch?v=VTjjXQLWe6E[/video]
Someone needs to take the Xenian tentacle lamp thing and do a pixar intro parody with it
[QUOTE=RenaFox;47844711]Someone needs to take the Xenian tentacle lamp thing and do a pixar intro parody with it[/QUOTE] Was gonna do it myself actually, I just need to get a hold of that model
Any word on an OS X build?
Just finished the last chapter, hope Xen is going well! :dance:
[QUOTE=Old Hermit;47842834] [t]http://embed.gyazo.com/f8b9528ad7ba1d2d731eb328ced72e58.png[/t] [t]http://embed.gyazo.com/27bd933fa5b94090723574ca9c7352e5.gif[/t] It looks too good to be fan made. Am I right?
"It looks too good to be fan made." You realize Black mesa itself is Fan made? :v:
[QUOTE=jackfu;47845949]It looks too good to be fan made. Am I right?[/QUOTE] how did you manage to break the quote
I was really bothered by the fact VOX disappeared from an entire chapter, so I went searching the game files for any lines I could use to add in. For some reason, there are actually sound files already made for Office Complex, saying stuff like "Electric shock hazard detected in Administration office (the flooded room that's electrified)" and "Security Officer reports men down in Sector D, medical assistance required. (is that referencing the security guard who's looting his dead buddy's corpse that you meet later on?)" However, the scripts determining what lines the VOX system can say don't have these lines in them, and there isn't a seperate script for Office Complex dialogue like the others (announcements_oar, announcements_am, announcements_blastpit, etc.) So I re-added them into the scripts, and made an announcements_oc file based off of the other ones, yet for some reason they still don't play. This leads me to believe that the VOX was never meant to be in Office Complex and isn't scripted to play, which is odd considering they have the lines recorded and everything. Which leads me to this question: does anyone have the decompiled vmfs of the Office Complex maps in the Steam release? For some reason my bsp decompiler keeps throwing up errors, even though it has a Black Mesa setting and I have everything properly configured. I'd like to add in the unused lines. [B]Edit:[/B] I made a test map for the unused VOX dialogue. They even have subtitles! [B]Edit:[/B] Okay nevermind only a few have subtitles. [B]Edit:[/B] I added some dancing HECU to the test map :V: [t]http://images.akamai.steamusercontent.com/ugc/27365724736235742/4845A25A35835A5409D3AFAFC8C70C4A4F087F56/[/t] [t]http://images.akamai.steamusercontent.com/ugc/27365724736227091/92E92275460615F11DFDDE724B6740B53B9B8480/[/t] [t]http://images.akamai.steamusercontent.com/ugc/27365724736230225/4E83017B22919908D9CE049F44BA5CA996F719E5/[/t]
You're three weeks late. [QUOTE=Kaleidescoop;47678882]Could someone mod back in the VOX sounds for Office Complex? I'd do so, but my computer can't handle compiling large maps. If anyone wants to do this, first go into scripts/game_sounds_announcement and add these lines right before the "C1A3 WGH" header: [sp]//---------------------------------------------------------------------------- //c1a2 OC //---------------------------------------------------------------------------- "C1A2_00" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_00.wav" } "C1A2_01" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_01.wav" } "C1A2_02" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_02.wav" } "C1A2_03" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_03.wav" } "C1A2_04" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_04.wav" } "C1A2_05" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_05.wav" } "C1A2_06" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_06.wav" } "C1A2_07" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_07.wav" } "C1A2_08" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_08.wav" } "C1A2_09" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_09.wav" } "C1A2_10" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_10.wav" } "C1A2_11" { "channel" "CHAN_STREAM" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_130dB" "attenuation" "1" "wave" "vox_overhead/C1A2_11.wav" } [/sp] That makes it so that the in-game VOX can use those lines. Then, go into scripts/talker and make a new .txt file and title it [B]announcements_oc[/B]. Paste these lines into the text file: [sp]criterion IsAnnouncement "concept" "announcement" required //======================================================== //OC //======================================================== response "announce_oc" { //sequential // norepeat speak "C1A2_00" speak "C1A2_01" speak "C1A2_02" speak "C1A2_03" speak "C1A2_04" speak "C1A2_05" speak "C1A2_06" speak "C1A2_07" speak "C1A2_08" speak "C1A2_09" speak "C1A2_10" speak "C1A2_11" } rule "announce_oc" { criteria IsAnnouncement response announce_oc } [/sp] Then decompile the Office Complex maps, find/create an env_speaker. Uncheck [B]Start Silent[/B] if it is checked, name it [B]annoucement_speaker[/B], set Min Delay Between Announcements to [B]15[/B] and Max Delay Between Announcements to [B]135[/B], set Context Rule Script to the name of the script that you just made aka [B]scripts/talker/announcements_oc.txt[/B], and set Concept Name to [B]announcement[/B]. Compile the map, and it will work, as I tested it out on a small test map. The announcement sound comes from the env_speaker, so you might want to place it where there are actual speaker props. To test if you've set it up correctly, run this map: [url]https://www.sendspace.com/file/v9voaa[/url] This is the small test map which uses the new announcement_oc.txt file.[/QUOTE]
[video=youtube;Akb3zCnRz7s]https://www.youtube.com/watch?v=Akb3zCnRz7s[/video] The result of copious amounts of boredom and barrels in the earlier chapters of the game
[QUOTE=SuperEmoBros;47844785]Was gonna do it myself actually, I just need to get a hold of that model[/QUOTE] Be careful with what do you wish, it may become true! [url]https://mega.co.nz/#!IdZz2J6T!5gdoc5cOS-fRsMuS725YknbvICN6YDozY-7RGMdBRow[/url] Hello FP community!
thats really nice! mind if I use it in my map?
[QUOTE=WhyNott;47853540]thats really nice! mind if I use it in my map?[/QUOTE] Go ahead :smile:
Has anybody noticed that the SPAS-12 has a folding stock on its world model, and yet, it lacks one on the view model?
[QUOTE=jackfu;47854325]Has anybody noticed that the SPAS-12 has a folding stock on its world model, and yet, it lacks one on the view model?[/QUOTE] It's never easy trying to keep consistency between world- and viewmodels, but when you have so-called "c_models" (per Team Fortress 2, [B]combination models[/B]), that is eliminated when the model can also use LOD when it's a physics object.
Well you could use the same model for both world and view models :v:
[QUOTE=Carva;47853960]Go ahead :smile:[/QUOTE] thankyou I'm to stupid to figure out how to set up the jigglebones like you did, but I rigged it to the HL:S xen light's skeleton instead and it looks nice [vid]http://webm.host/23cb5/vid.webm[/vid]
[QUOTE=WhyNott;47855269]thankyou I'm to stupid to figure out how to set up the jigglebones like you did, but I rigged it to the HL:S xen light's skeleton instead and it looks nice [vid]http://webm.host/23cb5/vid.webm[/vid][/QUOTE] It's not jigglebones, only normal boned animation. I'm now working on 5 more animations that randomly plays in every model. I noticed that looked too monotonus ingame. I will probably upload final model for everyone wants to use it. If you have some feedback for it, you are still in time!! PS: It's just me or the multiplayer was too empty in the last days?
I hope the developers add in a commentary mode like the other valve games and Half-Life 2: Update. I really want to hear their input for certain levels, their stories on past iterations, why X part of a level is changed b/c of X, character and voice acting backstories and past iterations of that. It would be intriguing to hear their perspective and design choices for everything in the game. additionally it would also be nice if the devs could re add viewmodel_fov. I played a lot of tf2 with high viewmodel fovs because the weapons felt like they were scrunched up against my face in the default 54 value
[QUOTE=Falkok15;47855027]Well you could use the same model for both world and view models :v:[/QUOTE] Sometimes I wish Valve'd follow the formula of using c_models just about everywhere, rather than going for two seperate models in the other games besides TF2… [QUOTE=sourcegamer101;47856786]I hope the developers add in a commentary mode like the other valve games and Half-Life 2: Update. I really want to hear their input for certain levels, their stories on past iterations, why X part of a level is changed b/c of X, character and voice acting backstories and past iterations of that. It would be intriguing to hear their perspective and design choices for everything in the game. additionally it would also be nice if the devs could re add viewmodel_fov. I played a lot of tf2 with high viewmodel fovs because the weapons felt like they were scrunched up against my face in the default 54 value[/QUOTE] Totally rocking decision if you ask me, but they also need to try rolling back the difficulty to using skill.cfg files rather than scaling the damage done by console commands. [B]viewmodel_fov -1[/B] *is* quite strange in addition to manually setting the FOVs in the weapons, it just doesn't work out.… In addition, I might play Black Mesa again when it goes SDK 2013 because I really hated the lag from Engine 14 (the outdated EP2 one) when I fought the HECU, it was part of the reason I lose to them.
[QUOTE=BenjaminTennison;47858949] Totally rocking decision if you ask me, but they also need to try rolling back the difficulty to using skill.cfg files rather than scaling the damage done by console commands. [B]viewmodel_fov -1[/B] *is* quite strange in addition to manually setting the FOVs in the weapons, it just doesn't work out.… In addition, I might play Black Mesa again when it goes SDK 2013 because I really hated the lag from Engine 14 (the outdated EP2 one) when I fought the HECU, it was part of the reason I lose to them.[/QUOTE] I'm pretty sure they use a modified version of the Portal branch.
[QUOTE=OfficerLamarr;47859382]I'm pretty sure they use a modified version of the Portal branch.[/QUOTE] Okay, but how did they re-activate the fall damage then? If anything, later Source games that can use multiplayer [I]and[/I] singleplayer should be somewhat open source with many console commands unlocked like those hidden in Left 4 Dead without Sourcemod or Metamod.
[QUOTE=BenjaminTennison;47859919]Okay, but how did they re-activate the fall damage then? If anything, later Source games that can use multiplayer [I]and[/I] singleplayer should be somewhat open source with many console commands unlocked like those hidden in Left 4 Dead without Sourcemod or Metamod.[/QUOTE] We haven't deliberately hidden any console commands or anything like that, to my knowledge. This is a constant source of frustration to me when trying to explain to the competitive community why bunny hopping doesn't work. We haven't taken anything out from the engines or hidden it from you guys, it's just how the engine works or is set by default. That shit is complicated, especially for a team which has only 4 (FOUR!) programmers. Our engine is TF2 with a bunch of changes from other Source engines merged in. And a bunch more to come, as well as some of our own enhancements and improvements (graphical/stability/optimisation, etc). We want our engine to eventually be the best Source 1 engine. [QUOTE=BenjaminTennison;47858949] Totally rocking decision if you ask me, but they also need to try rolling back the difficulty to using skill.cfg files rather than scaling the damage done by console commands.[/QUOTE] ...what? We still use skill.cfg the exact same as before. The only difference in the Steam release is that weapon values are in .dmx, for optimisation reasons, and for multiplayer. But you can still tweak them with your own values for SP. [QUOTE=sourcegamer101;47856786]I hope the developers add in a commentary mode like the other valve games and Half-Life 2: Update. I really want to hear their input for certain levels, their stories on past iterations, why X part of a level is changed b/c of X, character and voice acting backstories and past iterations of that. It would be intriguing to hear their perspective and design choices for everything in the game.[/QUOTE] We would really like to do this (a lot of the level designers could talk for [B]years[/B], I'm looking at you, Chris Horn!), but it's a crapload of work, especially to make it good quality (which is obviously what we'd want). We really can't think about it till a lot later down the road, and I don't think we'd ever get to it, honestly.
[QUOTE=usaokay;47860062]This guy got bored while playing a video game. I think the devs ought to do something about this. Add more barrels.[/QUOTE] That one grenade jump could be a good speedrun tactic. Though I'm sure the same could be done using physics glitches.
IMO Barnacles should kill player with a single bite like they do in HL1, makes them more of an actual threat rather than a mild annoyance. Of course, crowbar should kill them in one hit to compensate.
[QUOTE=Nicknine;47860131]IMO Barnacles should kill player with a single bite like they do in HL1, makes them more of an actual threat rather than a mild annoyance. Of course, crowbar should kill them in one hit to compensate.[/QUOTE] Barnacles don't kill in one bite in HL1 though.
[QUOTE=Nicknine;47860131]IMO Barnacles should kill player with a single bite like they do in HL1, makes them more of an actual threat rather than a mild annoyance. Of course, crowbar should kill them in one hit to compensate.[/QUOTE] I feel as though this would be a fun mechanic on the higher difficulties -- but only for people who are really looking for a challenge. Either that, or a ridiculous amount of damage per bite. Still, mandating a one-bite-kill out of nowhere would drastically change and harden the gameplay and pacing of earlier levels where they're all over the place and near to the floor.
[QUOTE=TextFAMGUY1;47860049]We haven't deliberately hidden any console commands or anything like that, to my knowledge. This is a constant source of frustration to me when trying to explain to the competitive community why bunny hopping doesn't work. We haven't taken anything out from the engines or hidden it from you guys, it's just how the engine works or is set by default. That shit is complicated, especially for a team which has only 4 (FOUR!) programmers. Our engine is TF2 with a bunch of changes from other Source engines merged in. And a bunch more to come, as well as some of our own enhancements and improvements (graphical/stability/optimisation, etc). We want our engine to eventually be the best Source 1 engine. ...what? We still use skill.cfg the exact same as before. The only difference in the Steam release is that weapon values are in .dmx, for optimisation reasons, and for multiplayer. But you can still tweak them with your own values for SP.[/QUOTE] Too bad I had never actually taken the time to look at the credits when I played last, but even if you are a limited bunch that's worthy an achievement. The problem a lot of people have with Black Mesa however, is that the HECU can seemingly chew away great amounts of health with few problems in addition to having somewhat uncanny reaction time to a player's presence, I sometimes feel as though their shots are more fatal than the bullets themselves. There was this one guy complaining about how the soldiers always ran towards the other ladder if they went for that one instead of the current one, as though the AI could sense a player's movement… the feeling of guaranteed penis in one's own ass is all bad. My experience is in the area where scientists have to be escorted to open the front door, but there's a HECU man looking down from the roof. In addition, you remember DSPgaming? He had loads of trouble trying to remember duckjumping, was he the reason you added auto-crouchjumping? He could've used the Hazard Course in the first place so he could practice the move.
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