• Black Mesa Source V5 - "They're still working on Xen?"
    5,007 replies, posted
[QUOTE][IMG]http://cloud-2.steampowered.com/ugc/595884953813197951/41D6702D15751D80C0924920898A7CF58C03078E/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/595884953813194966/3D7BE57C938E5FE35E218721355E273E3F135A30/[/IMG][/QUOTE] The marines never stopped spawning. My pinky is sore from quicksaving so much.
That's not ST Uncut, that's the level before ST Uncut.
Fixed.
[QUOTE=kaine123;41806654]The marines never stopped spawning. My pinky is sore from quicksaving so much.[/QUOTE] I was in that same situation once. I had to huddle up in a corner down that ramp and blind-fire my hornet gun out at them until I was able to get an opening
I just shot down the Osprey with my Rocket Launcher, never used it between arming at the weapon cache and there.
Hey guys, I've nearly finished the OaR Uncut beta! It's almost ready to release, and it's all looking a lot better than the alpha. I'm having 2 pretty annoying problems with decompiled models though which is holding me back from releasing the beta, if anyone could help me solve them I'd appreciate it tremendously. I'm no modeller and I only know very basic stuff about editing .qc files, so my apologies if the problem has an extremely obvious solution. Firstly - I've decompiled c1a1c_crate.mdl, and shrunk it down by a factor of 0.75, using $scale in the .qc. This shrunken model was already present in the Alpha. While the shrinking worked fine, the collision model is rotated 90 degrees from the center, giving it wrong collision. This means you can walk through the sides of the crate which looks pretty stupid. This bug was actually present in the Alpha as well. I've tried a number of things and nothing seems to fix it properly. The current workaround (which I may have to stick with if nobody can help) is that I simply made the model's .smd into the collision model rather than using phymodel.smd. While the collision now lines up with the crate properly, it's also needlessly complicated so will eat up resources for no reason, particularly when I've used that crate model so many times on the moving cranes. Any help here would be appreciated. Secondly - I've decompiled door_locked.mdl, because I found that there was a visual problem in Black Mesa's default locked door related to the model's LODing. It would change the way the door was lit as you got further away from it, which corresponded to the LOD kicking in. It looked awful. So I decompiled the model, and deleted the LOD from the .qc. Upon recompiling the door as door_locked_oaru.mdl, I've found that skins don't work properly on the recompiled door. It doesn't LOD anymore, meaning that's fixed, but I now only have 1 skin on the door. Well - the editor acknowledges that the door is meant to have 14 skins, and there are 14 skins to choose from - but they all appear the same - they look like Skin 1. I don't really understand what could be going wrong here, as I didn't touch anything skin related. I played around with the .qc A LOT to try and get it working but nothing seems to fix it. [URL="http://www.mediafire.com/?55licm92a619u86"]Here is an upload[/URL] of the decompiled files for these 2 models. If anyone can fix it for me, they'll have my gratitude, and a spot in the credits for helping me solve some annoying ass bugs. Or, if anyone can tell me how to fix it, that would also be awesome! Thanks guys, hopefully I can have the beta out by tomorrow for you all to enjoy, provided I can fix these bugs!
Gonna try fix those bugs for you know, mate. [editline]19th August 2013[/editline] Sorry for the double post, but I'm sure the admins will understand it: [url]http://www.mediafire.com/?hhgmem3e462s181[/url] Here you have it. In fact, it was even quickier to fix than I thought. 1: So easy as open the reference SMD on a 3D model editor program, load the phymodel, then rotate it to match the reference one, delete it, skin it to the original bones, export and compile. Also, I fixed and compiled for you not only the 0.75 crate, but also the 0.50 crate, and their chains (and fixed as well their phymodels). 2: This was so fucking easy that it made me fall my mouth after seen how stupid it really it was: you wrote wrong the first skin at the list. Somehow, this makes the entire model only load the first texture. Like always, the most annoying bugs are the stupidest ones, but even if it takes you discover it a long time, is good. P.D: If you think this was hard, try decompile without breaking their animation the escalator model. It has their phymodel wrong, and it was a hell for me fixing it for a custom map i did.
Thank you kind sir. That's top that is. Enjoy your DOUBLE FEATURE in the credits. I don't have any model editing programs or any experience with one, so the first solution was way beyond my reach! I would just like to point out for the record though that for bug number 2 - I changed the name of the first skin in an attempt to fix it, I just forgot to change it back when I sent the files. The skins were broken since my very first decompilation attempt, where literally all I did was delete the LOD in the .qc. That was it. So it can't have been that! Thanks a lot anyway, that's great. I can almost certainly release the beta for everyone tomorrow now, as that's the last of the major bugs cleaned up!
[QUOTE=TextFAMGUY1;41894432]I don't have any model editing programs or any experience with one, so the first solution was way beyond my reach![/QUOTE] Well, you always can get and learn Blender (WHICH I SHOULD if someday I want to do models for a commercial job), or get a studient license for 3DS Max (it will not allow you to use the stuff that you do for commercial stuff). [i]I'm helping :3[/i]
[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] :)
Surprised this didn't get posted here yet: [quote][url=http://www.mediafire.com/?58yip6xja2e7jbz]OAR Uncut Beta 1[/url] [url=http://www.mediafire.com/download/6f6qdi55z10584g/OaRBetaHotfix.zip]Texture Hotfix[/url][/quote]
The creator of the Reanimation Pack has released his Beretta and Desert Eagle [url]http://blackmesa.gamebanana.com/skins/127545[/url] [url]http://blackmesa.gamebanana.com/skins/128401[/url]
Here's a nice little alternate route in Lambda Core: [img]http://img16.imageshack.us/img16/2429/4td2.jpg[/img] Jump onto the ladder cage, then the box, then just walk along the fence and drop down on the other side, takes you right to the guard and "old married couple" hiding up above.
Does anyone have that scenes.image that works with both BM:Uplink and ST Uncut that someone posted a while back?
[t]http://cloud-3.steampowered.com/ugc/919020759556328891/F57CDFBB9A9F8485F01B55EC27BAD1817F328AEB/[/t] ah now it explains why the military is trying to kill gordon, all them vent crawlings without proper paperwork [editline]1st September 2013[/editline] also is there a typo on the dam advertisement in the beginning of the game? it says "was named best dam or something in 2000" but the black mesa event happened in 1998 [editline]1st September 2013[/editline] just downloaded this game last night (12 hour download ftw) and i gotta say its amazing, just the best thing ever and to think they didn't even do it for a single cent, just out of love of half-life
The black mesa event happened in 200X.
tranq dart x-bow ftw
It's not tranq, it's lethal
[QUOTE=chipsnapper2;42047334]It's not tranq, it's lethal[/QUOTE] The scientist in the room where you get it says its tranquilizer. Its a high dosage so its lethal to most things. (Plus the darts are pretty big, that would do damage to things) Also the official wiki says its a tranquilizer [url]http://wiki.blackmesasource.com/Crossbow[/url]
its a tranq ment for sharks... so i'm guessing its gotta be pretty powerfull since sharks are like 98% muscle and fibrous tissues
[QUOTE=Sableye;42047187]also is there a typo on the dam advertisement in the beginning of the game? it says "was named best dam or something in 2000" but the black mesa event happened in 1998[/QUOTE] 1998 was a mistake by Erik Wolpaw. Marc Laidlaw said the Gordon Freeman wasn't even employed until after 2000. [I]"There's no way it could have taken place in the Nineties, since Gordon didn't start at Black Mesa until sometime in the Noughties!"[/I]
of course, if you watch American Pie very closely you can see Gordon in the background of one of the shots, so he couldn't have been at MIT before that. also what the hell do they make Apache attack helicopters out of? the tank takes like 4 shots to kill and its a fucking tank!, the Apache took like 12-15 shots!
They're reinforced with bad gameplay elements.
I remember when back in the time, on an interview, the DEVs said they made the npc of the H.E.C.U. soldiers from scratch because the npc_combine_s has "a lot of rubbish", "improving it". But at the end they not only behave like the combine, but also shares their animations bugs, and it looks like they activated internally at the code the "long distance shoot and view" flag, because I don't find any new or improved.
[QUOTE=Maestro Fenix;42061732]I remember when back in the time, on an interview, the DEVs said they made the npc of the H.E.C.U. soldiers from scratch because the npc_combine_s has "a lot of rubbish", "improving it". But at the end they not only behave like the combine, but also shares their animations bugs, and it looks like they activated internally at the code the "long distance shoot and view" flag, because I don't find any new or improved.[/QUOTE] Nah it was because the Combine Soldier code was a mess and they wanted to make a much cleaner code that relied more on behaviors. Unfortunately the troops we have now are also much dumber. :v:
[quote]sk_apache_burst_count_min "20"[/quote] This tweaks the apache's machine gun so you actually get more fucking chances to shoot back at it now.
[QUOTE=Kyle v2;42064534]This tweaks the apache's machine gun so you actually get more fucking chances to shoot back at it now.[/QUOTE] The apaches weren't completely unmanageable IMO until they started using the rocked barrage. Then it was just 'lolfuckyou'
Yeah the Apache as a boss battle is poorly balanced. Placing it right after the RPG tells players that "This weapon sucks against vehicles". That's reinforced tenfold if they previously realised the Tau Cannon hurts vehicles. Funny thing, the fight wasn't balanced for you to use the Tau Cannon, so if you did, the Heli goes down much much faster.
[QUOTE=Mr. Someguy;42067484]Yeah the Apache as a boss battle is poorly balanced. Placing it right after the RPG tells players that "This weapon sucks against vehicles". That's reinforced tenfold if they previously realised the Tau Cannon hurts vehicles. Funny thing, the fight wasn't balanced for you to use the Tau Cannon, so if you did, the Heli goes don't much much faster.[/QUOTE] For a remake / reimagining, that really bugs me that a 'boss' of sorts got messed up this much. Granted, the apache fight in the original wasn't super-memorable for me, but this one is just a flying ball of fury unleashing hell's wrath upon the player. Infact, all of the difficulty really seems.. Off. Less ammo overall, enemies hit harder and attack faster, Marines shoot with insane accuracy and impossible reflexes while being able to shoot on the move as well.. We all covered this after it released last year (nearly the one year anniversary, huh), but I wonder how much of it was intentional and how much of it was just a lack of playtesting?
I really wish they would release patches little by little instead of waiting to do it all at once when it gets on Steam. And that seems to be taking ages.
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