Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
[QUOTE=artDecor;47909155]I love Black Mesa's feel of pulpy sci-fi horror, like it's broccoli covered chocolate. I think that's something a lot of people don't catch on to about Half-Life.[/QUOTE]
I can't find any pictures of broccoli covered chocolate.
[QUOTE=bitches;47910757]I can't find any pictures of broccoli covered chocolate.[/QUOTE]
It's a thing you [I]experience[/I], not a thing you take pictures of.
One thing I'm kind of annoyed at is how the follower dialogue works when you get to an obstacle they can't pass. They'll only say it if they're still following you when you go over the obstacle. So if you're like me and make them stay before continuing on, they won't say their lines.
For example, the first security guard in Office Complex.
If you have him follow you, and he's still following you when you trigger the dialogue (smashing open the window to the flooded room), he'll comment on staying outside in case its a dead end. If he's not following you, he won't say the dialogue. Even if you bring him over, make him stay right by the window with the 'use' key and smash the window, he won't speak the dialogue.
I think that might partially be intentionally a parallel to the HL1 system, where if they weren't following you, they assumed you were finished with them, and if they were but couldn't follow you any further, they'd pointedly say they couldn't follow you anymore.
"I refuse to go another step!"
"I'm going to stay here and wait for my colleagues."
I also think it's pretty hard to verify where the NPC's at relative to you. I can't immediately think of a hammer logic entity way to say "If this NPC's in this trigger area, and the player's in this trigger area, then NPC says this line."
i don't know if hammer has any logic like ANDs, but if it does then you could just overlap a player trigger and npc trigger and have them trigger the AND?
[QUOTE=Sonador;47912383]I think that might partially be intentionally a parallel to the HL1 system, where if they weren't following you, they assumed you were finished with them, and if they were but couldn't follow you any further, they'd pointedly say they couldn't follow you anymore.
"I refuse to go another step!"
"I'm going to stay here and wait for my colleagues."
I also think it's pretty hard to verify where the NPC's at relative to you. I can't immediately think of a hammer logic entity way to say "If this NPC's in this trigger area, and the player's in this trigger area, then NPC says this line."[/QUOTE]
Well, why would you need to use trigger areas? Surely you could just use a distance check?
[QUOTE=Pigbear;47914165]i don't know if hammer has any logic like ANDs, but if it does then you could just overlap a player trigger and npc trigger and have them trigger the AND?[/QUOTE]
i don't think there's a direct way to do ANDs, but there's a hacky way to do it with a couple entities that i've done before.
[QUOTE=RockyTV;47906741]Got a free key for it. Decided to give it a try.
Died in the first 30 minutes. Rage quit.[/QUOTE]
So you jumped down from the platform on purpose as soon as you exited the tram? Because there is no way you can die otherwise in the first 30 minutes.
[QUOTE=Adarrek;47916705]So you jumped down from the platform on purpose as soon as you exited the tram? Because there is no way you can die otherwise in the first 30 minutes.[/QUOTE]
He thought it was the right way , because who would not think this is right?
[QUOTE=Adarrek;47916705]So you jumped down from the platform on purpose as soon as you exited the tram? Because there is no way you can die otherwise in the first 30 minutes.[/QUOTE]
You can't even do that. There are player clip brushes blocking you from jumping over the fences.
I think he was abstracting the 30 minutes and meant something like the first combat section, which is literally the first place you can die without being a dumbass. (Jumping into the resonance machine, jump off a balcony multiple times)
The only way I could imagine someone dying in Black Mesa before the Hgrunts are introduced is if they were absurdly fucking awful at everything.
[QUOTE=RockyTV;47907212]I am. Although my total playtime is 3 hours, I actually played 30 minutes.
I don't know why, but HL2 monsters scare me.[/QUOTE]
Can you stream yourself playing?
I want to talk shit in real time
[QUOTE=Xubs;47917377]spooky cute crab things can lunge from anywhere, and they feast not just for you, but for your [I][B]BRAIN[/B][/I][/QUOTE]
Not only that, don't forget that your coworkers who are currently being feasted on by the crab things will also slowly but surely practically become living, shuffling feeding puppets that have disproportionately long bones to shred anything short of human flesh, and will slowly either decompose into nothing or more rarely, become huge mutant beasts with pus filled boils.
They're also still alive and fully aware of this state, by the way.
There are also giant barnacles that can snap your neck in a moment's notice and if that doesn't kill you, then the "digestion" process will, weird tripod dog-ham things with bird beaks that can discharge powerful shockwaves/sonic booms at a moment's notice which will definitely make you not want to have ears ever again, even weirder amphibian/fish theropod things with Cthulhu mouths which have a serious phlegm problem, humanoid whatever-the-fucks that can shoot lightning out of the palm of their hands, another humanoid species that wears grafted armor with organic alien hornet nests attached to their left arms for assault rifles, alien sharks that are highly aggressive and can eat an entire human adult male almost whole, and judging from supplemental material from the past, who the fuck knows what else.
Hey TextFAMGUY1, is there a lighting guide that the mapping team on BMS used to keep the same high detailed lighting? Perhaps a style guide, I have for years wanted to replicate what you guys got but have failed often.
Is it possible to disable viewmodel bloodstains?
[QUOTE=Sally;47918813]Hey TextFAMGUY1, is there a lighting guide that the mapping team on BMS used to keep the same high detailed lighting? Perhaps a style guide, I have for years wanted to replicate what you guys got but have failed often.[/QUOTE]
I'm not him, but if you tell me exactly what you're looking for with lighting and stuff, I can chat with the Team and get something together.
Also on that note, any other guides people would like?
[QUOTE=Fr0z3n;47923923]I'm not him, but if you tell me exactly what you're looking for with lighting and stuff, I can chat with the Team and get something together.
Also on that note, any other guides people would like?[/QUOTE]
If the game is moddable enough, something on custom weaponry and monsters would be nice. Maybe something on keeping a face the same every playthrough like in Anomalous Materials.
[QUOTE=OlegFreeman;47923174]Is it possible to disable viewmodel bloodstains?[/QUOTE]
Yes it is I believe I saw a post on the Black Mesa website which show's you how to do it. I can't remember were I saw it though but someone on here might be able to help you.
[QUOTE=coldroll5;47924557]Yes it is I believe I saw a post on the Black Mesa website which show's you how to do it. I can't remember were I saw it though but someone on here might be able to help you.[/QUOTE]
Ok thanks, for some reason cl_mdldetailfx_enable 0 didn't work for me first time I tried it.
[QUOTE=OlegFreeman;47924804]Ok thanks, for some reason cl_mdldetailfx_enable 0 didn't work for me first time I tried it.[/QUOTE]
It works now?
[QUOTE=Fr0z3n;47923923]I'm not him, but if you tell me exactly what you're looking for with lighting and stuff, I can chat with the Team and get something together.
Also on that note, any other guides people would like?[/QUOTE]
I would like a guide with some basics for combat areas, including xen teleports, relationships...
That would be very nice
A guide on how to set up all those mounted cannons
I hope the large Xen turret thingy with the agrunts replaces the turret blockade when the Xen update comes out.
[QUOTE=Fr0z3n;47923923]Also on that note, any other guides people would like?[/QUOTE]
High-level concept stuff would be nice, like how you guys go about designing a space, detailing it, etc.
[QUOTE=Kyle v2;47878644]It's pretty much finished, I just packed it all into a vpk today and tested it, I think I'll just release it either sometime this weekend or monday, and make any necessary updates when they patch the gibbing, here's some photos for now:
[t]http://oi61.tinypic.com/3038lfq.jpg[/t]
[t]http://oi57.tinypic.com/2v2wfi8.jpg[/t]
[t]http://oi60.tinypic.com/2lnzm9t.jpg[/t]
(Note: the guard's equipment does randomize heavily, and the one on the right spawns rare)
[t]http://oi60.tinypic.com/727p11.jpg[/t]
[t]http://oi60.tinypic.com/346xq8z.jpg[/t]
[t]http://oi57.tinypic.com/e96m2v.jpg[/t]
(Note: the commanders used to have different coloured berets, but the retail engine broke that)
The black ops and office workers show up in singleplayer in certain places, but I omitted the construction worker for now (the model is still included in the vpk though, he'll be back).[/QUOTE]
Hey guys, I made an account on this website solely to write this message to the people who downloaded and/or are in the process of porting the Enhanced Face Creation System mod.
I can confirm that I am the original author that posted the mod on Gamebanana back in mid-2014. It was a mod that I mainly worked on in what little free time I had due to school being a bitch. I feel really thankful that there are people who care about my mod and are currently working very hard to improve and nurture it after I have long stopped watching it grow. I put my heart into this mod, and I'm really happy to see that others are doing that as well. In short, thanks to all of you who have continued to support the mod. I'm amazed to see that new balaclava skins are being made, as well as someone being able to induce some variation between the scientists.
Peace - Groovybobfriend
P.S: The progress seems really good! I'm impressed.
[QUOTE=Groovybobfrnd;47938439]Hey guys, I made an account on this website solely to write this message to the people who downloaded and/or are in the process of porting the Enhanced Face Creation System mod.
I can confirm that I am the original author that posted the mod on Gamebanana back in mid-2014. It was a mod that I mainly worked on in what little free time I had due to school being a bitch. I feel really thankful that there are people who care about my mod and are currently working very hard to improve and nurture it after I have long stopped watching it grow. I put my heart into this mod, and I'm really happy to see that others are doing that as well. In short, thanks to all of you who have continued to support the mod. I'm amazed to see that new balaclava skins are being made, as well as someone being able to induce some variation between the scientists.
Peace - Groovybobfriend
P.S: The progress seems really good! I'm impressed.[/QUOTE]
Thanks for making such a great mod for Black Mesa and inspiring others to port the mod to the new engine!
[editline]12th June 2015[/editline]
[QUOTE=Kaleidescoop;47912279]One thing I'm kind of annoyed at is how the follower dialogue works when you get to an obstacle they can't pass. They'll only say it if they're still following you when you go over the obstacle. So if you're like me and make them stay before continuing on, they won't say their lines.
For example, the first security guard in Office Complex.
If you have him follow you, and he's still following you when you trigger the dialogue (smashing open the window to the flooded room), he'll comment on staying outside in case its a dead end. If he's not following you, he won't say the dialogue. Even if you bring him over, make him stay right by the window with the 'use' key and smash the window, he won't speak the dialogue.[/QUOTE]
It would be more realistic if they had different dialogue for different areas when you tell them to stay put.
wow, my addon is like, third most popular addon this week in the BMS workshop right now
[t]http://i59.tinypic.com/25jbi2h.png[/t]
I now feel obligated to make it suck less
Sorry for my absence, unfortunately I can't upload the vpk to the workshop atm due to filesize restrictions, so you can grab it off my dropbox [url=https://www.dropbox.com/s/y0b4pdjn3w4fvhb/advanced_character_randomization.vpk?dl=0]here[/url].
Please report any issues asap.
[QUOTE=Groovybobfrnd;47938439]Hey guys, I made an account on this website solely to write this message to the people who downloaded and/or are in the process of porting the Enhanced Face Creation System mod.
I can confirm that I am the original author that posted the mod on Gamebanana back in mid-2014. It was a mod that I mainly worked on in what little free time I had due to school being a bitch. I feel really thankful that there are people who care about my mod and are currently working very hard to improve and nurture it after I have long stopped watching it grow. I put my heart into this mod, and I'm really happy to see that others are doing that as well. In short, thanks to all of you who have continued to support the mod. I'm amazed to see that new balaclava skins are being made, as well as someone being able to induce some variation between the scientists.
Peace - Groovybobfriend
P.S: The progress seems really good! I'm impressed.[/QUOTE]
I greatly appreciate your feedback.
[QUOTE=Kyle v2;47942487]Sorry for my absence, unfortunately I can't upload the vpk to the workshop atm due to filesize restrictions, so you can grab it off my dropbox [url=https://www.dropbox.com/s/y0b4pdjn3w4fvhb/advanced_character_randomization.vpk?dl=0]here[/url].
Please report any issues asap.
I greatly appreciate your feedback.[/QUOTE]
That's sad to hear that there's such a low file size limit on the Black Mesa workshop maybe they could make it so people can upload higher file size's.
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