Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
Few bugs I noticed.
1: dedicated server performance is questionable:
[t]https://s.gvid.me/s/2015/06/12/DHq888.png[/t]
I can understand it using like, 20% constant, but this spiking behavior is a bit odd. Granted, I do have 15 people in the game, but that's still pretty bad.
2: I've heard of perma-death, but never perma-deaf:
[media]https://www.youtube.com/watch?v=cPu0hrYpQR8[/media]
I was blown up by a nade and my sound was stuck like that.
[QUOTE=coldroll5;47943103]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.[/QUOTE]
They are gonna remove the filesize limit, that's why the Uncut mods haven't been posted to the workshop yet is because of the file size limit
[QUOTE=Briggsman;47943627]They are gonna remove the filesize limit, that's why the Uncut mods haven't been posted to the workshop yet is because of the file size limit[/QUOTE]
Excellent I thought they might change their minds.
[QUOTE=coldroll5;47943804]Excellent I thought they might change their minds.[/QUOTE]
wasn't their fault in the first place iirc
[QUOTE=Pigbear;47948512]wasn't their fault in the first place iirc[/QUOTE]
I was talking about Valve not the Black Mesa team.
[QUOTE=coldroll5;47948864]I was talking about Valve not the Black Mesa team.[/QUOTE]
That has nothing to do with Valve though, idk about other workshops but the Black Mesa devs are the ones removing the limit for just their workshop
[QUOTE=glitchvid;47943491]
2: I've heard of perma-death, but never perma-deaf:
[media]https://www.youtube.com/watch?v=cPu0hrYpQR8[/media]
I was blown up by a nade and my sound was stuck like that.[/QUOTE]
I remember this happening is css once in a while, but my experience with that is usually in Deathmatch servers. Servers modded where you respawn after something kills you like a thrown grenade.
[QUOTE=AlexThepipe;47949581]I remember this happening is css once in a while, but my experience with that is usually in Deathmatch servers. Servers modded where you respawn after something kills you like a thrown grenade.[/QUOTE]
No mods, pretty much vanilla BMDM.
what I meant to say is, that sound glitch has been around since counter strike source maybe.
[QUOTE=AlexThepipe;47950573]what I meant to say is, that sound glitch has been around since counter strike source maybe.[/QUOTE]
I think I've seen a video of something similar seven years ago as well.
[QUOTE=coldroll5;47943103]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.[/QUOTE]
I have heard that this is going to be fixed, Black Mesa Insecurity wont be able to go up if they don't change this.
[t]http://images.akamai.steamusercontent.com/ugc/31870703032860600/AA0FF9B0E6255AA8C5B98FBA3D1AB16B5426B5FF/[/t]
Bastard won't let me past. :(
[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 actually started to look into this myself. The lighting in this game is beautiful, especially on their version of source that doesn't have CS:GO's CSM shadows and instead uses calculated baked in lighting.
Here's a screenshot of a room in the game that shows off the lighting:
[t]http://images.akamai.steamusercontent.com/ugc/514881763069128539/543AC7932643F5F15FEF4CFD132E59FF10BCC9CB/[/t]
I used mat_luxels for a "lighting map" that shows off the resolution of the baked in shadows basically, and this is what I got:
[t]http://images.akamai.steamusercontent.com/ugc/514881763069128232/4B0A34169ED3247A8692B3FAEE7E4F2E05B735AB/[/t]
It appears that certain faces receive lower resolution lightmaps compared to others, as judged by how the blue graph appears smaller in areas with sharper shadows.
Now here is a screenshot of an area in a map in TF2 that uses primarily indoor lighting:
[t]http://images.akamai.steamusercontent.com/ugc/514881763069161536/864716B81EBAA0F3E448E5B8B1BF350D6E2D4471/[/t]
Now here is the same area with mat_luxels on 1:
[t]http://images.akamai.steamusercontent.com/ugc/514881763069161700/C0B37C256ED03E37EF4EC092174C286FD9A10237/[/t]
Every lightmap is uniform, set to the same resolution, as shown by the blue graph appearing the same size everywhere. This means the mappers in BM must have went through every area in the game, and decided which areas should look the prettiest lighting-wise, and made those areas look prettier, and others around it to use more ambient and less nice lighting, and did it on a very accurate level as to not make it take years to compile. It also must have been a lot of trial and error to make sure things look right and lightmaps don't cut off abruptly. No wonder the mod itself took 8 years to develop.
[QUOTE=sourcegamer101;47957434]Every lightmap is uniform, set to the same resolution, as shown by the blue graph appearing the same size everywhere. This means the mappers in BM must have went through every area in the game, and decided which areas should look the prettiest lighting-wise, and made those areas look prettier, and others around it to use more ambient and less nice lighting, and did it on a very accurate level as to not make it take years to compile. It also must have been a lot of trial and error to make sure things look right and lightmaps don't cut off abruptly. No wonder the mod itself took 8 years to develop.[/QUOTE]
This is relatively standard practice for good / high level Source maps. It's lightmap optimisation and it's not necessarily just for aesthetics either. It also works the other way. Where you can get away with low resolution lightmaps (faces with no contrast) you should always reduce the resolution where possible.
Generally speaking the logic behind doing lighting this way is very simple. It's just a lot of trial and error, because Source.
Text, has Crowbar Collective considered porting to source 2 when it releases? Not for the graphical improvements but more for optimization.
A big criticism would be the loading times when going between levels which could be made minimal with streaming in content instead of loading it all at once, this is a lot to ask though since you guys just recently ported it to your own branch of source engine with a lot of problems but hopefully can be looked into it later when XEN is released
[QUOTE=Dr.Cola;47964989]Text, has Crowbar Collective considered porting to source 2 when it releases? Not for the graphical improvements but more for optimization.
A big criticism would be the loading times when going between levels which could be made minimal with streaming in content instead of loading it all at once, this is a lot to ask though since you guys just recently ported it to your own branch of source engine with a lot of problems but hopefully can be looked into it later when XEN is released[/QUOTE]
Not happening.
How did "Black Mesa Dedicated Server" end up in Games? It should be in Tools.
[QUOTE=Nicknine;47966020]How did "Black Mesa Dedicated Server" end up in Games? It should be in Tools.[/QUOTE]
Basically, we done goof'd.
[QUOTE=bucabuca;47883259]HOLY JESUS I LIKE IT. But, can you add the radio?[/QUOTE]
Yes, the radio will
[IMG]http://i59.tinypic.com/2hzu9uc.jpg[/IMG]
[IMG]http://i60.tinypic.com/2j2j3w1.jpg[/IMG]
[IMG]http://i59.tinypic.com/nlwrow.jpg[/IMG]
[IMG]http://i61.tinypic.com/2dsjl1s.jpg[/IMG]
guys, I did not pass a new version of Black Mesa. The game uses a helmet without a mask?
Amazing. Amazing
Minor nitpick, the flag is backwards. The star field is always supposed to face the direction that is forward.
[t]http://upload.wikimedia.org/wikipedia/commons/a/a1/US_Army_52935_TAJI,_Iraq_-_Staff_Sgt._William_Cannon_%28left%29,_of_Taylor,_Mich.,_and_Sgt._Jhonny_Beldor,_of_Fredericksburg,_Pa.,_confer_about_directions_during_a_patrol_near_Taji_Oct._5._Both_non-commissioned_officer.jpg[/t]
Also Consider adding the HECU insignia on the other arm so it's not as bland.
[t]http://combineoverwiki.net/images/thumb/6/69/HECU_redberet_flash.svg/482px-HECU_redberet_flash.svg.png[/t]
New patch is up everyone:
[URL="http://forums.blackmesasource.com/index.php/Thread/28318-Content-Update-0-1-0/"]http://forums.blackmesasource.com/index.php/Thread/28318-Content-Update-0-1-0/[/URL]
Edit: The dedicated server of BM takes 217.5 MB, while the game it's self takes 440.3 MB to download. Just so you all know.
Edit 2: I can also confirmed my Norton 360 will remove this new patch, so if anyone here who's gonna download the patch has their Norton 360 on, turn it off.
Played with a couple devs today, Corent is pretty cool guy.
when did they excatly start work on xen?
are they still working on xen? or did they move to the other chapters beyond it?
They refer to xen as the last 4 chapters of the game, not just the first chapter of the boarder world.
[QUOTE=conner.97;47978021]They refer to xen as the last 4 chapters of the game, not just the first chapter of the boarder world.[/QUOTE]
so the deathmatch update will not just include xen? BUT the last remaining chapters? nice, guess it was WORTH THE WEIGHT.
[QUOTE=Mochnel;47978029]so the deathmatch update will not just include xen? BUT the last remaining chapters? nice, guess it was WORTH THE WEIGHT.[/QUOTE]
I wonder how much Xen would weigh if it were a physical thing.
Probably not very much, as we're never going to finish it. Ever.
[sp]/joke[/sp]
[QUOTE=Dr.Cola;47964989]Text, has Crowbar Collective considered porting to source 2 when it releases? Not for the graphical improvements but more for optimization.
A big criticism would be the loading times when going between levels which could be made minimal with streaming in content instead of loading it all at once, this is a lot to ask though since you guys just recently ported it to your own branch of source engine with a lot of problems but hopefully can be looked into it later when XEN is released[/QUOTE]
I actually prefer the loading, because a lot of modern games with ingame texture streaming suck ass when it comes to actually being optimized (Far Cry 4, Watch Dogs (lmao i wont list all ubisoft) GTA 5 sometimes, GTA4 had that issue, Skyrim) and i guarentee Fallout 4 will have it.
But they can mostly be forgiven as they are free roam/open world sorta deals.
[IMG]http://puu.sh/ir2sS/3ea0172e5d.jpg[/IMG]
Is this happening to anyone else in Singleplayer ? My HEV hands changed to the recently added zombie hands for Multiplayer :v:
Couldn't find a console command related to viewmodels so I don't know how to fix that yet.
[QUOTE=ferdam;47979116][IMG]http://puu.sh/ir2sS/3ea0172e5d.jpg[/IMG]
Is this happening to anyone else in Singleplayer ? My HEV hands changed to the recently added zombie hands for Multiplayer :v:
Couldn't find a console command related to viewmodels so I don't know how to fix that yet.[/QUOTE]
[URL="https://www.facebook.com/BlackMesaDevs/photos/a.425760587442756.102126.391087910910024/1007666819252127/?type=1&permPage=1"]https://www.facebook.com/BlackMesaDevs/photos/a.425760587442756.102126.391087910910024/1007666819252127/?type=1&permPage=1[/URL]
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