Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
[QUOTE=Ghost101;47991061]I always liked that model. It's a shame how garbage a lot of the guns in HL2 are though. The SMG is a bullethose that can't hit anything past 5 feet. Half Life had that problem as well a little, but it feels like it got a lot worse in HL2, maybe because of the bigger maps.[/QUOTE]
The weapons I actually preferred when playing were the 357, Shotgun, Crossbow, some grenades, and some RPG. The only time I would pull out the SMG or AR2 are when I absolutely had to because i would die in less then two seconds if i ran into an open area with a shotgun. Crossbow ammo is really scarce in HL2
[QUOTE=Nicknine;47991101]HL1's MP5 is even more of a garbage than HL2's MP7. It has even wider spread (6 deg. vs MP7's 5 deg.) and slower rate of fire (600 RPM vs MP7's 800 RPM). It doesn't help that HECU Marines are more accurate than Combine Soldiers. The only upsides of MP5 are slightly bigger damage per bullet (negated by slower rate of fire) and 10 grenades for the launcher.[/QUOTE]
Keep in mind that in early WON builds that the MP5 shot faster, there was view roll, and the Glock 17 (!!!) had 18 in a clip.
[QUOTE=travis182;47987079]This is not a problem to fix.
[IMG]http://i62.tinypic.com/jhv591.jpg[/IMG]
Mr. Someguy, You do not know why the model does not appear in the scenes?[/QUOTE]
Sorry for the late response, I was away today. I don't know why it's not there though, so not much help... Back when I made Romka's HECU work in Black Mesa, I had a giant red "ERROR" model, but never the model missing completely.
My best suggestion would be to double check the character_manifest.txt and make sure the path and model name are spelled correctly. What you are looking for is under "SPECIFIC GRUNTS" about 2/5 the way down the page (surrounded by a shitload of /////////////////////'s, it's hard to miss). "c2a3a_ambush_grunt01" and "c2a3a_ambush_grunt" are the soldiers that jump you in that scene, but I'm sure you already know this.
Regardless, here's an example of a modified character_manifest. On top is the default for the RPG Trooper, and on bottom is a modified variant for Romka's grunt to appear in-game instead.
[code]//////////////////////////////////////////////////////////
/////////////npc_human_grenadier//////////////////////////
//////////////////////////////////////////////////////////
npc_human_grenadier
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
head 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/marine.mdl"
skin 0,2
}[/code]
[code]//////////////////////////////////////////////////////////
/////////////npc_human_grenadier//////////////////////////
//////////////////////////////////////////////////////////
npc_human_grenadier
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
head 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/Hgrunt2/grunt_engineer.mdl"
skin 0,2
}[/code]
[editline]18th June 2015[/editline]
[QUOTE=Nicknine;47991101]HL1's MP5 is even more of a garbage than HL2's MP7. It has even wider spread (6 deg. vs MP7's 5 deg.) and slower rate of fire (600 RPM vs MP7's 800 RPM). It doesn't help that HECU Marines are more accurate than Combine Soldiers. The only upsides of MP5 are slightly bigger damage per bullet (negated by slower rate of fire) and 10 grenades for the launcher.[/QUOTE]
I feel like it's the sound that throws people off, the MP5 in Half-Life was loud and sharp, while the MP7 in Half-Life 2 is sounds weaker and unintimidating.
So I just loaded up my save in Lambda Core intending to finish the game tonight, but for some reason Gordon has zombie hands now and cannot stop sprinting (Every time I tap W he just sprints automatically, shift does nothing at all)
[t]http://images.akamai.steamusercontent.com/ugc/686018981260562239/BC781C1C110951FA0B0A783E563EAA9971D9B737/[/t]
Is there any way to undo this or am I stuck like this until I finish the game?
[QUOTE=TacticalBacon;47995788]Is there any way to undo this or am I stuck like this until I finish the game?[/QUOTE]
[url]https://www.facebook.com/BlackMesaDevs/photos/a.425760587442756.102126.391087910910024/1007666819252127/?type=1&permPage=1[/url]
[QUOTE=TacticalBacon;47995788]So I just loaded up my save in Lambda Core intending to finish the game tonight, but for some reason Gordon has zombie hands now and cannot stop sprinting (Every time I tap W he just sprints automatically, shift does nothing at all)
[t]http://images.akamai.steamusercontent.com/ugc/686018981260562239/BC781C1C110951FA0B0A783E563EAA9971D9B737/[/t]
Is there any way to undo this or am I stuck like this until I finish the game?[/QUOTE]
I had a guy commenting on my magnum lasersight saying he had a similiar issue but with military hands
I'm about zombie arms. Noticed this today, found this not funny, but remembered that we have G-Man now. So I decided to switch to G-Man, and then game shot down.
[QUOTE=chipsnapper2;47994989]Keep in mind that in early WON builds that the MP5 shot faster, there was view roll, and the Glock 17 (!!!) had 18 in a clip.[/QUOTE]
IIRC Glock had 18 bullets in its clip when you picked it up for the first time but reloading restored clip to 17 bullets.
oye, anybody tried this? havent bought BM yet so i cant do so, i heard some things are missing,
[url]http://www.moddb.com/mods/black-mesa-xen-improved-maps-from-half-life[/url]
yes i know this is fanmade, but for impatient guys it should work.
is it just me, or is there something 'off' about the RPG physics?
If I have laser guidance turned on, and fire at the chopper if he is in the distance, the rocket will travel in the direction im aiming at for maybe a short time, then drift off to who knows where. Additonally, If I shoot a rocket and miss, I can't reload until the rocket has exploded, so i have to sit there and let the chopper shoot me and wait until the rocket explodes on its own before he finally reloads it, and waiting can take as long as 4 or 5 seconds
[QUOTE=Mochnel;47997652]oye, anybody tried this? havent bought BM yet so i cant do so, i heard some things are missing,
[url]http://www.moddb.com/mods/black-mesa-xen-improved-maps-from-half-life[/url]
yes i know this is fanmade, but for impatient guys it should work.[/QUOTE]
doesn't work, node graph is out of date and it will attempt to rebuild. as a result, the game will close with no error output.
[QUOTE=TacticalBacon;47995788]So I just loaded up my save in Lambda Core intending to finish the game tonight, but for some reason Gordon has zombie hands now and cannot stop sprinting (Every time I tap W he just sprints automatically, shift does nothing at all)
[t]http://images.akamai.steamusercontent.com/ugc/686018981260562239/BC781C1C110951FA0B0A783E563EAA9971D9B737/[/t]
Is there any way to undo this or am I stuck like this until I finish the game?[/QUOTE]
[QUOTE=WhyNott;47995901]I had a guy commenting on my magnum lasersight saying he had a similiar issue but with military hands[/QUOTE]
[QUOTE=Frosty Andy;47997185]I'm about zombie arms. Noticed this today, found this not funny, but remembered that we have G-Man now. So I decided to switch to G-Man, and then game shot down.[/QUOTE]
It is a known bug. I don't know if it is being fixed or not. Has to do with the fact that they added new arms for MP.
[QUOTE=sourcegamer101;48000023]is it just me, or is there something 'off' about the RPG physics?
If I have laser guidance turned on, and fire at the chopper if he is in the distance, the rocket will travel in the direction im aiming at for maybe a short time, then drift off to who knows where. Additonally, If I shoot a rocket and miss, I can't reload until the rocket has exploded, so i have to sit there and let the chopper shoot me and wait until the rocket explodes on its own before he finally reloads it, and waiting can take as long as 4 or 5 seconds[/QUOTE]
This, this very much.
The rockets aren't using HL2's code, or the old mod code either, and IMO it's not for the better.
On multiplayer, they seem to not be lag compensated, meaning it's a real pain in the ass to guide them in, on top of the already weird new targeting system.
[QUOTE=glitchvid;48000102]This, this very much.
The rockets aren't using HL2's code, or the old mod code either, and IMO it's not for the better.
On multiplayer, they seem to not be lag compensated, meaning it's a real pain in the ass to guide them in, on top of the already weird new targeting system.[/QUOTE]
I've noticed the weird behavior of the rpg missiles myself this needs to be fixed!
[QUOTE=sourcegamer101;48000023]is it just me, or is there something 'off' about the RPG physics?
If I have laser guidance turned on, and fire at the chopper if he is in the distance, the rocket will travel in the direction im aiming at for maybe a short time, then drift off to who knows where. Additonally, If I shoot a rocket and miss, I can't reload until the rocket has exploded, so i have to sit there and let the chopper shoot me and wait until the rocket explodes on its own before he finally reloads it, and waiting can take as long as 4 or 5 seconds[/QUOTE]
yeah that's sort of what I terribly failed to describe. It's just sluggish and unresponsive.
the mod rpg felt so good and fast, like an explosive railgun. I suppose there's no going back because of MP balance.
I bought the game for myself, but then I noticed my friend, who I see as kin, wanted this game so bad. They were literally desperate for a copy of the game, posting commission status and such. So with the money I had, I bought them a copy of the game with my own money, and boy were they so happy. I felt good about myself, even if I made myself broke again. I helped out a friend, and that mattered for me.
The game runs good on multiplayer, and I've yet to play single player because I really want to play the full game with Xen, but only God knows how long it'll take so I'll roll through with it. So God damn happy right now.
[QUOTE=Tuskin;48000093]It is a known bug. I don't know if it is being fixed or not. Has to do with the fact that they added new arms for MP.[/QUOTE]
It can't be fixed. Start a new game from whatever chapter you're on, that will resolve the issue.
[B]OPINION[/B]
So a Glock Guard does 12 damage per shot, and can fire 17 times before reloading. That's 204 damage in 17 bullets, so a Glock Guard can take out 3 vortigaunts and take out around 34% of another's health before needing to reload. That, or 3 grunts and 40% of another's health.
However, the Revolver Guard only does 15 damage per shot, a measly 3 more compared with the Glock. This, coupled with the fact that Revolver Guards can only fire 6 times before reloading, means Revolver Guards are actually less useful, and only deal 90 damage before having to reload. That means they only take out a single vortigaunt and bring another down to 21% health before having to reload. That, or a single grunt and 50% of another.
I personally think that the damage done by NPC revolvers should be buffed to around 25-35 damage. This brings the usefulness of Revolver guards slightly up to the same as the Glock Guards without them being too overpowered, and they should be able to kill 2-3 vortigaunts before having to reload, or 2-3 grunts.
In a nutshell, Glock Guard is overpowered compared to Revolver Guard, so NPC Revolver damage should be buffed slightly to compensate.
[QUOTE=ferdam;47979116][IMG]http://puu.sh/ir2sS/3ea0172e5d.jpg[/IMG][/QUOTE]
Bit late, but holy christ that viewmodel is brutal as fuck.
I don't know how I pictured high-def zombie hands looking, but I never even thought it'd be as borderline-gory as that.
Now we just need an infection gamemode. Zombie only team + invisible crowbar and either HEV or HECU with 1 life each.
If we're gonna talk about balance, let's talk about how Gordon is more powerful than a tank.
[media]https://www.youtube.com/watch?v=9Q2TZRGZwEg[/media]
Skip to 2:05. Yes, this is on hard.
In my version of the mod, the tank does 150 damage :v:
The only reason it wasn't 300 was because the one-shot radius was massive, so dodging still meant half your health gone.
Woo, my refund went through!
Now i can immediately buy it again for my alternate account.
So I played the mod and I'm thinking of getting the paid version. Besides the upcoming Xen, are there any differences in SP between the mod and the paid version?
For some reason, when I first encountered the revolver guard, he wasn't shooting anything, at all. Even if he had a sizable distance between him and his target, he still doesn't fire.
so this just happened
[t]http://i62.tinypic.com/27xh4zm.jpg[/t]
context: the headcrab zombie went to the table and threw the fucking plastic cup at me out of nowhere and it phased through the goddamn window like it was nothing
[sp]I squealed in sheer terror for about 30 seconds the first time it happened, this is just a recreation[/sp]
I think the Pistol has done that since launch. Or maybe it was another weapon.
Nothing new about that MP5 I asked? No one was interested in converting? Alright then. : D
Well, I have some news, some good, some bad.
The bad news is that I had to buy a new HD (the old literally fried) and I lost a lot of the reskins that I had created and was making for a giant pack, much that was still being worked on. I would call this pack Oldschool HD. Fortunately, what do I missed were just wips I kept in a folder.
Much was saved, things were already finished, so I'm back to work. At the time, working on a better character_manifest
That problem with the multiplayer hands, is it connected to the use of C_models or bodygroups? Usually L4D asks for the viewmodels first before requesting "Character hand add-ons" for the arms.
[QUOTE=Xubs;48011448]also since the update, at least for me, it sure seems like .357 magnum-using NPCs don't fire their guns at all, they just stare pointing at the enemy[/QUOTE]
same thing with shotgun soldiers
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