• Black Mesa Source V5 - "They're still working on Xen?"
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[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] its so weird, they look all choppy when they try to aim at someone, and they play their firing animation as if they're trying to shoot
[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] [QUOTE=WhyNott;48011885]same thing with shotgun soldiers[/QUOTE] Uh oh. Thats not supposed to be happening. We'll look into it. Could you tell me if this was happening anywhere specific? Was it a new save or old? Any specific difficulty?
[QUOTE=Fr0z3n;48012004]Uh oh. Thats not supposed to be happening. We'll look into it. Could you tell me if this was happening anywhere specific? Was it a new save or old? Any specific difficulty?[/QUOTE] I actually started off on a new game in Office Complex from the main menu post update, and the first instance was when you meet the first magnum guard. I am playing on hard too.
Okidokey. I'll pass that on to the programmers and they'll figure out whats up. Thanks guys.
One thing I would absolutely love from this game is Co-op mode after everything else on the list is done, custom campaigns, and more mod support. Regarding mod support, I would absolutely love more items that would be used for mapping such as backpacks that would increase your overall ammo capacity, a power-up that would allow you to stomp on enemies from a height, ability to add in more weapons or make weapon mutators, etc. That's what I would like to see in the Workshop. It's a brand new game with everything at your control and is limited to what you can do with the modified engine. It should also allow people outside development the freedom to create amazing things too. It won't happen now, and it won't happen soon either. I'm betting after the team has finished the game and is polishing up everything else would they make the rest of the stuff I listed a priority.
[QUOTE=Fr0z3n;48012004]Uh oh. Thats not supposed to be happening. We'll look into it. Could you tell me if this was happening anywhere specific? Was it a new save or old? Any specific difficulty?[/QUOTE] I made a custom map and put a couple of magnum guards to fight a couple of shotgun soldiers and none of them actually managed to attack each other, they just played the firing animation with no sound and no effects
The tram in subtransit is a death sentence.
[QUOTE=Minelayer;48014157]The tram in subtransit is a death sentence.[/QUOTE] I seem to remember in hl1 deathmatch I got run over by riding it more times than I got hit by it while running around/killed by the guy driving it
[QUOTE=Gentleman Cat;48012490]One thing I would absolutely love from this game is Co-op mode after everything else on the list is done, custom campaigns, and more mod support. Regarding mod support, I would absolutely love more items that would be used for mapping such as backpacks that would increase your overall ammo capacity, a power-up that would allow you to stomp on enemies from a height, ability to add in more weapons or make weapon mutators, etc. That's what I would like to see in the Workshop. It's a brand new game with everything at your control and is limited to what you can do with the modified engine. It should also allow people outside development the freedom to create amazing things too. It won't happen now, and it won't happen soon either. I'm betting after the team has finished the game and is polishing up everything else would they make the rest of the stuff I listed a priority.[/QUOTE] You'd be surprised. It might be sooner [URL="https://www.mapcore.org/articles/interviews/black-mesa-lets-get-technical-developer-interview-r63/"]than you think.[/URL]
[QUOTE=Fr0z3n;48014729]You'd be surprised. It might be sooner [URL="https://www.mapcore.org/articles/interviews/black-mesa-lets-get-technical-developer-interview-r63/"]than you think.[/URL][/QUOTE] This was a really good read, I'd love to learn more about the team's development feats and milestones.
I've been playing with the new face creation system mod lately and I've noticed that all of the skin groups are exactly the same instead of being randomized differently for every model. Is there some kind of program I could use to randomly shuffle skin group models around? Here's what it looks like by default. skin 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14 I'm not sure if there is a word program or text editor that could randomly shuffle the numbers around. If anybody knows of a program like that it would be very helpful! :smile:
When will we actually be able to mess with the body groups for the player models such as the vests or the helmets?
[QUOTE=Gentleman Cat;48018596]When will we actually be able to mess with the body groups for the player models such as the vests or the helmets?[/QUOTE] Good question that would be a great addition to the mutliplayer component of the mod.
[QUOTE=coldroll5;48018436]I've been playing with the new face creation system mod lately and I've noticed that all of the skin groups are exactly the same instead of being randomized differently for every model. Is there some kind of program I could use to randomly shuffle skin group models around? Here's what it looks like by default. skin 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14 I'm not sure if there is a word program or text editor that could randomly shuffle the numbers around. If anybody knows of a program like that it would be very helpful! :smile:[/QUOTE] It didn't seem to really matter what order those numbers are in when I was messing around with it, just as long as you have them all listed so all the face textures can be used, if you really want to you can just scramble the numbers yourself with notepad.
[QUOTE=Kyle v2;48019305]It didn't seem to really matter what order those numbers are in when I was messing around with it, just along as you have them all listed so all the face textures can be used, if you really want to you can just scramble the numbers yourself with notepad.[/QUOTE] Okay that's great to know.
[QUOTE=Kaleidescoop;48005799][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] I'll look into that for the next patch, as you raise a good point.
I noticed Scientists pre-Cascade do Post-cascade friendly fire reactions if you cheat for weapons now.
[QUOTE=Tuskin;48025378]I noticed Scientists pre-Cascade do Post-cascade friendly fire reactions if you cheat for weapons now.[/QUOTE] They also tell you to reload.
I just noticed that the characters in the character manifest that are in the random characters list don't work with the character creation system in the early access version. But can be made to work in the free version. Is it possible that the Black Mesa devs could fix this some day? Here are a couple of examples I made almost three years ago on the free version. [IMG]http://s9.postimg.org/mtap1hcxb/bmc1a0a0009.png[/IMG] [IMG]http://s13.postimg.org/cn14sdi8n/bmc1a0a0008.png[/IMG] [IMG]http://s2.postimg.org/ftx6wot61/bmc1a0a0006.png[/IMG] [IMG]http://s17.postimg.org/m2l8ayskf/bmc1a0a0003.png[/IMG] [IMG]http://s22.postimg.org/s5w387inl/bmc1a0a0005.png[/IMG] [IMG]http://s4.postimg.org/momz4gbq5/bmc1a0a0001.png[/IMG]
these things are pretty small and miniscule, but i would like it if the new game chapter images and security console images would match that of the steam build, because you can still see the old anomalous materials lobby tv screens in the steam edition, and also, the icon for the game itself when minimized still uses the hl2.exe icon
[QUOTE=sourcegamer101;48030326]these things are pretty small and miniscule, but i would like it if the new game chapter images and security console images would match that of the steam build, because you can still see the old anomalous materials lobby tv screens in the steam edition, and also, the icon for the game itself when minimized still uses the hl2.exe icon[/QUOTE] These things are minor but could be a nice touch once the more important things are all dealt with.
[QUOTE=sourcegamer101;48030326]these things are pretty small and miniscule, but i would like it if the new game chapter images and security console images would match that of the steam build, because you can still see the old anomalous materials lobby tv screens in the steam edition, and also, the icon for the game itself when minimized still uses the hl2.exe icon[/QUOTE] We're in the midst of a big UI update, though we're not sure precisely when we're going to launch it. It should address all of these concerns.
[QUOTE=coldroll5;48026301]I just noticed that the characters in the character manifest that are in the random characters list don't work with the character creation system in the early access version. But can be made to work in the free version. Is it possible that the Black Mesa devs could fix this some day? Here are a couple of examples I made almost three years ago on the free version. [/QUOTE] IIRC, these NPCs were not made to use the system on purpose. Only NPCs after the Cascade use it.
So I've updated my Magnum .357 mod to use the new zombie/guard hands, plus I've also added an actual semi-laser to the gun! [video=youtube;MpHL253KVNg]https://www.youtube.com/watch?v=MpHL253KVNg[/video] (if you think it's too obnoxious and simply want the lasersight without the laser, in the description I've provided some information on how to disable the laser, so you're not without options) [url]http://steamcommunity.com/sharedfiles/filedetails/?id=457151266[/url]
[QUOTE=Xubs;48034096]WhyNott, your instructions on how to remove the laser sight appear to be incorrect. Following it just as you say just makes the .357 weapon model a giant ERROR.[/QUOTE] oh shit hang on it worked for me have you tried reversing it yet?
Okay, I'm working on a replacement method as we speak, thx for feedback I need to fix it before 300 angry comments on steam hits me [editline]23rd June 2015[/editline] Ugh, there appear to be additional security measures for editing workshop vpk's I guess I'll have to make the laserless version a separate workshop upload then sorry for misleading you
[QUOTE=Tuskin;48033750]IIRC, these NPCs were not made to use the system on purpose. Only NPCs after the Cascade use it.[/QUOTE] They did in the free version and even if they don't in the early access version they should at least give you the option to set them as such in face creation system with a custom face manifest. Also the magnum security guards are all screwed up and won't even fire at things anymore.
Someone did a speedrun of the free version of black mesa and got a pretty damn good time: [video=youtube;BDeYy4OaaT4]http://www.youtube.com/watch?v=BDeYy4OaaT4[/video] he says he won't do a speedrun of the steam version because the devs patched all of the speedrunning tricks, he said in his previous run
Sounds about right, in terms of the patching thing, you usually get people going back to older versions of a game so they can do a glitch or exploit in order to get a faster time.
Just another suggestion, but i hope they modify the grenade arc and make it something similar to hl2, because i hate how i have to compensate for the arc and how it comes from the right rather than center. There were a lot of missed opportunities for tricky grenade throws in singleplayer because of how they work currently
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