• Black Mesa Source V5 - "They're still working on Xen?"
    5,007 replies, posted
Hopefully they can get these new bugs fixed quickly because some these bugs are pretty game breaking!
not to mention, but the running animations for weapons like the grenade or satchel dont activate immediately when sprinting and are heavily delayed, and when you stop sprinting, they continue their loop for a short time after
[QUOTE=Xubs;48042371]The update which broke the AI and broke a few of the animations, humorously, also broke the animations for the Satchel Charge. Now, the satchel charge remote has taken a mind of its own. It is very bashful, and doesn't want Gordon to get a good look at him: [vid]http://w.webms.org/7NYm7fOW.webm[/vid][/QUOTE] Uhh, what am I supposed to look at here?
Black Mesa Version "Oops we broke everything sorry about that"
[QUOTE=Nicknine;48043449]Uhh, what am I supposed to look at here?[/QUOTE] Bottom right, the detonator sneaks onto the screen but realises it's been spotted and quickly runs away out of embarrassment.
whatever the devs did this update really did cause a resonance cascade on most animations it seems [editline]25th June 2015[/editline] not saying it's their fault but I do wonder how something this major got past testing
I decided to replace the HECU dialogue with Gunman Chronicles bandit dialogue on a whim and it sounds alright. "Target acquired!" "Xenome movement!" "I can take it!" "Listening post, check in." "Lookout post, all quiet." "Sir, zone secure, over." "Roger wilco." "This zone is all clear."
[QUOTE=Pigbear;48047240]whatever the devs did this update really did cause a resonance cascade on most animations it seems [editline]25th June 2015[/editline] not saying it's their fault but I do wonder how something this major got past testing[/QUOTE]valve's tendency to overlook are rubbing off on them :v:
[QUOTE=Kaleidescoop;48073440]I decided to replace the HECU dialogue with Gunman Chronicles bandit dialogue on a whim and it sounds alright. "Target acquired!" "Xenome movement!" "I can take it!" "Listening post, check in." "Lookout post, all quiet." "Sir, zone secure, over." "Roger wilco." "This zone is all clear."[/QUOTE] Replace them all with lines from the Doom comic.
[QUOTE=MissingNoGuy;48073734]valve's tendency to overlook are rubbing off on them :v:[/QUOTE] Hopefully they can fix that because I can't play the game int that state it's not so bad though it gives me a break from Black Mesa for awhile.
They're testing new skyboxes. It looks pretty cool already: [img_thumb]http://i.imgur.com/22eNZL0.jpg[/img_thumb] [quote]Chon placed the skybox model for me as a quick test (ie not perfect).[/quote] [img_thumb]http://i.imgur.com/W4O7H54.jpg[/img_thumb] Something I noticed in dm_stack is that the rockwall textures and models look loads better than the current one seen in SP and MP. Can we expect those to be added to the rest of the game? [editline]4th July 2015[/editline] It's sorta old, but there is so little activity in the thread and I didn't see it posted.
It needs some blends of green strewn throughout to give it a better impression of an actual desert ecosystem instead of a lifeless wasteland, other than that it looks quite fantastic.
[QUOTE=Kyle v2;48119583]It needs some blends of green strewn throughout to give it a better impression of an actual desert ecosystem instead of a lifeless wasteland, other than that it looks quite fantastic.[/QUOTE] This was our very first test with the skybox models in the map. We're refining the process and the skyboxes too. We're testing the pipeline for Xen skyboxes!
Have those animation glitches been fixed yet? I want to resume my playthrough but I'm waiting till they're gone
[QUOTE=TextFAMGUY1;48121715]We're testing the pipeline for Xen skyboxes![/QUOTE] I recommend you guys check out images/concepts of the Kuiper Belt (asteroid field on the edge of our solar system), might give you some good ideas, I've always imagined Xen to look something along the lines of this (but with gaseous nebulas snaking throughout it): [img]http://blog.buko.net/gbu/wp-content/uploads/2012/06/Kuiper-Belt-and-the-Clouds-of-Oort.jpg[/img] [img]http://www.theseventhearth.com/images/small_diagrams/picsmall_203_kuiper.jpg[/img] [img]http://www.sistemasolarpedia.com/wp-content/uploads/2013/10/nube_de_oort.jpg[/img]
[Url=http://forums.blackmesasource.com/index.php/Thread/28399-Black-Mesa-Public-Beta/?postID=611417#post611417]Public beta is live.[/url] [quote]Today we're starting a small scale launch of the Black Mesa Public Beta. We're hoping to use for more larger scale things, and more consistently in the future, but we're going to let you guys try it out first and let us know.... it's like we're Beta'ing a beta ish... thing.. Yea. It's Meta. If you like it, let us know. If you don't like it, DEFINITELY let us know. What is the Public Beta? Much like other public betas you'll see in other games, this beta is for testing out patches before they go live to the full client. This beta is completely optional and not recommended for people who don't want to play potentially buggy aspects of the game. Why are we doing this? We're busy folks and sometimes, we miss things. Sometimes, we miss a lot of things. This beta is just one more additional step to insuring we miss as little things as possible, after we test things. More importantly this allows us to test things on a wider range of computers and hardware than we currently have on our team. We said we wanted to try and include all you guys (yes, you. You in the chair) in development and be more transparent with how things are working behind the scenes. If I find some bugs, where should I post about it? We'll be putting together a centralized place for you to put and report BUGS soon. This will not be for feature requests. If you have an idea for a feature that you think might help better and improve the game, let us know on one of the other subforums. For now, we just need you to check to make sure everything is working with our current patches. You can post any issues here, for now. What does the Public Beta mean for the future? For now, we're just doing it to test patches, but that is not to say we MIGHT be using it to test Multiplayer maps, new gamemodes, or more... That "or more" bit, doesn't include testing Xen. Sorry guys! When a public beta patch is dropped, there will be a post about it, and you'll be able to play with it if you want. Right now, you cannot play multiplayer while in the Public Beta Branch, unless explicitly said, or you're playing on a Beta Server... There are currently no Beta servers, so you won't be doing anything with Multiplayer, just yet. Awesome! How can I participate in Beta? Glad you asked, Black Mesa fan! First off, you'll need Black Mesa on Steam. If you don't have that already, might want to get it. Right click on in your steam browser, click "Properties." Go to the Beta Tab. Select "Public Beta." You're now in the Public Beta! If you no longer want to be part of the public beta branch, you can go back to the Beta's tab under properties, and set your beta to "none - Opt out of all betas" There's more info coming along with this feature, if you guys like it, so let us know (also in this thread) what you think, or how we can use this better. If there's something you think we should pay attention to, or use this for in the future (not for Xen!) let us know. Current Beta Patch: 0.1.1 Patch Notes: * Fixed wrong texture being displayed on _mp glock. * Fixed glock idle animation pop. * Replaced $basealphaenvmapmask with $normalmapalphaenvmapmask. * Removed autoaim settings from options. * Fixed zombie hands in singleplayer. * Fixed chargers not working with some savegames. * Disabled autorun by default. * added Single Player Source files in bms/mapsrc. * added bm_mp_environments.vmf in bms/mapsrc. ... we're not joking. Thats all the .vmf's for Black Mesa Single Player. Enjoy :)[/quote] Didn't even know about this. All the .vmf's from singleplayer maps are also included, holy shit. [editline]5th July 2015[/editline] oh boy [img_thumb]http://i.imgur.com/9HWk5PF.jpg[/img_thumb]
Fuck yes.
<3 (Make sure you let us know abuot the bugs so we can push the build out to everyone... and thus EVERYONE can get the .vmf's ... well, everyone can get them now, but how many people really know about it...)
[QUOTE=Kyle v2;48124342]I recommend you guys check out images/concepts of the Kuiper Belt (asteroid field on the edge of our solar system), might give you some good ideas, I've always imagined Xen to look something along the lines of this (but with gaseous nebulas snaking throughout it):[/QUOTE] I'd say take a look at some surrealist art as well. Xen always had a certain ethereal quality to it in my eyes: [t]https://thelightthatfailed.files.wordpress.com/2010/05/michael087.jpg[/t] [IMG]http://shift.is/wp-content/uploads/2013/04/921123_343469169109926_739278234_o.jpg[/IMG] [t]http://www.indiadivine.org/wp-content/uploads/2015/04/light-02.jpg[/t]
Am I the only one who feels the tank battle in ST should be rebalanced somewhat? (I might just be bad, but here are my opinions) It's just kinda overkill with around 10 HECU in one open area with almost no cover + a tank with dual MGs, you just climb up and get killed almost instantaneously by copious amounts of bullet spam. To me at least, it's not really fun at all. I end up always having to go up from behind the tank, destroy it, then abuse the HECU AI by luring them around the corner and killing them one at a time. Either this or hiding in the invincible booth and abusing HECU AI, then finding a spot where the tank can't get you but you can see it then spamming rockets until it dies. I feel the battle should be rebalanced somewhat to be somewhat like the tank battle in Forget about Freeman (key word: somewhat). The main focus of the battle should be running around taking cover and shooting marines, which is what the scene did in Half-Life. In Half-Life, the tank wasn't really a source of damage but a source of danger. It did shoot at you, yes, but your main battle was with the marines in the area that were damaging you. The tank kept you moving in fear of getting exploded, but only damaged you if you were camping in one spot trying to abuse HECU AI. Here are some ways I think the ST tank fight should be changed: For one, the tank should have its MGs disabled like in Half-Life. There are already plenty of HECU to shoot you, the two MGs are just overkill. Second, there shouldn't be as many HECU in the area to begin with. Maybe have 4 in the immediate area (so that you can run around fighting without worrying about having your health whittled away to 0 in 5 seconds), then when you kill 3 of the 4 an additional 4-5 marines come from the garages. This lets the player actually get out of the sewer area, and not just stay down there popping up and down trying to catch the HECU off guard (which is both repetitive and frustrating.) Third, have cover be destructable. The booth in the ST tank fight is invincible, yet the booth in the FoF fight can be destroyed by the tank, as well as other parts of the map. I think this should be brought over. This is because it forces the player to move around from cover to cover shooting marines and not camp in one spot abusing AI, and also makes the tank seem dangerous in a way that doesn't do damage to the player and keeps the player moving. Also, please make it so that the tank doesn't have wallhacks. The tank will know where you are on the map as long as its seen you once, regardless of anything in the way, and will repeatedly fire at you through the wall trying to get at you. This leads to some very stupid cases of friendly fire where all the HECU run to the last place you were seen, then get exploded by the tank which knows you're still down there on the ladder and thus spams explosives at the ground near the ladder opening. All these combined would, in my opinion, make the action feel more fun and dynamic, letting the player run around from cover to cover fighting enemies while the tank blows up shit near the player and not Whack-A-Freeman with hammers over every single hole except for the one in the back. I'll get the VMF for that map, change what I mentioned above, and then make another post detailing how it went. [B]EDIT:[/B] Nvm I can't, my computer isn't good enough to handle large Hammer maps
Felt compelled to work on a small scene after the new update. Just a topside security checkpoint as I have always imagined them. [img_thumb]http://i.imgur.com/iSqSUVQ.jpg[/img_thumb] [img_thumb]http://i.imgur.com/Fky6wN1.jpg[/img_thumb] [img_thumb]http://i.imgur.com/FcZoR4i.jpg[/img_thumb]
Wow, the level of detail is awesome, nice work. Maybe a little bit of variation in the land height would be nice too.
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[QUOTE=Mochnel;48142648]so i just got to lambda core today, when the lady scientist gave me the long jump module i noticed something to my far right, an amazing recreated MARK V HEV SUIT, i didnt take a screenshot due to a bug not allowing me to screenshot anything in black mesa either with F5 or F12 can this MARK V suit possibly replace the HALF LIFE 2 one?[/QUOTE] That is the same suit you pick up at the beginning of the game [t]http://i.imgur.com/GEJn4fN.png[/t] [t]http://i.imgur.com/960ciGm.jpg[/t]
[QUOTE=Mochnel;48142648]so i just got to lambda core today, when the lady scientist gave me the long jump module i noticed something to my far right, an amazing recreated MARK V HEV SUIT, i didnt take a screenshot due to a bug not allowing me to screenshot anything in black mesa either with F5 or F12 can this MARK V suit possibly replace the HALF LIFE 2 one?[/QUOTE] Uhhhh...what?
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No it isn't, they replaced that old model when they released it on steam. That is their version of the MarkIV This screenshot is from Anomalous Materials. [t]http://i.imgur.com/Pb6A2V2.png[/t] Go load up Anomalous Materials yourself and look if you don't believe me.
[QUOTE=Tuskin;48143204]No it isn't, they replaced that old model when they released it on steam. That is their version of the MarkIV This screenshot is from Anomalous Materials. [t]http://i.imgur.com/Pb6A2V2.png[/t] Go load up Anomalous Materials yourself and look if you don't believe me.[/QUOTE] well then i apologise, i mistoken, but eitherway their HEV suit that they did in black mesa is actually mark V, half life 1 had a mark IV one, i dont know for what purpose the black mesa team replaced the mark IV one with mark V, wasnt mark V supposed to be for half life 2?
It is the Mark IV, they just made it look closer to the V. They have all the little buttons, lights and doodads that were on the MKIV but not the MKV
fantastic. the mark iv looks so much like the mark v its confusing people.
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