• Black Mesa Source V5 - "They're still working on Xen?"
    5,007 replies, posted
Isn't that supposed to be Guard Duty? This is a different project then? Which brings me to, Tripmine hasn't posted an update in over a year.
[img]http://i.imgur.com/ZS5YwzU.png[/img] started on him [editline]26th August 2015[/editline] i'm specially satisfied with how the head translated to 3d [img]http://i.imgur.com/HkHOdn2.png[/img]
[QUOTE=MenteR;48548716][img]http://i.imgur.com/ZS5YwzU.png[/img][/QUOTE] He looks like you're his long lost friend, and he's so happy and wants to hug you.
and he's naked too. he's really happy about it!
cannot unsee folded-up-dong. e: more of a chode, really
Man looking at the mandibles it got me thinking i'd be really awesome if there was some stretchy saliva or something whenever they made a really loud noise and their mandibles opened all the way.
[QUOTE=MenteR;48548716][img]http://i.imgur.com/ZS5YwzU.png[/img] [img]http://i.imgur.com/HkHOdn2.png[/img][/QUOTE] will he have facial expressions like the BM grunts? like being angry when hit, closed eyes when dead etc
[QUOTE=Mochnel;48551885]will he have facial expressions like the BM grunts? like being angry when hit, closed eyes when dead etc[/QUOTE] Probably
Uh... is this happening to anyone else? [IMG]http://i.imgur.com/y8gyEbG.png[/IMG] Like, it legitimately takes me to the ARK workshop.
[QUOTE=Kaleidescoop;48570100]Uh... is this happening to anyone else? [IMG]http://i.imgur.com/y8gyEbG.png[/IMG] Like, it legitimately takes me to the ARK workshop.[/QUOTE] i've had this same bug for a while now, where the steam library page uses the workshop icons from the game at the top of the list the links still lead to the correct page though
My god, Brian a developer of BM posted these new awesome prop images in the BM forums not long ago: [t]https://i.imgur.com/jU39ehV.jpg[/t] [t]https://i.imgur.com/GfmfTls.jpg[/t] [t]https://i.imgur.com/v0ICj1N.jpg[/t] [URL="http://forums.blackmesasource.com/index.php/Thread/28511-BBIMP-2-1/"]http://forums.blackmesasource.com/index.php/Thread/28511-BBIMP-2-1/[/URL]
Wow, I honestly hope that Alien Grunt doesn't try to… er, you know what I mean. It also appears to have had the large Vort eye surgically replaced with a larger jaw.
[QUOTE=varg666;48578199]My god, Brian a developer of BM posted these new awesome prop images in the BM forums not long ago:[/QUOTE] Brian's been making a bunch of awesome props recently for me. Can't wait to show them off to you guys in action!
the crowbar has this annoying sound problem where two different sounds are played ontop of each other; the proper material hit sound and a "default" flesh hit sound overlapped ontop of it. HL2DM has this problem too but SP was fine. also the range needs a buff. Getting 100% retaliated by zombies (whose attack range is larger than their distance trigger might I add) is just not interesting nor fun. Needs some skill index in here.
Tripmines need a giant radius and damage buff. Right now the explosive can't even reach most outter walls they're facing. It's not even medium-range tier. Apache hitscan should not flinch the player's aim. Getting a gauss shot on a fast mid-air target is tricky enough without bobbing the player's aim constantly. I'm a seasoned FPS guy and I can't even imagine how less adept players even get past either apaches. Glock and Satchel sprint animations are broken. Glock is missing the left fist, satchel makes the detonator appear prematurely. Can we just make movement in SP like MP or the mod? Uni-directional sprint is total cancer. It just limits player skill and makes the player take unecessary damage due to not being able to strafe around properly. Wonder if FAMGUY even still visits this forum?
[QUOTE=Hell-met;48610349]Wonder if FAMGUY even still visits this forum?[/QUOTE] Have you tried looking up two posts?
yes yes, silly me. seeing the thread fall on page two somehow messed with me
What's happened in BM these past 1 and 1/2 years?
[QUOTE=RockmanYoshi;48611873]What's happened in BM these past 1 and 1/2 years?[/QUOTE] they're still working on xen
We have a fairly big content update coming quite soon, we hope within a month. After that we're planning a big single player update further down the road as the next major update (though no, not Xen!). With some smaller ones in between, hopefully.
that single player update will include surface tension uncut and on rail uncut i presume?
[QUOTE=Mochnel;48613662]that single player update will include surface tension uncut and on rail uncut i presume?[/QUOTE] Hes said numerous times they're not going to integrate those into the main game.
On a Rail will never be "uncut" by the BMS team. We have been pretty clear on this. The way On a Rail is now, matches what the team wanted to do with it, and their vision for what makes it into a good chapter. That's not a decision I agree with, personally (and I know not everyone else does either), but the team's vision is the team's vision. If you want an Uncut OaR experience, the workshop will be the place to find it.
I always thought that the way Black Mesa handled OaR was fine. The cut in ST felt abrupt and unnatural however. And Surface Tension is conspicuously missing from that sentence... One can hope!
bring back the marine throwing the satchel charge into the pipe or ELSE
[QUOTE=ColossalSoft;48616071]bring back the marine throwing the satchel charge into the pipe or ELSE[/QUOTE] oh my god this.
[QUOTE=TextFAMGUY1;48614150]On a Rail will never be "uncut" by the BMS team. We have been pretty clear on this. The way On a Rail is now, matches what the team wanted to do with it, and their vision for what makes it into a good chapter. That's not a decision I agree with, personally (and I know not everyone else does either), but the team's vision is the team's vision. If you want an Uncut OaR experience, the workshop will be the place to find it.[/QUOTE] To be honest, I'm actually pretty happy about that. Yes, I played OaR uncut[sp]which was very well-made, by the way[/sp] and I enjoyed it for the most part, but then I started to remember a lot of what was wrong with OaR in the first place. The cinematics were fantastic, but it was definitely not something I'd enjoy playing through multiple times throughout multiple playthroughs. Still though, great to hear the team's been keeping busy. Keep up the fantastic work, you guys!
So I 'fixed' the NPC Glock firing sound. [t]http://images.akamai.steamusercontent.com/ugc/433824396128088912/A5240612C933719CC1BDED5ACF5DF790B4189AA9/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to=*,*|637:358&background-color=black[/t] In retail BM, the firing sound of the Glock was changed to be more of a 'paff' sound. However, the NPC firing sound still used the mod version's 'paow' firing sound. I changed the sound of the NPC Glock firing sound to use the retail version's, while keeping the distance echo effect thingy the original had. [url]http://www.steamcommunity.com/sharedfiles/filedetails/?id=513055238[/url] [B]EDIT:[/B] Did the same for the Shotgun. Same thing with the distance effects. I wanted to add a shotgun pump sound as well, but as far as I know because of the way the distance effect works I can't. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=513075624[/url]
Mochnel, please don't become the next Max357.
[QUOTE=9999999;48626145]Mochnel, please don't become the next Max357.[/QUOTE] sorry, but who?
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