• Black Mesa Source V5 - "They're still working on Xen?"
    5,007 replies, posted
[QUOTE=Mochnel;48627094]sorry, but who?[/QUOTE] Look back 40-50 threads and you'll understand
[QUOTE=9999999;48631917]Look back 40-50 threads and you'll understand[/QUOTE] gee thanks for the tip :v: but yeah i see what you're trying to say, if it pleases you, i will stay away from commenting on stuff im not interested into, afterall i forgot my main purpose from coming to here, XEN.
Just played the BM bravado custom map and it was really good, the apache fight in that was better than the original one (though I don't know if they fixed it in retail since I haven't gotten up to it yet) Makes me really wish BM would get a lot of people doing custom levels/packs for it like doom and quake and even HL1, it's a good platform for content like those games
[QUOTE=Bloodshot12;48632993]Just played the BM bravado custom map and it was really good, the apache fight in that was better than the original one (though I don't know if they fixed it in retail since I haven't gotten up to it yet) Makes me really wish BM would get a lot of people doing custom levels/packs for it like doom and quake and even HL1, it's a good platform for content like those games[/QUOTE] That's our hope too. We're going to continue to support our tools/modders and put our source stuff out there to try and help facilitate this.
I present to you: The Joop of Death [t]http://i.imgur.com/TLR5unm.jpg[/t] [t]http://i.imgur.com/feygf76.jpg[/t] Man, I wish the Joop had wheel animations. Also found out why the 'pump' sound didn't fade and fixed it for the NPC Shotgun sound mod.
In default BM there's no sound for NPCs reloading revolvers, so security guards reloading revolvers are completely silent. I made a sound mod that fixes this problem, adding a highly shortened version of the player revolver reload sound that matches up with the security guard's 357 reload animation (which is the same as the Glock's). [t]http://images.akamai.steamusercontent.com/ugc/433824928577842445/D8D8A7906472B61AAF4A119E013EB985B2AEF7B7/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to=*,*|637:358&background-color=black[/t] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=514510877[/url] I also made a sound mod which makes the NPC MP5 firing sound use the player MP5's firing sounds (all 3 of them, + distance effect), but it doesn't work properly without a modified script file (because of lower pitch and no rndwave). If people are interested I can upload it onto Dropbox or something.
Heh, I just realised why the Abrams looks weird when destroyed; the destroyed model is using the old green tank textures from the demonstration videos.
How do I activate this blood in the body of the NPC? image here [url]http://prntscr.com/8fqvcn[/url]
Really a shame that nobody's ever in Deathmatch. It was a lot of fun when you could actually play with other people.
I wish I would uninstall the mod version already, I actually play both mod and game respectively, but I can't remove the mod. There's just so many things that were broken in retail I can't stand it. Really hope they clean it all up eventually
what's all broken? i was going to buy retail but now im having second thoughts
[QUOTE=AlienFanatic;48677258]what's all broken? i was going to buy retail but now im having second thoughts[/QUOTE] don't get me wrong, it's all little details that nobody can really notice. steam version is miles ahead the mod. the biggest change are the weapons. In the mod they all had their own unique functions but now they're pretty much 1:1 to HL1. It's just a really different experience. It's worth trying out both.
[QUOTE=AlienFanatic;48677258]what's all broken? i was going to buy retail but now im having second thoughts[/QUOTE] The retail version is in pretty much better every way than the mod version.
I just noticed that NPCs consider bullsquid spit to be grenades after I had a bunch of HECU, security guards, and scientists running around like chickens with their heads cut off with a single bullsquid spitting them to death slowly..
Happy 3rd birthday Black Mesa! Today's special day for me too because I am now legally adult, 18 years :yay:
I think saying everything is broken is an exaggeration - the retail version is superior to the mod version in every way that matters. We're working on a huge update at the moment. There are quite a lot of small things broken in the live build currently - but our programming team is now 7 people, up from 2 active programmers. Bugfixes have been getting knocked out the park recently and it is thoroughly exciting as programming has always been our most major bottleneck by far. The next update should be huge, and should fix a crapload of stuff and add some new features and content too. We are working on it!
[QUOTE=Xubs;48678701]that doesn't in any way seem "broken" to me, broken implies it is functioning incorrectly, that is functioning completely correctly. That's a really bad choice of phrase. The only thing [I]broken[/I], to me, in the latest retail patch is that NPCs with revolvers don't fire their gun and just stare down enemies they are confronted with. THAT is broken -- functioning incorrectly. The rebalances to the weapons in Black Mesa most agree is a net positive and makes the game more fun. Besides, the only REALLY rebalanced weapon to make it more like Half-Life 1 was the pistol, most everything else works similarly and the SMG was remade in a way where it's actually a lot more fun to use now.[/QUOTE] i remember years ago playing around in gmod in middle school and trying to spawn npcs with revolvers, seems mor elioke an issue with source or something
i was just commenting on an experience i used to have, i wasnt implying anything of that sort but anyways, since i have 20 bux in my checking account, ill go ahead and get black mesa
[QUOTE=AlienFanatic;48681896]i remember years ago playing around in gmod in middle school and trying to spawn npcs with revolvers, seems mor elioke an issue with source or something[/QUOTE] That's because HL2 NPCs didn't have animations for firing revolvers, probably weren't coded to fire revolvers (no idea how NPCs work, so this is just guessing based on my limited knowledge about the source files), and were never meant to fire revolvers in the first place.
Sometimes I wish scientists could heal other friendly NPCs, and not just the player. There's nothing like a scientist turning to you at 40% health and going "This should stop the pain" while he completely ignores the Revolver-wielding security guard covered completely in blood and at like 5 health. Also, I don't really like how the guard dialogue in Office Complex was changed. In the mod version, the first security guard would say something like "I'll stay down here. If you can't make it back around don't sweat it, just keep going" when you climb up the ladder that leads to the turret. In the newest retail version, the guard just says a generic "You know where to find me" line.
[QUOTE=Xubs;48681945]it wasn't broken in the previous version. Why would Source specifically have a bug that only effects weapons that are revolvers even in games that are based on a different version of Source from GMod? That makes little sense. I doubt they're related. it's very likely been fixed in the upcoming patch so whatever, what is causing it is irrelevant at this point[/QUOTE] I can tell you the exact reason, though it has been fixed at this point. We recompiled all the weapons in the game to rig up the entirely new 3rd person animation set we've made for MP. We were going to launch this in the last patch but we decided to can it at the last minute as we could not allocate the programming resources. This rerig somehow broke all of the NPC firing sequences. We got this in a rude awakening right before we launched the last patch and found that the Marines were not firing at you. So we quick fixed em all. We just missed the Guard revolver, because for some unbelievable reason, in Source, all the firing sequences for NPCs are coded into the WEAPONS rather than the NPCs.
Just wondering, how do you edit particles in retail Black Mesa? I tried using -[I]tools[/I], but that doesn't work.
[QUOTE=Kaleidescoop;48679529]I just noticed that NPCs consider bullsquid spit to be grenades after I had a bunch of HECU, security guards, and scientists running around like chickens with their heads cut off with a single bullsquid spitting them to death slowly..[/QUOTE] I need a video of this, please.
[QUOTE=HL_Tentacle;48710161]I need a video of this, please.[/QUOTE] The best place to see this happen is in the second map of On a Rail. If you noclip past the HECU and trigger the bullsquid to teleport in, the HECU will start attacking normally until the bullsquid starts spitting at them, which causes them to stop attacking and run around trying to ineffectively dodge the spit while shouting stuff like "T-Thats a grenade!"
Could somebody tell me why vortigaunt eyes were added to most xenian models? I've been wondering about it for quite a while, and i think it ruined the look for quite a few of them.
It looks really bad with the eyes on the top of it's head facing forwards tbh.
[QUOTE=Mech Bgum;48739457]Oh yes, especially on Bullsquid, like the shader is broken or something. It's like there's an eye within an eye. It looks really bad.[/QUOTE] Well it's the same thing with the garg, however that glitch somehow makes it look threatening (when looked from above). I still think they should have kept the original model, as the particle used for the eye is meant for the slit eye like on the original garg had instead of a simple vort eye and, well, the older one just looked more like a garg in general. And as for the bullsquid, god i hate that change, it looks more like a bootleg bullsquid now than an actual bullsquid. I mean what the hell, does someone on the BM team have a vort eye fetish or something?
The Vort eye kinda works on the garg. The HL1 vortigaunt just had a red ball for an eye & the garg had a glowing orange ball for an eye that looked half-open. I was surprised they didn't take the vort eye, shrink & recolor it green to use on the snark, they totally could have gotten away with it.
I remember years ago there was competition where the winners would get their music in the game, but i don't remember seeing any of it (although i've only played the free version) included. What happened with those? This was one of them that i remember: [media]https://www.youtube.com/watch?v=HOHY7-IUId0[/media]
whoa, this sounds pretty nice altho it probably met the same fate as Murphy Black's chat screen
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