• Black Mesa Source V5 - "They're still working on Xen?"
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[QUOTE=TextFAMGUY1;46479269]We are doing a large AI pass as we speak. The aim is to make the soldiers feel a lot more dynamic and responsive overall, especially in combat. We've been rebalancing the values and such too (I've been helping with this). They don't aimbot now, and are much less frustrating to fight. Deniz (our lead programmer) has also added some bits of code here and there where they now get alerted by sounds, particularly gunfire, to stop that from happening. We're still on it! Also, all the maps got renoded so their navigation should be improved. Still working on it. AI is very difficult.[/QUOTE] Will they also get alerted by props being smashed over the place? I always tend to knock over shelves standing in corridors, while soldiers are just around the corner to see what happens. They never got alerted, no matter how loud it was.
[QUOTE=Dr.Cola;46479278]The only thing left is to rebalance the Apache fight to be a lot less frustrating and dragged out[/QUOTE] I found that just changing "sk_apache_burst_count_min" from 30 to 20 in the skill config rebalances the machine gun attack quite nicely.
I'm replaying and what mods should I install apart from the 2 uncut ones in the OP? Also have all the Opposing Force and Blue Shift remakes died?
[QUOTE=Takuat;46481033]Also have all the Opposing Force and Blue Shift remakes died?[/QUOTE] No.
[QUOTE=varg666;46481092]No.[/QUOTE] Which ones are still going strong?
[QUOTE=Takuat;46481116]Which ones are still going strong?[/QUOTE] Pretty much both of them, I guess?
[QUOTE=varg666;46481144]Pretty much both of them, I guess?[/QUOTE] I meant more along the lines of which mods since I remember there being at least 3 Blue Shift remakes being made at one point. Operation Black Mesa and Guard Duty seem to be the only ones being made now though.
[QUOTE=TextFAMGUY1;46479269]Mike Tsarouhas is our new soldier voice. He did the voices in Insurgency. He's great, the manliest natural talking voice I've ever come across. Like I said, the writing team and voice department have worked together and all the HECU dialogue is different now. Mike is very interested in authenticity due to his background and having lots of friends in the armed services, so the dialogue's really been stepped up, away from the cheesy 50s villains. I can't disclose that, I'm afraid. All I can say is that our Xen is exceptionally ambitious and massive. We're a team under a lot of stress, pressure, and lacking in manpower. Remember, we all do this in our spare time, like any other modding team. We have no funding at all, and are only human! We are doing a large AI pass as we speak. The aim is to make the soldiers feel a lot more dynamic and responsive overall, especially in combat. We've been rebalancing the values and such too (I've been helping with this). They don't aimbot now, and are much less frustrating to fight. Deniz (our lead programmer) has also added some bits of code here and there where they now get alerted by sounds, particularly gunfire, to stop that from happening. We're still on it! Also, all the maps got renoded so their navigation should be improved. Still working on it. AI is very difficult. Also (you may or may not be glad to hear this), our MP5 is way better now! Just for everyone's info, a lot of the stuff that Brian is improving is completely necessary, for a variety of reasons. A lot of it is content that we couldn't release with, for one reason or another. It's very far from all we're doing, of course.[/QUOTE] did yall remove that silly 3-round minimum from the mp5 did yall remove that silly weapon selection order where it'd select from current selected+1 instead of from the beginning
[QUOTE=Juniez;46481593]did yall remove that silly 3-round minimum from the mp5 did yall remove that silly weapon selection order where it'd select from current selected+1 instead of from the beginning[/QUOTE] Yes to the MP5. No to the weapon select order. I actually hated that myself, too. I'll put in a feature request. No idea if it'll make it through, or not. No harm in looking.
[QUOTE=TextFAMGUY1;46480062]The insta-zap will be factored into the balancing pass, though I'm not sure what will be done about it, if anything. The Apache, I believe has been fixed. I think it got very badly bugged somehow for the mod release, if I remember the discussion correctly, and ended up being something like 3X harder than it was meant to be. Don't quote me on that, though, as I'm not 100%.[/QUOTE] Have you fixed the rotation bug that turns a nightmare-ish boss into a piece of cake? Edit: Also the FPS drops in the final teleporter battle and an option for turning off the radiation static
[QUOTE=Takuat;46481033]I'm replaying and what mods should I install apart from the 2 uncut ones in the OP? Also have all the Opposing Force and Blue Shift remakes died?[/QUOTE] I think the one made by facepunch members is just waiting for the retail version of BMS to come out in order to proceed with development
[QUOTE=TextFAMGUY1;46480062]The insta-zap will be factored into the balancing pass, though I'm not sure what will be done about it, if anything. The Apache, I believe has been fixed. I think it got very badly bugged somehow for the mod release, if I remember the discussion correctly, and ended up being something like 3X harder than it was meant to be. Don't quote me on that, though, as I'm not 100%.[/QUOTE] That's really nice to know, I find it really nice that you're taking your time to discuss this stuff as it brings my interest back to Black Mesa. If you have any other information that you can tell everyone that would be very fun.
[QUOTE=TextFAMGUY1;46481734]Yes to the MP5. No to the weapon select order. I actually hated that myself, too. I'll put in a feature request. No idea if it'll make it through, or not. No harm in looking.[/QUOTE] Its when there's people like you who actually talk with the playerbase and let us know whats going on that make me like development teams so much more. Thanks for keeping us in the loop.
[QUOTE=TextFAMGUY1;46479269]Mike Tsarouhas is our new soldier voice. He did the voices in Insurgency. He's great, the manliest natural talking voice I've ever come across. Like I said, the writing team and voice department have worked together and all the HECU dialogue is different now. Mike is very interested in authenticity due to his background and having lots of friends in the armed services, so the dialogue's really been stepped up, away from the cheesy 50s villains.[/QUOTE] He sounds really promising, I think I'm gonna like the new direction a lot.
[QUOTE=UnrealCanine;46481855]Have you fixed the rotation bug that turns a nightmare-ish boss into a piece of cake? Edit: Also the FPS drops in the final teleporter battle and an option for turning off the radiation static[/QUOTE] I'm not entirely sure what you're referring to with the first comment? I believe the FPS drops and the radiation static option have both been fixed. I'm not entirely certain, however. If the FPS drop hasn't been fixed, we will probably look into it shortly. [QUOTE=Dr.Cola;46483613]That's really nice to know, I find it really nice that you're taking your time to discuss this stuff as it brings my interest back to Black Mesa. If you have any other information that you can tell everyone that would be very fun.[/QUOTE] I'm hoping to be a bit more engaged, yeah. I know the team hasn't historically been very good at that. Will try my best to disclose what I can. I'm hoping to have some quite fun information to share with you guys in the next few days, in my own little dev blog. Will have to see how the writing goes.
i feel like everything i said in this fucking thread was something stupid. i didn't mind the platforming. shit.
Quick question, will On a Rail uncut and Surface Tension Uncut be in the retail version?
[QUOTE=FlamingBlizza;46484295]Quick question, will On a Rail uncut and Surface Tension Uncut be in the retail version?[/QUOTE] No, sorry. [QUOTE=LoLWaT?;46484342]Creator initially said it wouldn't but things always change with time.[/QUOTE] This won't :P.
why don't eli and kleiner acknowledge the coworker screaming for his life in the next room
[QUOTE=TextFAMGUY1;46484368]No, sorry.[/QUOTE] You are updating the uncut chapters to work with the retail version, right? Do you think it will be ready for download at the release of Black Mesa?
[QUOTE=TextFAMGUY1;46484101]I'm hoping to have some quite fun information to share with you guys in the next few days, in my own little dev blog. Will have to see how the writing goes.[/QUOTE] I look forward to that. [QUOTE=TextFAMGUY1;46484368]No, sorry.[/QUOTE] Has anything changed in the official maps or are they still stripped down?
Apologise for asking, but the HL1 MP5 and the Shotgun model from the previous page, are they a mod or are they the new weapons model for the retail version of the game?
[QUOTE=TextFAMGUY1;46484101]I'm hoping to be a bit more engaged, yeah. I know the team hasn't historically been very good at that. Will try my best to disclose what I can.[/QUOTE] It's a bit of a long shot asking something like this but, I don't suppose there's any chance weapon explosion effects could or would have an alternative pcf effect toggled the same way pcf bullet impacts are in Source 2007 is there?
[QUOTE=LoLWaT?;46484434]-Snips-[/QUOTE] I'm really not sure what you mean as to the stuff about hardcoded entity parameters and all that. The vast majority of new features and settings we're adding can be controlled by the level designer. We want Black Mesa to be as mod friendly as possible. We want people to be able to design all kinds of cool shit on our engine. As for everyone asking about OaRU, the plan is to update them to work on the latest engine and have them on the workshop day 1. Whether this happens or not remains to be seen, and is entirely dependent on me, rather than anything else. In retrospect, a year ahead, I wasn't that happy with how OaRU turned out. It was the best I could have done at the time. But, both that and STU are pretty far from Black Mesa quality, and I can do twice as good now. I don't want that stuff to be included in the game, for that reason. I'm not "depriving" anyone of anything, they were never in the game to begin with and the plan NEVER was to do that. They'll be available as a mod, the same as they always were. [QUOTE=Karmal Khan;46486392]It's a bit of a long shot asking something like this but, I don't suppose there's any chance weapon explosion effects could or would have an alternative pcf effect toggled the same way pcf bullet impacts are in Source 2007 is there?[/QUOTE] I don't know how that works, I'm afraid, so I have no useful answer. But we are currently revisiting the human weapon effects - I'm not sure we're going to do anything about the explosions, though.
I really hope those zones gets included in retail then apart of the Uncut versions. It would be really stupid omit those parts of the game. I mean, they NERFED On a Rail, seriously.
[QUOTE=TextFAMGUY1;46486531] I don't know how that works, I'm afraid, so I have no useful answer. But we are currently revisiting the human weapon effects - I'm not sure we're going to do anything about the explosions, though.[/QUOTE] It's extremely simple. Everything you need is already in fx_explosion.cpp/.h For [URL="http://imgur.com/a/BJFgO"][B]example[/B][/URL] i am using unused [I]CreateMisc[/I] function, and call it by convar in [I]Create [/I]function when i want to dispatch particle explosion instead default one. Here's my [I]CreateMisc[/I] function : [url]http://privatepaste.com/e26c519554[/url] It's just surprises me how you made so much advanced coding into BMS and when it comes to something simple you are telling you don't know how that works. Or do you mean mean in general about designing them? The default explosion just won't fit to new back mesa, it barely fits for current one, especially with that yellow texture you had. Particle explosions would not only give a new, polished look but also would allow to customize it for modmakers. You can always make it togglabe via convar. Just my two cents.
[QUOTE=Gunship_MK_II;46487003]It's extremely simple. Everything you need is already in fx_explosion.cpp/.h For [URL="http://imgur.com/a/BJFgO"][B]example[/B][/URL] i am using unused [I]CreateMisc[/I] function, and call it by convar in [I]Create [/I]function when i want to dispatch particle explosion instead default one. Here's my [I]CreateMisc[/I] function : [url]http://privatepaste.com/e26c519554[/url] It's just surprises me how you made so much advanced coding into BMS and when it comes to something simple you are telling you don't know how that works. Or do you mean mean in general about designing them? The default explosion just won't fit to new back mesa, it barely fits for current one, especially with that yellow texture you had. Particle explosions would not only give a new, polished look but also would allow to customize it for modmakers. You can always make it togglabe via convar. Just my two cents.[/QUOTE] I'm a level designer, why would I know how particles in code for explosions work? :smile:
[QUOTE=TextFAMGUY1;46487064]I'm a level designer, why would I know how particles in code for explosions work? :smile:[/QUOTE] Now it's all clear to me. Well, you might discuss this idea with a team, i bet me and Karmal Khan are not the only ones who would agree to replace default explosion with particle one.
Just a suggestion, they should really buff the number of shotgun shells you can carry on you. 30 shells is too little for someone who mains shotgun in HL1.
[QUOTE=Maestro Fenix;46486889]I really hope those zones gets included in retail then apart of the Uncut versions. It would be really stupid omit those parts of the game. I mean, they NERFED On a Rail, seriously.[/QUOTE] On a Rail I had no qualms with being cut. It's my least favorite chapter in the original, but was handled pretty gracefully in Black Mesa IMO. Surface Tension, on the other hand, felt abrupt and weird.
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