Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
Want to play some HL1, have some fun and chat with the BMS devs?
Fun optional!
[URL="http://forums.blackmesasource.com/showthread.php?p=590915#post590915"]I'm hosting a game on Sunday, at 10PM GMT[/URL]. If you can, please do come down and join us. It'll be a blast! Check the linked post for full details.
^That's pretty cool to hear. But unfortunately I won't be able to make it cause I got to go to uni on that day. :(
I'm just gonna leave these Brian's new work here once again. Enjoy. ;)
[t]https://i.imgur.com/a3U8O5H.jpg[/t]
[t]https://i.imgur.com/anH4sEd.jpg[/t]
[URL="http://forums.blackmesasource.com/showthread.php?p=590999"]http://forums.blackmesasource.com/showthread.php?p=590999[/URL]
[t]http://i.imgur.com/SzOU8AD.jpg[/t]
Something I've been wondering about. In this room where the first hecu marine is encountered, there's a huge crate just above him and a specific-looking console, which even has the same room shown on its display, but it's unusable. Was there a cut possibility for the player to press a button and have the crate smash the marine?
Weird, I literally just played that part yesterday and thought exactly the same thing. I agree with you there, could be a cool little thing to add in.
Yeah Stormseeker mentioned it recently, you were able to drop it on the first Marine who runs in and stops under it.
[QUOTE=stormseeker][url=http://forums.blackmesasource.com/showthread.php?p=588509#post588509]The box drop[/url] in We've Got Hostiles was actually implemented a long time ago, however it caused numerous bugs, so it was disabled.[/QUOTE]
Reading through BM:S' wiki on the Black Ops Assassin, I noticed that in the trivia they didn't add bouncing breasts(I'm probably late on this).
Someone should re-add bouncing breasts.
[QUOTE=Falkok15;46552764]Reading through BM:S' wiki on the Black Ops Assassin, I noticed that in the trivia they didn't add bouncing breasts(I'm probably late on this).
Someone should re-add bouncing breasts.[/QUOTE]
A lot of things from the original Half-Life didn't make it through.
I mean, good things from Half-Life.
[QUOTE=HGrunt;46549868][t]http://i.imgur.com/SzOU8AD.jpg[/t]
Something I've been wondering about. In this room where the first hecu marine is encountered, there's a huge crate just above him and a specific-looking console, which even has the same room shown on its display, but it's unusable. Was there a cut possibility for the player to press a button and have the crate smash the marine?[/QUOTE]
First time playing BM I assumed you had to do that because of the green light and was so disappointed that it didn't work.
I really hope the snipers don't say "agh, you got me!" when they die anymore. I know that Half-Life isn't supposed to be 100% serious, but it still feels really cheesy and out of place.
[QUOTE=Butthurter;46552971]like the black comedy theme that was basically the main reason why half-life was great[/QUOTE]
[QUOTE=LoLWaT?;46556538]It's not even cheesy some of it's just like a mix of awkward and cringe-worthy. They wrote in stuff that you normally would never hear someone say out loud or something that doesn't fit with what's going on around the person that's saying it.
Apparently they're looking to rewrite some of the dialogue though so maybe it isn't an issue now.
[editline]23rd November 2014[/editline]
And people keep saying that they know Half-Life never tried being serious; The difference between HL and BM is that Half-Life never seemed like it was trying to treat itself as a parody despite all the generic B movie stuff it drew from.[/QUOTE]
Black Mesa basically turned Half-Life into an oversimplified cringeworthy soap opera.
The grunts especially, but I didn't really like how the BMS team has no plans whatsoever of recreating key parts of Surface Tension and On a Rail that they decided to omit.
A lot of AI behaviors have been cut for no real reason other than either for "realism" or just plain using default Valve AI (vorts, headcrabs, zombies, barnacles). And the grunts are basically just Combine AI without the spaghetti code. The thing is, I feel that the hgrunts in BM are somehow dumber than the Combine. The Combine threw at least two grenades per fight, while the Hgrunts threw at most two grenades during an entire playthrough.
Lots of people say that the Hgrunts are too accurate, but they actually have about the same accuracy as the Combine. The thing is, the Combine didn't fire in full-auto mode from twelve yards away, instead having a good enough accuracy that at least a few rounds every three bursts would hit the player. Not enough to completely drain the player's health, but to whittle it away gradually.
With the Hgrunts in BM however, they retain the same accuracy of hitting around 1-2 bullets every burst, so around 1 bullet for every 3 bullets fired. Applying this ratio to the MP5 clip (30) and the amount of damage one bullet does to the player (5), we can see that the average Grunt is able to take about 50 health away from Gordon without having to reload and at a relatively far range.
And the music. I mean, the music is nice and all, but it doesn't really feel... you know, like Half-Life. At all.
It's like if you replaced all the tracks in a Call of Duty game with sad violin music.
I mean, BM is still great and all, you know. But I feel it could have been better.
Hopefully the Steam release fixes most of these issues, one way or another.
[B]EDIT:[/B] Sorry, just venting out my frustration.
While I really like the soundtrack, my problem with the music is that it wasn't mixed into the game right. It's just obnoxiously loud and makes it impossible to hear what's going on, especially in a fight scene.
[QUOTE=BoxBuilder999;46556778]Black Mesa basically turned Half-Life into an oversimplified cringeworthy soap opera.
The grunts especially, but I didn't really like how the BMS team has no plans whatsoever of recreating key parts of Surface Tension and On a Rail that they decided to omit.
A lot of AI behaviors have been cut for no real reason other than either for "realism" or just plain using default Valve AI (vorts, headcrabs, zombies, barnacles). And the grunts are basically just Combine AI without the spaghetti code..[/QUOTE] you don't know what spaghetti code is
We're currently hosting a HL1 game!
Come play with us! Server name is: "Top Secret Public Official Unofficial Black Mesa Half-Life Server".
[QUOTE=NixNax123;46557742]you don't know what spaghetti code is[/QUOTE]
I actually don't. Please tell me.
[QUOTE=BoxBuilder999;46558118]I actually don't. Please tell me.[/QUOTE]
[url]http://en.wikipedia.org/wiki/Spaghetti_code[/url]
Basically code that is redundant and not needed, or can be simplified.
[QUOTE=TextFAMGUY1;46557776]We're currently hosting a HL1 game!
Come play with us! Server name is: "Top Secret Public Official Unofficial Black Mesa Half-Life Server".[/QUOTE]
Hornets, dude, hornets... wtf
[QUOTE=LoLWaT?;46558621]Glad you people hosted that.
It's been a long time since I've played straight up deathmatch on Half-Life and that made me remember how great it is.
Looking forward to whenever BM: Deathmatch comes around.[/QUOTE]
Glad you had fun! We had a blast too. It also proved a very informative research session for our level design team; most of our MP level designers were present.
[QUOTE=ShaunOfTheLive;46558877]Hornets, dude, hornets... wtf[/QUOTE]
I'm all about the hornets, bruv.
[QUOTE=BoxBuilder999;46556778]
And the grunts are basically just Combine AI without the spaghetti code. The thing is, I feel that the hgrunts in BM are somehow dumber than the Combine. The Combine threw at least two grenades per fight, while the Hgrunts threw at most two grenades during an entire playthrough.
Lots of people say that the Hgrunts are too accurate, but they actually have about the same accuracy as the Combine. The thing is, the Combine didn't fire in full-auto mode from twelve yards away, instead having a good enough accuracy that at least a few rounds every three bursts would hit the player. Not enough to completely drain the player's health, but to whittle it away gradually.
With the Hgrunts in BM however, they retain the same accuracy of hitting around 1-2 bullets every burst, so around 1 bullet for every 3 bullets fired. Applying this ratio to the MP5 clip (30) and the amount of damage one bullet does to the player (5), we can see that the average Grunt is able to take about 50 health away from Gordon without having to reload and at a relatively far range.
[/QUOTE]
Our HGrunt AI is currently being rewritten. We're working extremely hard to resolve the gameplay problems with the grunts. Values are being shifted around a lot, too.
Good to hear. As long as they throw grenades, work together and flank you, and don't have pinpoint accuracy and rely on actually outsmarting you I'll be happy
On my 3rd playthough, I didn't think they were that accurate to be honest. It's more the fact that they have insane reaction time, can fire whilst moving and at full-auto that makes them unfun to fight against
One of the things that I really missed is that they don't use their grenade launchers.
I expected BM to do that, since Valve went lazy and only did it for the AR2.
[QUOTE=Maestro Fenix;46563855]
I expected BM to do that, since Valve went lazy and only did it for the AR2.[/QUOTE]
Actually, HL2 has quite a few chunks of code related to NPC firing SMG grenade launcher but the main thing, the function in SMG code that checks secondary attack conditions for NPCs, is disabled.
[QUOTE=Maestro Fenix;46563855]One of the things that I really missed is that they don't use their grenade launchers.
I expected BM to do that, since Valve went lazy and only did it for the AR2.[/QUOTE]
I hope to god they don't use their grenade launchers in the full version, because the SMG grenades in Black Mesa are ridiculous.
They could do SMG Grenades in a way that you'd see 'em coming. Have them announce it first, and have the grenade travel at 50% or even 25% normal speed.
The SMG grenade launcher itself is ridiculous atm, I can actually snipe enemies across maps with it.
[QUOTE=Nicknine;46565013]Actually, HL2 has quite a few chunks of code related to NPC firing SMG grenade launcher but the main thing, the function in SMG code that checks secondary attack conditions for NPCs, is disabled.[/QUOTE]
I have to take a look at this so I can check it by myself what I can do. Hopefully next to it I will found the code that makes the npc fire RPGs. I always wanted to fix that shit. (Do you remember where it was?).
Well I'm going to try and get my uncle to play BMS tonight. (He and my Dad liked the original). Not sure how to break the news about Xen to him though...
[QUOTE=adamsz;46581574]Well I'm going to try and get my uncle to play BMS tonight. (He and my Dad liked the original). Not sure how to break the news about Xen to him though...[/QUOTE]
You should record it and put on Youtube. "Uncle plays Black Mesa for the first time"
[QUOTE=adamsz;46581574]Well I'm going to try and get my uncle to play BMS tonight. (He and my Dad liked the original). Not sure how to break the news about Xen to him though...[/QUOTE]
"There is no Xen yet, unfortunately, but they are working on it and it will be complete some time before the heat death of the universe."
[QUOTE=Pigbear;46584591]"There is no Xen yet, unfortunately, but they are working on it and it will be complete some time before the heat death of the universe."[/QUOTE]
"Hey, at least you learn about this after about 10 years it has been in develpment now."
Sorry, you need to Log In to post a reply to this thread.