Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
[QUOTE=Zender Troop;46705483]Do Black Mesa work with Synergy?[/QUOTE]
Maps only. No weapons or NPCs.
[QUOTE=Nicknine;46705823]Maps only. No weapons or NPCs.[/QUOTE]
That means, I won't meet any headcrabs or weapons on the way?
that's literally what he just said
[QUOTE=Nicknine;46705823]Maps only. No weapons or NPCs.[/QUOTE]
Wow, there's even a custom map made by Russians for those. It's blocked off because of the things not being supported yet, though.
Synergy would need to be heavily modified to work with BM maps to the full extend.
And since Black Mesa is on it's way for a major overhaul, I don't see the point trying to support it, yet.
[QUOTE=Coolboy;46727197]Synergy would need to be heavily modified to work with BM maps to the full extend.
And since Black Mesa is on it's way for a major overhaul, I don't see the point trying to support it, yet.[/QUOTE]
Not even Obsidan Conflict could. Sure, some stuff of the npcs and weapons can be done, but not all. Also, we are ignoring an important limitation: the number of entities. On some maps, it really pushes to the limit, so it would be problems with a X number of players.
*If only we could raise that limit without getting an engine license like in GoldSrc...*
[QUOTE=Maestro Fenix;46733919]
*If only we could raise that limit without getting an engine license like in GoldSrc...*[/QUOTE]
OC didn't get greenlit, but if OC did get on steam you should be able to contact valve and ask about some form of licensing.
IIRC wasn't OC one of the mods offered access on steam before Greenlight was a thing?
[QUOTE=glitchvid;46735749]OC didn't get greenlit, but if OC did get on steam you should be able to contact valve and ask about some form of licensing.[/QUOTE]
OC is on Steam, and in fact, it was going to be finally released the last year, but then, the SteamPipe update came and broke several stuff (the mount system is one of them, right now is mostly fixed) and forced the team to port to Source 2013.
Is not easy when all the coders have little free time to work on it...
[QUOTE=Maestro Fenix;46740962]OC is on Steam, and in fact, it was going to be finally released the last year, but then, the SteamPipe update came and broke several stuff (the mount system is one of them, right now is mostly fixed) and forced the team to port to Source 2013.
Is not easy when all the coders have little free time to work on it...[/QUOTE]
Sorry, I worded it badly. I know that OC made it onto steam, but It was before greenlight, and I've only talked to people who licensed source after getting greenlit. So I was trying to say, since you ARE [Going to be] on steam, I would expect your ability to get greater code access to the engine.
[QUOTE=glitchvid;46747013]Sorry, I worded it badly. I know that OC made it onto steam, but It was before greenlight, and I've only talked to people who licensed source after getting greenlit. So I was trying to say, since you ARE [Going to be] on steam, I would expect your ability to get greater code access to the engine.[/QUOTE]
I'm only a betatester, and applying to be a coder right now :v:
But one thing is being on Steam and another is having full access to the code.
multiplayer coming to white forest third-party
[url]https://steamcommunity.com/groups/BlackMesa#announcements/detail/124178462499012650[/url]
[QUOTE=ElusiveBadger;46701252]I can't help myself, but maybe try contacting this guy? He did [URL="http://www.youtube.com/playlist?list=PL2mh3iKXTHFlDhbCkSxcgSeYiQOPFdX0H"]a reanimation pack[/URL] for the initial release of Black Mesa and it's gorgeous.
[video=youtube;z2EmTyo2Krs]http://www.youtube.com/watch?v=z2EmTyo2Krs&index=27&list=UUFY-ZDMuNEijl485oJoHdGw[/video][/QUOTE]
Don't get me wrong, his animations are top notch but its that huge hand occupying 1/3 of the screen and the huge FOV that annoys me.
Now that multiplayer is confirmed, I wonder what kind of gamemodes will be available?
[QUOTE=BoxBuilder999;46556778]And the music. I mean, the music is nice and all, but it doesn't really feel... you know, like Half-Life. At all.
[/QUOTE]what the hell would've been music that feels like half-life anyway?
[QUOTE=LoLWaT?;46761958]Well BM's soundtrack was definitely coming from somewhere different...
Not saying it was bad but it definitely wasn't Half-Life at all which might have been the intention.[/QUOTE]What music is like Half-Life?
[QUOTE=artDecor;46762043]What music is like Half-Life?[/QUOTE]
Kelly Bailey's music.
:v:
[QUOTE=Kyle v2;46762210]Kelly Bailey's music.
:v:[/QUOTE]how could Nielsen have made Kelly Bailey music?
By dumping the ridiculously generic action movie tracks and making new ones that sound more like the ambient stings he's got going in the quieter/exploring parts of the game.
[QUOTE=artDecor;46762272]how could Nielsen have made Kelly Bailey music.[/QUOTE]
Y'know how visual artists "style-bite" from time to time? It's like reverse-engineering for art, figuring out the construction and nuances of an artist's style, and making it work for yourself. Style-biting works for any art form, including music. If Nielsen were to emulate the sound of Half-Life, he could identify the core elements of Bailey's work for Half-Life, and then use those elements as guidelines and Bailey's work as reference material to produce an entirely-new yet faithful-sounding soundtrack.
Not to discredit Nielsen's work, of course. It was great, but it was far removed from the music in Half-Life.
I like most of the tracks in Black Mesa and think they're pretty fitting for the most part. They don't feel like the same style, but I don't think that's necessarily a bad thing.
That said, I didn't like the ones that sounded like generic action tracks. The credits music really disappointed me by starting off so atmospheric and then turning really actiony after a few seconds. Don't even get me started on the track that plays before you kill the tentacle.
And of course, it's all too loud, as basically everybody has said up to this point.
Disappearing zombie guards aside, I thought Surface Tension Uncut really sold the idea of an arid and desperate atmosphere.
[sp]Though that could've just been the result of my frame rate.[/sp]
Nah the best atmosphere in the game was that spot with the tank fight in Forget About Freeman. Looking up and seeing jets and mantas swarming everywhere was epic.
[QUOTE=Mr. Someguy;46772372]Nah the best atmosphere in the game was that spot with the tank fight in Forget About Freeman. Looking up and seeing jets and mantas swarming everywhere was epic.[/QUOTE]
IMO accompanied by the best song in the game too, just wish the battle would have been paced to fit with the song better.
they did surface skyboxes perfect so I'm excited to see what xen's will be like
[video=youtube;K08L8Xsy8Hk]http://www.youtube.com/watch?v=K08L8Xsy8Hk[/video]
I thought the start of this sounded a lot like Half-Life
[QUOTE=artDecor;46776161][video=youtube;K08L8Xsy8Hk]http://www.youtube.com/watch?v=K08L8Xsy8Hk[/video]
I thought the start of this sounded a lot like Half-Life[/QUOTE]
Speaking of old games that could use a good remake...
[QUOTE=artDecor;46769972]Disappearing zombie guards aside, I thought Surface Tension Uncut really sold the idea of an arid and desperate atmosphere.
[/QUOTE]
Speaking of Surface Tension Uncut, has anyone else had a few errors when porting the maps to Gmod?
I had issue with the destroyed hummer prop since those never spawn in game. Also, the map in the three story parking garage has a bug where you can't see the other floors through the holes in the ceiling and you also can't see what is behind glass windows in several spots, you only see the skybox. Any idea how to fix this?
[QUOTE=3noneTwo;46762910]Y'know how visual artists "style-bite" from time to time? It's like reverse-engineering for art, figuring out the construction and nuances of an artist's style, and making it work for yourself. Style-biting works for any art form, including music. If Nielsen were to emulate the sound of Half-Life, he could identify the core elements of Bailey's work for Half-Life, and then use those elements as guidelines and Bailey's work as reference material to produce an entirely-new yet faithful-sounding soundtrack.
Not to discredit Nielsen's work, of course. It was great, but it was far removed from the music in Half-Life.[/QUOTE]
Honestly I think the anomalous materials track as well as the inbound tracks sound straight out of half-life.
It seems like he started off that way but wanted to deviate from that as he went along or something.
Sorry, you need to Log In to post a reply to this thread.