Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
[QUOTE=Tuskin;46864493]But they throw you into a trash compactor. thats kind of cartoony evil.[/QUOTE]
They did that in the original game too, though.
Although, I thought it was because those grunts were just lazy assholes and didn't want to actually take you topside.
Grunts also had crazy over the top VO in HL1 as well.
Ever since I played OpFor I thought half the grunts were assholes, and half of them were cool guys just following orders. It seems like in BM they're ALL assholes.
[editline]5th January 2015[/editline]
[QUOTE=Tuskin;46864521]Grunts also had crazy over the top VO in HL1 as well.[/QUOTE]
You're right, but it wasn't nearly as "cartoony" as it was in BM.
can we look at things and judge them rationally? without nostalgia getting in the way?
[QUOTE=SFC003;46864533]can we please for the love of god take off our nostalgia goggles for a minute
geez[/QUOTE]
Correct me if I'm wrong but is that not the whole point of Black Mesa? They're not supposed to be making a new game based off an old one, they're supposed to be making an old game new?
[QUOTE=EksCelle;46864454]I thought that the military did leave because of the invasion? I thought the whole point of "FORGET ABOUT FREEMAN!" was that the military is getting too hammered by the aliens to care about Gordon anymore?[/QUOTE]
They did, but the problem was in BMS they cut major parts of On A Rail and Surface Tension, which also happened to be the parts with the largest Military vs Alien fights. That combined with increased Military presence and numbers throughout much of the game made it feel like they left because Gordon was killing them all, whereas in Half-Life it felt like they left because Aliens were overrunning them.
[QUOTE=EksCelle;46864454]What scene are you talking about? I haven't played BM since it came out, so i'd appreciate it if you'd elaborate. Although, I do agree about the grunts. They shouldn't be cartoon evil. Their VO really doesn't help that fact, and I hope the new one is better. I always thought the marines were just doing their job the best way they could.[/QUOTE]
At the start of QE, the first soldiers you see talk about raping women and then start laughing. It was awful and cringe-worthy, and imo ruined the mood of the chapter (or at least the start of the chapter).
I'd much rather hear a quip about the tortured and dead alien bodies they've been finding and how fucked up [I]that[/I] is.
Nice edited post there bro
What a pageking
I guess this is a good time to ask if anyone knows where the .vmt files are for the agrunts, I can't find them anywhere
[QUOTE=EksCelle;46864545]Correct me if I'm wrong but is that not the whole point of Black Mesa? They're not supposed to be making a new game based off an old one, they're supposed to be making an old game new?[/QUOTE]
that doesn't mean you can't change things around.
[QUOTE=EksCelle;46864561]Nice edited post there bro
What a pageking
I guess this is a good time to ask if anyone knows where the .vmt files are for the agrunts, I can't find them anywhere[/QUOTE]
BMS\materials\models\xenians\agrunt
[QUOTE=SFC003;46864562]that doesn't mean you can't change things around.[/QUOTE]
No one said that it's not allowed to change things. It's just that sometimes it's best to keep things the way they are. Like the SMG's burst fire, for example.
[editline]6th January 2015[/editline]
[QUOTE=Tuskin;46864578]BMS\materials\models\xenians\agrunt[/QUOTE]
Thanks
[QUOTE=Mr. Someguy;46864371]As the saying goes, "eyes on the side, animals hide, eyes on the front, animals hunt". That's because side-eyes are better for detecting large movements around you, while forward facing are good at depth perception and detail.[/QUOTE]
Squids are predators and have eyes on the sides of their heads.
Isn't that the reason the Dev Team gave?
[QUOTE=Tuskin;46864599]Isn't that the reason the Dev Team gave?[/QUOTE]
IIRC yes, it just never sat right with me.
but at least it isn't this abomimation:
[img_thumb]http://media.moddb.com/images/members/1/390/389870/pic121.jpg[/img_thumb]
maybe the real mystery is why the sub machine gun must be an mp5 and why the shot gun must be a spas-12 even though they are minimally linked visually in the view model
[editline]5th January 2015[/editline]
in the original half life the weapons feel really nice to shoot
[QUOTE=Juniez;46864636]maybe the real mystery is why the sub machine gun must be an mp5 and why the shot gun must be a spas-12 even though they are minimally linked visually[/QUOTE]
I don't see why that's a problem. Do all weapons have to be the same gunmetal grey and have the same curves about them?...
[editline]6th January 2015[/editline]
[QUOTE=Juniez;46864636]
in the original half life the weapons feel really nice to shoot[/QUOTE]
They did because they didn't have half-thrown together animations behind them unlike the current ones in BM do.
[QUOTE=Juniez;46864182]in black mesa source, the majority of the gameplay is you getting stuck on props. some people have claimed that if this were not the case the game;s length would have been no more than ten minutes[/QUOTE]What do you think could be done to fix that?
[QUOTE=artDecor;46864653]What do you think could be done to fix that?[/QUOTE]
Remove vphysics on static props and put brushes with nodraw texture to act as collision for the prop.
[QUOTE=artDecor;46864653]What do you think could be done to fix that?[/QUOTE]
normally i would have said that it was okay since it was a community made mod but it turns out that this is a commercial product and so the clear answer is to do a thorough player clip pass of the levels
[t]http://i.imgur.com/Pc1Lgev.jpg[/t]
Are my fem assassins supposed to look like this?
[QUOTE=Mr. Someguy;46864371]the Bullsquid is a predator. As the saying goes, "eyes on the side, animals hide, eyes on the front, animals hunt". That's because side-eyes are better for detecting large movements around you, while forward facing are good at depth perception and detail.[/QUOTE]earth animal logic used for aliens from another universe. that won't back fire at all.
[QUOTE=EksCelle;46864701][t]http://i.imgur.com/Pc1Lgev.jpg[/t]
Are my fem assassins supposed to look like this?[/QUOTE]
that is the "invisibility" they have on Normal
The rest I thought was supposed to be invisible though
[QUOTE=Pigbear;46864823]that is the "invisibility" they have on Normal
The rest I thought was supposed to be invisible though[/QUOTE]
I never saw them invisible, even though I played through all of BM on Normal
Although that's probably likely, as the grass behind her is distorted
[QUOTE=TheRealRudy;46860625][IMG_thumb]http://puu.sh/cKhHo/44f7ce25cf.jpg[/IMG_thumb][/QUOTE]It always kinda annoyed me how the back of the view model hands were so detailed, and the world model hands had just two orange metal plates
[QUOTE=artDecor;46864867]It always kinda annoyed me how the back of the view model hands were so detailed, and the world model hands had just two orange metal plates[/QUOTE]
I loved the little screen. In my headcanon it was like a little readout display with a geiger counter and whatnot, stuff the HUD lacked. Why it was removed in Gearbox's HD pack is beyond me, it was really cool.
[editline]6th January 2015[/editline]
So I tried putting the chrome effect on the existing agrunt model using VMTs from an old GMod addon that added some HL:S stuff. The result was interesting.
[t]http://i.imgur.com/WUUtOYp.jpg[/t]
Comparison with the existing, badly .vmt'd HL:S agrunt that's found in GMod
[t]http://i.imgur.com/TAUyNqC.jpg[/t]
Don't ask where his third arm went. That's apparently his t-pose.
[QUOTE=EksCelle;46864646]Do all weapons have to be the same gunmetal grey and have the same curves about them?...[/QUOTE]What? He's just saying why did the "SMG" and "Shotgun" need to be an MP5 and Spas-12 in particular
[QUOTE=EksCelle;46864676]Remove vphysics on static props and put brushes with nodraw texture to act as collision for the prop.[/QUOTE]
Isn't there a flag that disables collision to everything except world geometry? Sure it makes it clip with other props and through doors and anything dynamic, but at least you don't get stuck on it.
[QUOTE=artDecor;46865060]What? He's just saying why did the "SMG" and "Shotgun" need to be an MP5 and Spas-12 in particular[/QUOTE]
Why not? They're widely known weapons that used to commonly be used in the USMC.
[QUOTE=Mr. Someguy;46865093]Isn't there a flag that disables collision to everything except world geometry? Sure it makes it clip with other props and through doors and anything dynamic, but at least you don't get stuck on it.[/QUOTE]
I thought he was talking about static props. If you're talking about physics props, then I have no idea. I'm pretty sure a flag like it exists, I'll check.
[editline]6th January 2015[/editline]
yup
[t]http://i.imgur.com/EVY3DrV.png[/t]
[QUOTE=Juniez;46864636]maybe the real mystery is why the sub machine gun must be an mp5 and why the shot gun must be a spas-12 even though they are minimally linked visually in the view model
[editline]5th January 2015[/editline]
in the original half life the weapons feel really nice to shoot[/QUOTE]
The MP5 and Spas 12 are very iconic, they were used in a lot of movies and tv shows in the 80s and 90s, so it makes sense to use them since it makes them really identifiable.
if they were going for fully iconic real life counter parts then they should have used the provided canon irl-weapons in the half life HD pack but no apparently that is going too far
[QUOTE=Juniez;46865800]if they were going for fully iconic real life counter parts then they should have used the provided canon irl-weapons in the half life HD pack but no apparently that is going too far[/QUOTE]
Firstly, the HD weapons aren't canon. Second, not everyone (including me) likes the HD weapons. An M4 using 9mm ammo? You can call it a carbine, but that mag is still way too big. And Glock > Beretta.
And you already went out of your way making the nice Glock and MP5 models, so why change now?
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