Black Mesa

Black Mesa

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A bit like HL, less like BM
   
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3 jul, 2019 @ 18:15
7 jul, 2019 @ 9:53
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A bit like HL, less like BM

Beskrivning
TL;DR:

By tweaking their weapon accuracy, burst rates, and a couple of rest times, this should make the human AI less cheesy and closer to their gldsrc counterparts. And for those who enjoy lugging them around, (And who doesn't?) your allies should be slightly useful meat shields instead of being just meat shields.

Install:

You can subscribe and keep it in your workshop folder, or you can move the VPK to your "Black Mesa/bms/custom" directory. Don't have a "custom" directory? Here's a guide to set it up:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=502670746

Keep in mind that I will be updating it (specifically, the skill.cfg file) as this game moves further out of beta, so either update this yourself or stay subscribed. Up to you.

Long-winded explanation:

These are tweaks that I've been using since 2017 or so. A recent mod by Gorbach87 encouraged me to upload my own tweaks. Link to Gorbach87's mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1740832814

The default balancing wouldn't be so bad if the AI had a some form of layered pain stunning similar to Perfect Dark or TimeSplitters. Reading through source '13 code the bots would need a bit of rewriting to add that kinda behavior and make it backwards compatible, in addition to creating new anims... and yet CC added the new lighting code because looks beat gameplay and framerates, I guess. Anyway, "A bit like Half-Life, less like Black Mesa" will do the trick until CC gimme the code and let me add proper pain stunning myself... they can't gimme code legally, but a man can dream.

Brief note on skill.cfg changes:

In addition to the changes below, I also made some skill edits that affect Barney glock rest times and hacked sentry ammo is raised from 50 to 300. Everything else within "skill.cfg" remains untouched.

And the details:

357 (Barney)
  • Rest times are lowered from "0.75" min/max to "0.25" min and "0.4" max
  • Spread is raised from "1 1 0" to "4 4 0"
Glock (Barney)
  • Burst min and max raised from "4" & "6" to "6" and "8"
  • Spread is raised from "1 1 0" to "6 6 0"
Glock (Assassin)
  • Burst minimum lowered from "4" to "2"
  • Spread is raised from "1 1 0" to "4.5 4.5 0"
Update Notes: Raised again from 3 to 4.5. These enemies are cheap, health-leeching pests. Pain stunning would help, relative to how much your vision gets screwed up every time these nasty bush-whackers land a hit on you.

MP5 (HECU)

"Our map design restricts how the AI can move around it and they look stupid!"
"Oh, I know what to do: Just play the numbers game and that'll fix it."
"But now they can single-handedly repel the alien invasion!"
"Don't worry about it; we can just script in their defeat."
- The BM Devs, probably

  • Burst min and max lowered from "8" & "16" to "1" & "6" (This is more in line with HL2:Ep2 Combine)
  • Spread is raised from "5 5 0" to "6 6 0" (Slightly less accurate than Ep2 Combine, but lethal at short-mid range)
  • Movement accuracy penalty lowered from "2" to "1.7" (should be a bit more accurate while runnin' & gunnin')
Shotgun (HECU & Barney)
  • Spread is modified from "5 2 0" to "4 3 0" (This is the same value as the player's shotgun. It's not surgical and they prefer to close-in before taking a shot at you, but the boost should 'encourage' you to kill'em quick now.)

Final Notes

I wish I could do something more with the ground sentry, but much of their stats are hard coded. Same with the LAV and Abrams. Some of the stats (accuracy and so on) of the 50cal is detrimined by the mapper in Hammer, so any changes to them would require lump files the changes.

Unfortunately, I cant do anything about the Houndeye charge times without access to the source code.
31 kommentarer
DiffyDude 21 sep, 2022 @ 12:52 
make it compatible with classic weapon pack
originalname 6 feb, 2022 @ 17:54 
can sum1 make an addon that makes the hecu's AI less intense? pls and thx!
rkane31174 20 okt, 2021 @ 5:12 
I know how to fix the lighting issues in this mod. If you like, I can try to release a fixed version of it.
Gando 17 mar, 2021 @ 17:44 
fucks up the...lighting somehow? at least it does for me
Jelleh95 3 jan, 2021 @ 20:37 
I don't know if you're still working on this, but I've been playing HL1 and BMS in tandem with each other and I've noticed some things. I don't know much about scripting and what is/isn't hardcoded, and I don't know how far your expertise goes, but I hope my input is useful nonetheless.

Enemies in HL1 with ballistic or projectile weapons cannot attack while running. They also cannot strafe or backpedal, so they have to stop and turn towards their target to shoot, then stop shooting and turn in the direction they want to run before moving. This enables the player to open a window of vulnerability by flushing enemies out with explosives or by distracting them with followers or snarks. HECU troops and vorts will attempt to retreat after taking enough damage, which also leaves them vulnerable. Also, dealing damage to a houndeye in HL1 can interrupt the charging phase of their shockwave attack and cause them to leap back, which again, leaves them vulnerable.
Snark 27 dec, 2020 @ 1:31 
Alright for those wondering why the lighting is terrible, it's because the skill.cfg is missing a bunch of lines

Example

//=---------------------------------------------------------------
784
//NEXTGEN BLOOM
785
//=---------------------------------------------------------------
786
787
r_bloomtintr_nextgen 0.25
788
r_bloomtintg_nextgen 0.25
789
r_bloomtintb_nextgen 0.25
790
r_bloomtintexponent_nextgen 2.2
791
r_bloom_nextgen_threshold 0.1
792
mat_bloom_nextgen 1

these are lines that restore the regular look of the game. There are more lines missing in regards to npc melee attacks and light emission, like the gargantua flame. I think the author just ported the mod without looking at the changes in the Skill.cfg, probably didn't even test it.
Snark 27 dec, 2020 @ 1:21 
My game is blindingly bright with this mod wth man
Vincible 30 nov, 2020 @ 18:56 
Hey how about damage buff the 357 (Barney)?
Nice Tweak btw
AZL4N 14 aug, 2020 @ 22:50 
THANK YOU
Crackhead McGee 13 aug, 2020 @ 0:03 
So this mod pretty much makes it so fighting the soldiers is actually possible without losing all of your health in like 10 seconds?