Black Mesa

Black Mesa

BMS Classic - Full Game (v1.30)
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Update: 27 Sep, 2023 @ 8:38pm

=== BMS CLASSIC - OFFICE COMPLEX (v2.00) ===

* General enhancements/bugfixes
- Restored from/based on earlier Black Mesa builds and/or Half-Life
+ New for v2.00

ALL MAPS:
+ Supply crate check - items are now primarily dropped from tarp crates or BM1.5 supply crates, and supply crates are using their "older" skins (more fitting)
+ Ragdoll check - added female scientist bodies for variety
+ Enemy placement/numbers and ammo/item pickups adjusted - added some health syringe pickups (item_syringe, worth 10HP) throughout the chapter
+ Fixed awkward physics on chrome garbage bins and nitrogen tanks
+ Crate check - most larger crates are now immobile unless broken
+ Overall retextures - tile floor is now black and white and carpets are now blue, to more closely resemble HL1 OC
+ Improved lighting in several places (better/dynamic shadows)

bm_c1a2a:
+ Adjusted timing of scientist barnacle scene/intro stuff
+ Put the music trigger at the start of the map, a la HL1
* Replaced cheap old-style water puddles with Xen-style refractive model
* Fixed the floating ripples over the puddle in the hallway
+ Replaced the weird solid wall vent with a proper vent
+ Restored the third barnacle in the lounge
+ Gave the surviving lounge scientist some ActBusy routines to perform
* Made the EAS broadcast on the radio start slightly sooner
- Restored the zombies in the hall leading to the guard scene
- Replaced the shotgun with the 357
+ Added an extra "warning" check for the zombie guard scene (he'll now react if you start shooting at the zombie as it rounds the corner, even if you miss)
* Made the surprise headcrab vent sequence in the "armoury" trigger when the player enters
+ Added some detail to the armoury to make it resemble the HL1 version a bit more
* Added some detail to the zombie-breakout offices to make them less barren
* Fixed a race condition preventing the zombies from breaking out of the second office
* Fixed computer monitors in zombie-breakout offices not moving
- Restored the headcrab in the flooded office
- Put the light switch back on the far side of the flooded office
+ Restored the zombie closet break-out scene in the central area
+ Some vent details as a callback to HL1
+ Fixed a bug preventing the armoury guard from following through the double-doors if you opened them before getting him
* Fixed invisible NPC in houndeye office
- Removed the upper metal crate protecting the player from the turret after dropping out of the vent
* Replaced the health charger by the turret with a suit charger
+ Made the turret not kill the scientist instantly so he can be saved more reasonably
+ Gave the scientist some dialogue/behaviour if saved
+ Adjusted timing of guard reaction to turret destruction
+ Fixed a missing dialogue line from the guard if the turret is destroyed
- Removed the supply crate at the bottom of the stairs
- Restored the two "ambush" headcrabs at the bottom of the stairs
* Removed obsolete invisible metal brushes in vents

bm_c1a2b:
- Replaced spawn shotgun with 357
- Gave the guard at the beginning his 357 back
+ Complete Vort office overhaul - now much closer to original HL1 version
+ Made the maintenance hatch in the lounge area much more sensible/comparable to HL1
* Fixed half-missing bloodstain on dead guard by printer
* Fixed minor texture alignment oddity on vent scientists get dragged into
+ Restored unused dialogue for the "soldiers have arrived" scientist about the turret, if activated
+ Moved the c1a2c level transition trigger to dramatically improve gameplay flow - no more awkwardly backtracking through a loading screen to retrieve the guards/scientist following you
+ Added some NPC scripting so you're no longer forced to leave them behind if you head straight for the maintenance hatch instead of opening the doors to the stairwell first

bm_c1a2c:
- Replaced spawn shotgun with 357
+ Adjusted map start position to account for different level change trigger position
+ Extended Vort tunnel to more properly resemble HL1 version of map
+ Reworked the vents a bit; re-added ceiling/headcrab area in "rafters" a la HL1
+ Removed the static desk barricade in the cafeteria; replaced with boarded-up doorway a la HL1
+ Attempted fix for guards shooting each other/the scientists during the cafeteria fight
- Opened the freezer back up again
+ The main freezer door no longer automatically closes/locks behind you
- The freezer doors can now be opened and closed
* Fixed breaking shelf in freezer not sounding like metal when hit
* Fixed freezer door not sounding like metal when hit
+ Reworked freezer layout a bit to make better use of the full space
+ The scientist in the freezer can now be talked to and led outside - she's now necessary for the "Our Brains And Your Brawn" achievement
- Restored the fire puzzle/event in the small vent room
+ Restored the storage area with zombie next to the cafeteria from HL1
+ Made the NPCs in the cafeteria automatically start following again when you step out the storage area door
+ Made the closet zombie in the end hallway break down the door (a la zombie breaking through wall in HL1)
+ Gave the scientists/guards in the end hallway some ActBusy routines to perform
+ Reworked the ending elevator shaft to be a bit less nonsensical
+ Fixed the falling scientist "exploding" off of the ladder and interrupting his "HELP!" scream

Update: 25 Dec, 2022 @ 12:04am

=== BMS CLASSIC - FULL GAME - V1.25 (UNFORESEEN CONSEQUENCES V2.0) ===

* General enhancements/bugfixes
- Restored from/based on earlier Black Mesa builds and/or Half-Life
+ New for v1.25

ALL MAPS:
+ Supply crate check - items are now primarily dropped from tarp crates or BM1.5 supply crates, and supply crates are using their "older" skins (more fitting)
* Ragdoll check - added female scientist bodies for variety
+ Enemy placement/numbers and ammo/item pickups adjusted - added some health syringe pickups (item_syringe, worth 10HP) throughout the chapter
* Fixed awkward physics on chrome garbage bins and nitrogen tanks
* Physics prop check - made numerous small props debris so as to prevent them blocking player movement
* Crate check - most larger crates are now immobile unless broken
* Pipe check - fixed a number of wrap labels on pipes having collision

bm_c1a1a:
+ Lowered player's starting health (70 -> 45)
* Fixed strange/broken reflections in test chamber at the beginning
+ Replaced the healthkit in the hallway by the guard with a health kit and health syringe
* Removed some invisible walls
+ Edited the timing on the Eli/Kleiner scene - they now start talking earlier and pause until the player approaches
+ Removed auto-locking door behind the player after entering the overlook office
* Fixed some strange shadowing issues in the overlook office after the servers explode
* Fixed phys props being able to clip through the fallen railing under the headcrab warp

bm_c1a1b:
* Removed collision from the wall-mounted handrails throughout the map for ease of navigation
+ Replaced the Glock by the dying security guard in front of the ending airlock with a Glock magazine and a stun baton
* Fixed numerous clipping issues with flares throughout the map
* Fixed the bin thrown by the zombie in the lobby not being on fire as intended
* Fixed issues with the guard shooting door/window frames instead of zombies
* Fixed the glass in the computer room not actually sounding like glass when struck (confirmed this time)
+ Reworked the hallway zombie sequence a bit
+ Made the slamming door near the end not lock behind the player automatically after passing through

bm_c1a1c:
* Fixed xog volume not actually following the drainage water when rising
+ Restored the TEMPERATURE CONTROL sign in the cryo room area; removed some excessive and noisy signposting lights
* Expanded trigger volume for sliding doors so they open a bit more readily
* Fixed some alpha sorting issues on the signage around the water valves
+ Added some alternative methods of navigating through/past the cryo room puzzle
* Fixed an issue where some headcrabs/a zombie wouldn't appear if the player sequence broke
+ Adjusted lighting in the Vort hallway
* Fixed some oddities with the behaviour of the door the Vort punches out
+ Improved the sewer water appearance, as well as the sewer itself

bm_c1a1d:
* Door back to previous map no longer automatically closes
+ Adjusted map start a bit
+ Fixed some floating cable props in the Akira elevator shaft
+ Reworked teleporting crate houndeye sequence a bit
+ Replaced the houndeye bridge scene with a scene featuring a bullsquid, a la HL1
+ Replaced static water in the canal with a flowmapped water texture
* Fixed a bug where some parts of the broken bridge would float up out of the water after the animation finished

bm_c1a1e:
+ Removed obtuse backtrack prevention if taking the vent through from c1a1d
+ Replaced static expensive water in canals with flowmapped water textures
+ Adjusted the bullsquid scene in the canal a bit
+ Restored the shortcut door from the big canal to the far side after getting through the hanging crate room
+ Restored swinging crates in the hanging crate room
+ Replaced an impossible locked door with one that can be opened for the player to explore
+ Reworked the end houndeye scene significantly

KNOWN BUGS:
bm_c1a1d: Backtracking via the vent from c1a1e may cause some odd behaviour - investigating
bm_c1a1e: Saving/loading causes all swinging crates to reset to default position and can cause the player to get stuck on them - this is an unfortunate side effect of how the swinging crate effect was achieved and I do not know if it can be fixed; investigating. For the time being, stay away from the hook holding the crate when saving/loading

Update: 20 Feb, 2022 @ 10:10pm

VERSION 1.16 (LAMBDA CORE UPDATE 2)

Per Lambda Core v1.08:

- Various balance changes, particularly with regards to AGrunt vs. Xen Grunt usage
- Attempted/Partial fix for NPC navigation issues on c3a2c (still not perfect, but it seems to be better)
- Fixed bugged blast doors on c3a2d/c3a2e that could push NPCs through the floor
- Fixed bugged teleporter fight behaviour - portal would be ready on a timer instead of when the fight ends as intended

Update: 9 Feb, 2022 @ 7:00pm

VERSION 1.14 - LAMBDA CORE UPDATE

- Added changes from the updated/standalone release of Lambda Core

Update: 26 Oct, 2021 @ 9:32pm

VERSION 1.12b - FORGET ABOUT FREEMAN HOTFIX

- Fixed a potential softlock at the end of bm_c3a1b due to unwanted button behaviour

Update: 20 Oct, 2021 @ 8:15pm

VERSION 1.12 - FORGET ABOUT FREEMAN UPDATE 2

Per FAF version 1.04:

- Fixed a missing ceiling early in c3a1a
- Fixed a number of navigation issues throughout the map
- Gave the guard on c3a1a some extra dialogue
- Rebalanced the surface fight on c3a1b - still difficult, but should be much fairer
- Reworked start of c3a1b to discourage camping
- Fixed garage fight behaviour - it should now mirror HL1 much better than before
- Fixed double-doors clipping into walls outside the garage
- Fixed surface blast doors opening when touched (oops)
- Added some extra detailing here and there throughout c3a1b

Update: 27 Aug, 2021 @ 7:32pm

VERSION 1.11 - FORGET ABOUT FREEMAN UPDATE

- Added changes from the updated/standalone release of Forget About Freeman

Update: 25 May, 2021 @ 8:31pm

VERSION 1.10b

- Fixed a bug with the skybox in Surface Tension map A
- Improved line-of-sight to the .50 cal setup on the dam
- Fixed tree frog radio conversation in Surface Tension map H not stopping as intended when the snipers are killed
- Fixed guard-related softlocks at the end of said map, hopefully for good this time

Update: 23 May, 2021 @ 7:26pm

VERSION 1.10 - SURFACE TENSION UPDATE

- Implemented changes to Surface Tension, per its standalone release

Update: 24 Apr, 2021 @ 1:23pm

VERSION 1.08 - QUESTIONABLE ETHICS UPDATE

- Implemented changes to Questionable Ethics, per its standalone release
- Fixed some relatively minor bugs and issues in On A Rail as well