Black Mesa

Black Mesa

A bit like HL, less like BM
31 Comments
DiffyDude 21 Sep, 2022 @ 12:52pm 
make it compatible with classic weapon pack
originalname 6 Feb, 2022 @ 5:54pm 
can sum1 make an addon that makes the hecu's AI less intense? pls and thx!
rkane31174 20 Oct, 2021 @ 5:12am 
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 @ 5:44pm 
fucks up the...lighting somehow? at least it does for me
Jelleh95 3 Jan, 2021 @ 8:37pm 
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 @ 1:31am 
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 @ 1:21am 
My game is blindingly bright with this mod wth man
Vincible 30 Nov, 2020 @ 6:56pm 
Hey how about damage buff the 357 (Barney)?
Nice Tweak btw
AZL4N 14 Aug, 2020 @ 10:50pm 
THANK YOU
Crackhead McGee 13 Aug, 2020 @ 12:03am 
So this mod pretty much makes it so fighting the soldiers is actually possible without losing all of your health in like 10 seconds?
JCPrime 28 Apr, 2020 @ 3:49am 
So, kind of confused, with that comment on the lighting is that why the game looks brighter with this mod installed?
Rookie 27 Apr, 2020 @ 11:18am 
This is a pretty well done rebalancing that takes in account basically almost every combat scenario, well done!
I've been trying to do the same for a while (I.E a rebalance mod) but I just don't know how to modify weapon stats precisely, such as spread etc
Rook 15 Feb, 2020 @ 9:45am 
This is awesome!!! Thank you for the credit, and I really dig what you have done! It really adds a lot to the gameplay and makes it far more interesting. Cheers!
Biggity Swigger 10 Dec, 2019 @ 3:05pm 
Alright
Shodanbot  [author] 10 Dec, 2019 @ 2:48pm 
Biggity: A quick look at his mod and he makes very similar changes to HECU burst fire to mine. The exception is that I made some tweaks to the accuracy and movement accuracy. He doesnt touch the other NPC stats. Use both and you should be safe.
Shodanbot  [author] 10 Dec, 2019 @ 2:44pm 
I dont know, but if it touches the same files as that mod then I would imagine my mod or his would override the other and the rest of the changes made to other AI in the game. I will look at that mod and post my findings later.

BTW, I will have to update this (and my other mod) to reflect the changes and additions CC made with the Xen beta. I will wait until CC releases Xen into the stable branch before releasing an update.
Biggity Swigger 10 Dec, 2019 @ 9:22am 
Does this work with the HECU MP5 Burst Fire mod?
Cilo 30 Sep, 2019 @ 7:55pm 
nvm I found it
Cilo 30 Sep, 2019 @ 9:25am 
What file did you go into to make these changes if you don't mind me asking?
1v4n94 6 Jul, 2019 @ 11:37am 
Thanks a lot for everyting!!! :D
Shodanbot  [author] 6 Jul, 2019 @ 11:31am 
One last thing:

If you are changing the same files that my tweaks change, then make sure your mod loads AFTER my tweaks. Name it something like "z_my_mod_1" and it will definitely override my VPK.
Shodanbot  [author] 6 Jul, 2019 @ 10:35am 
I would recommend (while testing) keeping your mod in a folder like this "bms/custom/my_mod_1" before packaging it into a VPK. And the file structure of your mod folder (e.g. my_mod_1) must mirror that of the "bms/" folder, if all the VPK's were loose that is.

Example:

"bms/custom/my_mod_1/cfg"
"bms/custom/my_mod_1/maps"
"bms/custom/my_mod_1/material"
"bms/custom/my_mod_1/scripts"
"bms/custom/my_mod_1/sound"

And so on.

When finished, just drag and drop your mod's folder (my_mod_1, in this example) onto vpk.exe and you're done. :) Hope this helps.
1v4n94 6 Jul, 2019 @ 10:02am 
*than what you've done
1v4n94 6 Jul, 2019 @ 9:05am 
No problem. My time is not your time, and vice-versa ;)

I did it differently that what you've done. I thought that by putting the .vpk file in the custom folder the game would recognize it and apply the changes, but it didn't. I will try it the same way you did it, by uploading it to the workshop, to see what happens. Thanks for the invaluable support and all your help!!
Shodanbot  [author] 6 Jul, 2019 @ 5:42am 
Sorry for the delay in my response:

Did you add "game+mod bms/custom/*" under "SearchPaths" in the "gameinfo.txt"? This file is located in "Black Mesa/bms/".

If that is the case what is the file and folder hierarchy within your mod?
1v4n94 5 Jul, 2019 @ 10:01pm 
I've created a small mod, put it in a VPK file, and inside the "custom" folder, to no avail. I don't see any of the changes I've made.
Shodanbot  [author] 5 Jul, 2019 @ 7:50am 
Personally, I would like to get access to the final VMFs for the maps as soon as the game is complete. If we get access to them, that is.

There are a few too many "turret" enemies (As in stationary, not 50cal) with little room to move. The AI is only as good as how a mapper uses them, and I suspect a few of the BM mappers didn't know how (or didn't care) to use assault and battle lines entities correctly. This shows in the level design.

A "good" example of this would be map "bm_c2a5c": It's a very restrictive map for the AI and many of the encounters here are "turrets." What a few of these encounters could use is a few extra things. Like a small cave system for flanking shotgun assaults, maybe a way for the AI to get to whatever level the player is is on, and so on. I would like to give this a try at some point.

As is, my mod makes these restrictive encounters more apparent. But at least it's a sane baseline balancing.
Shodanbot  [author] 5 Jul, 2019 @ 7:21am 
No problem mate. By all means, use my edit as a template for your own edit.
1v4n94 5 Jul, 2019 @ 5:17am 
Nice creation!!
1v4n94 5 Jul, 2019 @ 5:17am 
You are giving me reasons to start my own difficulty mod for this game 😊
The One Freeman 3 Jul, 2019 @ 7:47pm 
Thank you, man!