Black Mesa

Black Mesa

Lambda Core Finale Music
58 Comments
Phantron 31 Mar, 2024 @ 10:16am 
is this just a replacement for the music file and the map is otherwise identical to the credits theme in core finale?
Vassago Rain 18 Oct, 2023 @ 5:36pm 
@plague of shadows
The way LC is setup, you could probably upload a sound mod add-on the way we did that plays this track instead of the credits theme we used. As long as it's in wav and uses the same name, it should work.
Plague 27 Jun, 2023 @ 11:50am 
is there any way you can make a version that is compatible with black mesa classic?
NOLYER  [author] 21 Feb, 2023 @ 7:45pm 
Yes!
Theplayerthatexists 20 Feb, 2023 @ 7:29am 
Awesome addon! Gave me goosebumps when the music started playing. I have a quick question though, does this addon work with the BMCE - Lambda core staff overhaul?
Osgood-Schlatter's disease 6 Jan, 2023 @ 7:11pm 
Does this conflict the "Shepard in lambda core mod"? Because I have this and Shepard in lambda core subscribed and he's not showing up for me. Is there anyway to fix?
Deus_nsf 13 May, 2022 @ 1:36pm 
proof of concept, really cool I think :) https://youtu.be/yqnxw7x64WU
Deus_nsf 10 May, 2022 @ 3:42am 
https_DDOTSS_mega_DOT_nz_S_file_S_Xo40wI6I#uiGB_iQPkM3BType4YGbkfHGNbNeT6F0DlOkrsFIsQk

of course replace _DDOTSS_ by a double dot slash slash and _DOT_ with a real dot and _S_ by a real slash (god steam is annoying even though I understand the necessity of this)
Deus_nsf 10 May, 2022 @ 3:38am 
@Garper I learned how to unpack and repack source mods, and did a 18 seconds delayed version of the song so that it lines up better with the scientist dialogues, I'll try to copy the link in the next comment and hope that the auto moderation won't delete it because it's a mega link... Please give it a try :)
Deus_nsf 30 Apr, 2022 @ 1:06am 
After replaying the entire lambda core chapter, I can confirm that it works fine sorry for the false alarm :)
However I double down on delaying the start of the music just after "We got a breach!" That would be totally cool!
Deus_nsf 29 Apr, 2022 @ 12:01am 
Oh, last time I tried the mod it had invisible walls and all, but maybe I should start the lambda chapter from the beginning instead of loading the map?
NOLYER  [author] 28 Apr, 2022 @ 9:10pm 
@Deus_nsf
But it is already the latest, "Definitive Edition" version of the map?
And apologies for the late reply.
NOLYER  [author] 28 Apr, 2022 @ 9:10pm 
Because in order for music to play in the map, there should be added a special entity designated to play this music. This in turn requires editing the map.
*****.exe 28 Apr, 2022 @ 7:47am 
but why it isnt compatible with shepard if its just a music?
Deus_nsf 29 Mar, 2022 @ 11:44pm 
Please update it for 1.5 with the 1.5 map <3 with maybe a bit more delay for triggering the song as well :) (let's say, just after the scientist says "we got a breach" :p)
NOLYER  [author] 12 Feb, 2021 @ 12:32pm 
Yes
heroheenie2 12 Feb, 2021 @ 10:20am 
@Garper do you just subscribe for it to work?
NOLYER  [author] 12 Feb, 2021 @ 12:17am 
@heroheenie2
Yes, that's right.
heroheenie2 10 Feb, 2021 @ 2:55pm 
So this adds the cut song from OAR to Lambda Core Sequence? This sequence didn't have music before right?
NOLYER  [author] 5 Jan, 2021 @ 1:34pm 
@MR.SUPERIOR
No, it's not compatible.
MR.SUPERIOR 5 Jan, 2021 @ 1:07pm 
is it compatible with shepard in lambda core ?
NOLYER  [author] 28 Dec, 2020 @ 5:44pm 
Updated for Black Mesa: Definitive Edition.
Large Marge 2 Dec, 2020 @ 10:51pm 
Cool addon.
Mr. Freeman 5 Nov, 2020 @ 3:05am 
Works now. I think that adding game+mod bms/custom/* to gameinfo was the main issue because some other mods started working again after that. Looks like it was my mistake to check the integrity of the files after the transition to beta
Mr. Freeman 5 Nov, 2020 @ 1:39am 
Ok. I'll try when I have a free time
NOLYER  [author] 4 Nov, 2020 @ 9:24pm 
Also check if your gameinfo.txt has this line:

game+mod bms/custom/*

under the SearchPaths category
NOLYER  [author] 4 Nov, 2020 @ 9:09pm 
After installing the mod into the custom folder, try to unsubscribe and then go to Steam\steamapps\workshop\content\362890. If there will be a folder called 1950921939, delete it and check if the music will play.
Mr. Freeman 4 Nov, 2020 @ 3:03am 
I did everything according to your instructions before 1.5: vpk file in the custom folder and etc. Everything was ok. In recent beta music just don’t play. I tried to re-subscribe and did the custom folder thing again but it didn’t help
NOLYER  [author] 3 Nov, 2020 @ 9:50pm 
Through the workshop or the custom folder?
Mr. Freeman 3 Nov, 2020 @ 1:48am 
Looks like this mod don't work In 1.5 beta
MR.SUPERIOR 18 Aug, 2020 @ 11:40am 
your addon appeared in my walkthrough https://www.youtube.com/watch?v=ay1oTIeFvvI&t=19731s at 4:11:24 :houndeye:
Zaku II (Alias WatcherZigzagoon) 22 Jul, 2020 @ 2:49pm 
this is more complicated than I was expecting...
mrglanet 9 Jun, 2020 @ 1:47pm 
Weird. When I add your ambient_generic entity to the previously linked map and compiled it, it played as scripted, but there were some missing textures in the map. Oh well. Guess I'll have to pick one or the other.
NOLYER  [author] 5 Jun, 2020 @ 11:47am 
@Mrglanet Yes, it is possible
NOLYER  [author] 5 Jun, 2020 @ 11:47am 
About the script. First, in the "game_sounds_music.txt" (you can look at this file in my addon), you should write the script and name it.
Script should look like this:

"name of the script"
{
"channel" "CHAN_STATIC"
"volume" "0.7"
"pitch" "100"
"soundlevel" "SNDLVL_NONE"
"wave" "#music/name of music file.wav"
}

And then in the properties of ambient_generic, in "Sound Name" write the name of your script.
NOLYER  [author] 5 Jun, 2020 @ 11:47am 
@MiracleSpectrum You should find an entity (trigger, ambient_generic), that is tied to the scripted sequence you want. In the case of the map with lazers in LC, it is the orange trigger near the lever. In the Inputs tab of trigger properties there will be scripted sequence. Open it and click Add. You will create a new output from this sequence. In "My output named" select the same option as for the other outputs in this sequence (in this case it is "OnFullyClosed"). In "Targets entities named" write the name of your ambient_generic entity, which will play music. In "Via this input" choose "PlaySound". Also at the bottom you can select the output delay.
Screenshot of the sequence outputs: https://imgur.com/a/1rcf2J6
mrglanet 5 Jun, 2020 @ 8:10am 
@Garper Using the method you described, is it possible to make this compatible with this mod?: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=576153898&searchtext=lambda+core
They both replace the same map.
MiracleSpectrum 4 Jun, 2020 @ 3:33pm 
In case you're wondering what changes I'm trying to make or at least want to see these are what I have planned currently:

Black Mesa Theme - Entering the Anti Mass Spectrometer in AM
Black Mesa Theme (CrazyMix) - reaching the front desk in Unforseen Consequences
Unforeseen Consequences (the old pre v1.0) - Office Complex fight before final elevator shaft
Blast Pit 2 - returning to Main Cilo D in between errands to generator or fuel pumps
Apprehension (Full) - Brakes failure and Crashing into flooded cilo in Apprehension
Anomalous Materials alt version (with strings) - Surface Tension during the Osprey scurmish
Old Credits part 2 - sewer section in FAF
Leaked OAR music - Lambda Core Lazer dodging section
MiracleSpectrum 4 Jun, 2020 @ 3:33pm 
This is really helpful, man. I appreciate it. How does one tie a scripted sequence to the entity? For example, if I wanted a track to play during the lazer sequence in LC after pulling the lever. Also where in the properties do I select "script"? I'm new to most of this, but I am a quick learner and am determined to figure this out.
NOLYER  [author] 3 Jun, 2020 @ 11:49pm 
@MiracleSpectrum In order to add music, you need to decompile a map you want to change (You can use BSPSource for decompiling). Then through Hammer Editor add to map ambient_generic entity, which will play sound/music, and tie it to scripted sequence. In the properties of ambient_generic, you should choose either music file or script, which will play music. The script method will allows the game to consider your added music as music, which means that it will not stop playing after in-game save and load, and its volume will be controlled by music volume parameter in Settings. The script should be written in game_sounds_music.txt. P.S. Sorry for late reply
MiracleSpectrum 20 May, 2020 @ 5:14pm 
How did you make this happen, if I may ask. Was it any difficult? I'd really like to add other unused songs to other parts in the game, but I don't know how to.
player 19 Mar, 2020 @ 11:39am 
Yeah,it's from the 2012 leak,i think.
NOLYER  [author] 16 Mar, 2020 @ 10:07am 
The track is from the 2012 leaked gameplay of On A Rail. Maybe it was in OAR Uncut, but I don't know because I never played it.
player 16 Mar, 2020 @ 8:09am 
Isn't the "Finale Song" from the uncut version of "On A Rail"?
NOLYER  [author] 6 Mar, 2020 @ 9:32pm 
Update for Black Mesa 1.0 is out!
NOLYER  [author] 12 Jan, 2020 @ 10:25am 
New Update is out.
NOLYER  [author] 9 Jan, 2020 @ 5:26pm 
Actually, after watching the leaked 2012 gameplay, I thought that this song should be definitely reused somewhere in the game. After that I saw the comment about Lambda Core finale in the comments section of the video with this music. Probably it was your comment)
THEFREEMAN2048 9 Jan, 2020 @ 7:22am 
what inspired you to do this

because i posted that this should be done on so many videos of this song
W.D. Gaster 6 Jan, 2020 @ 6:14pm 
@garper i havent used the mod yet so if you already built it, it will probably not happen
NOLYER  [author] 6 Jan, 2020 @ 5:59pm 
Before putting the mod in the custom folder, did you typed "snd_restart" in game console? Every sound mod requires this.