Black Mesa

Black Mesa

Revolver in Office Complex (OBSOLETE)
42 Kommentare
BurningCakeDoesAche 8. Aug. 2024 um 11:12 
I can confirm this mod still works now in 2024. Honestly I was initially reluctant to the idea, but I will admit that with the 357, I am actually a fair match against the marines hanging out on the catwalks.
RadicalEdward2 22. Feb. 2022 um 17:29 
surprisingly it still works and its still an essential mod in my Half Life experience with Black Mesa (:
Phantron 13. März 2021 um 13:46 
ah I see
White and Birdy™  [Autor] 13. März 2021 um 11:11 
It's obsolete insofar as I'm not supporting this mod any longer. It should still work in theory, but I haven't tested it in a while. It's basically just 1.5 OC/WGH/BP but with ammo and weapon placement changes, plus no shotgun marines in WGH.
Phantron 13. März 2021 um 8:53 
some people I mean, including me (maybe)
Phantron 13. März 2021 um 8:52 
the only difference from your map change for WGH here to vanilla is placing bits of 357 ammo around and the shotgun into the security room at the end right? or does vanilla already have another shotgun at the end of WGH anyway. and Im overthinking that, and you never touched WGH maps. I dont find this obsolete at all tho since I havent played 1.5 yet and wanna see the changes first, and maybe people like them but not the 357 removed from OC.
White and Birdy™  [Autor] 12. März 2021 um 15:25 
Hi! Thanks for the interest in this mod!

Having said that, it's obsolete - it's since been replaced by my current Black Mesa: Classic project. You can find the download for Office Complex specifically here, and the full game here. I'm currently working on a standalone version of WGH for BM:C, with an expansion along the same lines as Vent Mod, since I have some reservations about integrating another modder's work into BM:C like that.

As far as the vent drop in ST goes - I might look into it, but I wouldn't count on it, seeing as it was a hasty workaround for the missing half of Surface Tension in the mod release. We'll see, I guess.
Phantron 12. März 2021 um 13:52 
also a request I have: would you be willing to swap back the introduction layouts from the 2nd Gargantua where in pre-1.0 and the mod version you fell down to it with 2 hgrunts which made it way more heartpumping and better than the front-run to it in 1.0+, where instead CC moved the falling down to the "garage" battle between hgrunts and aliens wheres there also a tank in the room. would be highly appreciated if you were able to revert those changes !
Phantron 12. März 2021 um 13:40 
please :)
Phantron 12. März 2021 um 13:39 
wait does this conflict with the vent mod?`can you combine it with the vent mod if necessary?
Vassago Rain 1. Feb. 2021 um 13:35 
Can you add grenades to the starting points in office complex? The ones in unforeseen consequences are hardly optional or missable anymore.
Vassago Rain 12. Jan. 2021 um 15:02 
Man, so much for this being a mod friendly game :P
White and Birdy™  [Autor] 12. Jan. 2021 um 14:24 
...Ignore the failed formatting, lol. Guess that doesn't work in comments.
White and Birdy™  [Autor] 12. Jan. 2021 um 14:23 
If you want to make them drop 15 bullets with no other changes, then as far as I know, no, it's not possible. It also doesn't seem to be possible to change how many rounds MP5 magazines in the world give you, either - as best I can tell they're locked at 30.

Having said that, you can make the MP5's default magazine size only 15 rounds, which will affect MP5s dropped by NPCs, as well as most MP5s placed throughout the game. For some strange reason, it doesn't seem to apply to all of them - I've done this myself, and for some reason some MP5s just don't seem to be affected by it.

All you need to do is go into scripts/gameplay/weapons/weapon_mp5.dmx (you can open it with Notepad++ or similar), and change "default_clip" to "15". If it's not there, you'll need to add it, like this:
[code] "default_clip" "int" "15"[/code]
Vassago Rain 12. Jan. 2021 um 14:13 
CC tells me 'no,' but they've lied about things before. Is there a way to make HECU drop 15 9mm instead of the full 30?
Glitchtopher 9. Jan. 2021 um 19:16 
Nice!
White and Birdy™  [Autor] 9. Jan. 2021 um 19:12 
Yep! I've been poking around with them over the last two weeks. I've got something in the works that I'm hoping to have out soon. May or may not end up doing some more minor enhancements here and there first, though.
Glitchtopher 9. Jan. 2021 um 18:19 
the vmfs have been released
Vassago Rain 17. Dez. 2020 um 23:19 
Thanks for keeping this one up to date.
OPOROWIEC C360 1. Dez. 2020 um 13:33 
I always thought a Magnum for the start made more sense than a SPAS for the start. I played HL2 as my first HL game ever long ago, so i'm used on the shotgun being avaliable lil bit later. I like this mod.
Vassago Rain 5. Juli 2020 um 23:26 
If you could teach me how you did this mod, I'd do the work for you. The game as it was before all these latest silly weapon progression changes was vastly more enjoyable.
White and Birdy™  [Autor] 5. Juli 2020 um 22:25 
Hmm. Admittedly, I haven't been working on a Vent Mod compatible version of this for a while now anyway - I've been more preoccupied with playing around with the HLA workshop tools - but thanks for bringing this to my attention. I'll look into the AI Disabled bug, but I don't know if there any easy way to fix that.

Provided no one else jumps on it first, when the official .VMF's are released, I'll probably look into making a set of pre-1.5 weapon placement mods. I've definitely come to prefer BM's placement of the crowbar over HL1's, at the very least, and putting the first Glock shortly after that feels pretty silly, even if it's technically closer to the original game.

I might look into things to see what I can do soon. From the sounds of it, at this point, I'd have to start decompiling the maps directly, and that's a can of worms I really hope I won't have to open.
Vassago Rain 3. Juli 2020 um 23:50 
At this point, a 'pre 1.X weapon progression restoration' mod might be more sensible, since there's talk of them moving the crowbar to an earlier part, nullifying the flare and guard survival horror part, and they saw fit to put the glock with the dying guard reaching for the health charger, where it is in HL OG...but you don't have any ammo, and there's only one zombie, houndeye, and two headcrabs before you reach the security room with the grenades and glock.
Vassago Rain 3. Juli 2020 um 23:49 
The newest beta branch has vastly increased 9mm ammo through office complex and made encounters way, way, way less frequent and dangerous early on, while maintaining the 96+8 shotgun shells, turning the early game into an even bigger cakewalk.
There's also a specific and nasty bug with this mod that causes AI disabled if you take the secondary path that leads to the turret, then try to go back to fetch the scientists and guards.

The one good good change is the formerly unused office next to the shotgun/magnum optional room that currently seems bugged and doesn't always open, but is supposed to feature a bunch of zombies busting the door down. They removed the vorts in the shotgun/magnum room, as well as a whole bunch of other stuff, because...it was too difficult? You always have 150 9mm now, so I don't even know.
Salimuyne 20. Apr. 2020 um 1:55 
Hi!

Heard through the grapevine about making a vent mod version of this. You're more than welcome to do this if you like. I ship the mapsrc with the mod anyhow, so implementing whatever changes you'd like to make would be pretty easy.

Cheers!
White and Birdy™  [Autor] 18. Apr. 2020 um 13:20 
@Anschluss; Sorry for the delayed response, but I think that'd be a question for Sunset Shimmer/RK instead. I'm not particularly comfortable with the idea of editing and reuploading another modder's work on here myself. If SS doesn't mind, though, I can certainly look into a WGH Vent Mod patch for this.

@Cassago Rain; Aheh, I wouldn't go that far, but thanks. I haven't been able to reproduce any AI problems on my end - coupled with the fact that I didn't actually touch any AI stuff beyond trying to give the c1a2b guard his revolver, I've got no idea where to start with trying to fix them.
Vassago Rain 17. Apr. 2020 um 21:54 
After digging into the game, me calling this a 'quick mod' was the understatement of the century. I'm very slowly learning how to get through their special everything, and how to get NPCs to behave properly, and only now after I've tried it does it dawn on me how much work even this 'quick' and 'simple' mod was. That, or you you just know what you're doing, like when I explain a character in guilty gear.
Thanks for the effort, though. You're the reason hundreds of people even got the game, and then drew in more in turn, many who came back and couldn't get past the muh shotgun is true part against the first HECU combats.

Now if only there was a way to alter pickup sizes...
Anschluss 20. März 2020 um 13:43 
Would I be pressing my luck to ask for a Vent Mod compatible version?
NEPGEAR 18. März 2020 um 17:18 
sure wants to do the game lil harder
White and Birdy™  [Autor] 10. März 2020 um 18:35 
@ggamerufc; If you're asking if the shotgun was put back in Office Complex in BM 1.0, yes. The .357 was also moved to the end of Blast Pit.

This mod puts the .357 back in OC, and makes the shotgun at the end of We've Got Hostiles the player's reward for beating the chapter.
Ted 10. März 2020 um 17:26 
did the 357. got replace from the shotgun or they still in the same place
Mr.Lazy 10. März 2020 um 8:48 
Add there also rpg and tau, thx <3
PsyWarVeteran 10. März 2020 um 8:14 
The babies got their pacifier huh?

Finally some peace and quiet.
MiracleSpectrum 9. März 2020 um 18:50 
vent mod works with 1.0
White and Birdy™  [Autor] 9. März 2020 um 17:25 
That's... a good question, I'm not entirely sure. Is vent mod compatible with 1.0? Last update I see for it is from late February.

I think worst-case scenario would be game crashes, or maybe the AI Disabled bug when you die or load a save. Best-case, you'd hopefully just get either this mod's version of WGH, or the Vent mod's version. I really don't know enough to say either way, though.
Anschluss 9. März 2020 um 17:10 
Dammit. What's the worst that could happen if I play with both?
White and Birdy™  [Autor] 9. März 2020 um 16:55 
@Anschluss; OaR mods, yes. The WGH vent mod, no. This mod edits WGH's maps to replace shotgun ammo with revolver ammo, so it'll conflict with the vent mod.
Anschluss 9. März 2020 um 16:22 
Compatible with Vent Mod and OAR workshop mods?
[ThλtGenericPyro] 9. März 2020 um 12:08 
Hopefully not, since that's where the shotgun is supposed to be

Still: Nice to have it as an option if you liked the change better!
Vassago Rain 9. März 2020 um 1:02 
Fantastic, elegant, and so neat and simple. I'll be using this mod until the dev team changes things back, or I'll keep it forever.

Thanks a lot.
The One Freeman 8. März 2020 um 20:40 
Thanks, man!
Moon Moon 8. März 2020 um 20:00 
THANKS A LOT. :)

Contrary to what people seem to feel, I'm not sarcastic.

Im The6thMessenger BTW