Black Mesa

Black Mesa

Miscellaneous Black Mesa Gameplay Tweaks
36 Comments
2.5 Bobux  [author] 16 Jul @ 11:15pm 
For example, the numbers (0,0) represent the coordinates of the crowbar in the weapon selection menu.
-"Bucket: is the Column of the gun and goes from 0 to 4 (Note how starts at 0, resulting in 0, 1, 2, 3, 4 for selections 1-5).
-"Bucket_position" is the Row of the gun, starting at 0 just like the column and increasing as you go down the weapon selection.

Another example is the MP5, which is in the Column 3 and Row 1 (2,0):
"bucket" "int" "2"
"bucket_position" "int" "0"
Essentially, make sure to subtract 1 from your desired position when you input the values since they start at 0 rather than 1.

4) Edit the numbers to swap weapon positions.
5) Make sure that no weapons overlap; otherwise, you will not be able to select them.
6) Copy and paste the weapons folder into the gameplay folder.

Hope this helps!
2.5 Bobux  [author] 16 Jul @ 11:15pm 
@Arson Hole It's the weapon .dmx files located in script\gameplay\weapons.

1) Go to the weapons folder
2) Open the desired weapon .dmx file.
3) In the first section of the code, you should see something like this:
"bucket" "int" "0"
"bucket_position" "int" "0"
2.5 Bobux  [author] 16 Jul @ 11:12pm 
@Dolphin The issue is that a lot of the weapon improvements are tied to their animation and weapon script files. I mean, you can always delete the animations in models\weapons and the damage changes in scripts\weapons to use whatever you want. If you are getting some issues still, you can unsubscribe from the mod and just leave the instance in the custom folder.
anyD 28 Jun @ 10:12pm 
Great mod! it fixed most gameplay related issues that I had with vanilla
Dolphin 18 Mar @ 1:09pm 
Yeah, no... this is absolutely unacceptable in it's current state.
Split every change into a seperate mod, THEN I'll use what fits for me.
Dolphin 18 Mar @ 1:01pm 
I wish I could fully customize this. Like, remove the weapon animation changes so my remastered weapon animations still work with this mod's tweaks...
I've got a problem with shotgun, it just won't appear in 4th weapon slot
Arson Hole 22 Feb @ 9:33pm 
Mostly great changes here, seriously. The improved flashlight, nerfed Assassins, and especially the improved grenade throws are especially welcomed changes

Just one question tho: What files change the weapon select order on the HUD? I kinda want to move the Shotgun and Hivehand selections
BOON: SPIRAL LOLLIPOP 11 Jan @ 7:08pm 
I tried and it's not working:
alias RunON "+cl_always_run; alias RunToggle RunOFF"
alias RunOFF "-cl_always_run; alias RunToggle RunON"
alias RunToggle RunON
bind capslock "RunToggle"
What am I doing wrong?
2.5 Bobux  [author] 11 Jan @ 2:31pm 
Use this resource, this is what helped me learn about commands and such, and I think it has what you are looking for:
https://developer.valvesoftware.com/wiki/Alias
BOON: SPIRAL LOLLIPOP 11 Jan @ 7:35am 
Would there be a way to make capslock into an always run toggle? I've tried the following command but it doesn't seem to work:
bind capslock "incrementvar cl_always_run 0 1 1"
2.5 Bobux  [author] 7 Jan @ 2:17pm 
It's hard-coded so I can't do anything about it.
BOON: SPIRAL LOLLIPOP 7 Jan @ 11:15am 
Do you also know if there's any commands that could make it so the flashlight doesn't lag behind slightly with mouse movement and follows the player's view perfectly like in the original games?
BOON: SPIRAL LOLLIPOP 6 Jan @ 10:07pm 
Awesome!!
2.5 Bobux  [author] 6 Jan @ 10:06pm 
Hey, I was testing some stuff out too and I got a command string for the weird bobbing of weapons that half-life 1 has. I think it fits really well always run to make weapons bob more as you run. I'll make an extras section for the mod and add it all there. Though I yapped so much in the description of the mod that I ran out of space to mention the features.
BOON: SPIRAL LOLLIPOP 6 Jan @ 9:47pm 
Holy shit, thank you!!
2.5 Bobux  [author] 6 Jan @ 9:36pm 
replace CTRL for whatever key you use to crouch
2.5 Bobux  [author] 6 Jan @ 9:35pm 
As I have said before, I have not seen any commands to remove this. I don't use always run so I had to do some testing on my own, but I think it should do the trick to remove the sliding when using always run while keeping the original crouching speed. Paste this into your autoexec.cfg, or just copy and paste it into the console:

alias "+supergluecrouch" "cl_forwardspeed 150; +duck; wait 60; cl_forwardspeed 450"; alias "-supergluecrouch" "-duck; cl_forwardspeed 450"; bind CTRL "+supergluecrouch"
BOON: SPIRAL LOLLIPOP 6 Jan @ 5:48pm 
Well do you know if it'd be possible to edit the run function to be more like HL1, less slippery and more reliable?
2.5 Bobux  [author] 5 Jan @ 2:24pm 
I also went back and played the free 2012 mod — it has been this way for a long time. That is, except for the crouch slide, which was added on the steam release (though I think it's cool since it lets you bunny hop).
2.5 Bobux  [author] 5 Jan @ 2:23pm 
I've looked into it, and the crosshairs are hard-coded; I think the crouch slide is as well. Oh and the HUD for the mod is the same as in vanilla Black Mesa.
aurthur morgan 4 Jan @ 2:54pm 
INTERLOPER
BOON: SPIRAL LOLLIPOP 3 Jan @ 12:47pm 
Do you think you could make an addon that removes the slide function when crouching while running? I use alwaysrun and it's annoying when I'm just trying to crouch. Also, can you make the hud changes standalone like you did with your HL2 mod?
ghosterino 2 Jan @ 3:12pm 
The crosshair is too small and I think also a bit transparent, so under some situations like outdoors sections in Surface Tension it is very hard to see...
2.5 Bobux  [author] 2 Jan @ 12:11pm 
I do have some experience with editing the HUD and crosshairs for Half-Life 2, but Black Mesa is quite different (the crosshairs dynamically change depending on the weapon spread values, for example). I know that the crosshair color is hard-coded, based on what one of the devs from Blue Shift said so I am not sure what else is. I do think it is pretty good as it is already. What do you have in mind?
ghosterino 2 Jan @ 10:50am 
Can you do something for the HUD? Especially with the crosshair?
2.5 Bobux  [author] 1 Jan @ 10:38pm 
Disregard my last statement about the magnum. It had some issues, but I just had to remove and give myself the weapon again.

But yeah, the rest won't work unless a compatibility patch is made.
2.5 Bobux  [author] 1 Jan @ 5:26pm 
@maggus Thanks!

@Karl Only partially. Most changes work, but anything regarding animation delay improvements (these are custom animations for vanilla weapons) and the damage, weapon positioning, recoil, and firing rate of all other weapons does not since they depend on weapon script files, and Juniez' pack overwrites these from what it seems. The only exception to this is the tau cannon and hive hand, since they do not depend on the script files.

The magnum seems to have an issue when using this mod for some reason, but I'll get it fixed right away.
stunna boy 1 Jan @ 4:35pm 
Is this compatible with weapon animation replacements like the classic weapon pack
maggus 1 Jan @ 3:30am 
-Buffed the glock's firing rate significantly for both firing modes and reduced their spread.
-Increased the maximum damage done by the tau cannon when charged.
I have been looking for these 2 things for a long time
Perfekt 👌👍
Thank You
Civerion 30 Dec, 2024 @ 7:33am 
How do you give stars?
2.5 Bobux  [author] 29 Dec, 2024 @ 10:54pm 
If this does not work, you can to just subscribe to this mod in the workshop (no need to move files around), and then subscribe to your animation replacement mods after. I think this should work.
2.5 Bobux  [author] 29 Dec, 2024 @ 10:51pm 
Well, the pistol speed swap is essential the vanilla animation for the pistol tweaked, so it is basically its own custom animation. I think if you prioritize your other mod above this one in Black Mesa's Steam load order, it should be compatible, but the animation speeds would depend on which mod you are using.
Junk 29 Dec, 2024 @ 9:28pm 
This seems like a neat mod, but do the changes like the pistol swap speed work with custom animations?
2.5 Bobux  [author] 29 Dec, 2024 @ 1:59pm 
Hey, nice to see you again! Uploading mods for Black Mesa is a rather tedious process, but you can do that very easily by just typing "player_old_armor 1" into the autoexec.cfg within the Black Mesa directory.
steamapps\common\Black Mesa\bms\cfg\[autoexec.cfg]

Just open it up with notepad and add the line there without parentheses, and it should work.
BOON: SPIRAL LOLLIPOP 29 Dec, 2024 @ 12:24pm 
Do you think you could make the old suit power functionality standalone?