Black Mesa

Black Mesa

Black Mesa: Damocles (Phase I)
Cyvo  [udvikler] 10. mar. 2019 kl. 10:34
Making Black Mesa: Damocles better
This discussion is provided to improve and optimize Damocles in the near future. If you have any questions about the game, find any bugs or encounter other unexpected issues write them down in detail so I can respond to them as fast as possible. If you have any special ideas or wishes for the upcomming updates you're free to share them as well and I'll do my best to include them into the project.
Sidst redigeret af Cyvo; 10. mar. 2019 kl. 10:37
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Character 17. mar. 2019 kl. 17:31 
I have a question about it. Sorry if it does, I have yet to play it but it looks really good! I was wandering if it's like Azure Sheep where there is a bit where you play before the cascade, like walk around and such, and when you reach the player's destination, the cascade happens within a couple seconds or so. Is there a part like that? Or am I mistaken and confused. If so, it's fine.

Nevermind. I found out the problem with my file.

Final Update: I played a bit of it, and the scenery is great. It'd be cool to get to explore bits and pieces before the cascade, may just be me because I'm a nerd. But if a Pre-Disasters guy got a hold of this (With your permission of course), then that would be really neat to see.
Sidst redigeret af Character; 17. mar. 2019 kl. 17:57
djcj 18. mar. 2019 kl. 13:08 
You could add a launch script "damo.sh" for Linux, like "damo.bat" for Windows:
#!/bin/sh -e cd "$(dirname "$(readlink -f "$0")")" ln -frsT damocles "../../../../../steamapps/common/Black Mesa/damocles" steam -applaunch 362890 -game damocles $@
Important: line endings must be UNIX (\n instead of \n\r).

PS: it seems on Linux you can only launch the game from the BM directory using the symbolic link method.
Sidst redigeret af djcj; 18. mar. 2019 kl. 13:09
ZDuke 18. mar. 2019 kl. 14:06 
Too many headcrabs in the beginning. They just get stuck in doors and make it so the player can't get through them.
UniversE 18. mar. 2019 kl. 17:06 
[BUG]: If you are reaching the midgame miniboss too fast, the boss track starts playing while another track is still playing. Additionally the "We've got hostiles" track is already very intense and the boss fight music is an own addition. The contrast is too harsh imho. Maybe use "Surface Tension 1" for the boss fight. I think it is not used elsewhere, is it?
ZDuke 18. mar. 2019 kl. 20:45 
Remove the reactor core section entirely
Sidst redigeret af ZDuke; 18. mar. 2019 kl. 20:48
Lassi 19. mar. 2019 kl. 8:21 
The mod itself in visuals and aesthetic is quite good. But the gameplay is... well it's complete sh*t.
I find that there are only three problems: The vorts, The resources and The health.

The vortigaunts are fun to play against when in groups of 2 or alone but having four or more in a small space is extremely annoying. Reduce the number of them. And another thing that makes them even more frustrating to fight is:

The resources. I had trouble fighting as I had literally no ammo half of the time. atleast on the areas before the container bullsh*t. I only had my crowbar and that combined with two houndeyes and 2 vortigaunts? Yeah. Annoying.

And the health. On the really hard parts (Even on easy!) the health was slim and was given to you AFTER the fights. The way to fix this is obvious. Give players health during the fight too.

Conclusion: If you are up for a challenge go ahead. Otherwise... This horrible gameplay ruined the entire mod. Thank you for your time. I hope my feedback is useful.
Sidst redigeret af Lassi; 19. mar. 2019 kl. 8:22
Wilson (Overwatch) 21. mar. 2019 kl. 11:50 
Some feedback and issues I have with Damocles:

*The first map seems to be broken: The door with a scanner, leading to the room in which lockdown is lifted, doesn't seem to open no matter what occurs. I scoured the level for any sort of button or way to allow access through but wasn't able to find anything. I ended up having to noclip through the door due to this. EDIT: Restarting the campaign fixed that for me (on the 2nd restart mind you), no idea why that was broken.
*In bm_damo01a, two vortigaunts spawning right behind you while two more were in front of you in a very tight area, and your only weapons were the pistol, crowbar and revolver - that's just not fun. Additionally, the large bodies of water only having a single exit at the far side is just plain frustrating, as it takes so long to swim back. I also didn't enjoy how hidden the vent exit for it was - a bright red light above the drain with no boxes blocking it would have been much easier to see.
*bm_damo01b was also bugged - I had to manually fire door3a/b's opening and closing to advance through the level, and noclip was required to reach the armoury + obtain the MP5. On further inspection of some logic, it seems that a guard is needed to open the armoury door and potentially open the end-level gate, but he never appeared to have spawned, meaning I was locked in the level. This was frustrating, but a restart of the map seemed to fix it
*On bm_damo01c, I was completely stuck until I found that the control room for the mortar can be accessed through a ridiculous vent system. This was very frustrating to find, why could the solution not be a more obvious one?
*I very much enjoyed the card reader sequence on bm_damo02a, I've never seen anything like that in a map before, and the 'core' area on the same level looks absolutely fantastic. I'm still absolutely bewildered on how to get past that security door/airlock area at the very end of the level though, clarification on that would be welcome.
*bm_damo03c's button puzzle was a little frustrating although it was eventually completed. A little more time given to press them all would be very welcome.
*bm_damo3d's reactor control room - I'd assume that a red light means that it can't be accessed, yet it can be? I wasted so much time not realising that it was unlocked. The swivelling cart/platform also felt rather unwieldy to control at times.
---
General feedback:
*Later in the game (protoype reveal and further on) there seems to be very little ammo. I had to give myself ammo with cheats if I were to actually kill any of the enemies coming after me
*Early in the game, I felt there was a large lack of any health/HEV charge - this improved a lot once in the Damocles laboratory.
*Generally, the spawning of enemies behind me when there were also enemies in front of me, while in small tight spaces, was not fun at all
*I'd have liked to get some more weapons (eg the tranquiliser crossbow would have been very useful against the Xenian grunts, and the gluon gun would be perfect for mowing down the enemies you face in tight rooms sometimes (and would fit the later game's theme very well).
*A few less props littering areas would have been welcome, I kept getting snagged on little things.
*It was very frustrating finding some of the areas needed to progress - they felt very out of the way and just generally not easy to find without a lot of aimless running around (such as in bm_damo01c's control room vent, or bm_damo01a). Just making them more obvious somehow would help that a lot
*Early in the game, I also felt like the distinct lack of weapons was rather stupid. I'd have enjoyed the first areas far more if I at least had a pistol near the start, so I had some means of killing the headcrabs and zombies aside from the sparesly scattered flares.
*In the final chapter, your usage of red lights to only indicate a closed door, not a locked one unlike everywhere else in Black Mesa, was frustrating and cost me a little time

Conclusion:
*Overall, I found a few bugs + unclear level objectives which were frustrating, however the general level design felt good. Your use of props in areas such as the reactor's fire hydrant and the various keycards throughout the Damocles laboratory felt refreshing + were interesting to do (although the small keycards could be a little hard to find at times). Your first person scripted cutscenes were cool (although I'm not sure if they fit this sort of game's style, and some felt a little long). In general, the details of the maps are pretty good, and the use of your custom sounds, assets and the scripted scenes only add to that. The lack of weapons and ammo overall was annoying, as was the lack of health and suit charge. Some of the levels also didn't feel like you were naturally drawn to the objective. For the most part, I enjoyed this and would like to see what you bring to the table in Phase 2.


tl;dr - some obscure puzzle solutions, hard to find progression paths, and levels which often don't lead you directly to the objective. General lack of health, suit charge and ammo throughout but lots of interesting and creative puzzles, and wonderful aesthetics. Overall would recommend, although keep the commands 'god', 'noclip' and 'givecurrentammo' at hand.
UniversE 21. mar. 2019 kl. 14:08 
Oprindeligt skrevet af DrSquishy:
Some feedback and issues I have with Damocles:
*bm_damo01b was also bugged - I had to manually fire door3a/b's opening and closing to advance through the level, and noclip was required to reach the armoury + obtain the MP5. On further inspection of some logic, it seems that a guard is needed to open the armoury door and potentially open the end-level gate, but he never appeared to have spawned, meaning I was locked in the level. This was frustrating, but a restart of the map seemed to fix it

In general you gave very decent and interesting feedback, however this I have to sort out.

Game logic is deterministic. So if a restart fixed it, it means, that it is not broken by design, but instead you have broken it by using noclip. If you noclip through a passage, you prevent some scripts from firing. And that breaks the logic. If you can also break it without using sv_cheats, then it is a bug. Otherwise it is your fault ;-)
Sidst redigeret af UniversE; 21. mar. 2019 kl. 14:08
Wilson (Overwatch) 21. mar. 2019 kl. 14:49 
Oprindeligt skrevet af UniversE:
Oprindeligt skrevet af DrSquishy:
Some feedback and issues I have with Damocles:
*bm_damo01b was also bugged - I had to manually fire door3a/b's opening and closing to advance through the level, and noclip was required to reach the armoury + obtain the MP5. On further inspection of some logic, it seems that a guard is needed to open the armoury door and potentially open the end-level gate, but he never appeared to have spawned, meaning I was locked in the level. This was frustrating, but a restart of the map seemed to fix it

In general you gave very decent and interesting feedback, however this I have to sort out.

Game logic is deterministic. So if a restart fixed it, it means, that it is not broken by design, but instead you have broken it by using noclip. If you noclip through a passage, you prevent some scripts from firing. And that breaks the logic. If you can also break it without using sv_cheats, then it is a bug. Otherwise it is your fault ;-)
This (and the other areas) broke without any noclip/etc used. Noclip was only used after I realised that it was broken for whatever reason. The triggers for that area should have fired, as the soldier's action sequence of going through the door had occurred and they were actually in the area (I tested it later on by using noclip to bypass it, and the soldiers were in a completely different position + behind the sealed door)
UniversE 21. mar. 2019 kl. 16:10 
Hm okay, then it really sounds like a bug. I am playtesting a lot, so I will definitely look into it again. I couldn't accept that I have missed something like that :-)
Maybe Cyvo can also analyze the entities and what could prevent them from doing their job.
ParadoxicalOutcome 22. mar. 2019 kl. 3:53 
Okay, either I'm missing something or the Coolant Reservoir Tank's switches at the Pumping Stations don't work properly. I've had a lot of trouble actually starting up the sequence, even though both switches are activated. This happened in both of them, but I did somehow manage to start them up (Though I am not even sure how; each one worked after around 15 minutes of slamming the barrels onto the switches over and over again, and both of the working attempts involved blowing the coolant barrels off the switches with an exploding barrel before putting them back on, which is just... ???).

Again, either I'm missing something or the switches don't work properly (Though I really find it unlikely I would be the only one noticing such an obvious problem, so maybe it's only something that happened to me for... some reason?).
[ERROR]: Setup file 'gameinfo.txt' doesn't exist in subdirectory 'damocles.

I can't launch it on file or launch option.
UniversE 22. mar. 2019 kl. 15:28 
Oprindeligt skrevet af Loxcy3:
[ERROR]: Setup file 'gameinfo.txt' doesn't exist in subdirectory 'damocles.

I can't launch it on file or launch option.
Did you check, if there IS a subdirectory "damocles" in the Black Mesa Folder? What exactly did you do to install the mod?
Toastinator 23. mar. 2019 kl. 8:10 
Perhaps it might be a good thing that Xen creatures can actually be killed the moment you fill the pump reservoirs. As to now, how unrealistic it may be, having them stuck and flooding the place doesn't do anything to them, they just keep on discharging energy bolts your way :p
Oprindeligt skrevet af UniversE:
Oprindeligt skrevet af Loxcy3:
[ERROR]: Setup file 'gameinfo.txt' doesn't exist in subdirectory 'damocles.

I can't launch it on file or launch option.
Did you check, if there IS a subdirectory "damocles" in the Black Mesa Folder? What exactly did you do to install the mod?

Finally it worked, shouldn’t paste black Mesa file not bms file.
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