Black Mesa

Black Mesa

BMS Classic - Unforeseen Consequences (v2.0)
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Vassago Rain  [udvikler] 5. juni 2021 kl. 5:24
Unforeseen consequences changelog (1.0)
*WARNING: these don't list every little thing that's been polished or tweaked, and Surface Tension in particular needs way better documentation*

* General enhancements/bugfixes
- Restored from/based on earlier Black Mesa builds and/or Half-Life
+ New for BMS Classic - Full game download v1.10b

ALL MAPS:
* item_crate/supply crate prop shenanigans - unsealed crates/lids are now prop_physics instead of item_crate and lids are now debris
* Swapped out some normal bullsquids for melee-only bullsquids throughout Earthbound maps to add some variety to combat

= UNFORESEEN CONSEQUENCES =

bm_c1a1b:

* Fixed the glass in the computer room not actually sounding like glass when struck (TODO: This may not work properly? unsure)
- Put the zombie across from the scripted headcrab sequence back in the main hallway
- Replaced the Glock by the dying security guard in front of the ending airlock with a Glock magazine

bm_c1a1c:

- Closed the trap door by the jammed doors across from the cryo room (other side is still open)
* Added batteries to said tunnel to reward exploration and compensate for removed water pipe goodies
- Unlocked the door underneath the HOT WATER pipe
- Put the second headcrab behind said door back upstairs and readded the zombie
* Fixed the headcrab/zombie upstairs not appearing if the player sequence broke by climbing onto the catwalk
- Removed trigger to lock door behind player until they finished cranking the first wheel
- Unlocked door leading out onto G-Man catwalk (still opens automatically when the first wheel is cranked)
* Added secondary fire HUD hint to the Glock picked up in the security station
* Replaced cheap old-style sewer/drain water with Xen-style refractive model
* Removed Glock and grenade by dead guard in the sewer/drain (first aid kit still present)

bm_c1a1d:

* Door back to previous map no longer automatically closes after transitioning from it
- Restored original pre-1.0 elevator music
- Reduced Glock ammo drops from crates at bottom of elevator
- Restored houndeye teleporting in at bottom of elevator
* Fixed broken walkway not sounding like concrete/metal when hit
* Fixed some bugs with the guard vs. houndeye(s) scene to make it play out more naturally
- Readded the falling pipe piece from earlier versions of BM
* Replaced cheap water below walkway with expensive water

bm_c1a1e:

* Fixed broken walkway not sounding like concrete/metal when hit
* Replaced cheap water below walkway and crate room with expensive water
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Vassago Rain  [udvikler] 30. dec. 2022 kl. 18:55 
=== BMS CLASSIC - UNFORESEEN CONSEQUENCES (v2.00) ===

* General enhancements/bugfixes
- Restored from/based on earlier Black Mesa builds and/or Half-Life
+ New for v2.00

ALL MAPS:
+ Supply crate check - items are now primarily dropped from tarp crates or BM1.5 supply crates, and supply crates are using their "older" skins (more fitting)
* Ragdoll check - added female scientist bodies for variety
+ Enemy placement/numbers and ammo/item pickups adjusted - added some health syringe pickups (item_syringe, worth 10HP) throughout the chapter
* Fixed awkward physics on chrome garbage bins and nitrogen tanks
* Physics prop check - made numerous small props debris so as to prevent them blocking player movement
* Crate check - most larger crates are now immobile unless broken
* Pipe check - fixed a number of wrap labels on pipes having collision

bm_c1a1a:
+ Lowered player's starting health (70 -> 45)
* Fixed strange/broken reflections in test chamber at the beginning
+ Replaced the healthkit in the hallway by the guard with a health kit and health syringe
* Removed some invisible walls
+ Edited the timing on the Eli/Kleiner scene - they now start talking earlier and pause until the player approaches
+ Removed auto-locking door behind the player after entering the overlook office
* Fixed some strange shadowing issues in the overlook office after the servers explode
* Fixed phys props being able to clip through the fallen railing under the headcrab warp

bm_c1a1b:
* Removed collision from the wall-mounted handrails throughout the map for ease of navigation
+ Replaced the Glock by the dying security guard in front of the ending airlock with a Glock magazine and a stun baton
* Fixed numerous clipping issues with flares throughout the map
* Fixed the bin thrown by the zombie in the lobby not being on fire as intended
* Fixed issues with the guard shooting door/window frames instead of zombies
* Fixed the glass in the computer room not actually sounding like glass when struck (confirmed this time)
+ Reworked the hallway zombie sequence a bit
+ Made the slamming door near the end not lock behind the player automatically after passing through

bm_c1a1c:
* Fixed xog volume not actually following the drainage water when rising
+ Restored the TEMPERATURE CONTROL sign in the cryo room area; removed some excessive and noisy signposting lights
* Expanded trigger volume for sliding doors so they open a bit more readily
* Fixed some alpha sorting issues on the signage around the water valves
+ Added some alternative methods of navigating through/past the cryo room puzzle
* Fixed an issue where some headcrabs/a zombie wouldn't appear if the player sequence broke
+ Adjusted lighting in the Vort hallway
* Fixed some oddities with the behaviour of the door the Vort punches out
+ Improved the sewer water appearance, as well as the sewer itself

bm_c1a1d:
* Door back to previous map no longer automatically closes
+ Adjusted map start a bit
+ Fixed some floating cable props in the Akira elevator shaft
+ Reworked teleporting crate houndeye sequence a bit
+ Replaced the houndeye bridge scene with a scene featuring a bullsquid, a la HL1
+ Replaced static water in the canal with a flowmapped water texture
* Fixed a bug where some parts of the broken bridge would float up out of the water after the animation finished

bm_c1a1e:
+ Removed obtuse backtrack prevention if taking the vent through from c1a1d
+ Replaced static expensive water in canals with flowmapped water textures
+ Adjusted the bullsquid scene in the canal a bit
+ Restored the shortcut door from the big canal to the far side after getting through the hanging crate room
+ Restored swinging crates in the hanging crate room
+ Replaced an impossible locked door with one that can be opened for the player to explore
+ Reworked the end houndeye scene significantly

KNOWN BUGS:
bm_c1a1d: Backtracking via the vent from c1a1e may cause some odd behaviour - investigating
bm_c1a1e: Saving/loading causes all swinging crates to reset to default position and can cause the player to get stuck on them - this is an unfortunate side effect of how the swinging crate effect was achieved and I do not know if it can be fixed; investigating. For the time being, stay away from the hook holding the crate when saving/loading

Post if you find anything not covered here.
PManPlays44 26. jan. kl. 7:54 
Thanks for your work on this mod, it's truly fantastic and probably the best series of Black Mesa map replacements on the workshop. Could you look into adding support for the Restored Crowbar Introduction addon at some point? It would be much appreciated.
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