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Rapporter et oversættelsesproblem
* 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.