Black Mesa

Black Mesa

BMS Classic - Power Up (v1.02)
 This topic has been pinned, so it's probably important
Vassago Rain  [developer] 5 Jun, 2021 @ 5:09am
Power up changelog (1.02)
*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

= POWER UP =

ALL MAPS:
* Cut down on the excessive amount of magnum ammo

bm_c2a1a:

- Opened the blast door to the office area again
* Blocked it off with some crates and fiddled with vort spawns a bit
* Added some stuff in the secondary 1.5 passage, as well as some other minor changes
* Removed the headcrab table scene, since it doesn't really fit anymore
* Fixed minor geometry clipping in c2a1b transition area
- Doors to starting area no longer close and lock by themselves
- Walkway to control room office collapses on approach, like in HL1
* Some weird behaviour around the collapsed walkway on changing levels has been fixed
- Garg kill console reverted to its original, less squished model
* Changed up the zombie HECU scene a little bit
* Fixed trams sometimes not sounding like metal when hit
* Added missing rear lights to trams
* The guard should no longer warn the player about the Garg after it's killed
* Garg ambience should no longer play in the starting area after the Garg's death
* Removed some static padlocks

bm_c2a1b:
* Fixed exploding gas tanks not sounding like metal when shot
- Restored the marines using the ledges on either side of the main room (TODO: Investigate this)
- Added back some satchel charge pickups
* Fixed some silly houndeye visibility stuff
* Fixed a silly oversight where the player could jump back up the broken stairwell very easily, which could probably cause all sorts of bugs
* Added a few more houndeyes for flavour
* Added some crates as intuitive tripmine mounting spots near the elevator
* Replaced cheap old-style water around generator with Xen-style refractive prop
* Removed a clip brush that made the player stand off the floor in the water - this made the zombie look shorter than intended and didn't seem to serve any other purpose
* Cleaned up the blocked generator a bit so the crate isn't obtuse and indestructible until the player gets close enough (though it's still immune to houndeyes to prevent accidental sequence breaking)
Last edited by Vassago Rain; 5 Jun, 2021 @ 5:29am