Black Mesa

Black Mesa

BMS Classic - On A Rail (BM Lighting) (v1.03)
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Vassago Rain  [developer] 5 Jun, 2021 @ 5:07am
On a rail (BM lighting) changelog (1.03)
*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

=== BLACK MESA: CLASSIC - ON A RAIL ===

* General enhancements/bugfixes
- Restored from/based on earlier Black Mesa builds and/or Half-Life
+ New for v1.03

ALL MAPS:
* item_crate/supply crate prop shenanigans - unsealed crates/lids are now prop_physics instead of item_crate and lids are now debris
* Fixed tram sometimes not sounding like metal when hit
* Enemy placement has been rebalanced and increased a bit

bm_c2a2a:
* General detailing throughout the map - some grime and muck here and there
* Added/expanded a side area as a callback to HL1 and to encourage exploration
* Fixed NPC pathing on rails and houndeyes getting hit by the tram
- Restored the "pipe machine" from HL1 in the bridge room, based on an unused version found in the BM map file
* Turned crate piece in the water in the big uphill room into debris
- Restored the dangling wire over the tracks from HL1
- Restored old plug puzzle - platform in water, two buttons, etc.
- Restored vorts teleporting in when the player lowers the bridge
* Fixed tram always stopping at the bridge, even when it's lowered
* Replaced one of the stairwell barnacles with a zombie to prevent clipping issues
* Made turntable elevator collision actually sound like metal

bm_c2a2b:
* Added an extra sentry near the beginning
* Added/expanded a side area as a callback to HL1 and to encourage exploration
* Moved the tripmines above the track a bit
* "Fixed" the first two marines not charging out to meet the player properly
* Fixed some minor texture alignment quirks in the workshop
* Overhauled the .50 cal area and standoff between the player/vorts/marines therein
+ Fixed marines visibly spawning in the hallway and getting stuck in the doorways
* Attempted some optimization on the rocket silo
* Addressed an oddity that'd make the office guard react as if taking damage when jumping on the player's tram
* Fixed some clipping in the vents at the bottom of the silo
* Made the marine at the top of the silo a commander for consistency's sake (MP5 grenades)
* Attempted a fix for ragdoll physics tanking the framerate
* Fixed invisible walls blocking player's bullets over railings in silo
* Fixed NPCs running through the railings entirely
* Fixed the guard changing appearance when dying and turning his head to look at the player post-death, somehow
* Implemented improved death scene choreography, courtesy of Citizen⁵ (+properly this time)
* Attempted fix for some softlocks throughout the rocket silo

KNOWN BUGS:
* RAGDOLL-RELATED PERFORMANCE HITS. I've done what I can to try and eliminate the huge perf drop that happens in the silo sometimes, but I'm not sure it worked. Will investigate further.

bm_c2a2c:
+ Fixed .50 cal "ambush" marines getting stuck in doors
* Fixed the starting chargers resetting to full charge on map transition
- Completely overhauled the launch pad fight to prevent cheesing - it now bears more resemblance to its 2012 iteration, but with 1.5's visuals and some of its additions. An overview:
-- Closed off the 1.0/1.5 entrance path in favour of the main gate opening
-- Removed the .50 cal in the launch control pad bunker, moved the other one to the far right corner - same effect, but with a clearer sightline to the marine on it
-- Cut down on supplies a bit and rearranged the ones that are left
-- Adjusted "wave" timing to try and make the fight line up with the music a bit better (though this is obviously very dependant on the player's actions so it's not perfect)
-- Removed some foliage on the launch pad to improve sightlines
+ Removed one marine and added some extra cover/health kits to improve player guidance
* Attempted some optimization in the rocket silo - removing unseen/disabled lights, etc.
* Fixed some railing backfaces being visible outside the launch pad
* Fixed satchel charges nearby being unusable to the player
* Fixed exploding gas tank not sounding like metal when shot
* Edited some weird ceiling geometry on entrance into launch pad area
* Removed the random frag grenade behind the glass
* Added a slight delay to the HECU's reaction time when the player breaks the glass
- Replaced the HECU in the control room with a commander and shotgunner, as per HL1
* Rotated door status lights so they're "upright", as opposed to sideways
* Some changes to the Apprehension connection room, as a callback to HL1
* Fixed the Apprehension train not sounding like metal when hit
* Removed a static padlock
* Lowered the Apprehension train's max speed to try and mitigate clipping issues
* Fixed doubled lights in the end Apprehension area

KNOWN BUGS:
- Marines lose their weapons when they get off the .50 cal, and one guy seems dead-set on jumping on it near the end of the fight. I'm putting these down to BM limitations, I can't figure out what the hell's going on here.
Last edited by Vassago Rain; 5 Jun, 2021 @ 5:26am