Black Mesa

Black Mesa

BMS Classic - Residue Processing (v1.01)
 This topic has been pinned, so it's probably important
Vassago Rain  [developer] 5 Jun, 2021 @ 5:02am
Residue processing changelog (1.01)
*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

= RESIDUE PROCESSING =

bm_c2a4a:
- Control room door now always open
* Made the crates in the trash compactor sound like wood when hit
* Fixed some visible nodraw/very bare faces on the building right above the start
* Replaced cheap old-style water in the reservoir with Xen-style refractive model and xog
- Removed awkward 45-degree twist in pipe into main building
- Removed the window showing off the fire valve to encourage the player to explore
* Better pipe detailing around where said window used to be
* Fixed the awkward endless alarm bug from BMSC v1.00
- Restored old acid vat walkway/ladder layout
* Fixed unbreakable vent grates not sounding like metal when hit
- Unlocked doors again to allow backtracking
* Some minor expansion and detailing to encourage exploration

bm_c2a4b:
* Fixed scientist leg by the walkway cache not being flagged as debris
- Unlocked doors again to allow backtracking
* Fixed some displacement seams in the water
* Added Xen-style refractive model on top of cheap old-style "clean" water past the fire jets
* Fixed lights in bullsquid room having wires sticking up through beams
* Added a locked door to the primary floatation room to explain how employees reach it
* Added some extra detail to the bullsquid area to make it feel less empty
* Some minor additions to encourage exploration

KNOWN BUGS:
- Potential crash issue in the bullsquid area towards the end? I ran into this a few times during development and tried to work around it. If you encounter any crashes on this map, please let me know ASAP

bm_c2a4c:
- Moved music trigger forward a bit, hopefully should be timed a bit better now
- Opened up some of the conveyor belts again, to allow for exploration
- Broke the ladder in the conveyor crane room
- Unlocked doors to allow for explorations
- Restored old conveyor crane puzzle setup with separate buttons
* Fixed missing railing along edges of incinerator room
* Fixed the conveyor crane doing a 180 when changing directions
* Fixed one of the incinerator warning sprites being yellow instead of red
* Adjusted incinerator timing/trigger placement, to make it less annoyingly precise
* Added some detail here and there
* Fixed permanently retracted barnacle tongue in last room before QE
* Some minor additions to encourage exploration
Last edited by Vassago Rain; 5 Jun, 2021 @ 5:26am
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Showing 1-4 of 4 comments
Someone should create a Recycling Facility Map where the player uses recycling controls to Sort, Arrange, Transfer, Recycle, Compact, and any other terms i didn't mention

The Facility would have every type of recycling from Regular Recycling to Sewage and garbage and water recycling/treatment plant.
ЛиSuS 14 Oct, 2023 @ 8:29am 
There are really not enough opponents at the beginning of this chapter, especially at the processing plant, I would like more Zombies so as not to wander in the voids under the conveyor belts, in HL1 Mmod they played this perfectly. If you are still releasing updates, maybe this idea will be useful :3
Last edited by ЛиSuS; 14 Oct, 2023 @ 8:30am
One idea for the conveyor belts should be thought out and that is adding control rooms for each conveyor where the player can spawn different things that spawn directly above the belt or behind the scenes (belt entry point).
Hey this is a really small detail but the walkway cache with the frag grenades normally has an MP5 that's absent in this version. This feels especially weird since this version adds SMG grenades to the crates at the beginning of C2A4B- consistent with HL1.
I've checked the changelog and it doesn't mention removing the SMG or adding the grenades. Is this intentional or just a minor thing that I've stumbled upon? Or is this fixed in a different version of this addon that I can't find?
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Showing 1-4 of 4 comments
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