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- Misc. character manifest changes and improvements to make use of all the new models and bodygroups
- Updated UV mapping of guard holster straps to utilise their "intended" textures seen in early model renders of retail BMS security guard. It turns out the game included proper textures for them all along, they just went unused for some unknown reason.
- Updated security guard normals to have less shiny pants
- Updated guard holster to include properly modelled Glock (Uses 2012 BM Glock worldmodel. No, we are not changing it to use 2015 version or any other model)
- Updated guard 8point cap, jacket guard sleeve and guard/ First Response security beret badges (credit to Racer)
- Updated guard 8point textures to have less artifacting
- Updated paramedic bodygroup structure to make hurt variations be dependent on skins. Also stethoscope is now part of chest bodygroup set
- Updated First Response security pants to look more baggy to make them look less out of place alongside the vest
- Updated First Response security to have extendable baton instead of L4D2 nightstick
- Updated First Response security to use cleansuit gasmask instead of M-40 gasmask HECUR models use. Also fixed the gasmask clipping thru NPC head when used without a helmet
- Wounded First Response security will now use separate hurt vest and equipment textures
- Remade admin textures to be higher quality
- Updated guard textures to include deeper blue shirt with chest pockets, blue stripeless pants and desaturated boots.
- Updated guard helmet to be higher quality, include Hard-Life style side notches and shiny chrome top. also updated the walkietalkie and flashlight textures to be higher quality
- Updated scientist texture to include light green-ish blue shirt, desaturated labcoat and red-ish brown khaki pants as well as blue socks for females. Also affects male senior scientists who also got desaturated, greyer shirt and brighter sweater vest. Also changed zombie textures for consistency.
- Redone cafeteria worker textures to have considerably less artifacting (In fact I really dont know how there was so much of it in the first place)
- Updated paramedic textures to use new badges designed by Racer
- Redone technician and logistic worker textures to have less artifacting
- Redone First Response security textures to have considerably less artifacting and to make them higher quality
- Updated welding mask on maintenance workers, technicians and engineers to use updated version of the model from BMBS and added raised version of it as bonewelded prop
- Adjusted various materials to use phong shading/restored it in cases where it was already present in material file and was simply commented out
- Non-hurt fireman now uses cleaner glass texture for the mask and goggles
- Pen behind ear is now boneweldable prop
- Updated HECU pilot hands/gloves to be consistent shape with other NPCs. Also optimized glove texture sheet to be use less space without sacrificing any of the quality
- Most scientists/guards without map dictated appearances will now have scripted appearances to avoid unfitting placements (ahem, cleansuit scientist in Office Complex Im looking at you)
- Restored Hunter being a smoker as evidenced by cut voicelines (does not restore said cut lines though)
- Redone ID badge materials
- Retextured First Response security kneepads and desaturated the vest
- Revised casual female scientist shirt model to be more consistent with one seen on open labcoat version
- Updated hardhat junk prop to use updated hardhat textures/materials plus added paramedic and security hardhat textures to it
- Reworked casual bodyguard bodygroup to include holster that would be hidden under their jacket otherwise
- Remade office worker gibs to be consistent with the 2022 office worker models
- HEV guards and scientists now use 2015 HEV suit model (2012 suit models will be released as optional download for those wishing to use them instead)
- Office worker high vis vests now includes ties similar to casual scientist versions
- HEV guards, First Response security and bodyguards now have visor helmets without visors with their attachment points still visible instead of normal guard helmets
- Optimized welding goggles to only use one material while still retaining the shiny lense
- Retextured construction worker sneakers to match with those worn by casual scientists in Half Life Blue Shift
- Bodyguards now use same hardhat and high vis vest textures as Transit Authority
- Reworked cleansuit scientists who havent yet pulled the hood over their heads to no longer draw inspiration from Hard-Life, but instead it now more closely resembles their OpFor concept art design (still not perfect or completely logical by any means but at least there is no more magically disappearing glass panel)
- Repositioned ID card on vestless guards to have it make more sense with their new body textures
- Remade female office workers to be more consistent with their male counterparts (credits to F5Man). Includes both pants and skirt variations.
- Updated rotating signs to reflect our new character designs (Barney is now the poster boy)
- Restored guard vests and helmets for male office workers (as seen in pre-2022 BMCE)
- Optimized syringe materials
- 02, 03 and senior casual scientists now have rolled up sleeves instead of short sleeves for variety sake
- Construction workers now have yellow hardhats to indicate their "worker" status as well as light brown boots and restyled vest with BMRF text on the back
- Female guard 8points are now handled as bodygroups
- Made female guards have all the same haircuts as female scientists
- Revised female guards without vests to have jiggleboned ties similar to their male counterpart for consistency with their vest bodygroups which do in fact have ties
- Replaced headphones on cleansuit scientist with HECU headset
- Male cafeteria workers now have rolled up sleeves instead of short sleeves bodygroup
- Eli Vance now has Hardvard tie (credits to Racer)
- Kleiner now has closed labcoat (credits to F5Man) and red pen in his chest pocket
- Revised the design of security text on the back of jacket guard jacket
- Added "survivalist" bodygroups for hurt labcoat scientists, hurt casual scientists and hurt guards. This means bandages, partially untucked shirts and flashlights hanging from belt (latter for hurt casual scientists specifically). Configuration of these bodygroups differs from model to model.
- Increased mass of HEV scientists/guards to account for the fact they are wearing literal suit of armor
- Reworked fireman bodygroup order
- Updated fireman textures to be higher quality as well as to better match with the style of rest of the mod
- Updated cwork/engineer/custodian/technician/logistics worker textures to better match with the style of rest of the mod
- Resized sleeve badge on jacket guard jacket
- Rezised and rerigged First Response security vest to reduce clipping with certain animations as well as to no longer have it look like First Response were wearing vests that were few numbers too large for them.
- Restored ability to toggle First Response security PCV off (doesnt affect their hitbox). This change means casual First Response security officers are now a thing once again, but they are currently only used by randomly spawned guards.
- First Response security knee- and elbowpads as well as fingerless gloves are now toggleable separately
- Renamed pack_hips to FR_gear on First Response security. Also added blank version
- Reworked maintenance-, engineering-, custodian- technician- and logistics worker high vis vests into proper worker vests, including partially 3D pouches
- Given unique high vis vests for scientists, office workers and admins/senior scientists
- Restored green hardhat for office workers (as seen in unused content of earlier BMCER versions)
- Maintenance worker walkietalkie is now hanging from chest pocket instead of belt
- Reworked the original HECU pilot textures in to HECU cleanup crew pilot (skins 0-9 on HECU pilot) textures
- Flipped positions of ID badges and uniform badges on cwork and technician for consistency with other worker model as well as for better compatibility with new walkietalkie placement
- Reworked US army Blackhawk from Inbound Revamped in to Black BMRF Blackhawk
- Osprey pilots from Osprey Fixes mod will now use HECU cleanup crew pilot textures
- Reworked HECU caps to have "net back" and empty velcro strap (applies for both the bonewelded props and HECU engineers)
- Minor UV map improvements to Black Ops Assassin to make her holsters and belt look more lore accurate
- Redone hardhat materials, they are now shiny just like the BMBS and vanilla hardhats
- Remade admin tie textures and made their materials consistent with those of office worker and scientist ties
- Remade workers boots of maintenance-, custodian-, engineering-, logistic and technician worker to be consistent models vise with those worn by construction workers. Maintenance- and technician workers were given lore accurate brown boots, logistic workers were given sand color/green boots and engineers/custodians keep black boots (credits to Racer and Monolith Fanatic for the textures)
- Remade jacket guards to be more fitting for New Mexico temperature (regular windcoat, similar to what police officer might wear, instead of old school military jacket)
- All face textures now include detail textures
- Most body textures now include detail textures
- Replaced some face textures that werent fitting for scientists on 01-04 models with more appropriate ones
- Resized all the ID badges to be bit larger to have them look more believable and scale better with the characters hands
- Remade Einstein scientist head textures and model (the hair is no longer one solid mesh
- Remade Kleiner tie
- Updated Eli and Magnusson faces to make them look bit more like their respective GoldSrc scientist counterparts after whom they were based on, Luther and Slick
- Einstein scientist can now spawn randomly, albeit with very low spawn chance
- Reworked worker caps to have white front with Black Mesa logo and "net back". Overall color of the cap depends on the model, grey on custodians and cafeteria workers, black on logistic workers and blue on technicians.
- Reworked cleansuit model to be more lore accurate by having bolts on visor frame, larger cable with non-centered attachment point and proper cuffs. Includes human models, zombies and gibs.
- Reworked guard vests to be more HL1 styled (applies to all human models with guard vest + the bonewelded prop)
- Reworked base_tommy face to more closely resemble HL1 Slick scientist instead of just being base_m_09 with black hair.
- Reworked base_kyle face to have more detailed eye brows and less weird beard
- Reworked OSHA inspectors to have polo shirts as well as toggleable jackets and worker gloves. Also combined hurt and non hurt models of them in to one for optimization purposes.
- Reworked Inbound Barney face to be higher quality, mix between upscaled Paynamia's BMS Barney and DP Films HD Barney
- Redone OSHA vest and hardhat. The vest is now different style than the ones used by Black Mesa staff and hardhat is based on its real life counterpart.
- Screen of non-broken walkietalkies now glow in dark. Applies for all models that dont have cracked walkietalkie screen, including the junk prop
- Scientist/casual scientist/office worker zombie shoes are now bit higher poly for better consistency with the human models
- All HECU except engineers now use fingerless gloves
- Updated breen_bms model to be be consistent with other admin models
- Mics. fixes to character manifest
- Fixed long standing issue with bottom two pouches on First Response security/bodyguard vests getting malformed during certain animations (vest itself still gets slightly malformed, its not possible to fix this entirely without completely remaking the whole thing)
- Fixed issue with bodyguard earpiece missing its lightwarp
- Fixed minor clipping issue with fireman neck
- Fixed minor issue of odd looking mesh on cleansuit scientists neck
- Fixed smoke and light particles not emiting from correct position at the end of guard cigarette
- Fixed minor UV mapping issue on First Response security tactical flashlight
- Fixed minor UV mapping error on security flashlight
- Fixed HEV guard holster clipping thru the leg
- Fixed clipping issue with HECU pilot helmet and body
- Fixed rigging issue with HECU pilot wrists
- Potentially fixed NPCs being gibbed by crashing elevator in UC map A being able to crash the game
- Potentially fixed NPC being gibbed by running in to a tripmine in WGH map A being able to crash the game
- Fixed scientist ties not using their intended normal maps (previously only office workers had them), by extension this change also restores their unused phong shading
- Fixed closed coat scientist normal map having shirt buttons in wrong places
- Fixed missing phong shading on non hurt firechief helmet
- Fixed minor UV map and optimization issues on First Response security and bodyguard vests
- Fixed various UV mapping and topology issues on jacket guard jackets
- Fixed major UV mapping issue on guard helmets. This wasnt huge deal on vanilla or BMCE models but was extremely noticable due to chrome top guard helmets now have
- Fixed more instances of incorrect hairline_puff usage
- Fixed minor rigging issue on paramedic body
- Fixed female office workers going completely unused albeit with a new, revised model
- Potentially fixed an issue with female guards not being able to pull out their gun correctly
- Fixed minor optimization issue on male office workers
- Fixed the goggles scientist entries not always spawning with goggles (I hope someone got fired for that blunder)
- Fixed minor shading issue caused by odd use of sharps on all guard helmets
- Fixed female guards using female scientist gibs and not guard gibs
- Fixed administration personnel not being able to give player drugs (restored syringes for admins)
- HECU should no longer spawn randomly with flipped down NVG (this is to prevent them from burning their eyes by using NVGs outdoors or otherwise well lit areas).
- Fixed Neil face going unused due to a typo
- Fixed UV and sharp issues with the guard helmet junk prop to make it more consistent with the one used by human models + added jiggleboned chinstrap to it
- Fixed guard helmet and vest junk prop materials being inconsistent with the ones used by human models
- Fixed minor rigging issue with Black Ops Assassin vest
- Fixed hurt 02 admin going unused
- Fixed handfull of boneweight and rigging issues on admins
- Fixed severe clipping issues with casual senior scientist male sweater vest
- Fixed HECU pilot using incorrect eye materials
- Fixed female guard not being able to spawn randomly and added unique voicelines for them (credits to F5Man)
- Fixed custodian zombie having tools-on-belt despite its human counterpart not having it
- Fixed missing phong shading on cleansuit scientist zombie
- Fixed missing alpha channels on casual scientist and office worker zombie sleeves leading to them looking cleanly cut
- Fixed long standing clipping issue with open coat female scientist cuffs during certain animations
- Fixed cafeteria male tie being slightly malformed on the guard vest bodygroups
- Bodyguard PCV and high vis vest are now usable only alongside the closed coat bodygroup to fix very noticable clipping issues
- Fixed First Response security ID badge materials being inconsistent with those of other models
- Fixed female guard ponytails lacking jigglebones
- Fixed long standing issue with scientist zombie labcoat clipping with not only itself but also the legs. We are very much aware that BMBS added custom scientist zombie model with jiggleboned labcoat that sort of also fixes this problem, but we deemed that model to be way too janky for our taste so we decides to just fix this on the original model instead.
- Fixed boneweight issue with cleansuit scientist zombie fingers
- Improved UV mapping on high vis vests
Removals:
- Removed hydration pack on First Response security vest
- Removed 2nd body bodygroup from logistic workers as this had very noticable and unfixable clipping issues with the new worker gloves
- Smithers no longer wears HEV suit, meaning all the scripted HEV NPCs now appear in LC
- High vis vest is no longer usable alongside freely swinging ties on office workers
- Removed 03 HEV scientist as unnecessary
- Removed pen behind ear bodygroup from all models as unnecessary to free up some extra material space
- Removed the original mask design of Black Ops Assassins seeing as its no longer useful with the new NVG design hiding the eyes even when using the partially-exposed-face mask anyway
- Removed Gordon face from all 04 models
- Removed osha_inspector_hurt model as unnecessary
- Removed a rather childish and nasty easter egg left by one of the BMCE developers who I will not name here simple due to the fact that calling them out by name would make me fall to their level, but I have very good idea of who it was
Additional notes:
- Map replacements/additional zombie variants are still planned, they were just not the priority for this update
- We are still not interested in making BMCER consistent with BMBS or any other campaign mod. Use F5Man's BM: Blue Shift Styled Wear mod instead
- We are still not interested in reverting any of the models to their pre-2022 update versions
- We have no plants to revert any of the visual changes done in this update