Black Mesa

Black Mesa

BMS Classic - Lambda Core (v1.08)
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White and Birdy™  [developer] 9 Feb, 2022 @ 6:56pm
BMSC - Lambda Core Changelog (v1.08)
=== BMS CLASSIC - LAMBDA CORE (v1.08) ===

* General enhancements/bugfixes
- Restored from/based on earlier Black Mesa builds and/or Half-Life
+ New for v1.08

ALL MAPS:
+ Rebalanced AGrunts a bit - some are still Xen Grunts, some are old AGrunts, for balance purposes

* item_crate/supply crate prop shenanigans - unsealed crates/lids are now prop_physics instead of item_crate and lids are now debris
* Adjusted supplies, ammo spawns, and enemy placement to increase difficulty
* swapped out some normal bullsquids for melee-only bullsquids here and there to vary up gameplay a bit
* Fixed big upward-sliding doors not sounding like metal when hit
* Lighting touch-ups - gave the main LC labs some slight colour-tinted lighting
* Replaced coolant liquid throughout the chapter with refractive Xen-style props and Xog
* Fixed loads of incorrect lighting and z-fighting on detail-brushes-turned-props

bm_c3a2a:
+ Reworked armoury access to make it a bit less obtuse/more in-tune with HL1/BM
+ Reworked initial enemy encounters for balance/pacing purposes

* Fixed missing title card/music if player surfs down the elevator shaft
* Fixed numerous floating crates from BMSC LC v1.0
* Added distant mortar effects from FAF
- Replaced the one-way drop into the hall outside the assassin hangar with a ladder
* Fixed some shipping crates in the assassin hangar not sounding like metal when hit
* Improved navigation in the assassin hangar - opened up to make the fight a bit more dynamic and less frustrating
* Reworked assassin fight in general
- Made the assassins drop their Glocks again
- Made elevator to c3a2b two-way

bm_c3a2b:
+ Adjusted timing on the stomping AGrunt scene, so the player's more likely to see it play out

- Made elevator from c3a2a two-way
* Fixed blast doors forced open by AGrunt not sounding like metal when hit
* Fixed blast doors forced open by AGrunt using old 2012 door models (this will also affect BMSC ST if it's installed)
- Reworked AGrunt fight outside LC lab proper to resemble its HL1 counterpart more
* Replaced some phys props with static props for navigation purposes
- Removed unnecessary "essential" flag on gluon gun scientist
* Removed barricade in hallway by firing range
* Fixed chargers clipping into wall at the bottom of the stairs

bm_c3a2c:
+ Adjusted cover in a few places for balance purposes
+ Adjusted timing on hungry Vort scene
+ Attempted fix for AI navigation problems, should hopefully be a bit better now
+ Clip brushes on hall details so NPCs don't get stuck
+ Fixed a bug that caused the blast doors in c3a2d and c3a2e to not behave properly

- Restored drain cap button
- Unlocked the door to the main core access room before both reactors are flooded
- Added some more debris back in the orange tunnel
* Fixed missing collision on vent outside orange tunnel
* Replaced old-style cheap water in orange tunnel with Xen-style refractive model
* Moved ragdolls in coolant hallways to prevent them from disappearing between maps
* Made the guard deliver his "sight for sore eyes" line at any point before both reactors are flooded
* Fixed glock ammo embedded in the counter in the maintenance station
- Moved the crane in the aux pump room back to its pre-1.0 position (fixes clipping with ceiling beam)
- Restored/re-enabled some extra encounters/spawns per earlier versions of BM
* Made the coolant liquid rise depending on pump status
- Boosted the guard's health to 200 to increase his chances of survival
* Gave the guard a glock instead of a shotgun, since it's honestly more useful
* Added nodes to hallways to coolant pumps so guard can be brought with player

bm_c3a2d:
+ Clip brushes on hall details so NPCs don't get stuck

* Fixed player spawning without equipment when using the map command
- Added some more debris back in the orange tunnel
* Replaced old-style cheap water in orange tunnel with Xen-style refractive model
* Fixed Vorts being able to zap the player through the railings
* Fixed some z-fighting issues with brush model replacements
* Completely overhauled layout to improve player guidance - now resembles bm_c3a2e more closely
- Added some more debris in the upper tunnel, a la HL1
* Fixed main pump machine not casting shadows
* Gave the guard some dialogue if brought with player

bm_c3a2e:
+ Clip brushes on hall details so NPCs don't get stuck
+ Adjusted some NPC spawn timings for balance purposes

* Fixed some z-fighting issues on the windows of the first control room
- Restored the pit elevator in the coolant tank room
* Added a headcrab dropping into the maintenance area to echo the falling torso
* Fixed Vorts being able to zap the player through the railings
* Fixed some z-fighting issues with brush model replacements
* Fixed main pump machine not casting shadows
* Gave the guard some dialogue if brought with player

bm_c3a2f:
+ Restored grate shadows at bottom of teleporter core as per BM v0.9
+ Added godrays to the teleporter core as well, it's pretty
+ Restored some Vort spawns based on earlier versions of BM

- Restored the core-flooding sequence from HL1, with Xen-style refractive model and Xog
- Restored the destroyed hallway at the end of the map from HL1

bm_c3a2g:
+ Gave the guard a revolver
+ Gave the guard a health boost to increase his chances of survival
+ Fixed some railings clipping through walls in the zoo hallway
+ Added some extra detailing to a few spots, including a broken catwalk in one of the wrong teleports a la HL1
+ Clip brushes on hall details so NPCs don't get stuck
+ Fixed a bug causing the portal numbers in the core to disappear after a map transition
+ Adjusted colour of the cold coolant in the ring platform core area

- Restored rising/lowering platforming ring in the teleporter core
* Reworked flow a bit for the sake of guard's dialogue
- Added a backtracking portal from the top level, a la HL1
* Fixed some potential performance issues in the reactor core that could cause disappearing geometry (would flood the console with "too many vertex format change" messages)
* Hopefully fixed player getting crushed randomly by spinning platforms for good

bm_c3a2h:
+ Adjusted lighting in supply depot proper - it's a bit warmer and hopefully more welcoming now

* Implemented destroyed tunnels from Lieutenant_America/SEELE 01's Lambda Core Map H Overhaul Mod
* Fixed teleporter lab doors not sounding like metal when hit
* Added a Hivehand spawn and Snarks outside the lab, as well as a Tau Cannon in the armoury
- Added a reference to the shotgun scientist from HL1

bm_c3a2i:
+ Fixed a bug causing the portal to be ready on a timer instead of when the fight is over
+ Adjusted credits music timing slightly
+ Adjusted enemy spawns and Xontroller behaviour - should hopefully be less overwhelming while still a challenge
+ Disabled the "anti-camp" Knockback Houndeye system
+ Hopefully fixed an edge case where the "dying after entering portal" bug could still occur
+ Removed some obstructive railings near the jump platform for sake of navigation

* Fixed player spawning without equipment when using the map command
* Added another ladder on the other side of the portal jump platform
* Added some crates for the player to climb to improve combat flow
* Reworked pre-teleport combat so player can't camp and wait out the portal timer
Last edited by White and Birdy™; 20 Feb, 2022 @ 10:43pm
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Showing 1-1 of 1 comments
ЛиSuS 14 Oct, 2023 @ 8:32am 
It seems to me that it would be a great idea to put HEV Zombies in this chapter; when I went through it, I really hoped to meet them here :>
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