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Thank you again for the nice suggestion.
Most of times I decline the offer to make the addon compatible with one another. However, for that one, I just might make one, because it is incredibly easy to do so.
I can make the addon and sorely distribute it to you. I probably will not distribute such extension of modifications publicly.
However, please be aware that when I make such external addon, you just might be limited to further updates, in case you do not continue to download it again—you will be locked out from automatic downloads from Steam.
Regarding mid jump, that is what I had in mind. Previously in this map, I made so that Shephard would appear when you ran down the stairs. However, this made result that you had to look back to see him. Also, Shephard would never open his gate at all if players would just long–jump to the portal without using the ramp—Completely defeating the purpose of downloading the addon.
My line of thinking was: “If people are subscribing to this addon, then they are conscious of his existence in the level—eager to see his appearance before Gordon’s departure. There’s no need to further hide Shephard’s appearance—as if I would make him an easter–egg. This is a Workshop addon that people downloaded willingly to see him. Thus, he would be seen more clearly.”
The change in the next addon will make so that he will open the door and come out when the portals are open (e.g. when Alien Grunts spawn in.) You can continue to give suggestions, ofc, it is always open to improvements.
Note: I’m attatching the changelog for June 2020 Revision for the addon below regarding topic of mid jump, for a reference.
Hello.
First, I also thank you for the compliment. I rarely receive one for this kind of mods I make. The mods I make are generally not known and not famous, so not many people know about it. So they mean especially a lot more to me.
Making compatibility with another mods are very hard because you need to get permission from the author, and get their assets and so on. However, I decided to make this one for you, because it is very easy, (no custom assets - just Black Mesa music) I would assume the author would be okay because the mod was simply adding a single music and I won’t distribute it publicly, and since you have been constantly keeping shown support even though my mods are not great stuff and not very famous.
And about the next thing. What I am saying is only hypothetical as I have not tested.
If I make another version of this addon and distribute it to you, then you most likely have to install it manually within your Steam\common\Black Mesa\bms folder. (Many people seem to call this the “custom” folder installation, although that isn’t how it is called neither how it should be named nor the approved way of installing mods. So I won’t go into that.)
But (hypothetical part starts) since the game will priortise anything in such folder more than what you have in the Workshop files, if you were to put the addon manually into bms folder, then the Workshop file and so the subscription also would stop working because the game would like to priortise to load the files what you have on bms folder. (hypothetical part ends) Obviously, there will not be any harmful effects to your *other* addons, only this will be affected.
So when I publish a new version of this addon to Workshop, unless you manually replace the new version into the bms folder again, you may not benefit the updates that exist in the Workshop version.
Alright, I hope everything made sense.
As for whether or not it might work. I actually have tested this out on my own with some music mods I made that I haven't uploaded, so it should work. I only know how to replace existing music with other music, but not how to add music to places where there normally aren't any. If you know how to do that (like with this lambda map), you could explain or show me how to do that, because I've been trying to figure that out for a while. I have been wanting to reimpliment unused BM tracks back into the game.
I'm not sure why your mods might not be as well known as some others, but they are intuitive and add a lot to the BM experience in my mind. I'm one of those guys that likes to fill in as many holes as there are in the game to make it as "Definitive" as I believe it should be.
And yeah, I'll add you on Discord. So we can talk more about it.
Hi. Thank you so much for showing interest for my works.
I still do have that files. I believe it will still work, as the game has not been updated significantly since I made the last update. So I just decided to put the links here.
You will need to install the vpk file in the custom folders as you do with other mods. Also, if this workshop mod ever receives an update, you will need to manually update the file as well to ensure the map plays correctly.
Download URL: (29.6 MB)
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(You must decode the download link at base64decode.org.)
It is likely not possible. A source mod can only load one map at one times.
If else, there is a way to load separate packets of the maps using lump files. But that is quite extremely limited. I don't even know if BM supports .lmp files.
I might try this approach if the situation permits, but I am not sure.