Continuous Half-Life experience

Cool. I have zero experience with Source (other than playing the games), so I really appreciate the input.

Glad to hear most of that should be rather simple. I’m planning to check every BM asset to see if it has a counter-part in HL2. I’ll also recheck the configs for the episodes for stats, since I only really checked the one for HL2.

I don’t think I’ll be able to do much of this other than asset replacement and config edits, though. Would be really cool if we could make this into something downloadable.

I’m going to check this stuff out properly when I have the time :slight_smile:

I would love that to be implemented in a “very hard mode” for Black Mesa.

I really don’t understand those suggestions. Why do you want to do these?
Just for emphasis, I belive the best is not to mess with the gameplay elements from each game.

Also , this talk gave me an idea. Wouldn’t it be awsome an “Ultimate” Half Life Universe Deathmatch version? By that I mean, after the release of Black Mesa: Death Match , someone would take all weapons from Black Mesa, all weapons from HL2 , and all cut weapons from HL2 Beta (Missing Information mod),the super Gravity Gun, and a Portal Gun, and make all of this into a DeathMatch game? That would be so sweet :awesome: …

[Edit: The idea came to me while thinking, what would be the multiplayer mode of an ‘all half life games in one’ game.]

Well, the idea is to make Black Mesa feel like it’s just the first chapter of the HL2 series.

Right now, it’s quite different because of all the new effects and such that have been implemented into BM.

Essentially, the idea is to make everything that overlaps between BM and HL2 the same, so as to create a feeling of continuity. Right now they look and play like different games for the most part, while they’re actually part of the same series.

I think that it is ok for them being different. The games have different meanings, and different stuff is happening. The gameplay only mirrors that. To change gameplay of Black Mesa or Half Life 2 to make them “look(feel) a like” would be a bad thing. Developers had already a lot of headaches trying to design those worlds, so let it be.

Well, I know I’d really enjoy having BM and HL2 feel like they’re part of the same series, so yeah :slight_smile:

You’re welcome. :slight_smile:

I think the convars are pretty much the same in both other than the Vortigaunt attack damage (as far as is relevant to Black Mesa, anyway).

I might be able to do the test-chamber replacement; depends if I have time.

Would be really cool if you could :slight_smile:

I’ve asked this elsewhere, but didn’t get a reply: what’s the difference between ‘source 2007 shared sounds/models/materials’ and simply ‘source sounds/models/materials’?

I’m a bit confused, there seem to about 5 different gcf’s that contain config files and/or assets :s

Edit: I’ve done some searching around, and there are a few problems:
There appears to be no movement speed or jump distance (horizontal) cvar in BM, and conversely no jump speed or distance cvar in HL2.
You can’t enable friendly fire in HL2 without an actual mod (i.e. no cvar), and there’s no cvar for throwing distance or view bob/roll either.

Replacing the Vortigaunt texture and 357/crowbar animations does not seem to be an option :frowning:

Hmm, I gave it a go and it works for me, are you sure you’re putting the assets in the right places?





The only problem is the weapons seem a bit too close to the camera, the crowbar swipes at regular speed rather than BM’s, and the reload sounds on the magnum don’t appear to be working. I expect these could be fixed, though?

IIRC, “Source materials” etc. are the basic assets that came with Half-Life 2, e.g. the original Vortigaunt textures. Source 2007 is the stuff that came with the update that put HL2 on the Orange Box engine, e.g. the new Vortigaunt textures from Episode 2 that were retconned back into HL2. So basically, Source 2007 is more up to date versions of the same thing.

im pretty sure post-hl2 vorts 1-shot everything but large synths, the values are probably obsolete configs from older games.

Well actually, in the HL2 config, vorts do 50 damage, in ep2 they do 25 damage.

I just put them in the half-life 2\hl2\models folder in steamapps. I tested it by using npc_create though, and it was a collar-less vort, maybe that’s the difference? I only replaced the vtf and vmt files for the vort though, maybe that’s the problem?

As for the crowbar and magnum, I actually only wanted to replace the model and not the texture. This works fine for the magnum, but not for the crowbar.
I’m going to do some more testing to get it all working. I have no idea how to fix them being so close to the screen though, I already tried changing the weight in the script file, but that’s something else apparently.

Edit: ok, apparently, HL2 uses a separate FOV for viewmodels, and BM doesn’t. So in order to correctly display these models, you’d have to change viewmodel_fov for the magnum and crowbar separately. Ideal solution would be to change the FOV of the model itself, I’m going to see if I can.

I see, thanks. A bit weird that the older ones are still there then though.

Yeah, the vorts don’t do that much damage with their standard attack in Ep2, which is the only time you really see them fight much. I don’t think they usually even kill antlions outright, which I guess is so you can finish them off yourself.

You have to put them in the same folder structure that there were in before (so the vort textures would be in hl2\materials\models\vortigaunt). And yeah, the collared version is a separate model and is only used in certain circumstances, like the sweeper vort at the beginning of HL2. BM altered the shackles texture a bit, but the vort itself is unchanged from Ep2.

On closer inspection it looks like BM’s crowbar uses the same material name for the red bit, but its head material has a different name (“head.vmt” instead of “head_uvw.vmt” that the old model uses). So basically if you extract “head_uvw.vmt” from the 2007 GCF, put it into the appropriate folder and rename it to “head.vmt”, you should get the original skin with the new animation.

I think not everything has been replaced in the 2007 GCFs, so things use the old ones if there’s not a new version somewhere.

If this were feasible (Im still not convinced) then i would download it immediately and play half life like this until I die.

They did change the Vort’s texture though, I believe. I’ll look into it later.

I thought it would be something like that for the crowbar. Shouldn’t be a problem then.

I’m currently trying to get the magnum model into XSI so I can adjust the FOV, but Cannonfodder’s Studiocompiler keeps crashing when I try to decompile :frowning:

Also, script files don’t seem to be loading properly. I did put them in hl2\scripts, and the filenames are the same. It’s necessary to get the sounds working.
Well, I could just rename the sound files, I guess. But getting the scripts to load would be a lot better.

If they did, I don’t think it’s noticeable. The main difference is the shackle texture.

Do you have the Source SDK open when you’re using it? It doesn’t seem to work for me if I don’t, IIRC.

Custom script files don’t appear to work since the update, unfortunately - the GCF overrides them. It’s weird, since they work fine in everything else. It’d probably have to be in a mod for them to work. :\

You’re probably right, probably not worth the hassle. Other than that there’s nothing else that has been changed in BM, either, I think, so the Vort is probably fine as it is.

I didn’t even have the SDK installed :retard: Don’t judge, I’m new at this :3

Too bad about the script files :confused: It’ll probably be necessary to make this a mod anyway, if we want to get the noise effect and such in.

edit: Aaaaahhhh, I tried changing the FOV angle in XSI and recompiling, but the magnum is invisible now. I’m too much of a noob at this.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.