"Fix it yourself"?

Sorry. I guess I’m still a little sensitive on this topic.

I really do like BMS and play it several times a week. As a retired pipefitter I enjoy checking out all of the pipular stuff all over the place.

Isn’t that going a little overboard? For example, my brother played and loved S.T.A.L.K.E.R.: Shadow of Chernobyl even though he usually plays on consoles. He even got the best ending on his first go (which I hear hardly ever happens). But when he played Black Mesa the one thing that pissed him off (and I mean pissed, not just annoyed) was the crouch jumping. If a console player can do exceptionally well on a PC game like STALKER but has issues with Black Mesa due to the jumping, then I assume something is wrong.

While it is true STALKER is a different type of PC game from Black Mesa, the fact of the matter is that just because someone can’t crouch jump doesn’t mean they can’t PC game.

I just want it to be consistent with HL2 :slight_smile:

edit: oops, missed a page

I personally don’t mind Black Mesa’s crouch jumping at all, but it can’t be denied that ordinary jumping gets you a lot higher in both Half-Life 1 and Half-Life 2 than it does in Black Mesa. Crouch jumping is a necessary gameplay mechanic in both HL1 and HL2, but only if you’re trying to jump up into a raised vent shaft or pipe or something.

Luckily, it’s very easy to change, for those who don’t like it. Just go to the “Steam\steamapps\sourcemods\BMS\cfg” folder, open up skill.cfg, and change “bms_normal_jump_vertical_speed” and “bms_normal_jump_crouch_vertical_speed” from “160” to whatever you want. All you need is a text editor, like Notepad. They’re right near the top of the file, impossible to miss. Try 200 or 220 or so. :stuck_out_tongue:

The main difference in BM’s jumping mechanics is the jump distance though, which you can’t change.

You mean vertical distance? Trust me, if you set those values to 400, you’ll be bumping your head on the ceiling. I just tested it, to be sure. Set it to 1000, and you’ll be hopping over buildings. :stuck_out_tongue:

No. Horizontal distance. The values have been checked and verified. The height is exactly the same as Half-Life 2’s… You just don’t stay in the air quite as long.

bingo

Is crouch jumping really such a fucking big problem?
I mean its just pressing CTRL + Space, you can even make it easier for yourself by editing the configurations in the options menu.
Crouch jumping is in every HL game, does it really matter if its BM:S?
For Gods sake.

Oops, doublepost.

Interesting… Okay, I guess I’m wrong. But changing those speed values should still be a fairly effective workaround. All I know for sure is that I can never jump over low obstacles in Black Mesa by default, unless I crouch jump to stop my legs from hitting it. So making the player always jump higher should theoretically compensate, even if it’s not fixing the root of the problem.

But what do I know? I’m really not an expert on this. I kind of like the crouch jumping. My thumb is always on spacebar (jump) and my pinky is always on control (crouch) anyway. I’ve just learned to press both for every jump. :slight_smile:

Sorry. Internet/server problems = Doublepost. :stuck_out_tongue:

Well what may be simple for you and me may not be so simple for others. That’s part of what play tests are for. Developers can check to see what people have an issue with (even if it seems there shouldn’t be an issue, it can happen) and fix them.

I’ve already said that I personally don’t have an issue with the mechanic itself but I feel it is used much too often in Black Mesa. Coming from watching others play I find that forcing crouch jumping so often can really turn off players. While this is a mod and it doesn’t matter how many people play because none of them are actually paying for it, it does matter how many people play (and what they think of it) for both the sake of not wasting effort and for a good portfolio. Why would having Black Mesa in one’s portfolio be a good thing if the mod is regarded as terrible or inaccessible? (I’m not saying it is-well, maybe a little inaccessible… but Black Mesa certainly is not terrible)

EDIT: You know, maybe this should be renamed to something related to Crouch-Jumping now. The original point was to discuss why some problems like crouch-jumping, balance, hit/bounding box issues, or faults in AI shouldn’t be ignored with a simple “Fix it yourself.” Oh well. I failed pretty hard in that regard. I thought I lurked and thought enough to be prepared for it but I thought wrong.

I’ve never seen anyone complain about hitboxes and then be told to fix it on their own.

I’d like to see the raw numerical data on crouch-jumping and why it’s perceived to be so wrong and/or different.

In my work for the Hazard Course, I’ve found that the maximum jump height and crouch-jump height in terms of raw numerical value (specifically, 20 and 56 world units, respectively) are precisely the same between Black Mesa and Half-Life 2. What exactly is the difference? Why do people (myself included) feel that jumps work differently? I’d actually like to know, out of curiosity rather than to make any point about anything.

I never had much of an issue with crouch jumping personally, but then again I pretty much learned to crouch jump by default. Something feels different in Black Mesa compared to HL2, but if it’s not jump height, then I don’t know what it is.

Whats so hard about placing this in your BMS folder?
Crouch jumping is in every Source/GoldenSource game.

People modifying the game to better suit how they wish it to be? Nonsense!

I completely agree with you about this. I for one have zero experience with coding above the most basic level, and I could never fix a code line or a model without weeks of learning and trial-and-error. I also agree on the crouch-jump thing; It took me three playthroughs to the end of Office Complex to get the hang of crouch-jumping.

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.