Jump Height / Crouch jumping in Black Mesa

And that’s just as insulting. Really dude? You’re going to carry on like this?

Me too, BUT the jump is still a tad bit low.
The crouch jump initially was for reaching HIGH crates and such, not standard.
Or, you know, to be able to enter a vent where you have to crouch inside!

Running an executable is difficult? I doubt that.
And dont forget that this is going to be released on steam.

No i am not. I work as a computer scientist and know more about Servers, Networks, Programming “and stuff” than you seems to imagine.

It’s no big deal to implement this fix, so how much time is wasted? 10min.?

have you played Half-Life Source? Just curious. I’ve never played the original game, but as for Source version, the jump there was safely higher than half of your height, and duck-jump wasn’t used all that much.

Now, in Black Mesa Gordon cannot jump onto objects more than 1.5 feet high. Either the dev team tweked the settings, or Half-Life Sorce uses different jumps than the original.

I don’t feel any need of caring for casuals in this game, so I refuse to put any more effort into this discussion.
You won.

Crouch-jump was required in Half-Life: Source. You couldn’t even complete the tutorial without it.

But this is no discussion about winning or losing. You can’t ignore the casuals if you are planning to release something like this on a popular platform like steam.

But yeah i think theres no point to take the discussion further cause everything was said.

Crouch-Jumping is fundamental in HL, on Xen we must use it with Jetpack most of the time so i doubt this gonna be changed to a one-jump key. okay there is a little problem with the jump heigh (and others) but are easily solved with some tweaks.And this mod was make for Half-Life fans that have expended many years following the game and the series, not for casuals or a new audience.

Ah, right. Just looked once again. Tutorial in HLSource features pipes in “jumping” section which in Black Mesa would require crouch-jumping.

I was more interested in comparison HL Source with the original Half-Life. Obviously, I know that in Source version usual jumps work just as well for most obstacles. Cannot know if they had been like that back in 1998.

Yeah, the only difference in the platforming was the improved physics due to the Source engine. The actual jumping and jump-crouching mechanics are identical.

https://forums.blackmesasource.com/showthread.php?t=12608

Please read the first post. This is not intended to be only for a really small group of fans.

Well, then I’d like to know why is jump height reduced almost twice in Black Mesa. By the middle of the mod I had become used to always Ctrl+Shift, yet it somehow seems odd that objects knee-high require an athletic effort (you can hardly see them at the bottom of yor screen as you jump over them).

I mean, the ordinary jump is objectively low here. I measured one of the “barriers”, and it shows the jump is, like, 1.5 feet high (it is height of the seat of your chair). Compared to 2.5-3 feet in the original. No wonder crouch jumping has become a neccessity: many more objects now require this technique which hadn’t before.

Following the series since fall 2005. Still feel awkward. Now duck-jumping is required for many low objects I have become used to just jump over and forget about them. May be a little difference for people who always crouch-jump, but a huge difference for those, who don’t crouch if the obstacle is low. Almost immediately I noticed that I stumble much more at the objects I hardly notice.

I have no clue why they shortened the jump. Nor do I care. I’ve been happily jump-crouching in every FPS I’ve ever played since 1998.

bms_normal_jump_vertical_speed			"200"
bms_normal_jump_crouch_vertical_speed		"200"

/thread

Good for you. As for me, I don’t care if some obstacles require crouch jumping, but would much prefer if knee high didn’t. That’s probably because I didn’t really have taste for FPS games before HL2. Or maybe before Hellforces, crappy as it was.

Okay? I’m not sure I’m getting your point. There’s a bind script right there if you don’t want to manually jump-crouch.

I think such changes are better made from the side of the developer - it is too late for me, anyway. Surely, it is possible to contact each player personally with the suggestion to tweak the controls - well, if they feel like… And difficulty. If they feel like. Why not change it in the version itself then?

woa that was one difficult path compared to the one I used lol

But most players are perfectly fine with jump-crouching. I don’t see how it’s the developers’ responsibility at all.

Got any statistics on that? I am more inclined to think of a reduced jump height as a usability issue, and that’s actually a developer’s responsibility.

The logic is pretty straightforward: a restored jump height

  • doesn’t harm those who crouch-jump anyway
  • is less annoying for those who only crouch-jump over higher objects. I remember how jump priginally felt, and it is horribly wrong now.
    Don’t see why not do it then.

“I’ve been happily jump-crouching in every FPS I’ve ever played since 1998.” isn’t a valid argument as long as the game is designed for people who may or may not have been playing FPSes this way.

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.