post your TWEAKS

bind “z” “toggle_zoom”

Allows to shoot zoomed in using any weapon.

Well, to be fair, Gordon IS wearing armour. In fact, the HEV in Black Mesa seems even more tanky than in the original.

Mostly, I should rephrase - I’m not arguing for realism so much as I feel real missiles that fly at real speeds are cooler than game and movie made slow ones. This was confirmed to me in the Mythbusters episode where they were testing an old-style RPG. Fiction would teach you the RPG would shoot one of those slow-firing, spinning firecrackers, but instead it fires like a shotgun and the impact feels immediate.

Same for explosions, actually. It took me a while to adjust for the Half-Life 2 grenades that just POP with no fire or smoke over the slow gasoline explosions movies have taught me to expect, but again, I blame the Mythbusters. They’ve shown so many real explosions on television that the fake slow ones just look fake. Unless it’s an incendiary bomb, of course.

The thing is, the slower rocket means I get to play with BM’s awesome ring shaped smoke trail.

I actually pretty much face palmed to the moon when I saw the rocket speed as well as the MP5’s grenade speed.

Beyond stupid, honestly. No wonder marines don’t use those grenades either, a huge part of marines fighting in HL1. If they did, you’d just instantly blow up.

But then this is just SP. In MP, this would be incredibly awful.

I love the MP5’s grenade. I may actually be one of the few around here who loves everything about that gun.

I dunno if the tweaks in this guide that I’ve made myself as a “quick scan” guide just in case I accidentally wipe all my Half-Life 2 games but here is an article I’ve made that lists some helpful performance, audio, and graphics boosting tweaks for the Half-Life 2 games (if you’re using them as the “base” of the Black Mesa mod):

[b][u][url=‘https://imbacore.blogspot.com/2010/08/half-life-2-cvar-console-command-tweaks.html’]

[/url][/u][/b]

I hope someone finds them useful.

Has anyone tried to increase the ammo clip of a sentry?
I noticed how it never goes empty while shooting at me but stops after a few rounds if you grab it and use it against enemies and that´s what I tried to change.
Inreasing sk_max_sentry “100” had no effect.

Hey, this is nice, I added the option to attack:

alias “+melee” “use weapon_crowbar; +attack”
alias “-melee” “-attack; lastinv”
bind “f” “+melee”

Now this game feels like CoD… but it is fun!

Actually, I am interested in this. How much damage does the SMG do by default? Also, what is the AI reaction delay set to normally? And is there any way to increase the SMG ammo capacity?

The MP5 and glock both do 6 damage by default. The default ai reaction speed is 0.1 when alerted and 0.3 when ambushed. To increase the MP5 clip size, go to your BMS/scripts/weapon_mp5.txt file and change the value of clip_size “30” to whatever you wish.

I’m a total and absolute none-techy noob with very little knowledge of such things. But I’d be very interested in any method of making NPCs not react and shoot instantly to the player’s presence, allowing me to occasionally use sneaking-up tactics (as in the priginal and HL2).

The quote above seems to suggest a way of making it like that.

So, just to be absolutely clear, do I just open up this ‘config.cfg’ file and past:

ai_reaction_delay_alert “0.3”
ai_reaction_delay_idle “0.75”

Directly into the file and then save it?

Or does it need to be inserted into a specific place?

Thanks.

Thank you, that helps explain a lot. OK, a follow-up question - weren’t the pistol and the SMG doing the same damage in the original Half-Life? Or would that be unbalanced, considering the pistol is pretty accurate? Even more so in Black Mesa, even.

edit
Actually, is there any way to get the guns closer to how they behaved in the original Half-Life? I don’t really have numbers for them and I don’t know if enemy hit points have been jumbled around.

Does anyone know where the data is for sound distances? I’d like to extend the ranges for most of the creatures’ noises (particularly the Icthyosaur, I don’t think I heard it make a single sound throughout the game).

sk_plr_dmg_crowbar					"15"
sk_plr_dmg_9mm						"8"
sk_plr_dmg_357						"60"
sk_plr_dmg_grenade_rpg				"175"
sk_plr_dmg_grenade_satchel			"175"
sk_plr_dmg_grenade_tripmine			"175"

sk_npc_head							"3"

sk_max_9mm							"200"
sk_max_grenade_mp5					"5"

I know this has been asked before, but how do I add to the game? I tried copy and pasting them to the autoexec.cfg file in the cfg folder, but I didn’t notice any changes. :frowning:

Add +exec autoexec.cfg into launch options.

Or, add the new stuff into skill.cfg

Thanks :slight_smile:

I tweaked mine a bit now.
made zombies stronger. 4 hits on head feels not enough.
took headshot bonus to 3 from 2
took limbshot malus to 0.6 from 0.8 just for balancing…
slowed down player rpg and apache rockets a bit
and of course the ai reaction times

adjusted soldier health
commander 70
grenadier 60
grunt 50
medic 40

just for some variety

is there any setting for soldiers’ accuracy?

I changed a few of the sounds around - While I think that overall, the BMS team did an excellent job on the majority of the sounds, some of the sounds from the original games are better. :S I’m glad they made it incredibly easy to swap them though if you choose.

This video demonstrates what I changed.[/SIZE]
(Houndeye, tentacle bangs, shotgun, grenade explosions)

Also note that I cleaned up the houndeye charging sounds a little in Audacity.

Thanks for those AI reaction delay tweaks, I was looking for those. Now, I just put them into the skill.cfg, correct?

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.