We found a bug in the Tau’s code that was causing it to apply damage based on the player’s bounding boxes, rather than their hitboxes. This makes it overtly easy to use in MP, because the bounding boxes are much larger and less precise than the hitboxes. This has been rectified on the Xen branch.
just a question, is selfgauss a thing in Black Mesa?
selfgauss being charging up your tau cannon, shooting it at a wall and making it rebound to the point where it hits you, propelling you upwards and making you take damage
a small annoying thing that would’ve been great if it was removed:
ear bleed/noise/deafness. it serves no purpose in multiplayer. can’t hear what enemy is shooting, can’t hear what you’re shooting, can’t hear footsteps, and a lot of times it glitches out so you have to snd_restart. can it be disabled now or does it need a patch?
ITs a good debuff, think of what it does it lowers your spacial awarness meaning you are a bit less likely to counter some one flanking you. in most games that is a good thing a punishment for playing sloppy. in MP it is an easy way to disorent enemies.
Can we please nerf the debuff a bit then? It’s preventing me from playing the game.
Whats funny with this is that it’s not the devs who added it, it was added with the source sdk.
So it’s not like there were ever discussion if it should be added or not, it was just brought along.
There are actually two effects that happen with explosions. One is deafness, which kicks in on any splash damage. And on top of that you get that annoying tinnitus if the explosion was close. Twice the annoyance, twice the chance of it glitching out.
In HLDM this wasn’t a problem. Could still hear just fine, instead of guessing “what is he going to fire next/is he close/where is he coming/shooting from?”.
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.