Oh my.
I see you’ve met Ronster.
I think the Glock 17 should have a much lower rate of fire than “as fast as you can click” (as it did in HL1), more recoil for each shot (even if it’s the auto-return HL2 recoil), or both. Preferably both. Right now, it’s practically full-auto with no recoil. At the very least, it’d be nice if the guards couldn’t fire their Glocks so fast. They can fire even faster than a human can click, let alone pull a trigger repeatedly.
Also, I’ve probably mentioned this before, but I hope blood colors for NPCs become consistent. Many NPCs (zombies, Ichthyosaurs, etc.) bleed in different colors when alive versus dead. Real blow to immersion, with how much they bleed from just hitting the ground. Also, this is more of an Episode Two thing, but Xen blood is supposed to be yellow, not green. It’s always been yellow, but since EP2, the particle effects are all suddenly green.
Very little in the Half-Life universe is solid canon as defined by Valve
If they decide to make alien blood green, it can be green. consistency be damned
That’s why we have mods, after all
anywho…making the blood splatters that appear on weapons less low-res would be great
on some weapons, you can even see the grey outlines around the blood, which is really bad
wouldn’t it be better to put the blood design on the alpha and color the base texture a solid color?
maybe apply a texture to it, give it some feel or something, I don’t know
Yeah, they kinda look like they were cut out from pictures, which in itself isn’t a bad thing, but it’s not done too well.
And yeah, if it’s that way in Ep2, there’s hardly any reason to content it. It’s the most recent HL game and is therefore the most up-to-date on canon. But still, it’s just blood color.
I watched a gameplay video of ST and noticed sth that I don’t think many players have noticed, in the map with the tripmine puzzle, outside there’s this scene with a few Opreys passing by:
IMO I think this is way too hiden, especially due to the location, since many players might find themselves paying attention to the sniper (if not killed), or will have to rush to the higher roof to see it, which they might not even notice due to smoke from a chimney in there. The reason I’m mentioning is because there’s a few instances in ST where Ospreys or choppers fly around but they’re really hard to notice, maybe they should be made more obvious to catch the attention of players and give more of war feeling to it. Like for example, what about removing that little osprey scene and replace it with an osprey flying really close to us, like npc-wise close, as for many of the other scenes, maybe its the lack of sound which makes it hard to notice. Just a thought.
If the green blood was a creative decision on Valve’s part, seems odd that they’d leave all the actual decals yellow. Seems more like a mistake than a decision. But I’ve already made all of those particle effects yellow on mine, so whatever…
Also, the part of the code that makes a zombie’s headcrab fly back when blown off by a shotgun is broken. The zombie goes flying back, but the headcrab just falls straight down as if dropped.
I hope the final Steam version will address some issues with the lighting. For example, in this picture of the bathroom near the HEV suit, the urinals on the right appear to be glowing at the same intensity as the overhead fluorescent lights.
Also too, in some instances, the scientists’ labcoats appear to be glowing as if they’re made out of light as well.
Thanks for all the hard work you guys do!
Looks like the urinals at least got fixed.
Part of them still appears to be glowing at near the same intensity as the bare bulbs in the ceiling.
-
Not sure if this is something that can be fixed but, I’ve noticed that the jump height is extremely short. I can’t jump over a 1 foot curb without duck-jumping.
-
Also while climbing ladders there is a sweet (or rotten) spot where you can press backwards or forwards and you go up the ladder either way, again not sure if this can be fixed.
-
If you hit an IV bag with your crowbar it goes all crazy disco.
-
This is measurably not true. You can test it yourself if you have access to mapping tools. The standard jump height in both HL2 and Black Mesa is 20 units, and the standard crouch jump height in both games is 56 units. The question then is, why is it that Black Mesa jump obstacles seem to be much higher than in HL2? As far as I can remember, I don’t think anyone has come up with a concrete answer for this, but at the very least I think that the jump DISTANCE might have been decreased. Something is definitely odd about it though.
-
Is this in HL2? I don’t remember. But yes, this does exist and might be annoying if you never use the mouse or look controls for some reason… although I don’t see why it’s a huge problem since all you really need to do is look up or down.
-
It’s a known bug. I think they either kept it for hilarity purposes, or just never bothered to fix it because it’s relatively low priority.
That’s how lighting is in Source engine I suppose.
The thing with jump is definitely the distance. It’s significantly less than in HL2. Jumping should just be the same as in HL2 imo.
Agreed. HL2’s controls are very solid in my opinion… If it ain’t broke, don’t fix it! :freeman:
HL2 has this really annoying boost when you jump. I actually embrace the change.
But new players might not, and it’s slightly inconsistent since like you said, HL2 had this present but BM doesn’t.
Give the scientists more hair
In MP, can you keep the physics behind TAU jumping exactly the same as HL1? Old players will quickly embrace it.
I got an idea. Keep the Harriers but also have the F-16 Fighting Falcons they both would make a great addition to the Forget about Freeman skyline. I would also like to see some Black Ops helicopters during Forget about Freeman.