It´s in the Black Mesa menu (which should not exist since it consists of options that can be put into the other tabs)
CSM doesn’t quite work properly for AMD users. There is a workaround for it, though.
Fantastic addition, ST:U really completes the chapter and I love the airport! Also, CSM really makes BM look top notch, up there with CS:GO.
Just one problem is the frame drops that I get in large battle sequences in the Uncut parts. With a GTX 970 and everything on highest, I’m not sure why I’m getting these frame drops as my computer should easily be able to run Source. However, maybe there is still some optimisation to be done in the large open areas with many NPCs battling it out?
Turn off god rays. That is a large performance hog.
No problems here at all!
Any idea when the mapsrc files will be updated? I’d like to go ahead and add a corresponding CSM entity to QEPD’s parking lot, but it seems I don’t have the canon map to work off of…
Any idea when the mapsrc files will be updated? I’d like to go ahead and add a corresponding CSM entity to QEPD’s parking lot, but it seems I don’t have the canon map to work off of…
I think devs have stated this will happen sometime in the future. While at it, they also promised to post thread about how to implement CSM on user maps. I would expect that to happen first.
All right, now that I’ve got a decent computer that doesn’t overheat and die five minutes after loading a map, it’s time for my favorite activity: level design nitpicking!
Wonky lightmapping on these stairs, and I really am not sure if the hyper-worn, unpainted textures fit with the relatively modern design of the rest of the parking garage.
These walkways are super narrow, narrower than pretty much any other catwalk I can think of in BM. My first time up here I kept pressing up against the railings to try to avoid getting stuck on the lights- it turns out that said lights seem to be immaterial and you cannot actually stick, but at first I assumed quite the opposite and slowed way down.
I was initially kind of nonplussed with this slanted, red roof design since I didn’t think it fit with the rest of ST, but then I remembered that it was used in the munitions storage building and that a flat roof would actually look rather weird on this building. Still, I think it looks a little plain- maybe put some support pillars on the corners, and some chimneys and junk on the roof proper.
It is possible to shoot the lock off of this gate, but it still remains unopenable. Not sure if this is an intentional red herring or not.
Even the munitions storage building had grey blocks on the inside. That would also help with the extreme yellowy yellowness of this area, which I find a bit weird and kind of overpowering.
I guess we’re near the antigravity research labs.
I don’t know if anybody else has seen the garg in the smoke, but that was a nice touch.
These signs jump out to me as looking especially ancient in terms of graphics. What ever happened to the red-and-white security signs?
Funky lighting on this vent…
It took me a while to realize what was “off” about so many of the rooms in this part of the map, but then it hit me. They all have freakishly high ceilings. Here’s an example of a room one floor below, which has the normal ceiling height:
It turns out that the player can’t break the snipeable windows. There isn’t an impact effect either, bullets just disappear into them.
Not a big fan of this texture. It just looks low-res to me, like something from the HL2/CSS era.
Not sure where this catwalk was supposed to go when the structure was intact. Even if the pipe isn’t in the way, there’s just a blank wall on the other side.
(This is going to cause me no end of problems when it comes time for STPD…)
There are several doors in the map that look too big for the rest of the structures, but this one is the most obvious (also because it doesn’t have much if any frame).
There are two things i agree with you.
One, a lot of textures, like a lot textures in BM are look bad.
Two, the security doors are really dull looking.
I guess we’re near the antigravity research labs.
Not sure where this catwalk was supposed to go when the structure was intact. Even if the pipe isn’t in the way, there’s just a blank wall on the other side.
(This is going to cause me no end of problems when it comes time for STPD…)
box image: Saw that floating box and laughed, noticed it on my play through as well, though it is only something you can truly tell if you noclip other wise it just looks like something is off.
Pipe image: My guess is that is where the access point for the pipe would be, OSHA in some cases requires large pipes to have maintenance access for cleaning and integrity checks especially if they go through a building. Though if that was the case I would think there would be the melted remains of a hatch somewhere.
would add to the inviromental story, some one oppened the hatch while the gas was going, probibly to escape, all it would likely take is a single gun shot then boom, you have a filtration system on fire and a melted pathway.
You can’t break the windows because we want you to have the sniper scene. The windows have physics/collisions, they just are overridden/ controlled by the level designer.
You can’t break the windows because we want you to have the sniper scene. The windows have physics/collisions, they just are overridden/ controlled by the level designer.
Well i found it really easy to get to the metal hatch on the roof without going through the doors on the left.
In fact, when i went to play again, this time for some ARG seeking, i only then realized that i was suppose to
go through the doors.
The problem is that while the hatch is opening, you get cover from it, and the zombies don’t get to you in time
to push you from the hatch.
And what about snipers not shooting the zombies?
And what about snipers not shooting the zombies?
The snipers know that Gordon Freeman is the real threat. Now if the zombies had RPGs this scene might have played out differently.
Sorry, I’m not here to complain, nitpick or question every move and design point the developers make.
… Did I play through that sniper scene incorrectly? I just sent a couple of RPGs through their window and called it a day.
… Did I play through that sniper scene incorrectly? I just sent a couple of RPGs through their window and called it a day.
I don’t think there is an “incorrect” way to play. You can also go into the doors opened by the zombies for further exploration and goodies.
All in all, that part was really cool.
That guard was fucked up, guys. You are assholes.
I don’t have a lengthy post about my thoughts on the update, just that it was great. Nice work team.
That guard was effed up, guys.
Yeah, but he sure was a tough SOB.
Yeah we tried to design the sniper scene to account for many playstyles. There isn’t really a “right” way.
That guard was fucked up, guys. You are assholes.
I don’t have a lengthy post about my thoughts on the update, just that it was great. Nice work team.
[sup]Cheers. That Guard is actually probably my favourite part of STU. He’s got a tonne of personality and really switches up the pacing of the chapter in a great way. I was so thrilled with how well he turned out. Particularly as he was so dull in the original HL1 maps. [/sup]
[sup][/sup]
[sup]And yeah, he’s a tough bastard. Did you hear how many hits he took from that Agrunt before he finally went down!? A lot!
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Wait, that was just an Agrunt? I thought it was the Garg that killed him.
(Actually, since you guys foreshadow the bejeezus out of that Garg throughout those last few maps in a really kind of awesome way, I’d really kind of like it to be the Garg that kills him.)