[Videos/Images] Here are some of the stuff I noticed that could use fixing.

https://www.youtube.com/watch?v=j21B4X6yrCc&feature=plcp
If you jump down after climbing the ladder, then you’re completely stuck, and you can also touch the elevator and then go to the stairs to load the next map while outside its boundaries.

https://www.youtube.com/watch?v=MBJZHlUm1Tg&feature=plcp
If you press the elevator button and then get out quickly in Unforeseen Consequences, then you won’t be able to get in to load the next map.

https://www.youtube.com/watch?v=GjCQ9MTIZTc&feature=plcp
Grunts won’t die when you press the button to make the floor open, instead they just walk on an invisible brush.

https://www.youtube.com/watch?v=AhUz0_759zE&feature=plcp
This might or might not be something on my part, but if you destroy the tripmine before the scientist even goes to the other side, he’ll get stuck of course. But the door closes from the explosion and for some reason you can’t open the blast door.

https://www.youtube.com/watch?v=RNgDndmu-0A&feature=plcp
You can skip the entire dam sequence by doing this, just got a bit unlucky because I didn’t know that displacement was part of the skybox :v

https://www.youtube.com/watch?v=4tXWWZDxwtk&feature=plcp
The Gargantua won’t attack and will just shake the water tank for no reason instead of trying to chase you. If you could make it so that it’ll just walk through the pipes that block him (destroying them) instead of shaking the water tank then it’ll be good.

https://www.youtube.com/watch?v=MfHf3oK1r0M&feature=plcp
Just before the water tank bit, pretty sure these cars are very lightweight for the Gargantua to smash through, but it ruins the immersion and just seems silly that the player easily pushes a car like this. Could just make the props static and have it get pushed/explode when the Gargantua goes through them.

https://www.youtube.com/watch?v=eocFkctgDLM&feature=plcp
Turning on/off flashlight has some effect on the skybox.

https://cloud-2.steampowered.com/ugc/900974823173283222/EF29B7F0132E0A859695A67DB6AA3DA656743059/
Either nodraw texture or some brush error?

https://cloud.steampowered.com/ugc/900974823197831470/1AA7E7B09FE378BCA48C1A666FC925F9F34E6B68/
Definitely Nodraw texture.

https://cloud-2.steampowered.com/ugc/900974823184511049/6C2245136AA99F057F8C86E85968DA6EBE0C2B51/
https://cloud.steampowered.com/ugc/900974823184505873/E51EB3D183AC90674342577BEF30EA88EF03BF5E/
https://cloud-2.steampowered.com/ugc/900974823184501409/BFE0A204C8AAF9C1FCCC35BF056A34FB998966CE/
These 3 images are in the same place, basically how will people get to that catwalk if the other side doesn’t have a door?

Hopefully these help somewhat when you’ll make a patch for Black Mesa: Source before it’ll get on steam :slight_smile:
And sorry if this doesn’t explain much, I am not really good with explaining.

I tried this myself and can confirm it. Pretty substantial game breaker, I really hope it gets fixed in an update.

I think this is because NPC nodes only generate paths for NPC’s if there’s a walkable surface beneath them consisting of brushes, not props, in this case an invisible floor. There oughta be a workaround though.

These are some hilariously epic bugs you’ve found man. Great bug hunting. These are the best one’s I’ve seen yet.

Keep up the awesome work. Look forward to seeing more.

Another (though really small and insignificant) thing:
After I airstrike-killed the gargantua in surface tension, I tried to get back inside (to see if I missed anything while running away from the beast), but there’s an invisible wall in the doorway. The reason is probably that people do not walk back, if they are unable to realize how to continue from here. Unfortunately I don’t have an idea for a solution. Well, maybe when the Gargantua smashes through the doors, the walls indoor could break and block the way with debris or something.
As I said before, it’s probably the most unimportant issue ever posted.

Just uploaded a video, demonstrating how to get out of there as a player, including the scientist + sequence (dialogue):

I recommend watching Dr.Cola’s video first, to understand what the video below is trying to demonstrate!

Black Mesa: How-To “Fix” The Scientist Being Stuck In We’ve Got Hostiles! - youtube.com

It’s quite dark and the volume is too high and I want to apologize for that, the next video will be better (if I’m going to upload one, that is).

How to do it:

It’s actually pretty simple; If you’ve managed to shoot the tripmine, before the sequence starts (when the scientist runs towards the guard) and the door has closed, just wait for the scientist to yell “Oh my god, we’re doomed!”, which is the part where he runs at the (closed) door.

You then pursue after him and try to get as close to the door as possible (that’s kind of hard though, with him going left and right, pushing you out of the way…).

Once you are close enough, face the ground (where the door is “sitting” on the ground, specifically) and hit E (for use).

If you did it the right way (much like in the video), you’ll hear the “lovely” siren of the door you thought being stuck behind and said door opens, just as if you used one of the buttons or broke one of the glass panels!

Oh and by the way: Once the door has been fully opened, both glass panels / buttons are breakable and usable again.

…or they could be “re-enabled” if the scientist dies / completes his sequence - you might have to test that one, since I’m not entirely sure.


Sorry about posting this here, I just thought it would be the appropriate thread, since my video was meant to be sort of a video response to yours.

Heh, this is a pretty good find albeit weird on fixing it.

This happened to me. i backed out of the elevator because i forgot i wanted to bring some items with me.

-Kawai Tei-

Thanks!

Who knows, the Devs might’ve put that “button” there on purpose, in case you get stuck or it could be just a bug… :slight_smile:

The funny part was how I found out about this “fix” or workaround:

After I saw your video I wanted to find some way to open that door, so I took the big wooden crate (next to the silo door) and tried to push it “inside” the button on my side, while manically spamming the E key and somehow, out of nowhere (or so I thought) the door opened.

About 5 tries later I found out that the button I was pressing (the one that magically opened the door) was the metally area below the door.

First I thought that crate thing actually worked - only to find out that there’s sort of a button “area” on the ground… :meh:

https://www.youtube.com/watch?v=GjCQ9MTIZTc&feature=plcp

There is a way to fix this- you’ll need triggers to make the Marines into ragdolls when the doors are opened. Probably set up like:

trigger_once for the area, with a filter_activator_class set to npc_hgrunt (or whatever the dev team uses for marines). The existing func_button for the doors is given a new output to activate the trigger once and have it ragdoll any npc_hgrunt inside it’s volume. If that’s too glitchy or kills soldiers it isn’t supposed to, just name the soldiers and have it kill them if they’re inside the volume by name.

I did something like this for when I needed to make a floor collapse under a combine soldier in my mod.

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.