Black Mesa

Black Mesa

Black Mesa: Blue Shift
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Update: Nov 17, 2024 @ 6:36am

Chapter 5 Update:

IMPORTANT!!!!!!!!
Please keep in mind that this update will BREAK SAVEGAMES for all BM:BS maps.


Earthbound Changes and Improvements:

==================== GENERAL / GLOBAL ====================

IMPROVEMENTS:

- Improved skybox textures, lighting and Post Processing to all Chapter 4 maps
- Improved lighting throughout the game
- Improved all video surveillance screen overlays
- Improved all explosion sound FX and added distance attenuation to them
- Added appropriate light cookies to various newlights
- Added dynamic lighting to all cinphys explosion in Captive Freight
- Added more procedual FX during combat scenarios (E.g. flying papers, sparks, dust)
- Added responsive surface sounds to some environments that will be played with nearby explosions
- Added completely new surfaceproperties for certain props with unique physics sounds. (E.g. barrels, tarps, monitors, crates)
- “Light gunfire” skybox effect in Captive Freight now looks less like anti-aircraft fire
- Skybox Ospreys are now properly depicted in forward flight configuration
- Re-enabled the walk function ([ALT] is the default binding)
- ALL hanging emergency phones are now fully interactable for consistency
- Converted various crate props into item_crates which spawn props when broken
- Adjusted lighting transitions on Xen portal teaser FX
- Increased Marine Grenade Launcher sound volume and added distance attenuation
- Updated many BM and BM:BS textures / materials
- Various other visual improvements

FIXES:

- Fixed a bunch of instances of supplies being obtainable through walls
- Fixed improper HECU assault logic – most of their assault points are now cleared on arrival, allowing them to return to regular AI and use their intended tactics against the player instead of being forced back to one spot
- Fixed wood impact decals using wrong shader causing them to appear pitch black
- Fixed various materials using wrong VMT parameters causing them to be rendered not the way they should
- Fixed various AI glitches throughout the game
- Fixed TOW missile launcher sound was using drymix system, causing its volume to depend on the soundtrack volume settings and not respecting soundscape DSP
- Separated many NPC idle response lines into context dependent groups (E.g. general idle, player nearby, player is interacting with NPC)
- Fizzler generators no longer violently fling enemies upon killing them

==================== CHAPTERS ====================

LIVING QUATERS OUTBOUND:

c0m0a

- Fixed crows falling down instead of flying away
- Fixed security booth door at the end of the map was clipping through the wall when opening
- Fixed a bunch of props not beeing illuminated correctly
- Improved background scenes
- Added new Skybox

c0m0b

- Improved skybox valley model
- Improved background scenes
- Improved lighting in some areas

INSECURITY:

c1m0a

- Added more custom Voice Acting to scenes
- Added 2 more camera slots to the video surveillance
- Added sleeping Otis (Fat Guard) in the surveillance room
- Added more NPC activity after the player leaves the armory with their sidearm
- Added special response for the armory guard when the player already came by before getting the vest
- Donuts in the cafeteria can now be eaten (No, this is not a joke)
- Redesigned showers in the personal facilities
- Revamped audio/visuals when the firing range gear is equipped
- Reworked Gina model and animation
- Reworked firing range NPC and interaction cutscene animations
- Reworked male laptop scientist animations and scene setup
- Showers in the Personnel Facilities are now usable
- New camera error texture for the guard scene (no more breen)
- Converted some prop_dynamics to prop_statics at the changelevel staircase preventing them getting conveyed into the next map
- Small improvements to firing range signage
- The firing range observer guard no longer tells the player to return the range gear if the player isn't right in front of him
- Fixed part of the map being drawn over the reflection in the locker room mirror

- Improved animations for the Area 3 exit desk guard

c1m0b

- Reworked the exploding console scene in the particle lab
- Improved lighting and fog throughout the map
- Improved scene triggering for the newspaper scientist at the Area 3 Platform
- Added a new scene to the smoking security guard at the Sector G station (For anyone who played Chapter 4 already, you will recognize this guy!)

c1m0c

- Reworked all NPC background routines from scripted_sequences to Actbusy implementation
- Reworked all the Hydro Plant wall diffuse textures (deleted the unnecessary alpha mask, made the colors for both striped walls and non-dark colors consistently share the same brightness)
- Re-added some of the previously deleted details
- Replaced some BM assets with BM:BS ones
- Retina scanners now use the same dynamic setup as the ones used in other parts of the game
- More wall signage added and replaced
- Fixed scientist walking directly at the player after the broken door scene
- Edited the trigger volume for Patrice activating the last sequence, before the elevator, and made her lines play just a bit later so it doesn’t overlap other dialogue scenes
- Moved the emergency phone on the next wall so the other wall is not as cluttered
- Barney's package from c1m0a can now be carried into the elevator. It will open with the elevator crash
- Improved sound design during the elevator sequence
- Improved text font on elevator textures

DUTY CALLS:

bs_c2m0a

- Reworked the zombie introduction room
- Fixed a few instances of zombies clipping through doors while banging on them
- Fixed improper timing on door sparks in the Vort introduction sequence
- Fixed crowbar scientist idle responses not playing correctly under certain conditions
- Added extra variety to corpses and zombies
- Added hint to pick up the helmet in the garage
- Added flammable split gas to the barrel puzzle in the Engineering Labs
- Added animation to crowbar scientist
- Added Cinephys to the crowbar scene window
- Added corpse eating scripted sequence for one of the backtrack zombies
- Added custom “get up” animation to the crowbar scene
- Added a looping idle scene for the female scientist if the player watches her through the security cam
- Added visual and audio FX for when the player is damage by acid
- Added zombie noise at the end of the female scientist intro choreo to warn player of the zombies behind them
- Added new model for headcrabbed guard
- Added a sequence skip trigger for Murdoch to kick the next door immediately, if the player goes faster than him
- Added bottom plate to the exit elevator shaft ladder, making it easier to climb while holding objects
- Moved two headcrabs from the engineering hallway to the next area so they don't distract the player from the Murdoch VS. Zombies scene
- Replaced the default BM doors in the office area with BS ones for visual consistency
- Made small edits to guard VS. vort fight on the cameras in the crowbar scene, and restored broken event with a corpse being flung
- Revised crowbar scientist choreo so that he pauses less between scenes and grips the crowbar more consistently
- If the crowbar scientist takes damage during the headcrab attack, his scripted sequence will cancel and he'll try to flee
- Slight enhancements to the zombie killing a guard outside the canal exit
- Female scientist “over here” choreo now interrupts if the player is close enough to trigger the main scene
- Adjusted Murdoch response rules so he doesn’t speak certain remarks at unfitting times
- Murdoch will no longer friendly fire the player during his introduction if the player enters his line of sight quickly enough, and he won’t mention friendly fire in his subseque

Update: Apr 10, 2023 @ 1:48pm

Captive Freight: Caretaking Patch (Mini Update)

!!!IMPORTANT!!!
Please keep in mind that this update will BREAK SAVEGAMES for some BM:BS maps.
The following maps will be affected:
bs_c1m0c
bs_c2m0a
bs_c2m0c
bs_c3m0c
bs_c3m0d
bs_c3m1b
bs_c3m2b
bs_c3m2c

WHAT'S CHANGED:
-Fixed wrong ingame HUD hint for Focus action;
-Fixed labels for Focus action in new and old UI;
-Fixed 357 world model clips through ground in bs_c3m0a;
-Fixed some female scientists having wrong bodygroup constallations applied;
-Fixed Marines at the top of the silo in bs_c3m0c could not be shot through the grated walkways;
-Fixed visual glitches on laserpointer effects for Marines and TOW Missile Systems;
-Fixed wrong soundscape playing at the end of bs_c3m0c;
-Added fresh local soundcache to fix various audio issues on certain systems;
-Improved IO traffic for the maintenance worker scenes in bs_c2m0c;
-Improved choreo lineup in bs_c3m1b;
-Improved soundscape transition in the A17 elevator shaft in bs_c3m2b;
-Improved character animations for guard and scientist;
-Decreased volume and soundlevel of Marine Radio Chatter;
-Replaced blocking chair with manual lock on the locked fencegate in bs_c3m0c;
-Added situative soundtrack to bs_c3m0c and improved audiovisual payoff;
-Added Preferred Carry Angles for the chumbtoad plushie;
-Added smoke trails to NPC weapon muzzleflashes (Marines and Guards);
-Updated existing localizations;
-Removed Portugese support;
-Added partial Swedish localization;
-Updated translators list;
-Fixed "Main Menu" option in Old UI's pause menu not disconnecting player from the game into the main menu;
-Various other improvements.

Update: Mar 25, 2023 @ 1:39pm

IMPORTANT!
Please keep in mind that this update will BREAK SAVEGAMES for all BM:BS maps.

CRITICAL:
-Improved performance within the freight yard areas in Chapter 4;
-Fixed an IO conflict that temporarily disabled the climbout-scene of Rosenberg's container;
-Fixed Zombie/Headcrab from the storage room is able to follow the player to Harold's location causing the scene to break (bs_c3m0d);
-Fixed an issue that permanently disabled the train's forward controls when undocking and re-docking cargo while standing within the "EndOfLine" zone (bs_c3m1c);
-Increased RPG projectile's health in order to prevent them from exploding on bullet impacts leading to sudden unintended suicide events;
-Fixed TOW missiles disappearing under certain system specs (bs_c3m1b);
-Fixed RPG can be picked up from outside the container, causing the scene to break and blocking progress (bs_c3m1c);
-Fixed various events breaking the scene scripting in the Prototype Lab by obstructing physics objects, AI navigation bugs, AI override behavior (bs_c3m2b, bs_c3m2c);
-Fixed various spots where Murdoch or Otis can get stuck on static meshes which could lead to progress blocking (bs_c3m1a, bs_c3m1b);
-Fixed chumtoad plushie temporarily disappearing during the transition in the RPG container (bs_c3m1c);
-Fixed chumtoad plushie permanently disappearing during the transition in the Rosenberg's container (bs_c3m1d -> bs_c3m2a);
-Fixed various gamebreakers occuring after loading savegames on certain points of the game;
-Fixed Simmons being able to be killed with explosives leading to progress blocking (bs_c3m2c);
-Fixed Osprey in the Parking Lot Battle can be destroyed with grenade launcher on lower difficulty settings causing various scripts and AI to break;

GAMEPLAY:
-Improved AI navigation within freight yard areas;
-Improved AI navigation during the vortfight in Chapter 3 (bs_c2m0d);
-Fixed various character animations using origin based NPC hitboxes limiting player navigation;
-Late initialized playerproxy to ensure viewmodel restoring on OutOfAmmo state works on New Game (bs_c2m0a);
-Improved enemy assault behavior in various freight yard maps (bs_c3m1b, bs_c3m1c, bs_c3m2a);
-Added more marines during the final bossfight to increase intensity of combat (bs_c3m2a);
-Improved player action response system on enemies in the railyard area to improve combat experience;
-Improved TOW missile collision model in order to prevent them from rolling away or to a spot where they can't be reached again;
-Removed few environmental details from the freight yard areas to improve AI and player navigation;
-Rebalanced the Stinger Unit to be less aggressive on weak player conditions (bs_c3m1b);
-Lowered Marine VS Ronny damage factor during the second depot battle when Ronny is getting out of sight for too long (bs_c3m1b);
-Added more autosaves to larger game segments;
-Improved Rosenberg's following behavior during combat scenarios;
-Added more supplypoints throughout Chapter 4;
-Fixed Marines in front of Harold's location not attacking him on sight;
-Fixed various ways that allow leaving the playable space (Mostly leading to softlocks);
-Fixed various other bugs and glitches throughout the game;

UI:
-Added mod version to the startup screen;
-BSQtUI: Merged Campaign menu (New Game, Save/Load) into Main menu to improve user experience;
-BSQtUI: Fixed focus loss in Bindings menu when using controller/keyboard;
-BSQtUI: Fixed UI sounds playing twice;
-Updated Patrons list;
-Updated Translators list;

IMPROVEMENTS:
-Restored Zoom game function, now called "Focus";
-Added Zombification scene to the Guard VS Headcrab encounter (bs_c2m0a);
-Improved environmental sound design (bs_c2m0a, bs_c2m0b);
-Completely redesigned the maintenance worker in the canal and improved pacing (bs_c2m0c);
-Added head variations for Maintenance Worker Zombie;
-Significantly increased quality of marine enemy design (footstep sounds, additional responses, character design and more);
-Improved character design of various NPCs throughout the game;
-Slightly reworked layout in bs_c3m0b to improve pacing and game flow;
-Improved player guidance within the entrance area of Yard D (bs_c3m1d);
-Added new Marine conversation when leaving Rosenberg's prisoner crate (bs_c3m2a);
-Added laser pointers to certain Marine enemies at long range to increase readability;
-Improved laser pointers on TOW missile systems;
-Added new scenes for Rosenberg at the Sentry Turret encounter in the offices (bs_c3m2a);
-Fixed up various animation glitches/IK bugs on character models;
-Added new Idle/Enemy Spotted responses for Murdoch and Otis;
-Added new scenes to the Prototype Lab cafeteria;
-Added new scenes to stealth parts within the freight yard areas (bs_c3m1a, bs_c3m1b);
-Added warning responses to Murdoch when he's spotting Marines having MP5 grenades;
-Added enemy reaction timer for late game stealth parts (bs_c3m1b, bs_c3m1c, bs_c3m2a);
-Improved IO traffic on certain maps for the sake of performance (bs_c2m0a, bs_c2m0c, bs_c3m1b, bs_c3m1d);
-Fixed some missing captions in Chapter 4;
-Updated Ukrainian, Russian, German, Czech, Korean, Traditional Chinese, Vietnamese and French translations;
-Added full Simplified Chinese, Spanish translations;
-Added partial Turkish, Japanese, Polish, Portugese, Brazilian Portugese translations*;
-Various other improvements (Textures, Models, Animations, Particles, SoundFX, Soundtrack);

*Turkish and Japanese have partial UI/Caption translations; Polish and Portugese have full UI translation and partial Captions translation; Brazilian Portugese has only partial UI translation, no Captions.

Update: Dec 10, 2022 @ 4:58am

Chapter 4: Captive Freight Update
This new release includes following features and changes:
-New Chapter: Captive Freight

Changelog for previous chapters

CRITICAL:
-Fixed a progress blocker in bs_c0m0c where it was possible to block the Area 3 Sec entrance with physics objects preventhing the doors from closing;
-Fixed an issue in bs_c1m0c where it it was possible to block Patrice with physics objects which could break AI navigation and cause the scene script to fail;
-Removed all Zombies in front of the hydroplant exit in bs_c2m0a after returning with the guard to avoid AI-Script conflicts;
-Fixed an issue that can cause the elevator script in bs_c2m0a to fail on fast playthrough;
-Fixed an issue that can cause the glock viewmodel to become + stay invisible when picking up objects while being out of ammo;
-Fixed an issue that allowed to get stuck in the ceiling of a vent in bs_c2m0b when dismounting the ladder by crouch-jumping;
-Fixed an issue that could cause the maintenance worker in the canal area to teleport during the scene which broke the entire sequence;
-Fixed an issue where the maintenance worker in the canal could die from (cringe) walking over physics props which caused a sudden gameover-event;
-Fixed bullsquid eating the cable at the canal main power generator in bs_c2m0d (For real this time!);
-Fixed a progress blocker that occured when you are heading out the generator room after solving the plug puzzle but without flipping the switch in bs_c2m0d;
-Fixed various softlocks and scripting issues throughtout all chapters;

PERFORMANCE:
-Improved performance within the "Scenic Route" in bs_c1m0b;
-Improved performance throughout the canal area in bs_c2m0c;

GAMEPLAY:
-Removed many unnecessary Player Clip brushes throughout Chapter 2;
-Improved crane puzzle in bs_c2m0b;
-Removed misleading environment art from c2m0b to improve player guidance along the platforming sections;
-Improved AI navigation in bs_c2m0b;
-Added dynamic response system to crank puzzles in bs_c2m0c to provide a better learning effect based on the player's behavior;
-Improved visual guidance at the giant fan in bs_c2m0d;
-Improved visual guidance for the plugpuzzle in bs_c2m0d;
-Added hudhint for introducing the Slide mechanic to bs_c2m0d;

BALANCE:
-Improved vortigaunt grenade trajectory for all combat scenarios in Chapter 3;
-Improved DDA during the vortigaunt fight in bs_c2m0d to minor the chance of sudden instant deaths during the first 30 seconds after the fight starts;
-Adjusted crowbar's speed and damage (a bit slower, but deals more damage);

UI:
-Fixed chapter title overlapping with closed captions in c0m0a;
-Visual UI improvements;
-Font for UI, HUD and Captions updated;
-Improved navigation in the BSQtUI;
-Added navigation hints in BSQtUI;
-Added new options in "Game" options tab in BSQtUI;

IMPROVEMENTS:
-Improved various models, animations and textures throughtout the game (Too many to list them all here. You will know them when you see them!);
-Added custom particle effects throughout the game (Too many to list up here as well.);
-Improved various character animations throughout the game;
-Improved audio during the elevator scene;
-Improved audio at the beginning of Chapter 3;
-Replaced Scientist Zombies with Maintenance Zombies throughout Chapter 3;
-Added interactable surveillance to the lab entrance in bs_c2m0a;
-Added interactable telephones throughout Chapter 2 and 3;
-Replaced small cubemap blurry mirrors in locker room in Chapter 2 with a bigger and better one;
-Improved lighting throughout the game;
-Moved player's flashlight position higher to prevent it being blocked by various objects while crouching;
-Ukrainian (full captions), German, Czech, Korean, Traditional Chinese, Vietnamese and French* language support (up to Chapter 3**);
-Barney's finally got his package delivered!

And this is not even everything we remembered!

*French language has some missing captions.
**German, Czech, Korean, Traditional Chinese, Vietnamese and French languages will get captions for Chapter 4 in the post-release patch.

KNOWN ISSUES:

Chapter 2: Insecurity
-Invisible viewmodel when loading savegames from any point after getting the pistol in bs_c1m0a ("r_drawviewmodel 1" will fix that);
-Decreased player movement speed after loading a savegame from any point during the tour part with Patrice in bs_c1m0c.

Chapter 4: Captive Freight

-Possible perofmance issues in some of the Freight Yard areas and the Old Lab areas (Try: turning off Godrays, lowering Dynamic Light / Shaddows, turning off VSync);
-There's a small chance that some scripted scenes get messed up by ally NPC behavior;
-TOW missile projectiles might dissapear on certain systems;
-bs_c3m1a Potential crash when entering the stairwell (Try to get your allies in combat AI state by shooting around / attacking them directly if this happens);
-bs_c3m1c Your plushy companion might disappear when opening the hatch from the RPG container (Rest assured! He'll come back to you tho);
-bs_c3m2b There's a small chance that Murdoch refuses to enter the Old Lab's elevator;
-Broken font and crashes on Linux.

Update: Dec 9, 2022 @ 4:28pm

Update: Dec 1, 2021 @ 12:06pm

Duty Calls: Hotfix 1

IMPORTANT!!!!!!!!!!!!!!!:
Please keep in mind that this update will BREAK SAVEGAMES of some maps.
The following maps will be affected

bs_c1m0b
bs_c2m0a
bs_c2m0b
bs_c2m0c
bs_c2m0d

CRITICALS:
-Fixed a crash caused by playing with captions enabled on certain resolution settings (For real this time! No prisoners!)
-Fixed an issue that caused the final scene in bs_c2m0a to break when completing the map too fast
-Fixed a bug that caused the caused the player to get stuck between the guard and other parts of the environment
-Fixed a spot where the player can get stuck in the first vent in bs_c2m0b
-Fixed an issue that caused the cable on the generator puzzle in bs_c2m0d to disappear
-Fixed invalid cable combination on the generator puzzle in bs_c2m0d

MINOR BUGS:
-Fixed security guard is getting burned when standing near to the first destructable generator "fizzler"
-Fixed broken / flickering shadows on bs_c2m0a
-Fixed vortigaunts won't get off the freight lift in bs_c2m0c
-Fixed an issue that disabled idle / response lines of the maintenance guy ("Gus") in bs_c2m0c
-Fixed vortfight soundtrack in bs_c2m0d is playing on the wrong audio channel
-Fixed an issue in bs_c2m0d that caused the zombie in the fan scene to remain on the catwalk
-Removed Mini-Chair from bs_c2m0d (Yea, it was really cute but... No.)
-Fixed texture glitch on predisaster viewmodel
-Removed integrated sound.cache file
-Removed integrated default videoconfig file
-Fixed missing textures on low texture resolution settings

GAMEPLAY:
-Improved AI navigation in bs_c2m0a
-Improved player guidance in bs_c2m0c
-Removed damage filter from the explosive crate on the crane in bs_c2m0c (You can now shoot it down from below without lowering the crane from the control station)
-Fixed various shortcuts and softlocks throughout Chapter 3

BALANCING:
-Added more armor before the vortfight in bs_c2m0d (DDA on low health)
-Improved DDA-System for low health scenarios in bs_c2m0b and bs_c2m0d
-Improved DDA-System for low ammo scenarios in bs_c2m0d
-Increased vortigaunt breacher attack speed by 10% during the vortfight in bs_c2m0d

IMPROVEMENTS:
-Improved animations for Patrice during the tour scene in bs_c1m0c
-Implemented additional gestures to any scene gaps of the elevator scene in bs_c1m0c
-German subtitles
-Improved sound for the Fan Scene in bs_c2m0d
-Fixed guard positioning in that Fan Scene as well
-Improved soundtrack synchronization for ambient tracks in bs_c2m0d
-Improved overall sound in bs_c2m0d
-Various visual fixes

Update: Nov 27, 2021 @ 9:09am

Chapter 3: Duty Calls Update
This new release includes following features and changes:

Chapter 3: Duty Calls;
Addition of Maintenance Workers in Chapter 2: Insecurity;
New animations for personnel and main character in Chapter 2: Insecurity;
Subtitle fixes for Chapter 2: Insecurity;
Some small fixes and changes in Chapter 2: Insecurity;
Design update for Big Tony's Pizza and Tesla's Tacos in Chapter 1: Living Quarters Outbound (may change further);
New UI ("I call it BSQtUI" - Stavaas);
New options in the BSQtUI, which allow you to hide viewmodel and HUD, enable/disable blood and acid on viewmodel;
Full Xbox Controller support for new UI (that was the main thing new UI was made for);
Got rid of background maps - now game loads really fast;
And more...

Update: Nov 27, 2021 @ 8:37am

--QUALITY ASSURANCE--

Update: Jul 15, 2021 @ 3:10pm

Chapter 2: Insecurity Update
This update includes following features and changes:

- Chapter 2: Insecurity;
- Updated Chapter 1: Living Quarters Outbound;
- Subtitles for English and Russian, so you can read something new while playing;
- Keyboard/mouse/xbox controller icons in the binding options in the new UI;
- New default preset for the controller, which you can use by clicking on the new button in the bindings options in the new UI (when applying controller preset, it unbinds all the keyboard bindings for the HUD hints to show up the right icons, and vice versa);
- Chapter name is now showing up properly instead of a map name in saves;
- New soundtrack from our great composer, Daver, one of which you can hear down there;
- You can read the mod description, developer blog and see the people involved in the development of this remake in the last two tabs in the new UI;
- And more...

Update: Mar 15, 2021 @ 11:00am

--QUALITY ASSURANCE--
-Ensured main game independent content loading
-Ensured full functionality under both new and old UI settings
-Ensured no file conflicts with main game or other wokshop mods
-Final tweaks and polishing
-Base functionality tests
-Subscription tests
-Installation tests for both gamelink and direct installation methods
-Launch tests for both old and new UI
-Launch tests for both Steam and File System methods