Hello, Science Team!
Launch day is lastly right here, full with a model new trailer! We are making a giant push to let everybody know that Black Mesa 1.Zero is OUT! Please share this nice information with your mates and followers on any social media platform.
We have been working exceedingly exhausting to convey you Black Mesa. Since the complete launch of Xen (0.9) we’ve got executed an entire overhaul cross on the fight design and steering for all of the earthbound ranges, redesigned the HECU marine AI, upgraded the Vortigaunts AI, and constructed a brand new, fashionable consumer interface.
At launch, we’ll be proper right here to repair bugs and add high quality of life enhancements. After that, we might be taking a break earlier than beginning up on any huge updates.
So, with out additional delay, here’s a detailed change checklist for Black Mesa 1.0!
Our time in Early Access gave us plenty of alternatives to beta take a look at new content material and discuss with our neighborhood. We took what we discovered through the growth of Xen, and utilized it to the Earthbound Chapters.
– Improvements to each main fight area within the game
– Redesigned puzzles for readability and intention
– Enhance environments to focus on aims
We took numerous sections all through the game and up to date them visually to assist the game really feel extra cohesive. We additionally made higher use of the dynamic lights that we created for Xen.
-Better make the most of cowl and motion typically
-Put suppressing hearth on gamers final recognized location and the place they anticipate you to be
-Use grenades extra strategically and extra typically
-New environmental evaluation lets them observe, flank, and transfer in for the kill
-Use weapons and skills relying on their class
-Occasionally use RPGs (grenadiers)
-Use underneath barrel MP5 grenade launcher (commanders)
-Drop med kits correctly (medics)
-Marines carrying a gas-mask will now use alternate, radio-filtered, deepened voice strains, which sound far more like the unique HECU!
-Use extra voice strains and communication
The Vorts received an improve too, with options from their Interloper counterparts and new options to make them extra enjoyable to struggle!
-Dodge on spawn or dodge when participant goals at Vort
-Better navigate to the participant
-Use close-range cost assault (Dispel)
-Use dynamic lights when attaching
-Vorts AI now behave in a different way relying on how courageous or scared they’re feeling, which is predicated on harm taken / executed to the enemy.
-Slightly nerfed assassins to have decrease well being and accuracy
-Nerfed Abrams 50 cal harm to make it much less murderous
-Buffed Apache 30mm harm barely
-Optimized solar shadows
-Optimized dynamic lights
-Fixed bug with popping solar shadows
-Removed view punch from smaller caliber weapons
-Fixed journey mine hitbox
-Added dynamic lights to portal results
-Fixed NPC tooth being black or brilliant colours
-Made positive all tripod and ceiling turrets use tracers
-Fixed gravity in Earthbound
-Fixed HECU calling mistaken SMG animation
-All new, fashionable consumer interface
-Expanded choices with descriptions and efficiency price
-Fixed HEV chargers providing you with 76 cost as an alternative of 75
-Fixed slide sound impact taking part in every time the participant crouched
-Changed tank machine gun accuracy for higher game play
Lots of mods haven’t been up to date to work with the brand new model of the game. Until they’re up to date, they might (and doubtless will) trigger every kind of unusual and seemingly unrelated bugs. If you need the very best Black Mesa expertise, just remember to wouldn’t have any mods put in. If you’ve gotten had mods prior to now, it might be price uninstalling the game, deleting all native recordsdata in Black Mesa, then reinstalling the game.
-The total game has been topic to an enormous variety of bug fixes and enhancements all through. The following notes received’t point out each single repair, however will element a very powerful ones! We scoured the neighborhood for issues to repair.
-Removed all outdated “dynamic” lightstyle VRAD lights and changed them with new gbuffer dynamic lights. These will look higher and carry out higher.
-Full dynamic gentle cross throughout the entire game. Lighting must be a lot moodier and dynamic all through.
-Updated lightmap scales throughout many chapters, so baked lights might be extra outlined and have nicer shadows. This will end in typically nicer trying lighting.
-Implemented CSM volumes throughout each outside map, which ought to considerably enhance efficiency at no visible price
-Updated title card to take up extra of the display
-Fixed varied dynamic gentle errors
-Totally re-arted outside/cave sections
-Fixed tram not casting solar shadows
-Updated lighting for HEV swimsuit holder room
-Updated down lights to have crisp shadows
-Went by gentle maps and elevated decision (now that we’re not utilizing gentle kinds)
-Updated Vortigaunt Xen scene with newer atmosphere visuals
-Removed gentle fashion lights and changed them with new dynamic lights
-Fixed headcrabs on platform elevator from spinning round 180 levels as they landed
-Fixed varied console errors which will have been affecting efficiency
-Fixed houndeyes spawning in and dealing with wall away from participant
-Updated coolant/valve puzzle to raised educate core valve mechanics and for higher participant steering typically
-Improved design of AM machine management room to drive the participant into the area
-Improved participant steering all through the chapter and added participant “drop downs” and closed doorways to stop complicated backtracking, or breaking hazard sequences
-Improved field leaping puzzle
-Improved lighting for the “Lamarr jar”
-Changed ladder skins to crimson to assist them stand out from equally coloured partitions
-Improved sewer water part to indicate the participant the ladder exit earlier than they discover the valve to lift the water degree, permitting you to know the place your finish goal is earlier than activating the flood
-Improved platforming/leaping on the crane bins part
-Improved Crowbar pickup by highlighting it with door motion
-Added rewards for exploration
-Added steering gentle to first retinal scanner to assist new gamers
-Fixed dangerous autosaves all through
-Added cowl to first ceiling turret part
-Added new dynamic lights to elevator
-Added clip ramped steps for higher participant and NPC navigation
-Added extra dramatic lighting for the “help my buddy” scene the place you’ll be able to first get the shotgun. In addition…
-…moved the Shotgun again to its rightful place with the Guard on this chapter!
-Updated map C freezer puzzle, to raised illustrate trigger / impact and make the most of all the area
-Improved all “shortcut” doorways given constant signposting (use picket boards)
-Improved modified ladder skins to crimson to assist them stand out from equally coloured partitions
-Removed finish valve/hearth hazard, to streamline the tip of the chapter.
-Fixed constant crash that occurred when utilizing closed captions at decrease resolutions
-The HECU overhaul actually shines on this chapter!
-Re-timed music begin cue and added an explosion earlier than it so it transitions in much less abruptly
-Replaced dynamic lights and shadows within the transitioning elevator between map B and C
-Fixed janky dying scientist so he doesn’t simply pop when he dies
-Substantial enhancements to Tentacle AI
-Added artwork to map E to make it really feel extra such as you’re heading down the shaft the place a large tentacle monster simply lived.
-Moved the primary .357 right here, to match HL1!
-Added xog volumes to areas with radiation liquid
-Multiple fixes to the Gargantua to make him behave higher all through
-Added xog volumes to backside of water part in map B
-Removed redundant console in Map A opening puzzle to streamline development
-Added alternate route in Map B workplace struggle vs 50 cal, to permit flanking. Also modified strategy path to supply extra cowl to the participant.
-Fixed bug in map B the place battery gentle would present by the world
-Overhauled launch pad struggle in Map C in order that the participant should use all the area and a wide range of totally different angles and techniques.
-Overhauled opening barrel puzzle for map A to take away redundancy, higher signpost the assorted phases of the puzzle, and encourage extra exploration of the preliminary area.
-Overhauled lighting across the shark cage to raised signpost goal.
-Mood lighting throughout all the chapter to reinforce the ambiance and in addition higher direct the participant in a number of locations.
-Removed delicate lock the place gamers might put barrels within the crushers and lock development.
-Reworked navigation across the trash compactor to stall the participant a bit extra (provides the doorways extra time to open so there’s much less of a clumsy pause), and higher direct the participant.
-Entirely re-arted Map A opening part.
-Significant streamlining throughout all the chapter to scale back size of backtracking and make the trail clearer and simpler to discern for gamers.
-Substantially improved efficiency all through the chapter
-Improved signposting within the foyer struggle to make the origins of every wave clearer to gamers
-Several main efficiency fixes and optimization tweaks all through the chapter.
-Completely redesigned and re-arted Map A (dam map). Every fight encounter on the map was redesigned and the Apache struggle was improved.
-Added construction to the tip of map B to assist information the participant higher and spotlight the exit
-Replaced all outdated HL2 rock fashions with new, stunning fashions
-Foliage cross in lots of locations throughout the chapter
-Moved round some cowl and rocks in map C to assist the participant
-Fixed the Apache struggle in map C to make use of correct well being values and transfer between phases
-Implemented cinematic physics rocks on the finish of the Apache struggle in map C
-Reduced problem within the “whack a Gordon” part (eliminated some I/O logic that makes it so the Marines all the time know the place you’re) and improved participant steering
-Fixed bug within the “whack a Gordon” part the place the tank would blow up a wall randomly for no motive, even after it had died
-Art cross on transition from map D → map E.
-Added a system to eject excessive velocity gibs whenever you kill the snipers
-Art cross on map E’s journey mine warehouse. Now with 200% extra explosives!
-Reworked map F’s intro sequence so it’s extra like you’re coming into the center of a battle, somewhat than some Alien Grunts randomly standing round ready to die
-Lighting / steering enhancements in map F’s bombed out constructing
-Door to the toilet in map H will now shut behind you so you’ll be able to’t escape the Snark sequence simply by backtracking
-Redesigned map B huge finale struggle. Now options significantly extra aerial motion and a giant bang for an opener!
-Re-arted the snarks devouring HECU scene to raised replicate the prominence of the alien infestation all through.
-Redesigned map B underground storage struggle to extra prominently spotlight the aliens vs HECU side.
-Substantially improved participant signposting and route throughout the three “hub-like” maps (C, D and E).
-Several steering and path enhancements to map C, significantly the principle path by the large turbine, to let participant movement by simpler.
-Significant optimizations throughout all Maps C, D, E, F and G. Performance must be drastically improved for all customers.
-Several lighting enhancements between maps D (orange map) and E (blue map), to raised visually differentiate them and scale back participant confusion.
-Simplified a number of paths round Map D and E to make navigating to your vacation spot simpler, and in addition massively simplify backtracking to map C.
-Multiple new dynamic lights throughout maps D and E to assist information the participant higher.
-Improved signposting on the Map G teleporter puzzle to make it really feel much less like trial-and-error. Burns now seem round every teleporter you’ve gone by, so you realize which of them you’ve tried. The “right answer” teleporters acquire a brand new sparkly particle impact when you’ve used them a primary time, so it’s simpler to recollect.
-Overhauled Map I finale sequence earlier than the teleport to Xen. You now not take falling harm (as beforehand meant), the fight is now centered solely round controllers, and the core navigation of the sector has been rebuilt to facilitate higher movement across the area and function a light-weight little bit of lengthy bounce coaching.
-Added lacking collisions to many props
-Fixed crash whenever you shoot Gonarch’s mortars (once more)
-Fixed some logic in map B the place the Gonarch might randomly be lacking through the crystal cave sequence
-Fixed bug in map C the place Gonarch wouldn’t present up for the ultimate chase
-Added lacking collisions to many props
-Re-balanced Gonarch AI for all the issue modes
-Fixed bounce pads throughout chase in Map A1 to all the time put the participant the place they’re meant to go
-Fixed map D glass on the finish of the elevator part generally not shattering
-Fixed transition bug on the finish of map D so gamers will all the time transition on the finish
-Fixed sucky vent in map D1 to repair a uncommon case the place gamers might fall by it out of the world
-Added one other layer of lasers to the underside of D1 to stop uncommon bug the place gamers might fall out of the world
-This was already excellent so we didn’t want to repair even a single factor on this 😉
-Fixed tram door often going lacking for some gamers
Thanks. Hope everybody enjoys Black Mesa!
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