Black Mesa

Black Mesa

Black Mesa: Blue Shift
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Cyvo  [developer] 19 Nov, 2024 @ 9:31am
Changelog v0.5241117 Focal Point Release
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:

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 subsequent dialogue
- Improved the zombie barricade breakthrough scene
- Improved visuals during the Vortigaunt introduction sequence
- Improved lighting performance
- Improved sound FX for Murdoch is kicking down doors
- Small changes to environment art

c2m0b

- Fixed alarmed vehicle light setups (lens flares now flash alongside the other light entities)
- Fixed ceiling fans in the collapsed tunnel not spinning
- Fixed improper animation order on the tunnel Vort scripted sequence
- First zombies near the fizzler generator now having initial idle sequences
- First Vorts no longer attack security station window if the player leaves the security station
- Off-screen Jeep crash sequence is now louder and has a few visual indicators
- Optimized lighting and map topology in the large cargo crane room
- Improved visual guidance to the tunnel security station
- Improved platforming ergonomy in the cargo crane room
- Added new crane controls models and textures
- Added animated handles to useable forklifts
- Added a phys_keepupright to the pushable crate, making it harder to flip
- Added non-explosive gas canisters
- Small changes to env art

c2m0c

- Improved overall color theme to add more dynamic contrast to the environment
- Made a new sign texture for the crane operator and reworked the general leading ones to be color coded as they’re in c2m0d for the plug puzzle
- Added explosive and non-explosive gascans to the cargo lift area
- Added missing trigger_push to the first canal section
- Added waves to the canal water layers
- Added proper light cookies to HEV battery props
- Added extra autosave in the steam pipe room
- Removed flickering light glows above the generator control signs
- Small visual adjustments to the grinder control room
- Further enhancements to the corpse disposal scene
- Disposal marines now react when shot at
- Made it easier to climb into the vent that a headcrab jumps out of
- RT camera monitors are now culled when no longer needed to improve performance
- Autosaves now occur each time the player sends an explosive pack into the grinder
- Fixed ladder in the pit under the cargo elevator was blocked by the elevator platform
- Fixed alignment and continuity of several pipes at the beginning of the map
- Fixed water dripping FX not triggering when leaving the water instance in the generator access connector
- Fixed a rare issue where the maintenance worker would walk to the left of the stairs during his initial choreo
- Replaced underwater fog in canal with Xog
- Reworked visual indication and architecture on the steam pipe puzzle
- Reworked the soundscapes in the canal main hub
- Water impact FX no longer follow the player above the water’s surface
- Level change area is now more consistent with the first map of Captive Freight
- Outside glow effects on the surface manhole now fade out steadily as the player enters the surface area, and fade back in if the player goes back down
- Adjusted grinder choreo to better account for if the player sends two explosives into the grinder simultaneously and the third separately

c2m0d

- Alternate shotgun pickup at the generator now uses the stock model for consistency
- Added extra props and clip brushes to prevent the first generator plug from clipping into the chainlink fences
- Added water impact FX from map C
- Adjusted soundscape for the big fan room
- Fixed zombies clipping into invisible railing when being blown off the fan room walkway
- Fixed a slumping zombie not reacting when shot
- Fixed player can get stuck in the double doors in the generator room connector when opening them while standing close to a wall
- Rebalanced supplies to be slightly less generous and more off the main path
- Added new textures for generator directional arrows and reworked the old sign ones
- Vort fight music now ends early if the player completes it fast enough
- Adjusted scrolling speed of canal water models
- Zombies now breaching into the small office next to the fan room when the player is trying to hide and close the doors

CAPTIVE FREIGHT:

c3m0a

- Improved visual indication on the first C4 charge puzzle
- Improved marine introduction scene
- Improved South exit marines AI
- Replaced prison cell door on the security shack with a full door
- Choreo triggers in the ambush scene now cover a wider area
- Reworked vista marine setpiece to look more natural – marines will now also return fire if you attack them
- Reworked tunnel railing models
- Reworked soundscape in the bunker area
- Removed skybox gunfights – they’re preserved in later maps but now with a slow decrease in timer intervals to give a sense of progression to the background conflict
- Fixed glows on the humvee headlights being misaligned on the RT security feed
- Door leading out of the South exit junction now only closes at the same time as the tunnel exit door instead of immediately after you walk past it
- Added dynamic ambient light to the freightyard exit door
- Added more 9mm ammo pickups
- Added sound indicator to C4 detonators

c3m0c

- Added more optimization to godrays in the ventilation tunnels
- Added more headcrabs and barnacles to the last steam tunnel section
- Added more visual details to the steam tunnel areas
- Replaced the second Osprey wave over the steampit with Chinooks
- Improved triggering on the Bullsquid VS. Houndeye scene
- Marine radio dialogue now gets triggered when entering the last room instead of when throwing the power switch
- Removed some armor plates and health to make combat more challenging

c3m0d

- MP5 HUD hint no longer displays if the player skips the first MP5 pickup
- MP5 HUD hint can now display if the player picks up an MP5 off of one of the marines at the end of the level
- First MP5 pickup now uses a unique model consistent with the first-person admire animation
- Harold pre-scene is now more akin to its classic counterpart, with the two marines actively trying to break into the office
- Small fixes to Harold choreo and interactions
- Moved back the Harold distant shooting audio trigger for logical consistency
- Added disable motion inputs to falling rock and grate so that you won’t die from Sorse(tm) physics when walking over them
- Added autosave after Harold scene is completed
- Added explosive gascans throughout the map
- Added sound indicator to C4 detonator at the power generator
- Added more details to the old lab entrance areas
- Improved lighting and colorcorrection to all dark areas of the basement
- On low health standing in front of the double doors that Murdoch kicks in now leads to death (Well, don't stand behind it then!)

c3m1a

- Removed first two marines in the stairwell
- Fixed phase 3 completion triggering early if the second set of rappeling marines was spawned during the fight
- Fixed wall ornament model sticking out of the garage wall
- Fixed turret choreo not cancelling properly if the player is somehow able to run past the turrets without destroying them
- Fixed sentry turrets still perofrming Friendly Fire when retargeting them
- Otis no longer awkwardly pauses while firing and yelling “Pow!” at the start of the parking battle
- Chinooks that fly overhead after phase 1 of the parking battle are no longer visible at map start
- Added a tarp that covers the TOW launcher until the player is required to use it
- Added indicative muzzleflashes to snipers
- Added clip brushes to make it easier to kill the second sniper with a grenade or satchel
- Added light switch to the Parcel Recieving room
- Moved the phase 3 Osprey to hide its spawn point
- Adjusted map logic to account for the player climbing into the freight office building immediately after killing the second sniper
- Remains of second sniper appear in the freight office stairwell after the parking battle
- “Dingbat” marine corpse is now properly carried over to the next map
- Improved AI during parking lot fight, adding more dyanamic behavior to the combat

c3m1b

- improved performance in the depot area via node graph rework, prop clustering, visibility optimization, and limiting the total number of active NPCs in the area
- Adjusted player clip on fence in the upper depot so the player can no longer stand on it
- Ronny’s container is now initially moved into place by the driveable train to better convey the upcoming objective
- Ronny discovery scene can now be triggered from both sides of the container
- Going to the loading bay before moving Ronny’s container into place will trigger Murdoch’s container lock hints if the player investigates the freezer container
- Murdoch’s hint dialogues now properly interrupt if the player fails and succeeds at unlocking the cargo lock in quick succession
- Second wave of marines is no longer hostile to Ronny, but his total health is lowered to compensate
- Depot second phase soundtrack can now cut off early if the battle is completed quickly enough
- Fixed a spot in the loading bay where players can get stuck
- Fixed the player being able to circumvent the trigger which sets off the first yard fight
- Fixed lag hitch after completing the first yard fight
- Fixed positioning of TOW missiles in Ellie’s container so she doesn’t walk over them when her scene starts
- Fixed Otis giving crane puzzle hints after Ellie has been rescued
- Ellie’s container can now be opened the moment the door is unblocked
- Sniper vent is now centered above the depot side shed, preventing the sniper’s corpse from colliding with the train
- Added more cover to the yard battle area
- Added muffled version of the Yankee Two Bravo radio dialogue that can be heard from the “closet”
- Added more details to ceiling in the depot loading area
- Added screen FX indicators when touching catenery wires
- Added button in the depot control room for turning off alarm sound and lights

c3m1c

- Fixed marine on the 50 cal being stuck without a weapon if forced to dismount from the 50 cal
- Fixed the two marines who attack the player during the first TOW puzzle segment being unable to navigate past the stairs
- Improved visual guidance for the entrance to the RPG container
- Spare ammo in the RPG container now transfers properly between scenes
- Added a mortar strike to the RPG container sequence to provide a logical explanation for the explosion leading into the LAV fight
- Transition into the LAV fight automatically occurs if a set amount of time passes without the player killing any of the marines
- Added new first-person cutscene during the LAV battle transition
- Added screen FX indicators when touching catenery wires
- LAV battle soundtrack now loops for the battle’s duration
- Destroying the LAV now results in a permanent “corpse” that doesn’t get optimized out by the game
- Turntable sniper can now be killed with the RPG at point blank range
- Improved safety check after the LAV fight, ensuring the game won't do an autosave while an flammable tank is up to explode
- Improved explosion "kick" for all tanker explosions

c3m0d

- Rosenberg’s distress lines are now captioned
- Rosenberg’s second set of “transported” lines are now slightly more audible
- Vorts now attack the zombies in the train shed as intended, instead of ignoring them in favor of the player
- Added an extra setpiece to demonstrate that the catenery wires are a hazard
- Added enemy 50cal to the turntable area
- Added explosive gascans to the turntable area
- Added weapon and class variety to the marine enemy lineup
- Added new first-person cutscene for when Barney is ambushed while opening Rosenberg’s container
- Added screen FX indicators when touching catenery wires
- Fixed health charger in one of the turntable booths being useable through the wall (GoldSrc moment!)
- Fixed one gap in catenery wires where the player won't take any damage
- Improved dead zombie animations in the first turntable cabin

c3m2a

- Fixed collision on boss fight left-side destructible building so that player rockets no longer clip on empty space
- Air raid siren now continues to play after the player enters the freight office
- First shotgunner inside the freight office now pops out from cover instead of standing in plain sight
- Adjusted trigger to unpause the “outbreak” scene so it covers the area in front of the container door
- The dropped cargo lock should no longer get in the way of Rosenberg as he exits the container
- Rosenberg will now move out of the way of grenades during the escort sequence fight
- Rosenberg saying “you must take care of these soldiers” during his escort is now a nag line which plays if the player doesn’t attack the marines for a few seconds
- Destroying the Abrams now results in a permanent “corpse” that doesn’t get optimized out by the game
- Revamped the lighting inside Rosenberg’s container
- Removed outdoor color correction while the player is inside Rosenberg’s container
- Adjusted flashlight and tonemap parameters so that Harold’s ID is readable when Rosenberg presents it
- The floodlights in the turntable yard now turn on during the Abrams boss fight, improving visual contact
- Reduced sun flare and godrays conflicting with the sightline between player and Abrams
- Player’s glock is now stripped out at map load (consistency with new cutscene)
- Optimized the freight office balcony area
- Added a spotlight on the Abrams to indicate when its machine guns are enabled
- Added safeguards in case the player sequence breaks during the Rosenberg escort
- Added env_gunfire to simulate the fight between Otis/Murdoch and marines in the next map
- Added body bags and marine corpses in the triage tents
- Added more destructables to the Abrams boss battle
- The Abrams is now targeting the RPG caches after each battle iteration when the player stands close to them

c3m2b

- Revamped the Otis and Murdoch vs. Marines fight at the beginning
- Fixed potential softlock if Rosenberg fails to follow the player into this map
- Fixed floating lamp post in the parking lot
- Fixed a rare chance caused Ronny to block a walkable space, preventing other allies from navigating, blocking progress
- The player no longer needs to wait for Rosenberg to finish talking before being able to press the elevator button
- Improved Murdoch's response behavior to the broken wall based on the player's actions in c3m0d
- Attempted to fix allies not being able to navigate into the elevator
- Elevator switch now unlocks when all allies are in the elevator instead of waiting for the choreo completion

c3m2c

- Hanging vines in the elevator shaft now have jiggle physics
- Improved AI navigation, preventing NPCs to teleport / getting temporarily stuck during scripted sequences
- Imprved teleporter keycard scene First-Person animation and added animation for Rosenberg
- Removed cable prop in the teleporter room that caused confusion during the cable plug puzzle
- Improved dialog scenes and audiovisual sequences
Last edited by Cyvo; 20 Nov, 2024 @ 9:38am