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Black Mesa: Blue Shift Caretaking Update (v0.5251116) Changelog

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  1. IMPORTANT!!!!!!!!
  2. Please keep in mind that this update will BREAK SAVEGAMES for all BM:BS maps.
  3.  
  4. ==================== GENERAL / GLOBAL ====================
  5.  
  6. IMPROVEMENTS:
  7. -Centralized launch method .bat files into one single .bat launcher that lets you choose between options;
  8. -Removed New UI options from launch files as it is unstable on the current version;
  9. -Launcher .bat now throws a separate error message if the bshift directory cannot be located in the Black Mesa Root Directory;
  10. -Added Research Audiologs throughout Focal Point chapter;
  11. -Added hard hats to some scientists in Pre-Disaster chapters;
  12. -Added new VO for fat guards in all Pre-Disaster chapters;
  13. -Added more random actbusy events to guards and scientists throughout the predisaster chapters;
  14. -Added walkietalkies with random radio chatter throughout the predisaster chapters;
  15. -Added glowing eyes to the Xen "snark fish";
  16. -Adjusted hint nodes pertaining to NPC crouch cover so that NPCs actually crouch while using them;
  17. -Improved soundtrack audio quality in Focal Point in various areas;
  18. -Improved reflections in the windows of the Intro Tram;
  19. -Improved lighting inside the Intro Tram;
  20. -Increased the history max count for each autosave and quicksave to 3;
  21. -Increased drowning damage per second from 2 to 5;
  22. -Increased crossbow bolt speed;
  23. -Increased swampsquid spore explosion magnitude and damage;
  24. -Optimised thruster gas can implementation in all maps (improved physics, improved sound, activation hitbox is now tied to cap, increased initial health);
  25. -Infinite RPG ammo crates now provide a full ammo reserve on use (Earthbound and Xen);
  26. -Reduced alien controller movement speed;
  27. -Reduced alien controller dodge frequency + speed + added exponential lerp so that the transition between floating and shifting is less sharp;
  28. -Reduced alien controller energy orb count relative to active enemies at the time;
  29. -Reduced alien controller telekinesis attack interval while the player is low health;
  30. -"Slightly" extended the Focal Point outro scene;
  31. -Various texture / model / lighting improvements.
  32.  
  33. FIXES:
  34. -Fixed IK animation bug on shotgun-wielding marines;
  35. -Fixed HL2 wood fence gibs being the wrong color;
  36. -Fixed glock sight glow is not emissive until a shot gets fired;
  37. -Fixed Xen Shellsquid explosion gibs not flying as intended on the latest game version;
  38. -Fixed "playerhurt" response for guards;
  39. -Removed some Freeman references in the guard responses;
  40. -Definitive fix for holster/unholster animations, they can now be handled via the HolsterWeapon and UnholsterWeapon inputs.
  41.  
  42. ==================== CHAPTER / MAP SPECIFIC ====================
  43.  
  44. LIVING QUATERS OUTBOUND:
  45.  
  46. c0m0c
  47. -Slight adjustments to the water fountain actbusy animation.
  48.  
  49. INSECURITY:
  50.  
  51. c1m0a
  52. -Fixed clipboard constantly... clips through the body of the guard in the intro scene when he is performing certain gestures;
  53. -Fixed Sector C security guard always lowers his mug when blending between idle and walking animations;
  54. -Fixed clothes hanger in the shower room clipping into map geometry;
  55. -Fixed Barney's package being able to clip through certain doors;
  56. -Fixed scientist in one of the surveillance monitor scenes walking through elevator doors while they're closed;
  57. -Fixed surveillance monitor audio was still audible from outside the security station;
  58. -Fixed security monitor static effect not rendering when switching to the "Sector G Lvl 1 Main Access" camera when playing with DXVK;
  59. -Fixed an issue that would cause the lobby side booth guard to teleport to the middle of the lobby;
  60. -Added wet clothing texture for Collins the fountain guard;
  61. -Added a working microwave;
  62. -Added more furniture to some areas to make them look less dead inside;
  63. -Added cat photos;
  64. -Minor lighting and geometry fixes;
  65. -Reworked armory guard gun mazagine's texture.
  66.  
  67. c1m0b
  68. -Fixed an inconsistently colored pipe in the B-C map transition area;
  69. -Improved sprinkler ground splash effect in the exploding console scene;
  70. -Swapped maintenance route doors for the sake of player guidance.
  71.  
  72. c1m0c
  73. -Fixed plug cable endpoint was floating in the air after repairing the elevator;
  74. -Fixed blocking the elevator with physics objects could cause the scientists to fall through when the ride starts;
  75. -Improved pacing during the tour scene if the player moves ahead too fast;
  76. -Added another working microwave.
  77.  
  78. DUTY CALLS:
  79.  
  80. c2m0a
  81. -Fixed crowbar scientist not looking at the player at the beginning of his scene;
  82. -Fixed improper game over message when killing the crowbar scientist;
  83. -Fixed missing animations for one of the barricade breaching zombies;
  84. -Fixed Murdoch not shooting the fizzler generator as it was intended;
  85. -Fixed some spots where the player can get stuck in the warehouse;
  86. -Fixed some lighting artifacts in the area before the headcrabbed guard;
  87. -Adjusted some door visual styles for the sake of player guidance;
  88. -Adjusted Murdoch's choreography after killing the barricade zombies so that he's closer to the exit door at the end of the scene;
  89. -Adjusted Murdoch's follower logic so that he's less likely to invade the player's personal space;
  90. -Adjusted Murdoch's elevator choreography so that he no longer blocks the player from jumping through the broken fence;
  91. -Adjusted first Houndeye to be non-hostile for a few seconds before attacking;
  92. -Added new zombie introduction scene;
  93. -Added more details to the hydroplant exit lift;
  94. -Added crouch-jump hint to the door before the headcrabbing scene;
  95. -Added missing loop points to the zombie barricade audio;
  96. -The exit door Vortigaunt can now be attacked and killed while tearing open the door;
  97. -Placed first medkit closer to the starting elevator;
  98. -Touching the acid in the engineering lab now applies a viewmodel effect;
  99. -Door scientist now reacts to the zombies approaching Barney after her introductory scene is completed.
  100.  
  101. c2m0c
  102. -Fixed an exploit that allowed to activate the main power before calling the big freight lift leading to getting softlocked;
  103. -Fixed cascade shadows were visible in canal area, causing lighting issues on various doors and crates;
  104. -Fixed some idle response lines of the maintenance guy sometimes not trigger correctly;
  105. -Fixed disposal scene guard corpses not falling as they are intended (for real this time);
  106. -Fixed player death scripts not being called correctly when the player jumps into the grinder;
  107. -Fixed maintenance guy not speaking to the player after the power goes out;
  108. -Replaced / removed some static environment details that could be mistaken by interactive game elements;
  109. -The door leading to the steam pipe area can no longer be closed by the player;
  110. -Attempted to fix CSM shadows sometimes breaking at the end of the level;
  111. -Final ladder leading to the surface can no longer be used after the hatch is closed.
  112.  
  113. c2m0d
  114. -Fixed zombies after the falling guard scene reacting before the player got in their line of sight;
  115. -Added an autosave after the generator puzzle is solved;
  116. -Added extra measures to prevent armor plates behind the locked barricade in the generator area from becoming unreachable.
  117.  
  118. CAPTIVE FREIGHT:
  119.  
  120. c3m0c
  121. -Fixed cascade shadow glitches in underground areas;
  122. -Removed some armor plates throughout the map and centralized them in other areas.
  123.  
  124. c3m0d
  125. -Fixed a bug where the Murdoch door kick playerdeath logic would trigger if there were physics props in front of the door;
  126. -Fixed an issue that could cause the player to get stuck inside physics props after taking Harold's ID card;
  127. -Fixed a bug that could cause the secret area scene chain to play incorrectly or temporarily brick their actors' AI.
  128.  
  129. c3m1a
  130. -Fixed an issue where NPCs could get stuck on top of one of the concrete barriers in the middle of the parking lot;
  131. -Fixed the player being able to kill the first parking lot marines from inside the freight office;
  132. -Fixed softlock caused by the first wave of TOW marines getting stuck behind the depot door as it closed;
  133. -Fixed marines during the TOW sequence not using appropriate "on fire" lines when set on fire by the exploding jeep;
  134. -Fixed potential choreo messup when the player gets back into the office building after the battle before certain scene points were reached;
  135. -Adjusted Murdoch's dialogue for when the player quickly destroys the sentries in the freight office;
  136. -Adjusted Osprey drop spot and enemy spread behavior to achieve more effective use of playable space during the battle;
  137. -Adjusted the logic for Murdoch's responses to trying the locked stairwell doors in the freight offices;
  138. -Removed duplicate decals in the break room map transition;
  139. -Murdoch now immediately moves to the depot access door after being let through the locked stairwell door, to further enhance player guidance.
  140.  
  141. c3m1b
  142. -Fixed the train driver marine getting stuck inside the train if the player initiated combat too quickly;
  143. -Fixed an issue where the dynamic surveillance monitor would show a still image of the previous surveillance monitor image before the player entered the security office;
  144. -Fixed an issue preventing the player from picking up supplies inside the military supply container next to the yard exit;
  145. -Fixed NPCs getting stuck in certain parts of the depot scaffolding;
  146. -Fixed Murdoch and Otis retaining follower behavior after moving Ronny's container to the loading dock;
  147. -Fixed other issues that could potentially cause Murdoch and Otis to be stuck outside of the cargo bay during Ronny's intro scene;
  148. -Fixed issues causing one of the marines underneath the crush trap to not break out of choreo if the player triggered combat;
  149. -Fixed the marine driving the train in the depot occasionally not exiting the train properly;
  150. -Slightly adjusted logic in Ronny introduction choreography;
  151. -Added separate hudhints for train mechanics;
  152. -Added crows;
  153. -Adjusted volume of ambient music during the Ellie rescue scene;
  154. -Adjusted Murdoch and Otis' behavior after the Ronny discovery scene in the depot to subtly enhance player guidance;
  155. -Slight adjustments to AI navigation in the depot.
  156.  
  157. c3m1c
  158. -Fixed softlock if the player dies during the RPG crate bombardment scene;
  159. -Restored old RPG crate combat logic so that the distant marines don't start shooting until the player exits the crate;
  160. -Slightly obscured the TOW launcher so that it no longer confuses for a weapon that can be used against the LAV;
  161. -Replaced marine corpse in the medical crate with a zombie grunt;
  162. -Adjusted RPG container ambient music volume;
  163. -Added failsafe for if the RPG crate marine is killed before his scene completes;
  164. -Added extra cover to the railroad battle;
  165. -Added a loud and bright surprise to the RPG container sequence;
  166. -The fuel tanker cars in the LAV arena can now be destroyed with RPGs.
  167.  
  168. c3m1d
  169. -Fixed .50 cal marine changing appearance after dismounting the gun;
  170. -Fixed squad in the yard is not reacting to gunfire before the player is entering the yard area;
  171. -Fixed sun is leaking through 3D skybox;
  172. -Fixed one of the marines in the knockout scene teleporting into place;
  173. -Fixed missing sound FX when squashing the zombie in the turntable booth;
  174. -Fixed performance issues caused by newlights not being culled properly;
  175. -Improved lighting on the background instance of the previous map;
  176. -Improved particle effects on the electrocuted crow;
  177. -Added extra crow NPCs;
  178. -Added more indicators to the breakable concrete barriers in fornt of the drivable train.
  179.  
  180. c3m2a
  181. -Fixed RPGs bouncing off the Abrams while it's being carried by the Chinook;
  182. -Fixed left-side reinforcement marines repeatedly moving back to their rally points;
  183. -Fixed wrong footstep sounds when jumping onto Rosenberg's hands;
  184. -Fixed Rosenberg is not looking at the player during the first person cutscene;
  185. -Fixed AI logic for marines in the Abrams boss fight which previously prevented them from advancing towards the player;
  186. -Fixed Abrams is able to turn while standing on the turntable platform causing it to glitch to map geometry;
  187. -Other explosives besides RPG rockets are now able to trigger the Abrams boss fight's phase logic;
  188. -Added ambient soundtrack to the Rosenberg introduction scene;
  189. -Adjusted Abrams boss fight logic so that the tank's machine gun remains enabled if the player is out of the main gun's swivel range;
  190. -Adjusted NPC relationship logic to make Rosenberg less of a priority target to the marines;
  191. -Adjusted Abrams perma-corpse logic;
  192. -Reinforcement marines can now throw smoke grenades;
  193. -Adjusted node graph in the turntable area to fix improper pathing in certain areas;
  194. -Added crows.
  195.  
  196. c3m2b
  197. -Fixed meetup scene not resuming if the player back tracks to the previous map;
  198. -Fixed meetup scene not resuming if Rosenberg enters the second room before certain resume conditions are satisfied;
  199. -Fixed some misaligned metal beam textures in the prototype lab elevator, including in the next map;
  200. -Improved lighting in the A17 entrance area;
  201. -Another attempt to fix NPCs failing to get onto the elevator at the end of the level.
  202.  
  203. c3m2c
  204. -Fixed missing godrays on the fan at the prototype lab entrance;
  205. -Fixed wrong footstep sounds on various grate floors in the teleporter rooom;
  206. -Fixed Rosenberg is turning invisible during the Keycard-Cutscene if the player stands too far on the left during initialization;
  207. -Fixed flickering areaportal in Simmons' control room;
  208. -Added glass cover to the portal bottom layer;
  209. -Added a reaction from Simmons when killing Rosenberg in the teleporter room;
  210. -Added an optional extra line to Rosenberg refering to the Mark III Suit;
  211. -Added extra safeguards against NPC navigation failing to push past the vines at the start of the level;
  212. -Improved rock walls in the access tunnel area.
  213.  
  214. FOCAL POINT:
  215.  
  216. c4m0a
  217. -Fixed intro cutscene flashlight lensflare is not occluded by the viewmodel;
  218. -Fixed one shockeye that got stuck in a rock at the cliffside;
  219. -Fixed visible rim on the interception scene travel effect;
  220. -Backtrack path tree branch now only collapses when falling down from the top level;
  221. -Improved performance during the teleportation interception scene (hopefully on all devices and hardware configurations).
  222.  
  223. c4m0b
  224. -Improved indication and guidance on the crystal cave column puzzle;
  225. -Blocked missleading backtracking path after breaking down the column in the crystal cave.
  226.  
  227. c4m0c
  228. -Fixed powercells can be thrown on the M.O.U.N.T platform, leading to a softlock;
  229. -Fixed audio related memory overflow in some areas;
  230. -Improved lighting in the infirmary compartment;
  231. -Improved performance in various areas of the map;
  232. -Improved platforming after the heart crystal sequence;
  233. -Reduced headcrab count in the survey base hub area;
  234. -Added indicators when the second alien grunt wave breaches into the base hub.
  235.  
  236. c4m1a
  237. -Fixed missing shadows on some crystal lights at the beginning of the map;
  238. -Fixed audio related memory overflow in some areas;
  239. -Fixed a gap in void-death trigger volume at the cliffside;
  240. -Improved enemy AI pathfinding during the manta ride sequence.
  241.  
  242. c4m1b
  243. -Fixed skybox portion of previous map was relocated further than intended during the manta ride;
  244. -Fixed some environment props won't get destroyed during the manta ray laser beam sequence on the donut island;
  245. -Fixed a progress blocker that could cause the rising spire at the donut island to stay retracted;
  246. -Slightly increased enemy xen railgun firing rate when the player stands on certain spots of the map;
  247. -Obstructed missleading cliffside path next to the donut island;
  248. -Improved performance around the Focal Point Island entrance area;
  249. -Improved guidance for healing spore introduction;
  250. -Improved safeguard constraint when the player railgun gets destroyed to ensure less damage impact by the explosion;
  251. -Improved soundtrack and soundscape coherence at the donut island preventing interference on certain audio output devices.
  252.  
  253. c4m1c
  254. -Fixed houndeyes attacking the player too early at the vista balcony after the second switch leaf puzzle;
  255. -Fixed missing collision on some rocks and plants;
  256. -Fixed some healing spores in the first swamp area were not working when swimming into their pickup volume;
  257. -Removed swampsquid weakpoint randomizer and replaced it with set to 3 by default;
  258. -Moved the crossbow from the next map to the top swamp area;
  259. -Improved cyst placements in the second vine puzzle;
  260. -Improved surface responsivity for satchel charges when throwing them on the leaves in the third switch leaf puzzle;
  261. -Added hudhint when picking up the crossbow;
  262. -Added more enemies to the second half of the lower swamp.
  263.  
  264. c4m2a
  265. -Fixed waterfall jump pad trajectory is now fully deterministic preventing from getting "voided" under certain conditions;
  266. -Improved performance around the relay site;
  267. -Added more enemies to the first alien grunt encounter (Spawning is based on combat and player metrics);
  268. -Added more dynamic difficulty adjustment to the controller battle at the relay site;
  269. -Added more indicative elements to the Focal Point jamming sequence;
  270. -Added a new visual geo marker after the Focal Point is getting jammed for highlighting the new objective;
  271. -Increased crane's turning speed;
  272. -Moved large table at the crane platform closer to the jump spot towards the crane's cargo platform;
  273. -Removed visible skybox instance of one of the previous maps that was not intended to be present.
  274.  
  275. c4m2b
  276. -Fixed some supply tank forcefields were using the wrong color;
  277. -Fixed missing FX when the interceptor core receives a critical hit;
  278. -Fixed interceptor core color was not changing during critical state;
  279. -Fixed some alien controllers still using orb attacks during telekinesis events;
  280. -Fixed some vortigaunts during the interceptor boss battle not getting mind-controlled as how it was intended;
  281. -Fixed an issue that allow players to clip through map geometry when moving during warp lift transitions;
  282. -Extended the first Xen Grenade puzzle to indicate the purpose of the green force fields;
  283. -Added more indicative elements between Xen Grenades and the green force fields;
  284. -Added more details to the maintenance shaft after the vort-server room;
  285. -Added more supplies to the interceptor boss battle based on combat and player metrics;
  286. -Added more initial supplies to the interceptor boss battle in case you haven't picked up any supplies in the custody room before;
  287. -Added more cover spots to the interceptor boss battle;
  288. -Improved vort-server sound design;
  289. -Improved interceptor destruction scene;
  290. -Improved railgun single fire sound to prevent audio stacking;
  291. -Improved sound design during the final escape sequence;
  292. -Reduced alien controller spawn intervals during the interceptor battle based on player and combat metrics;
  293. -Increased railgun projectile hit volume against alien controllers;
  294. -Interceptor core can now be damaged with non-charged railgun shots;
  295. -Reduced headcrab count on the escape route after the boss battle.
  296.  
  297. c4m2c
  298. -Reworked portal telekinesis blocker to throw the player towards spots closer to the portal;
  299. -Fixed missing captions on Rosenberg and Simmons dialogue;
  300. -Fixed killing more than 2 controllers in a row before the wave spawn cycle is complete causing an infinite loop in the spawn cycle, making it almost impossible to clear the portal;
  301. -Fixed a controller wave could still spawn while the player is already flying towards the portal during the critical time span;
  302. -Fixed controllers not getting killed when colliding with crashing mantarays;
  303. -Increased safety interval between controller waves.
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