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- IMPORTANT!!!!!!!!
- Please keep in mind that this update will BREAK SAVEGAMES for all BM:BS maps.
- ==================== GENERAL / GLOBAL ====================
- IMPROVEMENTS:
- -Centralized launch method .bat files into one single .bat launcher that lets you choose between options;
- -Removed New UI options from launch files as it is unstable on the current version;
- -Launcher .bat now throws a separate error message if the bshift directory cannot be located in the Black Mesa Root Directory;
- -Added Research Audiologs throughout Focal Point chapter;
- -Added hard hats to some scientists in Pre-Disaster chapters;
- -Added new VO for fat guards in all Pre-Disaster chapters;
- -Added more random actbusy events to guards and scientists throughout the predisaster chapters;
- -Added walkietalkies with random radio chatter throughout the predisaster chapters;
- -Added glowing eyes to the Xen "snark fish";
- -Adjusted hint nodes pertaining to NPC crouch cover so that NPCs actually crouch while using them;
- -Improved soundtrack audio quality in Focal Point in various areas;
- -Improved reflections in the windows of the Intro Tram;
- -Improved lighting inside the Intro Tram;
- -Increased the history max count for each autosave and quicksave to 3;
- -Increased drowning damage per second from 2 to 5;
- -Increased crossbow bolt speed;
- -Increased swampsquid spore explosion magnitude and damage;
- -Optimised thruster gas can implementation in all maps (improved physics, improved sound, activation hitbox is now tied to cap, increased initial health);
- -Infinite RPG ammo crates now provide a full ammo reserve on use (Earthbound and Xen);
- -Reduced alien controller movement speed;
- -Reduced alien controller dodge frequency + speed + added exponential lerp so that the transition between floating and shifting is less sharp;
- -Reduced alien controller energy orb count relative to active enemies at the time;
- -Reduced alien controller telekinesis attack interval while the player is low health;
- -"Slightly" extended the Focal Point outro scene;
- -Various texture / model / lighting improvements.
- FIXES:
- -Fixed IK animation bug on shotgun-wielding marines;
- -Fixed HL2 wood fence gibs being the wrong color;
- -Fixed glock sight glow is not emissive until a shot gets fired;
- -Fixed Xen Shellsquid explosion gibs not flying as intended on the latest game version;
- -Fixed "playerhurt" response for guards;
- -Removed some Freeman references in the guard responses;
- -Definitive fix for holster/unholster animations, they can now be handled via the HolsterWeapon and UnholsterWeapon inputs.
- ==================== CHAPTER / MAP SPECIFIC ====================
- LIVING QUATERS OUTBOUND:
- c0m0c
- -Slight adjustments to the water fountain actbusy animation.
- INSECURITY:
- c1m0a
- -Fixed clipboard constantly... clips through the body of the guard in the intro scene when he is performing certain gestures;
- -Fixed Sector C security guard always lowers his mug when blending between idle and walking animations;
- -Fixed clothes hanger in the shower room clipping into map geometry;
- -Fixed Barney's package being able to clip through certain doors;
- -Fixed scientist in one of the surveillance monitor scenes walking through elevator doors while they're closed;
- -Fixed surveillance monitor audio was still audible from outside the security station;
- -Fixed security monitor static effect not rendering when switching to the "Sector G Lvl 1 Main Access" camera when playing with DXVK;
- -Fixed an issue that would cause the lobby side booth guard to teleport to the middle of the lobby;
- -Added wet clothing texture for Collins the fountain guard;
- -Added a working microwave;
- -Added more furniture to some areas to make them look less dead inside;
- -Added cat photos;
- -Minor lighting and geometry fixes;
- -Reworked armory guard gun mazagine's texture.
- c1m0b
- -Fixed an inconsistently colored pipe in the B-C map transition area;
- -Improved sprinkler ground splash effect in the exploding console scene;
- -Swapped maintenance route doors for the sake of player guidance.
- c1m0c
- -Fixed plug cable endpoint was floating in the air after repairing the elevator;
- -Fixed blocking the elevator with physics objects could cause the scientists to fall through when the ride starts;
- -Improved pacing during the tour scene if the player moves ahead too fast;
- -Added another working microwave.
- DUTY CALLS:
- c2m0a
- -Fixed crowbar scientist not looking at the player at the beginning of his scene;
- -Fixed improper game over message when killing the crowbar scientist;
- -Fixed missing animations for one of the barricade breaching zombies;
- -Fixed Murdoch not shooting the fizzler generator as it was intended;
- -Fixed some spots where the player can get stuck in the warehouse;
- -Fixed some lighting artifacts in the area before the headcrabbed guard;
- -Adjusted some door visual styles for the sake of player guidance;
- -Adjusted Murdoch's choreography after killing the barricade zombies so that he's closer to the exit door at the end of the scene;
- -Adjusted Murdoch's follower logic so that he's less likely to invade the player's personal space;
- -Adjusted Murdoch's elevator choreography so that he no longer blocks the player from jumping through the broken fence;
- -Adjusted first Houndeye to be non-hostile for a few seconds before attacking;
- -Added new zombie introduction scene;
- -Added more details to the hydroplant exit lift;
- -Added crouch-jump hint to the door before the headcrabbing scene;
- -Added missing loop points to the zombie barricade audio;
- -The exit door Vortigaunt can now be attacked and killed while tearing open the door;
- -Placed first medkit closer to the starting elevator;
- -Touching the acid in the engineering lab now applies a viewmodel effect;
- -Door scientist now reacts to the zombies approaching Barney after her introductory scene is completed.
- c2m0c
- -Fixed an exploit that allowed to activate the main power before calling the big freight lift leading to getting softlocked;
- -Fixed cascade shadows were visible in canal area, causing lighting issues on various doors and crates;
- -Fixed some idle response lines of the maintenance guy sometimes not trigger correctly;
- -Fixed disposal scene guard corpses not falling as they are intended (for real this time);
- -Fixed player death scripts not being called correctly when the player jumps into the grinder;
- -Fixed maintenance guy not speaking to the player after the power goes out;
- -Replaced / removed some static environment details that could be mistaken by interactive game elements;
- -The door leading to the steam pipe area can no longer be closed by the player;
- -Attempted to fix CSM shadows sometimes breaking at the end of the level;
- -Final ladder leading to the surface can no longer be used after the hatch is closed.
- c2m0d
- -Fixed zombies after the falling guard scene reacting before the player got in their line of sight;
- -Added an autosave after the generator puzzle is solved;
- -Added extra measures to prevent armor plates behind the locked barricade in the generator area from becoming unreachable.
- CAPTIVE FREIGHT:
- c3m0c
- -Fixed cascade shadow glitches in underground areas;
- -Removed some armor plates throughout the map and centralized them in other areas.
- c3m0d
- -Fixed a bug where the Murdoch door kick playerdeath logic would trigger if there were physics props in front of the door;
- -Fixed an issue that could cause the player to get stuck inside physics props after taking Harold's ID card;
- -Fixed a bug that could cause the secret area scene chain to play incorrectly or temporarily brick their actors' AI.
- c3m1a
- -Fixed an issue where NPCs could get stuck on top of one of the concrete barriers in the middle of the parking lot;
- -Fixed the player being able to kill the first parking lot marines from inside the freight office;
- -Fixed softlock caused by the first wave of TOW marines getting stuck behind the depot door as it closed;
- -Fixed marines during the TOW sequence not using appropriate "on fire" lines when set on fire by the exploding jeep;
- -Fixed potential choreo messup when the player gets back into the office building after the battle before certain scene points were reached;
- -Adjusted Murdoch's dialogue for when the player quickly destroys the sentries in the freight office;
- -Adjusted Osprey drop spot and enemy spread behavior to achieve more effective use of playable space during the battle;
- -Adjusted the logic for Murdoch's responses to trying the locked stairwell doors in the freight offices;
- -Removed duplicate decals in the break room map transition;
- -Murdoch now immediately moves to the depot access door after being let through the locked stairwell door, to further enhance player guidance.
- c3m1b
- -Fixed the train driver marine getting stuck inside the train if the player initiated combat too quickly;
- -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;
- -Fixed an issue preventing the player from picking up supplies inside the military supply container next to the yard exit;
- -Fixed NPCs getting stuck in certain parts of the depot scaffolding;
- -Fixed Murdoch and Otis retaining follower behavior after moving Ronny's container to the loading dock;
- -Fixed other issues that could potentially cause Murdoch and Otis to be stuck outside of the cargo bay during Ronny's intro scene;
- -Fixed issues causing one of the marines underneath the crush trap to not break out of choreo if the player triggered combat;
- -Fixed the marine driving the train in the depot occasionally not exiting the train properly;
- -Slightly adjusted logic in Ronny introduction choreography;
- -Added separate hudhints for train mechanics;
- -Added crows;
- -Adjusted volume of ambient music during the Ellie rescue scene;
- -Adjusted Murdoch and Otis' behavior after the Ronny discovery scene in the depot to subtly enhance player guidance;
- -Slight adjustments to AI navigation in the depot.
- c3m1c
- -Fixed softlock if the player dies during the RPG crate bombardment scene;
- -Restored old RPG crate combat logic so that the distant marines don't start shooting until the player exits the crate;
- -Slightly obscured the TOW launcher so that it no longer confuses for a weapon that can be used against the LAV;
- -Replaced marine corpse in the medical crate with a zombie grunt;
- -Adjusted RPG container ambient music volume;
- -Added failsafe for if the RPG crate marine is killed before his scene completes;
- -Added extra cover to the railroad battle;
- -Added a loud and bright surprise to the RPG container sequence;
- -The fuel tanker cars in the LAV arena can now be destroyed with RPGs.
- c3m1d
- -Fixed .50 cal marine changing appearance after dismounting the gun;
- -Fixed squad in the yard is not reacting to gunfire before the player is entering the yard area;
- -Fixed sun is leaking through 3D skybox;
- -Fixed one of the marines in the knockout scene teleporting into place;
- -Fixed missing sound FX when squashing the zombie in the turntable booth;
- -Fixed performance issues caused by newlights not being culled properly;
- -Improved lighting on the background instance of the previous map;
- -Improved particle effects on the electrocuted crow;
- -Added extra crow NPCs;
- -Added more indicators to the breakable concrete barriers in fornt of the drivable train.
- c3m2a
- -Fixed RPGs bouncing off the Abrams while it's being carried by the Chinook;
- -Fixed left-side reinforcement marines repeatedly moving back to their rally points;
- -Fixed wrong footstep sounds when jumping onto Rosenberg's hands;
- -Fixed Rosenberg is not looking at the player during the first person cutscene;
- -Fixed AI logic for marines in the Abrams boss fight which previously prevented them from advancing towards the player;
- -Fixed Abrams is able to turn while standing on the turntable platform causing it to glitch to map geometry;
- -Other explosives besides RPG rockets are now able to trigger the Abrams boss fight's phase logic;
- -Added ambient soundtrack to the Rosenberg introduction scene;
- -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;
- -Adjusted NPC relationship logic to make Rosenberg less of a priority target to the marines;
- -Adjusted Abrams perma-corpse logic;
- -Reinforcement marines can now throw smoke grenades;
- -Adjusted node graph in the turntable area to fix improper pathing in certain areas;
- -Added crows.
- c3m2b
- -Fixed meetup scene not resuming if the player back tracks to the previous map;
- -Fixed meetup scene not resuming if Rosenberg enters the second room before certain resume conditions are satisfied;
- -Fixed some misaligned metal beam textures in the prototype lab elevator, including in the next map;
- -Improved lighting in the A17 entrance area;
- -Another attempt to fix NPCs failing to get onto the elevator at the end of the level.
- c3m2c
- -Fixed missing godrays on the fan at the prototype lab entrance;
- -Fixed wrong footstep sounds on various grate floors in the teleporter rooom;
- -Fixed Rosenberg is turning invisible during the Keycard-Cutscene if the player stands too far on the left during initialization;
- -Fixed flickering areaportal in Simmons' control room;
- -Added glass cover to the portal bottom layer;
- -Added a reaction from Simmons when killing Rosenberg in the teleporter room;
- -Added an optional extra line to Rosenberg refering to the Mark III Suit;
- -Added extra safeguards against NPC navigation failing to push past the vines at the start of the level;
- -Improved rock walls in the access tunnel area.
- FOCAL POINT:
- c4m0a
- -Fixed intro cutscene flashlight lensflare is not occluded by the viewmodel;
- -Fixed one shockeye that got stuck in a rock at the cliffside;
- -Fixed visible rim on the interception scene travel effect;
- -Backtrack path tree branch now only collapses when falling down from the top level;
- -Improved performance during the teleportation interception scene (hopefully on all devices and hardware configurations).
- c4m0b
- -Improved indication and guidance on the crystal cave column puzzle;
- -Blocked missleading backtracking path after breaking down the column in the crystal cave.
- c4m0c
- -Fixed powercells can be thrown on the M.O.U.N.T platform, leading to a softlock;
- -Fixed audio related memory overflow in some areas;
- -Improved lighting in the infirmary compartment;
- -Improved performance in various areas of the map;
- -Improved platforming after the heart crystal sequence;
- -Reduced headcrab count in the survey base hub area;
- -Added indicators when the second alien grunt wave breaches into the base hub.
- c4m1a
- -Fixed missing shadows on some crystal lights at the beginning of the map;
- -Fixed audio related memory overflow in some areas;
- -Fixed a gap in void-death trigger volume at the cliffside;
- -Improved enemy AI pathfinding during the manta ride sequence.
- c4m1b
- -Fixed skybox portion of previous map was relocated further than intended during the manta ride;
- -Fixed some environment props won't get destroyed during the manta ray laser beam sequence on the donut island;
- -Fixed a progress blocker that could cause the rising spire at the donut island to stay retracted;
- -Slightly increased enemy xen railgun firing rate when the player stands on certain spots of the map;
- -Obstructed missleading cliffside path next to the donut island;
- -Improved performance around the Focal Point Island entrance area;
- -Improved guidance for healing spore introduction;
- -Improved safeguard constraint when the player railgun gets destroyed to ensure less damage impact by the explosion;
- -Improved soundtrack and soundscape coherence at the donut island preventing interference on certain audio output devices.
- c4m1c
- -Fixed houndeyes attacking the player too early at the vista balcony after the second switch leaf puzzle;
- -Fixed missing collision on some rocks and plants;
- -Fixed some healing spores in the first swamp area were not working when swimming into their pickup volume;
- -Removed swampsquid weakpoint randomizer and replaced it with set to 3 by default;
- -Moved the crossbow from the next map to the top swamp area;
- -Improved cyst placements in the second vine puzzle;
- -Improved surface responsivity for satchel charges when throwing them on the leaves in the third switch leaf puzzle;
- -Added hudhint when picking up the crossbow;
- -Added more enemies to the second half of the lower swamp.
- c4m2a
- -Fixed waterfall jump pad trajectory is now fully deterministic preventing from getting "voided" under certain conditions;
- -Improved performance around the relay site;
- -Added more enemies to the first alien grunt encounter (Spawning is based on combat and player metrics);
- -Added more dynamic difficulty adjustment to the controller battle at the relay site;
- -Added more indicative elements to the Focal Point jamming sequence;
- -Added a new visual geo marker after the Focal Point is getting jammed for highlighting the new objective;
- -Increased crane's turning speed;
- -Moved large table at the crane platform closer to the jump spot towards the crane's cargo platform;
- -Removed visible skybox instance of one of the previous maps that was not intended to be present.
- c4m2b
- -Fixed some supply tank forcefields were using the wrong color;
- -Fixed missing FX when the interceptor core receives a critical hit;
- -Fixed interceptor core color was not changing during critical state;
- -Fixed some alien controllers still using orb attacks during telekinesis events;
- -Fixed some vortigaunts during the interceptor boss battle not getting mind-controlled as how it was intended;
- -Fixed an issue that allow players to clip through map geometry when moving during warp lift transitions;
- -Extended the first Xen Grenade puzzle to indicate the purpose of the green force fields;
- -Added more indicative elements between Xen Grenades and the green force fields;
- -Added more details to the maintenance shaft after the vort-server room;
- -Added more supplies to the interceptor boss battle based on combat and player metrics;
- -Added more initial supplies to the interceptor boss battle in case you haven't picked up any supplies in the custody room before;
- -Added more cover spots to the interceptor boss battle;
- -Improved vort-server sound design;
- -Improved interceptor destruction scene;
- -Improved railgun single fire sound to prevent audio stacking;
- -Improved sound design during the final escape sequence;
- -Reduced alien controller spawn intervals during the interceptor battle based on player and combat metrics;
- -Increased railgun projectile hit volume against alien controllers;
- -Interceptor core can now be damaged with non-charged railgun shots;
- -Reduced headcrab count on the escape route after the boss battle.
- c4m2c
- -Reworked portal telekinesis blocker to throw the player towards spots closer to the portal;
- -Fixed missing captions on Rosenberg and Simmons dialogue;
- -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;
- -Fixed a controller wave could still spawn while the player is already flying towards the portal during the critical time span;
- -Fixed controllers not getting killed when colliding with crashing mantarays;
- -Increased safety interval between controller waves.
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