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Black Mesa: Source
#1
Posted 01 January 2012 - 11:21 AM
This might be a bit premature
but, will you guys be modding that mod when or if it is released? The devs at Black Mesa have stated that they are not going to implement CO-OP in the mod. They stated something about the mod not being suitable for co-op.......I personally think that's BS and would love to run thru it with a buddy...or stranger whatever. Thanks.
AMD 1100T BE | Crosshair IV Formula | 16Gb Corsair Vengeance | GB Radeon 6970 OC Crossfire | Corsair Performance3 SSD | 2+2+2+1,5+1TB | WIN 7 x64
#2
Posted 15 March 2012 - 06:25 PM
Right now, we probably have no idea what Black Mesa: Source has in store for us. When the mod gets released, I think everybody would somehow try to port that into Synergy. Otherwise, wait for the mod to come out. Like I said, right now, we have no idea what it has in store.
#3
Posted 21 September 2012 - 03:47 PM
Now that "Black Mesa" is available, it was surprisingly easy to create a set of standard include definitions. http://hehoe.de/temp/synergy-bms.zip Unfortunately, none of the scripted sequences work, so the maps are basically unpopulated. I read among the forums, the neccessary actors are not stored in the .bsp map files, therefore Synergy cannot find them. Can I solve this problem? Where can I find further information about this issue and possible methods to solve it? The official documentation is frustratingly short on detail.
#4
Posted 21 September 2012 - 04:47 PM
McScore, on 21 September 2012 - 03:47 PM, said:
Now that "Black Mesa" is available, it was surprisingly easy to create a set of standard include definitions. http://hehoe.de/temp/synergy-bms.zip Unfortunately, none of the scripted sequences work, so the maps are basically unpopulated. I read among the forums, the neccessary actors are not stored in the .bsp map files, therefore Synergy cannot find them. Can I solve this problem? Where can I find further information about this issue and possible methods to solve it? The official documentation is frustratingly short on detail.
I don't know how to help, unfortunately, but I would like to say that I did have the same issue. I made all those files on my own on Wednesday (9/19/12 for archives) and tried it out. If you did figure it out, that would be amazing seeing as I think most people are hoping for a way to do this.
This is also interesting. Especially if it comes out in a timely manner: http://facepunch.com...d.php?t=1212856
#5
Posted 24 September 2012 - 09:05 AM
I am now confident this is far from impossible. I spent some more minutes on this issue and discovered that "Black Mesa" indeed does have new entity classes which Synergy of course does not know. I hacked in some frugal edit files (facilities before the cascade only, archive updated) replacing the unknown entities with the next best ones. The maps are populated and the scripted sequences work in Synergy. Of course, the default models don't include all the new fancy gestures from "Black Mesa". If Synergy had a special entity like "your general friendly NPC loading this arbitrary model file", this could be easily resolved. I'll experiment with npc_citizen soon. Up to now, I am satisfied with what I see. It's enough to jump around and shoot zombies anyway.
#6
Posted 03 November 2012 - 12:47 PM
#7
Posted 21 February 2013 - 12:50 PM
#8
Posted 22 February 2013 - 09:34 PM
At this time only the 'official' Synergy servers support Black Mesa, and only for the first 18 levels or so; with no code support (so place-holder weapons, NPC's from hl1 and the such). If you wish to check it out just join the server and vote for bm_c0a0a from the main menu.
#9
Posted 24 March 2013 - 07:12 PM
Just out of interest, if Synergy has the ability to write up a bit of text and BOOM! new vehicle, why not have a system for weapons? That'd be AWESOME.
Dat Synergistic Brink addict.
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