This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

Unread Threads

Topic Replies Last Reply

Mash two or three game titles together. What do you get?


Admiral Sakai

December Beta: Multiplayer Bugs and Opinions



"2009" build of Black Mesa



BMPD: Pre-Disaster Questionable Ethics



Pinned Got a Question? - Enquiries about the game



Recent Activities

  • Admiral Sakai -

    Replied to the thread Mash two or three game titles together. What do you get?.

    Call of Duty: Dark Corners Of The Earth A squad of America's most elite Special Forces must shoot their way through a secret Russian plot to bring about the return of the Great Old Ones.
  • Maxey -

    Posted the thread Mash two or three game titles together. What do you get?.

    Take two or three game titles and mash them together without losing any of the words or changing their position, then describe what this new game is about. They have to play off each other. Don't just mash game titles that have no words in common. For…
  • ssteven -

    Replied to the thread Bug Multiplayer December Beta: Multiplayer Bugs and Opinions.

    I don't know if this was fixed in beta but here's the 180 RPG rocket bug. I had that happening to me a lot today for some reason. Slowed down for clarity. streamable.com/nx6om
  • JohnWorfin -

    Replied to the thread "2009" build of Black Mesa.

    Quote from Epitaph: “Quote from JohnWorfin: “Wow, so much butthurt and shit talking over a simple question. It's good to know that the spirit of Raminator (R.I.P.) is still alive and well in the current iteration of this forum. Quote from…
  • JohnWorfin -

    Replied to the thread "2009" build of Black Mesa.

    Quote from CatzEyes93: “What can I say, your picture makes me wanna swoon. This from a woman as pretty as you warms the heart of of this tire old basement dwelling gamer <3
  • RedEye9 -

    Liked Maxey’s post in the thread Got a Question? - Enquiries about the game.

    Like (Post)
    Quote from drgibbles: “I was wondering if there might be an update that increases the resolution on the white boards? There are still a lot of words I cant quite make out. ” I have it on good authority there's a 4K update coming where you can see the…
  • Admiral Sakai -

    Replied to the thread BMPD: Pre-Disaster Questionable Ethics.

    MEDIA- MAP D (LOBBY AND PERSONNEL FACILITIES) (Hidden Content)(Hidden Content)(Hidden Content)(Hidden Content)(Hidden Content)(Hidden Content)(Hidden Content)(Hidden Content)
  • DaimeneX -

    Liked Juniez’s post in the thread Black Mesa Classic Weapons.

    Like (Post)
    Thank you for your support
  • ESToomere -

    Liked stormseeker’s post in the thread "2009" build of Black Mesa.

    Like (Post)
    I used to spam Deniz - one of our programmers in Dev skype with FIX IT DENIZ constantly, cos everything broke constantly. Hence programmer annoyer title :3.
  • Crypt -

    Replied to the thread Got a Question? - Enquiries about the game.

    sneek pique Cesygpx.png


  • ello Guys, Since a lot of people were asking how to implement new lights I have uploaded some of our internal tutorial/test maps on Dropbox.
    I would recommend checking out tut_nextgen_lights_optimised.vmf since it contains a lot of examples in a single map. Then you can check one of those specialized example/test maps too.
    Please note that these maps are not the most optimized version of maps and they were just created to test/demo specific bugs/features.

    To help us configure new lights in a faster way we have implemented Ingame Light Editor. Here's a quick tutorial/documentation from our internal forums -

    In game Light Editor - a Convar based system for easily selecting new Light entities and edit their properties via convar. (Whenever alex get free from UI he will look into UI for editor and even saving to vmf if its easy)

    Here's the overall workflow -

    1) le_editor_selection_mode_enabled - Enable Light Editor selection mode. It will show you xyz axis and a box around light…
  • Going to do things a bit different than what I usually do, I'll give some background on how we are doing the levels and then show some of the small props I have been making. So we posted new images today to go along with the summer sale showing new images from the map Xen. C4a1a which is where all the images have come from so far (except for my wire frame shots) is a desert like area that is quite rocky and has many different islands. Adam, Shawn and I have been detailing the map using 3dsmax and a plug-in called WallWorm (WW) developed by Shawn Olsen (a team member and creator of the program, buy it it is great you will need Max though). Our process is to import a vmf that a LD has already made and has been divided up into a instance for ease of bringing back into hammer later. Once in Max we can turn all the displacements into a sculpt mesh and sculpt it very easily. We also can vertex paint 4way blended textures onto the mesh. We also can sculpt the mesh to form around pretty…
  • I have been slowly replacing old models, and slipped in the crown vic in the last CU, but the real big one is this one. Couple of years ago before I really started to model a lot I got Robert to make a new jeep. This was before the steam release and with all the replacement I ended up doing, I didn't have the time or experience compiling to really do it justice. Well while working on the STU stuff I made the trucks and a lot of the skybox props and ended up fixing up a lot of the old source game models so they all matched the style of the CSGO ones (i.e. very dark interiors,little detail and very dirty windows). These include the big gray van and the little utility truck. Those were released with the last CU. I had been using the parking lot in QE for my testing and noticed some things that really didn't fit in with the rest of the updates I was doing.
    For instance. Hummer didn't have a dedicated interior. This was something I left out when I redid those models a couple of years…
  • Coming Soon!

    Here’s a quick glimpse of what we are polishing for our next update. You’ve hopefully already seen our preview of Surface Tension: Uncut over at Lambda Generation. We are very excited to see how the community likes the uncut levels. We’ve done a ton of work since we’ve shown those screen shots, and even improved our AI for the Alien Grunts and Vortigaunts to help make this chapter be as fun and engaging as possible.

    Our BIG announcement though, is that we have implemented Cascaded Shadow Mapping, or CSM into the Black Mesa Engine. CSM brings the visual quality of the game to a whole new level. It’s hard to describe in words what CSM does to the game, so we’ve added a few screenshots below to give you a better idea. Notice the crisp shadows on the world and weapons, that originally weren’t there.

    Cascade Shadow Maps!

    New Shadows work on viewmodels too!

    Dynamic, Crisp shadows

    They work in real-time, they are not prebaked!

    Why work on this?

    First, there were…