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Pinned [ARG] The Pizza Code Mystery



Post your Screenshot!



Crash in Elevator



The Unofficial Official Chat Thread



You Laugh, You Lose



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  • raw_bean -

    Replied to the thread [ARG] The Pizza Code Mystery.

    The BlackMesaSystems website describing itself (with very clumsy writing that seems very unlike Stormseeker) as named after Black Mesa *the GAME* and not Black Mesa *the RESEARCH FACILITY* very much puts it as being nothing to do with the ARG. The ARG…
  • Dreadmoth -

    Replied to the thread Post your Screenshot!.

    World of Tanks 1.0 beta Sand River 4IBDdbc.png LkolQO5.png --- Abbey Y7eiUKz.png L3ruUep.png --- Westfield RWyOHU9.png x65SkVu.png
  • Gunsrequiem -

    Replied to the thread [ARG] The Pizza Code Mystery.

    Reading @drgibbles post gave me an idea, one I'm not sure we've delved into yet. Is it possible that, despite us assuming that HALOS is simply the name of an AI (which, to be fair, was basically backed up by Storm himself), the capitalization is simply a…
  • drgibbles -

    Replied to the thread [ARG] The Pizza Code Mystery.

    Looking into this, cant find a phone number, also, the backround images, they don't look real to me. Also it shows a backround app that is called NETNUK, I cant find anything with that name anywhere aside from NETNUKE. But that's different. Cant find a…
  • Gunsrequiem -

    Replied to the thread [ARG] The Pizza Code Mystery.

    So, are we really assuming that this new website is not related to the ARG? I don't understand how it can be a legitimate company, especially if the people who created it actually did their homework. The logo may not be trademarked, but if it is, they…
  • Flavrans -

    Replied to the thread [ARG] The Pizza Code Mystery.

    Quote from drgibbles: “Had a look at GG-3883.com. There is nothing to look at on wayback machine. It says Universal trading and supply with the GG-3883. Below it is a barcode, that I'm not able to scan, but I ran it against a barcode translator and it…
  • 9seed -

    Replied to the thread [ARG] The Pizza Code Mystery.

    Ok, some further digging shows this is registered officially. This may be an actual company. (Albeit one that's probably violating copyright laws) It's probably best to wait until CC tells us if it's part of the arg before any further digging.
  • 9seed -

    Replied to the thread [ARG] The Pizza Code Mystery.

    Radboy16 on the steam forums seems to have found something; blackmesasystems.com/ Following thread compiles all recent finds; steamcommunity.com/app/362890/…ns/0/2860219962092848571/
  • RedEye9 -

    Replied to the thread Crash Single Player Crash in Elevator.

    Please post your system specs including the Operating System (CPU, RAM, Graphics Card (model number and total memory)) Also post if you are playing the Regular release or did you Opt-In to the Public Beta. And list the mods you have, thanks. Restart…
  • Chickenprotector -

    Liked TheeGoatPig’s post in the thread The Unofficial Official Chat Thread.

    Like (Post)
    It slows down my breakfast cook tremendously. It used to be I would get up, go to the bathroom, turn on the burner to low with a pan above it, get out my plate, eggs, forks (one for mixing one for eating), mixing bowl, and then get cracking, turning up…


  • 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…