News Black Mesa Complete Beta Released

Aelphaeis Mangarae

MetaMember
Apr 21, 2019
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By opting into the beta branch, you can now play Black Mesa from start to finish. Been a long time coming.

Beta Release Notes

-Added Interloper C, Interloper C1, Interloper D, Nihilath boss battle, Endgame
-Changed grenade aim point to be center screen for easier aiming
-Fixed sprint animation playing while swimming
-Fixed shotgun misfire after reloading
-Fixed RPG unguided mode in Earth levels
-Fixed having to press “shift” after each level load with “Always Run” enabled

-Tons of small changes and fixes to the “Xen chapter”
-Fixed Nihilanth intro model
-Fixed most area portals rendering black
-Fixed leaf sounds, and ability of certain objects to fall through them
-Fixed cave long jump in Xen B to be more forgiving
-Fixed houndeye path kill brush in Xen B1
-Key lit bullsquids on bullsquid path
-Minor improvements to art and guidance at end of Xen B1
-Fixed missing sun lens flare in Xen C
-Fixed missing sun lens flare in Xen C1
-Fixed players being able to skip puzzle in Xen C1
-Fixed third plug puzzle so that short cord can not be used in long cords place

-Tons of small changes and fixes to the “Gonarch’s Lair” chapter
-Fixed some lids not blowing off in Gonarch A
-Fixed crashes when player jumps on physics objects (like the rock columns in Gonarch)
-Fixed hard transition from Gonarch A to Gonarch B
-Improved player guidance
-Added red lights to all fumers to better highlight them
-Added “gate” on second ledge before crystal cave so that player can not back track, and soft lock the game
-Increased frame rate in crystal cave
-Improved fire trap
-Put explosive barrels next to each crystal in water cave to better explain gameplay element
-Removed fire from Gonarch final fight
-Lowered Gonarch green fire damage and screen shake

-Tons of small changes and fixes to the already released Interloper maps
-Remove first tentacle that could easily block player path
-Fixed model darkening at start of Interloper A
-Improved player guidance
-Removed phys objects that were on player path
-Small art fixes
-Made long jump path clearer and easier at end of Interloper A
-FIXED CRASH IN INTERLOPER A!
-Better key lighting for player path in Interloper A1
-Fixed most of the water seams in Interloper A1
-Minor art and bug fixes in Interloper B
-Better player guidance in Interloper B
-Fixed players skipping mechanic intro and breaking area portals at start of Interloper B1
-Improved player guidance in Interloper B1
-Minor art and collision fixes to B2
-Interloper B2 no longer fades to black at the end of the level ;)

Known Issues

Overall Difficulty. We suspect some parts might be too hard or too easy. We’ll be watching play throughs and taking feedback to find these issues and fix them.

Performance. We have improved performance across the game, and targeted specific areas to increase the frame rate on all machines. Even with these fixes, there are still some areas we want to improve. For now, don't be afraid to lower your settings if you are getting low frames.

Factory Breaks. We are guessing players will be able to find creative ways to break the factory maps. We don’t expect any of them to be full blockers, but we are anxious to see what players can do to these complex setups, and how we can mitigate issues.

 

Krakn3dfx

Sean Murray Apologist
Dec 17, 2018
63
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Denver-ish, CO
Oh nice, 10GB update when I joined the beta branch, downloading now. I started replaying this last week, time to pick it up again.
 
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freshVeggie

almost there
Sep 7, 2018
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Sweet. Played a few hours of the free mod years ago but once they went full standalone game, I hear they improved a lot.
 
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5taquitos

I don't beat games
Nov 18, 2019
57
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This has been sitting unplayed in my library for months waiting for the final product. I think I might hold out until it's out of beta, but this is very exciting
 
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KainXVIII

DOS forever!
Dec 19, 2018
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Ah, they still using that old ass HL ui which does not scale well to higher resolutions (and of course no MSAA support, only FXAA :blobyikes:)