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Black Mesa, the re-imaging of the original Half-Life released out of Early Access recently after a long development period and it's quite brilliant. Crowbar Collective have now release the first proper post-release hotfix.

Like a lot of games it's big, complicated and bugs always slip through no matter how thorough a developer you are when testing. On the Linux side, an issue came up where some players saw visual issues across different dynamic lighting quality levels so they've changed their "internal texture formats" to hopefully solve it.

Here's what else they fixed/changed:

  • Fixed a bug related to the engine not detecting controllers
  • Fixed HECU bullet spread distribution not changing based on difficulty
  • Decreased HECU reaction time
  • Balanced damage of frag grenades used by NPCs (higher damage radius)
  • Added an option in new UI to toggle classic iron sights ON/OFF
  • Fixed Xbow classic iron sights not rendering crosshair
  • Fixed a crash related to marionettist
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You can find Black Mesa on Steam.

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18 comments
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F.Ultra 21 Apr
Quoting: Linas
Quoting: PopeRigbyYeah, games always get that wrong. A shotgun isn't supposed to have the range of a melee weapon. The spread of the pellets is usually pretty tight, letting them travel relatively far.
And pistols are not sniper rifles .

TL;DR Games are not realistic. Neither are movies. It's just our perception.

Game developers have to work with a surprisingly delicate balance between "realistic" and "fun". Hollywood has given us a very twisted perception of how guns work. So if you make it too realistic, it feels less realistic, because you subconsciously expect the guns to work like they do in the movies.

But the hardest thing to simulate accurately is "you", because in the actual reality the mechanical accuracy of the gun does not mean nearly as much as the person wielding it. There are even records of actual soldiers in actual conflicts complaining that their guns were inaccurate or ineffective, whereas it was often the case that under stress and pressure they were simply not able to keep on target.

The closest I have seen is the original Operation Flashpoint, later renamed to Arma: Cold War Assault, where you would basically have no chance of hitting anything while walking around, and sprinting would make your heart race and your hands tremble. But this clearly wouldn't work for a fast paced game like Half-Life.

Another very realistic gun work was Brothers In Arms where the developers listened to old WW2 veterans that told them that early in the war they could empty a full clip at point blank range without hitting anything. I think most gamers finds the guns in that game "frustrating".
TheSHEEEP 21 Apr
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Quoting: F.Ultra
Quoting: Linas
Quoting: PopeRigbyYeah, games always get that wrong. A shotgun isn't supposed to have the range of a melee weapon. The spread of the pellets is usually pretty tight, letting them travel relatively far.
And pistols are not sniper rifles .

TL;DR Games are not realistic. Neither are movies. It's just our perception.

Game developers have to work with a surprisingly delicate balance between "realistic" and "fun". Hollywood has given us a very twisted perception of how guns work. So if you make it too realistic, it feels less realistic, because you subconsciously expect the guns to work like they do in the movies.

But the hardest thing to simulate accurately is "you", because in the actual reality the mechanical accuracy of the gun does not mean nearly as much as the person wielding it. There are even records of actual soldiers in actual conflicts complaining that their guns were inaccurate or ineffective, whereas it was often the case that under stress and pressure they were simply not able to keep on target.

The closest I have seen is the original Operation Flashpoint, later renamed to Arma: Cold War Assault, where you would basically have no chance of hitting anything while walking around, and sprinting would make your heart race and your hands tremble. But this clearly wouldn't work for a fast paced game like Half-Life.

Another very realistic gun work was Brothers In Arms where the developers listened to old WW2 veterans that told them that early in the war they could empty a full clip at point blank range without hitting anything. I think most gamers finds the guns in that game "frustrating".
Wasn't Brothers In Arms marketed as being especially realistic, though?
I might confuse it with another game, of course - it's been a while.

In the case of being marketed as realistic, I could see that as being more of a positive thing, though.
Certainly not fun for a lot of people, but those people might not be the target audience.
F.Ultra 21 Apr
Quoting: TheSHEEEP
Quoting: F.Ultra
Quoting: Linas
Quoting: PopeRigbyYeah, games always get that wrong. A shotgun isn't supposed to have the range of a melee weapon. The spread of the pellets is usually pretty tight, letting them travel relatively far.
And pistols are not sniper rifles .

TL;DR Games are not realistic. Neither are movies. It's just our perception.

Game developers have to work with a surprisingly delicate balance between "realistic" and "fun". Hollywood has given us a very twisted perception of how guns work. So if you make it too realistic, it feels less realistic, because you subconsciously expect the guns to work like they do in the movies.

But the hardest thing to simulate accurately is "you", because in the actual reality the mechanical accuracy of the gun does not mean nearly as much as the person wielding it. There are even records of actual soldiers in actual conflicts complaining that their guns were inaccurate or ineffective, whereas it was often the case that under stress and pressure they were simply not able to keep on target.

The closest I have seen is the original Operation Flashpoint, later renamed to Arma: Cold War Assault, where you would basically have no chance of hitting anything while walking around, and sprinting would make your heart race and your hands tremble. But this clearly wouldn't work for a fast paced game like Half-Life.

Another very realistic gun work was Brothers In Arms where the developers listened to old WW2 veterans that told them that early in the war they could empty a full clip at point blank range without hitting anything. I think most gamers finds the guns in that game "frustrating".
Wasn't Brothers In Arms marketed as being especially realistic, though?
I might confuse it with another game, of course - it's been a while.

In the case of being marketed as realistic, I could see that as being more of a positive thing, though.
Certainly not fun for a lot of people, but those people might not be the target audience.

Yeah I think so, unfortunately the AI was very very bad (at least on the WII version) so your squad (it was squad based combat) members often messed up and alerted the enemies when you where trying to sneak past them... That part was really frustrating.
Ardje 21 Apr
Meeh, 5 minutes in and it crashes (walking into the computer room that in the original is only accessible after the incident). So I tried using the proton version, and that doesn't start at all.
Back to the pile of retry in a year.
Kyrottimus 21 Apr
Quoting: PopeRigby
Quoting: win8linux
Quoting: TimeFreezeIts not funny when a Shotgun is like a Sniper.

In fairness to Crowbar Collective, real shotguns do actually have a surprisingly far reach compared to their gaming counterparts. BM's shotgun is one of the most accurate ones I've used yet.

Yeah, games always get that wrong. A shotgun isn't supposed to have the range of a melee weapon. The spread of the pellets is usually pretty tight, letting them travel relatively far.

I have to step in here. I don't normally go down this road on the internet but as a veteran, former instructor and someone who works in the firearms industry (manufacturing)...and as a gamer longer than any of the above, I felt the need to toss in my $0.02.

To prevent oversimplification, as most games apply buckshot as the standard in-game shotgun load. They don't specify, but depending on pellet count it's usually a range between #4 Buckshot and 000 Buck; probably with most sticking to the 9 pellet 00 buckshot which is the most popular among law enforcement, military and civilians for home/personal defense.

Energy per-load is follows a basic set of variables, ie. the same grain weight of powder (~17-22 grains) in the same length shell (2 3/4") pushing the same mass (1oz) equates to the same energy, whether it be a slug or shot. That is, until the shot starts to exit the barrel and separate from the wad and/or shot-cup, then that energy is divided among the mass moving forward. The larger the pellets (and thus fewer that can fit), the more energy per pellet.

This affects effective range; #7 birdshot out of a 12ga or 20ga even at 5-10 meters can be lethal vs a person, but most likely it would result in only a nasty flesh wound (ask Dick Cheney)--it was designed to humanely kill small game like rabbits or pheasants at around 10-30 yards. This varies too depending on choke-size (think of it as a type of "funnel" you screw into the end of your muzzle to compact the shot as it exits the barrel--most tactical shotguns are cylinder bore which have no swappable chokes)

A 1oz rifled (foster) slug with exactly the same mass and muzzle velocity will be far, far more likely to be lethal as 100% of that shot's retained energy is in that one projectile (well that and the wad but it's so light it's negligable to account for it). And accuracy aside, a 1oz slug carries its energy a lot further through atmosphere (sheds velocity at a slower rate due to drag vs. smaller pellets).

00 Buckshot is nasty at close range, and can cause wounds similar to a claymore mine (though with fewer pellets in a more concentrated dosage). 00 Buckshot is technically 9 pellets, each about .330 caliber, moving roughly 1,350fps from the muzzle (rapidly decelerating due to air resistance), which typically spread apart about 1" apart per yard (on average) so at roughly 50 yards (47meters) you're looking at a 50" or so spread...but at that range each pellet has less energy than a .22LR. Each pellet is an unstabilized round ball, poorly aerodynamic and they each shed velocity very rapidly in atmosphere.

Really, combat effectiveness of a weapon has more to do with penetration than raw energy. Ideally, you want both, but if you have a projectile under-penetrate, while it might temporarily have positive on-target effect, it's rarely lethal. 00 Buckshot is nasty inside of 25meters, and can still be effective 50 meters or a little more, but typically past that you're just going to piss something off as each pellet lacks the energy needed to be effective. Shotguns with rifled slugs and/or slug barrels (rifled) can shoot further out still, 100-200m but accuracy still isn't the best compared to modern rifles.

A "sniper" (or marksman) isn't generally needed until your riflemen are out-ranged (600+ meters). Police sharpshooters typically take shots averaging ~60 meters, but are shooting extremely small targets (shooting small handguns out of the hands of the suspects sometime). Shotguns are ideal at extreme close range for clearing rooms with buckshot and for popping door hinges with compressed frangible powder loads.

TLDR: So unless the shotgun is using slugs, realistically, buckshot should be extremely effective inside of 25 meters and fairly effective out to 50 or so meters but not much past that.


Last edited by Kyrottimus on 21 April 2020 at 4:18 pm UTC
grigi 23 Apr
[quote=Linas]
Quoting: PopeRigbyThe closest I have seen is the original Operation Flashpoint, later renamed to Arma: Cold War Assault, where you would basically have no chance of hitting anything while walking around, and sprinting would make your heart race and your hands tremble. But this clearly wouldn't work for a fast paced game like Half-Life.

Well, a game like Half-Life you have an HEV suite, which is a powered suit, it apparently augments your physical capabilities. So one could make the case that it allows the "you" to be a lot more accurate.

I mean, look how little kickback there is on the large weapons. And apparently that was done on purpose as the powered suit handles a lot for you.

I mean, just watch your sprinting speed with the HEV suit, and compare it to the marines... You're like double their speed.
Linas 23 Apr
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Quoting: grigiWell, a game like Half-Life you have an HEV suite, which is a powered suit, it apparently augments your physical capabilities. So one could make the case that it allows the "you" to be a lot more accurate. [...] I mean, just watch your sprinting speed with the HEV suit, and compare it to the marines... You're like double their speed.
I wonder if this is explained anywhere in the Half-Life lore?
andy155 26 Apr
Quoting: ArdjeMeeh, 5 minutes in and it crashes (walking into the computer room that in the original is only accessible after the incident). So I tried using the proton version, and that doesn't start at all.
Back to the pile of retry in a year.
Its sadly still bugged as fuck ;-(
bugs I reported 3 years ago are still in there -.-
Yesterday I played a round from the front and it crashed after 10min I think because of the flashlight
sry google translated :P
https://youtu.be/SZvkYLXhgso


Last edited by andy155 on 26 April 2020 at 7:43 am UTC
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