1. Black Mesa
  2. News

Black Mesa News

Black Mesa 1.0 Beta 3

Hello again, fellow scientists! I bet you weren’t expecting to hear from us again so soon!

We’ve just pushed another update to the game based on feedback from yesterday’s beta. As with the previous beta, you can find the latest update on the public beta branch.

We found an issue with the update’s deployment which meant that certain maps weren’t updated when they should've been. This led to some bizarre issues (which were not present on our internal build) with rainbow/pitch black cliffs in Surface Tension map A, or Gonarch C being unbeatable. Those issues should be resolved now.

We have also deployed a few major UI and AI improvements.

As always, please let us know what you think! As with the previous beta, we are mostly on the look-out for game-breaking issues.

Here is a small changelog specific to just this new beta only. When 1.0 goes live on March 5th, we will post the full changelog for all of 1.0!

UI
  • Fixed bindings layout.
  • Fixed layout for new Video Options tooltips.
  • Fixed missing translations.
  • Fixed Engine crash with New UI on exiting the game.
  • Fixed sensitivity bug with the “Invert Mouse Look" option.
  • Fixed manual saves limit bug.


HECU
  • Removed old Combine code responsible for spontaneous rushing and other quirks.
  • Rushing now occurs less and is more dependent on distance. The HECU will tend to rush less now if they’re further away from you.
  • Fixed infinite looping of melee schedule. Now rather than standing there hitting you repeatedly, there is a 50% chance of retreating after each attack.
  • Added a new “Cat and Mouse” behavior which is used while in cover or holding assault points. This is much closer to how HL1’s Marines behaved and is more engaging to fight. If you attempt to approach their cover point, the HECU will now try to suppress you with "extreme force," while still remaining in cover. They will then immediately try to hide again after being exposed.
  • Fixed the LOS checks performed before firing. Now they are much less likely to accidentally shoot each other in hectic scenarios, as they will take into account their weapon LOS before each shot, rather than before bursts.
  • Fixed Grenadier with RPG running around for a while instead of focusing on firing. Now he should fire as soon as he finds an adequate position, with no delay.
  • Fixed rocket spawn position for Grenadier with RPG. It no longer shoots from just below his head anymore.
  • Increased suppression point query radius. This causes HECU suppression behavior (where they fire at your position when they can't see you) to occur more often and have a chance of covering a bigger area.

Black Mesa 1.0 Beta 2

Hello again, Black Mesa friends!

We have pushed another build to public beta on Steam. This is the second revision to the 1.0 update, which will take us out of Early Access on March 5th! If you are interested in helping us test, we would greatly appreciate it. You can find instructions on how to opt into the beta here.

https://steamcommunity.com/games/362890/announcements/detail/1711867920418803575

What’s in this Beta

Since the last beta, we have tackled any important issues that were raised by the community, along with eliminating the previously known issues list. Moving forward, we are most importantly looking for any major game-breakers or issues with the UI.

We also believe that all the achievements should now be fully working for everybody. Those of you who struggled to earn some achievements in the previous beta, please attempt to do so again. If you experience any further issues with them, let us know!

Known Issues

At this point, we have addressed most of the issues (if not all of them) with the game that we intend on fixing for 1.0. The goal of this beta is mostly to check that the game is fully functional and ready for the final release, start to finish. Please let us know if you run into anything major.

Thank You!

Most importantly, a big thank you to everyone who helped us test this beta, and all the betas thus far. Your feedback was invaluable and we have absolutely loved pouring through your notes and thoughts!

The previously mentioned MASSIVE 1.0 changelog will be shared with you all once we have set 1.0 to the main branch on Steam, so those of you who would love to devour every little detail will be able to do so.

PAX East

Finally, we are currently at PAX East! In case you didn’t see our last update on this, please check it out here:

https://steamcommunity.com/games/362890/announcements/detail/1716372156954041181
If you’re at the convention, please stop by Booth 24081 and check us out, have a chat, and play our demo! We’re having an absolute blast so far!



Thank you, and have a very safe and productive day. See you all for the 1.0 RELEASE on March 5th!

Fear Not The Long Road



In March 2006, two of my college classmates got onto the Black Mesa mod team. I applied as an artist, and they more or less vouched for me. The team “hired” me without even completing an art test. From there I became the art lead, a partner in the new “Crowbar Collective LLC”, project lead, and eventually owner of the company.

As I write this, I am realizing that we plan to FINISH Black Mesa exactly 14 years to the month from when I first joined the team. 14 years working on a single project, with a dedicated team, that had a vision, and saw it through.

There are probably a fair number of people who if you asked them “Do you want to own a video game company?”, would say “Yes! Absolutely. Whatever it takes!”, but it is easy to commit to something when it is guaranteed. If instead in 2006 someone said to me “This will be difficult. You will consider quitting multiple times, and it is going to take you at least 14 years to complete.” I am not sure I would have signed up for that.

Who would have blamed me if I didn’t? For the majority of its development, Black Mesa was a volunteer project. Even after we got the green light to sell the game, we still did not make any money until late June of 2015.

I have heard “you should never work for free”, and I really couldn’t disagree with that more. I did multiple free side projects in college that either eventually paid off, or got me connections I otherwise would not have had. I learned communication and leadership skills in my volunteer fire department. I got my first game industry job because of my free work on Black Mesa, and then after a round of layoffs, my job BECAME Black Mesa. The thing that was supposed to be a portfolio piece to launch my career, became my career, and I would not have been in that position if I didn’t commit to the work as a volunteer.

The key to doing work for free is it has to be important to you AND it has to be important to other people. For Black Mesa, the quality of the source material, and the excitement of the community when we would post even the smallest amount of media is what kept us going.

The fact is, all roads are long roads. If you fear that, you’ll shy away from choosing the one that excites you most, and has the biggest reward. Not everyone is going to have reliable friends to pull them onto projects, not everyone is going to have the opportunity to own a video game company, but if there is something you want to accomplish there’s nothing left to do, but to do it. You can not win the game if you don’t play.

Through luck, hard work, and maybe a bit of ignorance we didn’t shy away from our goal of bringing this game to completion. We are proud of what we built. We think this upcoming 1.0 release is the best, most polished, and most fun version of the game yet. The anticipation and excitement around our project is beyond flattering.

Black Mesa is a video game, it is our video game, and it has its strengths, and its flaws. As Leonardo da Vinci said, “Art is never finished, only abandoned” and while we plan to fully support this game after 1.0 with bug fixes and more, it will never be a perfect game.

This is not to downplay, or make excuses, but as the person who drafts most of these media posts, I think it is important to break away from the marketing and the “hype”. Before Astroneer launched, they made a blog post about managing expectations for their game, and it really resonated with me, and inspired me to someday write a post like this one. We are super excited to have Black Mesa be “complete”, but acknowledge it is not perfect and won’t ever be perfect.

I hope that everyone has something that inspires them as much as Half-Life inspired us. I hope that everyone embraces the setbacks and challenges that come, and I hope no one fears the long road in front of them.

Black Mesa 1.0 will launch Thursday March 5th on Steam.

Thank you,
-Adam Engels
-The Black Mesa team

https://store.steampowered.com/app/362890/Black_Mesa/

Crowbar Collective at PAX East!



Crowbar Collective and Black Mesa will be at PAX East this year in Boston, MA, booth 24081, located on the map below (and be sure to check out the super handy app):


The expo will be from February 27th to March 1st and there are still some passes available. Come say "hi" to some of the team, check out the game, take a picture in the HEV suit, and get some free stickers (if we have any left)!


This is our first big convention, and we are excited to see everyone, and experience PAX for ourselves.

We plan to have more information for everyone about the game in the next few days.

Hope to see you there!

Discord - https://discord.gg/PSZfh8N

Black Mesa Beta for 1.0

Hello Black Mesa friends,

We have pushed a build to public-beta on Steam. This is our candidate for our release out of Early Access! If you are interested in helping us test, we would greatly appreciate it. You can find instructions on how to opt into the beta here:
https://steamcommunity.com/games/362890/announcements/detail/1724246478625804044



What We Are Looking For

Most importantly, game breakers. We obviously want the 1.0 experience to be as smooth and enjoyable as possible, so if you find any crashes or progression blockers, please let us know so we can fix it. The game has been very stable during our internal testing, but we need to test on a wider set of players and machines.

We are also looking for difficulty spikes. Throughout all of earthbound we rebuilt combat spaces and upgraded the AI of the HECU and Vortigaunts. We think this dramatically improves the combat in the game. Let us know what you think, and let us know if there is a section that feels too hard.

In addition to redesigning the combat spaces, we took time to make sure the player path is as clear as possible. Let us know if you find any part of the game unclear. We still have some sections of the game that make you stop and think, but we made a huge effort to keep the player’s momentum up throughout the game.

Lastly, we need help testing the achievements. We now have 50 total achievements, so if you have trouble completing one, let us know on the Steam forums or Discord.



Known Issues

As you’d expect with any 1.0 release, we worked to have the most stable and complete game possible. We think the main game is solid, but we do have another patch on the way to fix what is found in the beta, and to finish off the new game user interface. Here are some quick notes on what you might find broken in the game:

User Interface
-The new UI can’t launch MP listen servers
-Workshop section of new UI is not working
-The Xen maps do not display the correct chapter title for save files
-The godray setting will not save in the settings menu
-The new UI occasionally flickers
-Manual saves show a screenshot of the UI, not the game
-The developer console needs some polish
-Searching for games online takes too long
-Other misc UI errors

If you need to use the old UI for any reason, launch the game with -oldgameui.

Besides that, we don’t expect much wrong with the game. As always, we want to hear about everything you find, but we will be focusing on the issues listed in the section above for 1.0.

We will be back soon with a MASSIVE change list that details the entirety of the 1.0 update!

Thank you, and have a very safe and productive day.



Discord - https://discord.gg/PSZfh8N