WhenI played the mod or even the 2012 Steam version of the black mesa, we were getting around 200-400 FPS on most parts of the game, and it dips to only 80-100fps even on some of those heavy spots. These results were from Intel 4700K 16GB ram and GTX780 / GTX 1080.
Here are some of the very first screenshots/videos shared on internal forums with announcement post/patch for NewRenderer (the internal name for a part of engine upgrades that would eventually become XenEngine).
Depending on quality settings, we use two shadow map atlases with resolutions 2k/4k/8k. We use one main Shadowmap atlas and one for caching shadows from static/stationary (Brushes/Disps/props/NPCs) world geometry for static/stationary Lights.
We use from 1-tap to 9-tap filters depending on graphics quality settings. We also have 16 taps rotated poison disks and PCCS filters behind developer convars; they never got finalized because I never got the chance to get back to it to fix the last remaining bugs and polish.
For a long time during development, we were using a Box for spotlights with a radius equal to the range of the spotlight. Needless to say, it was horrible and did hurt perf in some cases but still not a significant hit in old levels.
We have two light entities, newlight_pointlight and newlight_spot. Here there screenshots from Hammer (map editor). We have many options, everything people expect nowadays from the newer Engine like Unreal, all in our good old source engine.
Static/Stationary/Dynamic mostly depends on shadowed lights because we upload light data for lights every frame. The ability to shut down specific faces of point lights shadow maps was also an essential feature, given the limited amount of shadow maps. Each point light takes 6 shadow maps which can fill quite fast.
We have a limit of 512 point light entities and 256 spotlights for light entities placed in the map editor. We also have a separate limit of 256 for each point and spot code light. Code lights are temp ( or permanent) light generated from code for FX like muzzle flash etc, or attached to prop/NPCs. But they all share the shared limit of 144 Shadow maps, as explained above. Based on our testing rendering, lights without shadows were mainly free or had negligible hit on frames render time on any GPU tested GTX 1080 or above for resolution up to 1440p.
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After you have put the map into the folder, go to the main menu of black mesa, bring up the developer console and type in "sv_cheats 1" after that, type in "map dutycalls_map1"
enter that in and the map should load.
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Originally requiring Source SDK 2007, Black Mesa is now considered standalone and now available at Steam. The original release date for the project was set for 2009, but was delayed for 3 years. On the 1st of September, 2012, the project leader Carlos Montero (cman2k) had announced that Black Mesa will be released in 12 days [1] and posted a countdown on the official website. [3]
The multiplayer and early access was made available on the 5th of May 2015. Throughout 2019, each part of the Xen chapters were released, with the final "Nihilanth" being released before the year was out. On March 6th, 2020, the game was fully released, 15 years after it originally started development.
Black Mesa, whose development began in November 2004, was born of the discontent fans experienced when playing Half-Life: Source; when considering the living environment Valve created with Half-Life 2 using the Source engine, the original game fell far short of what many players thought could be done with the software, basically being a straight port, except for improved water and lighting effects along with the inclusion of ragdoll physics. According to the developers, "Black Mesa: Source was built and founded on the principle that Half-Life: Source did not do the original title enough credit... [Black Mesa] set out to reconstruct the original title, giving it new environments, models, and abilities."
Black Mesa features original textures, models, sounds, voice acting, and music (composed and produced by the mod's sound designer, Joel Nielsen)[4] designed specifically for the mod. However the developers intend to preserve all of the gameplay elements from the original game, without adding entirely new enemies, weapons, or levels. Some Half-Life 2 models were used with custom textures, such as the crowbar, the Headcrab, the Barnacle, and the crow.
Since development began, the team has released many images, including in-game screenshots of most chapters and multiplayer maps, model renders, concept art, as well as several gameplay videos and trailers, and excerpts from the soundtrack.
Most likely due to the amount of publicity given to an unofficial third-party mod, Valve Corporation privately asked the producers of the mod to remove the "Source" part from the title to avoid confusion on whether it is an official Valve product or not.
The developers released a teaser trailer in early 2007, and a full-length preview trailer in late 2008. They have also released images, videos, and concept art during the project's development. Black Mesa was given an official release date of "late 2009" in the spring of 2009, but this date has since been changed to "when it's done", after the development team was unable to fulfill this date.
After almost 8 years of development, the mod was released on September 14, 2012, although it is only playable up to the Lambda Core. Xen and the later chapters were excluded due to being unfinished at the time and slated for a release at some point in the future. As of September 11th, 2012, Black Mesa was accepted into the Steam Greenlight service with the next release to include the missing Xen chapters and possibly also the Deathmatch multiplayer segment. The developers stated this version of the game would be a paid-for version but that the free version would still be available.
In May 2015, Black Mesa was released as a Steam Early Access, however it still did not include the Xen chapters but did include Deathmatch multiplayer mode. The old 2012 version however won't be updated anymore due to technical and time constraints.
In November 2018, an update containing Xen was announced on the occasion of the 20th anniversary of Half-Life, given an official release date of 2019.[5] The first part of the chapter Xen was released on June 25th, 2019 as part of a technical beta.[6] The rest of the chapter Xen, along with Gonarch's Lair, became available on August 2nd,[7] and the first part of Interloper was released on October 1st.[8] The final chapters of the storyline were eventually released on December 7th.[9]
The four Xen chapters (Xen, Gonarch's Lair, Interloper, and Nihilanth) were all completely overhauled, greatly expanded, and improved in comparison to those in the original game, which at the time were considered the weakest part of the game. Gonarch's Lair is now a full chapter rather than just a boss fight, whereas Nihilanth remains strictly a boss fight.
Other minor characters seen in Half-Life 2 are possibly also seen. For example, the headcrab that Kleiner inspects could be Lamarr. Dr. Arne Magnusson is indirectly referenced if the player interacts with the microwave in the break room in "Anomalous Materials".
Other voiced roles include the Black Mesa Announcement System, both under civilian control (Victoria Teunissen, including the tram ride) and military control (Cris Mertens), the HEV Suit (Kevin Sisk), most male scientists (Mike Hillard), female scientists (Lurana Hillard), and The Stanley Parable narrator Kevan Brighting in a cameo guest role as one of the scientists who speaks to Gordon before he enters the room with the Anti-Mass Spectrometer.
Like the original Half-Life, the game includes groups of scientists and security guards that Gordon comes across during his path, although all the models have more varieties. Some of the scientists and guards have names of their own revealed through dialogue. HECU Marines appear again, including medics (which were mentioned in Half-Life but did not make their proper introduction until Opposing Force); the latter will heal wounded Marines as long as Gordon is at some distance away from them, and now they wield the same primary weapons (MP5/SPAS-12) as the regular soldiers. In the retail release, the medical personnel are more appropriately referred to as corpsmen, seeing as real-life Marines receive treatment by Navy hospital corpsmen as opposed to medics. Some HECU soldiers occasionally use RPGs, likely substituting the mounted M202A1 FLASH that is absent from Black Mesa. In some instances, soldiers also use mounted Browning M2 heavy machine guns.
In the mod version, HECU Marines were always heard communicating with loud voices via radio, like in Half-Life. However, the Steam Early Access release has replaced their chatter with more suitable voice lines performed by a new voice actor (Michael Tsarouhas). This resulted in the soldiers sounding much more human than before, especially that they ended up speaking with an unfiltered voice during normal circumstances, similarly to Opposing Force. This has been altered in the full 1.0 release, where gas-mask soldiers exclusively use radio-filtered voice lines, which are edited versions of the lines from the Early Access release.
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