Hazard Course Remake (AVAILABLE NOW!)

It’s actually in the room directly after that, I believe.

Why don’t you use some of your Elegant, Vertical Entity Work™ to design something instead of bossing me around? :stuck_out_tongue:

I’m kidding, of course. i luf u

I’ll take a look in a little bit or in the morning or something. I just finished playing Half-Life + OpFor + Uplink with someone on Sven Co-Op (plus an hour of Deathmatch), so I’ve really had enough games for the next few hours. :slight_smile: I’m gonna watch a TV Show for a bit and take a look shortly.

See you back soon.

Any media updates?

Whenever we feel like it.™

:slight_smile:

Here comes the definition for Hazard Course Time…

I was thinking something like that, only it’s with a tram track below, and one of those yellow trams driven by a security guard goes by pulling a bunch of loaded flatbeds. It’d be like the train that was removed from Inbound, but relocated, longer, and on a track where it belongs.

It’s slightly more eventful than sewage, anyway :stuck_out_tongue:

True, and it’s a good idea, but it seems out of place. The area is mostly storage/water treatment (it seems to be somewhere in the middle of those two facilities) so I wouldn’t expect a tram line. However, if the surrounding area is made to look like it’s used and stuff is transported (there’s already a few forklifts laying around the next few rooms, for instance) then I can see some roads or something down there with a forklift driving by, or even possibly your tram idea as well.

Dky, Hammer crashes every time I load a .vmf and refreshing SDK content and verifying the cache, reinstalling, nothing seems to be fixing it, so I can’t look at the file right now.

That’s enough for me :slight_smile:

Uploaded a very WIP version of my pass on the lobby into my dropbox folder. It also comes with an updated version of the character manifest.

Okay, awesome. I’ll take a look as soon as Hammer let’s me open files bigger than 6 brushes.

:slight_smile:

Edit: Okay, Jeff I looked at your edits and they look nice. My only problems is that you worked on the .vmf ending in 01a instead of 01ab. Actually, 01ab had some shitty modification that I hardly liked anyway, so it’s hardly even a problem, I planned on reverting anyway.

Dky, I can easily see some sewage (or storage transport!) going through the health station area.
I think I’ll spend the next few years of my life (soz guiz postpwning hc 4 dis) learning the Particle Editor, because your fire entity setup in the hazard training room makes my teeth itch and my CPU quiver.

Wait, that wasn’t the most recent version of the VMF?
I thought I was working on the most recently edited version of the file. My bad. I’ll take a look at 01ab later and see if there’s anything I should add.
Do you guys have any suggestions on what I can do, or how to get the damn file folders to show up ingame? BM used them as a prop_physics, but fsr they disappear in my maps.

No, no, it’s fine, don’t worry about it.

Um, have you tried using it as the other prop types? :retard: Actually, I had the same problem with the boxes in the second physics room. Because I’m a fan of fixing things the dumb way I tried cutting the entire level (CTRL+X, derp) and pasting it into a new, empty .vmf in the same spot (CTRL+SHIFT+V) and it fixed it. This obviously isn’t too good if you have any visgroups, or other .vmf dependent stuff, but it seemed to have fixed my problem. It’s also possible simply deleting the entities and redoing them might fix it. Restarting Black Mesa could also work some odd-ass wonders, but that might be a bit of a stretch.

I tried prop_ragdoll, but that didn’t work. The console said it had no prop_data, so it had to be a prop_static, but that’s complete BS as it was always physically simulated in BM. I ended up going with prop_physics_override.
I put the elevator in from 01ab, and got it to work in the current version.
Well, except the light_dynamic.

EDIT: never mind

When in doubt, use prop_physics_override.

There were many instances where Black Mesa mappers used the _override entities.

EDIT: Jeff, stuff is shaping up to be pretty cool in the Hazard rooms. Are you ever going to finish the rest of it?

Way to bump, Dky.

Dky: Maybe, but if you have any ideas on what to do, go for it. (That goes for you as well, everyone else) I’ll need to spend some time considering where I want to go with it before I can do more work on it.

There are some minor things I’d like to do to a few of the rooms. I’ll update them and pass them back to you when I get that done.

Alright. I’m still waiting on dropbox to finish downloading Lar’s models, so I can’t work very well on the tram station atm. (Too many things missing)
I also hit a hopefully minor snag on the lobby; during compile, hammer crapped out on me and is now refusing to load the VMF, the VMX backup, or the autosaves.
Hopefully it’s just Hammer being Hammer, and it’ll fix itself by tomorrow night when I can work again. In the meantime, I’ve backed up the last uploaded version, and uploaded the current VMF as well as the VMX. Let me know if you guys can open it, and if you can, what you think so far.

On my end Hammer won’t open the VMF either, so something inside it is seriously borked.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.