Yeah, it does.
Note that my SDK base was never converted until today 
Yeah, it does.
Note that my SDK base was never converted until today 
It’s kinda sad that we’re so excited that the program actually functions.
But yeah, as soon as my SDK And Base decide to cooperate and update, guess I’ll dive straight into work.
have you tried defragging and validating?
that’s how I got it to work again when it derped a few weeks ago
The SDK was a connection issue. The Base is refusing to install on the grounds that 500GB is not enough disk space. O_o
Edit: Okay, dunno what I did but it’s solved. Naturally VBCT doesn’t work anymore, though. 
So yeah hey guys. It’s been a while. Glad Crypt is still around regularly.
I’m in college for computer engineering now which means I have ridiculously little time for anything. I’m also away from my main computer which means my work tends to be sparse these days. We’re still trying to keep up though.
Work is at a slow crawl, unfortunately. If I had the time, I could probably type up a small essay about everything that we’ve learned as a small team together, and hell, I probably will someday (probably closer to or at release). This being my first real dev experience, I now deeply sympathize with the main Black Mesa dev team and their troubles and repeated delays.
Anyway, I’ve looked back over the past few months and realized that we haven’t been sticking to our original policy of open development as much as we originally wanted to. Unfortunately, there isn’t much in the way of visual media to show, but we can still answer questions. If anyone wants to ask us anything, we’ll do our best to answer as best as we can.

WHEN IS XEN GOING TO BE RELEASED?
Wait a minute, wrong area.
In all seriousness though, I don’t really have much mapping questions at this point, other than asking to see screenshots of areas I’ve yet to see (which I really shouldn’t be doing that, since it’s a bit of a time consuming process).
There is one thing that does color me curious though; what section or sections were your favorite to design? What areas do you think turned out the best?
I think the basic jump training and guard room turned out really well. We’ve all had a hand in designing and dressing them, and the attention of all of us has really resulted in polished maps.
…Maybe we should delay the release and do that for every space in the course. The tram training I’m putting together could definitely use some alt-dev TLC once I’m done with it. There’s really something to be said for having a fresh pair of eyes on something to fix anything you missed or use potential you didn’t see.
How many maps are there going to be in the Hazard Course mod?
Do you guys have any sort to internal time at which you think you’ll release?
I’m asking about the existance of a date you are aiming for, not the actual date at-which you are aiming.
Also, in what areas have you deviated the farthest from the original Half-Life Hazard Course, and what was your reason for doing so?
We don’t currently have an internal estimate. Life is unpredictable, and most of us are really busy with other priorities right now.
The furthest deviation we’ve done so far is the intro - we’ve taken the PS2 version’s addition to the course and expanded it in order to further the story of the game and make it feel less like just a training level, and more like part of the plot - which is really the reason we took the project on in the first place. The devs are right, nobody really needs a training level now that there are ingame hints. We’re doing this because we feel the Hazard Course is an important part of the HL canon.
When it’s done. :retard:
I loved to design pretty much every room I worked on. That includes the jump rooms and the guard room, among other areas. I personally think the jump rooms turned out really nicely. I textured a lot of that area myself (mostly to learn about and experiment more with environmental design), though I usually defer to other members to do that since I’m not the best at decorating environments. I’m more of an entities guy, myself.
Six maps.
Sorry, there is no release date, internal or external, since our schedules are extremely unpredictable as of right now. 
The intro, and the Hazard Rooms. Jeff already mentioned the intro, so I guess I’ll talk about the hazard rooms (by which I mean the damage indicator rooms from the original). They’re not done yet, and they were the original culprit for us taking so long to release Alpha 2 (since we decided what we originally had for them was quite boring). Of all the areas, they probably need the most work. We could show you some screens, but they’d be mostly uninteresting and unprofessional looking, so we’ll probably save those for later.
I also designed a completely new swimming section, mostly because the original was too short to actually give a sense of when the oxygen would run out (and demonstrate drown damage). I have an interesting surprise idea planned for that area, and a rough execution of that plan in the current build, but I’m not sure if I’ll leave that in there, depending on playtest feedback.
It better not be an Itchy lurking in the darkness… :o
Six maps? Wow, I’m impressed; I hadn’t thought there was enough content for that many maps. 
Yeah, that’s what we thought. Thats about as many as the original, IIRC. Our intro is in it’s own map. We might need to separate a map ir two, though, as I think they’re past safe entity limits.
Entity limit?
You’re going to tell me you’re close to the 2048 edicts entities?
When I saw the screenshots, I thought that there was alot of entities for sure, but most of them are prop_static, right?
I can’t guess all the entities you’ve used in the maps, but you can clearly go to 8192 if you wanted to.
I bet you can make the whole training in 1 map.
I remember playing the training facility on PS2 for years, so I’m pretty much sure you can handle everything in 1 map, imo.
But still, very nice work, looking forward to play it.
I don’t really see how one follows from the other?
I think his line of thought is that, based on the PS2 version of the Hazard Course, we’d be able to fit everything in one map and not hit any of the entity or size limits. And he’d probably be right, if we were doing a 1:1 remake. But that would defeat the purpose of putting it in Black Mesa - to match BM, we’re increasing the size of setpieces, adding more detail, entirely new sections, and a pinch of extra interactivity to the environments.
That’s what I was thinking.
Well, after thinking, if the entities are not a problem, the brushes are, but I still think you can fit everything in 1 map.
Vertices limits maybe…
[insert witty reason here why things cant be merged in 1 map]
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.