Great idea. You should lump that with the flashlight area. I think that room could have been more interesting anyway. 
Ugh same. College apps are annoyingā¦
Great idea. You should lump that with the flashlight area. I think that room could have been more interesting anyway. 
Ugh same. College apps are annoyingā¦
TehBoxNoob: I sent you a PM (about your PM, that seems to have gone astray?)
JeffMOD : I can make other props; railings, trusses, pipes, furniture etc.
I visit the BM forums mornings and evenings (my time zone) so my replies are bound to be delayed since many of you live in North America.
Sorry didnt want to, but in previous mods where Iāve been I got kicked out for recruiting developers without notifying the leaders:meh:
@Dragonuv2 Weāre not even finished with jump and crouch rooms, so not yet :3.
Uh⦠if you guys need dubbing, or Czech translation for the whole thing, I could try my luck about the dubbing, and sure do the translation.
dubbing?
More likely a translationā¦
Anyway, if you need an Italian translation count me in.
Just a side note: I used no clip during āimboundā and u loose alot of magic if u do so, alot of rooms not finished behind the corner, no collision, but also some easter eggs 
Alot of rooms in Inbound use the nodraw texture to high up the FPSā¦the player wont see it though so what would be the point to fill up the place with textures?
Sight-seeing 
Just started again with HL: Source Training
I wish we had a filter for this.
Hey, there are some specific Hazard Course lines in the original - it was just an idea. Not sure how itād work with the fact I didnāt do voice-overs for BM itself though. The creator would propably want the same voice for scientists/security guards as in BM.
Either way, Iām translation capable.
At the moment we use soundfiles that were already in the mod.
I think this will change once we get to the point where we really need choreography.
Iāve taken a look and I think I see what [cool_feature] youāre talking about so I will try to come up with some idea.
The whole freakinā section is a [cool_feature], really. Regadless of what you make a model for I can already tell itāll improve tenfold.
Implying Iām a leader.
I didnāt even know we had a leader. :retard:
In regards to translations and the ādubbing,ā I think we can start looking into that pretty soon, right? I mean, our script likely wonāt be too expansive depending on how much we can vary from the original. Ac3dās ideas, for instance are sweet but would be a heavy amount of voice work and scripting. Myself, I think around the time we start finalizing voice work (assuming weāll actually be getting some (which I hope we do)) we can probably look around for translators.
Does Dource actually support multiple spoken languages? It does, right?
Well youāre the only one (I think) in our team who works with other people on a mod that actually develops.I see you as a leader, but I donāt know if other devs think the same
.
@Lars Do you got Steam?If you got join, join this group https://steamcommunity.com/groups/hazardcoursedevelopers
This way we can chat through the group, and we donāt have to spoil everything over the forums.
Really impressive work though at some areas, the only thing I have to say is that you stuck very much to the original HL1 HC geometry and improved some things a bitā¦but thats just my opinion :S
I pretty much agree with this.
Where did these VMFs come from, anyway? Lars, did you actually take the time to make all of these?
I also recognize that we need to have a more standardized structure to our file system. From now on, props will be put under āprops_hcā, the way JeffMod did it. Lars, can this be done with your props with minimal effort?
One step at a time. That stuff pretty much should not even be considered right now. We donāt even have concepts locked in. We should wait until we finalize the concepts, otherwise writing could easily become obsolete (read: time and effort wasted) and weād have zero version control over anything.
some miner questions here
will the hazard course at any point show the suit zoom?
will there be multiple paths on the jsut walk area like there was on half life?
3.will there be a area that has you jumping from moving platforms? (as there isnāt really one in game)
No idea, but anything is possible because no concepts as of now are final.
Iād imagine it would be so, but no idea⦠see above
There was one in the original (rotating platform), but again, see above
you could have just answered one and said that that answer applies to all.
Team members, check your PMs (unless Crypt hasnāt sent the info out yet).
We are officially cutting the crap and organizing. Weāve been screwing around for far too long. Check with Crypt if he hasnāt sent the new info yet.
EDIT:
Does anyone know how the map naming scheme works? ābm_c1a5bā or whatever isnāt really descriptive. The numbers donāt seem to correspond to chapter or anything, really. Anyone have a better knowledge of how it works?
Iām pretty sure I sent out the info to those that donāt have it.
As for the naming, I think of it like this: cXaYZ, where X = Act (or day, I guess), Y = Chapter within act, and Z = map of chapter.
Itās pretty awkward, but works. C1a0 is Anom mats. Around the time night swings by (judging due to night just before Apprehension) it switches to c2a1 (Blast Pit), andā¦
Wait, wait, no, it doesnāt work.
Okay, no over-analyzing. Itās irrelevant for the most part. If we just stick to the original map names everything should be fine and dandy, we can all laugh and be happy, release a perfect add-on, go triple platinum in 7 hours and become rich and famous.
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valveās Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.