On A Rail Uncut - Re-Adding Cut Areas/Scenes (Expansion Project)

Max I have to wonder why you’re still here?

On a lighter unrelated note, this smug jerk hijacked my tram on A1. He hopped on while I was passing the station and killed me (I was caught so off guard I wasn’t sure what to do) and rode it around the loop a few times before I reloaded my game.

I did not know they could do that :fffuuu:

Actually no… I got a PM from Kane a while back about that after I inquired about modifying the AI, I don’t recall what exactly he said but it was something along the lines of “Black Mesa’s source code isn’t available to the public yet.” Don’t take this as an official statement, I don’t know for sure, nor will I speak for the devs on that matter. PM James Kane and inquire, I doubt you’ll get the source code, but it’s what I did.

Anyway, the PM’s contents, while it’s not a no, it’s not a yes either. That being said if they did release the source code, it would be a waste of time. They’d just have to release a second package afterward and make sure it’s compatible with the old build. It’s far more restrictive on them if they need to fix bugs. On the plus side, it could cause spoilers for the programmers who look at it. I’d do the same in their situation. Additionally, for all we know, the code hasn’t been fully written at this point.

When the entity dispawns and respawns the player will “drop” the item at that point. No. On the plus side, it’d need to detect the entity in real time, dunno how tough that would be.

I was under the impression that you weren’t supposed to be moving the combat flares around anyway. And unless someone finds some kind of miracle solution, static prop_flares that replace themselves seems like the only decent plausible solution so far.

Yep, that was my idea as well.

Speaking of, have you had a chance to try anything out yet Text?

I’m curious if my proposition would work, and how well.

Hey Text, take a look here if you haven’t: https://forums.blackmesasource.com/showthread.php?p=540959

Not sure if it this applies to your maps, but it may be useful to contact him.

I’ve given up on the flares for now. They’re a right pain in the arse. I tried your method with a really seriously complex I/O chain, point_templates, and env_entity_makers, and still couldn’t get it to work. There are too many problems associated with that.

My gut tells me I’ll probably have to compromise and just use a normal prop flare combined with some parented env_sprites. However, I spent about an hour yesterday trying out combinations of env_sprites and I couldn’t find anything which comes remotely close to looking like flares in Black Mesa do. As I would very much like to release on Saturday, and am starting to get pressed for time (I just redesigned another major room), it may just be a bug I’ll have to leave in. Shocking.

Also, Someguy, the flares the HECU throw are NOT meant to be movable. You are correct. The red light which illuminates the room is a trick, it’s a light entity placed in the editor. If you could move the flares, it would be theoretically possible to carry all the 4 HECU Flares out of the room, and the room would still be lit, which would look very weird.

Back to work! Got loads to do! Mapping has gone VERY well though, it’s all coming together nicely.

Ah, that’s a shame to hear! That was my only ‘good’ idea with the flares too, other than creating an animated texture of a flare and just plopping it on the ground, which would probably look like complete crap :stuck_out_tongue:

Maybe you could try emailing JamesKane, he did call for modmakers to come forward, and you are a mod maker. Who knows what it is, but maybe he can help somehow.

Other than that, it’s good to hear things are going well. Best of luck on everything else!

@ TextFAM

On your two problems-

The attach points for the HECU should be accessible from within the SDK model viewer. Honestly, it would be odd if they did change the points, considering they’re using the Ep2 combine animations anyway.

As to the flares, there is a map that shipped with the SDK called “sdk_d2_coast_12.” This is the coastline map, two maps before Nova Prospkt officially starts. In this map there is a small blockhouse building where Combine launch flares into the area that burn for a very long time. Since this is from retail HL2 and not the Episodes where there was a flare prop, this could be what you’re looking for.

The attach points are the same, but the ropes don’t like being parented to anything except the eyes. That wasn’t the problem, anyway. It looks fine when parented to the eyes.

The HL2 maps, as well as Ep1 and 2 use env_flare, which the BM Devs have inexplicably coded out. It can be placed in the editor, but doesn’t do anything at all in game.

Still making great progress mapping wise, but I don’t know if I can stick to Saturday release - if I get a good day in tomorrow and a good Saturday I can. Even if I don’t make it, it will be coming very soon - and I’ll release some media snaps on Saturday even if I don’t release the alpha. Chances are I still probably will though.

what about the flares the combine use in half life 2 can’t you just stick that on to the flare model and call it good?

He just got done saying that wouldn’t work.

Is the door Gordon came through open? You MAY be able to let light through that way.

Got a lot of mapping done over the past few days, the map is fully lit, scripted (aside from one bit), and ready to rock and roll.

You can probably tell from my tone that I won’t release today. There’s too much to do, and while I’m working hard, I don’t want to rush. Hitting the brush limit earlier today didn’t help much either, but I fixed it relatively painlessly by deleting an extra decorative side tunnel.

Fear not though, tomorrow or Monday for certain. Most likely tomorrow, or even very late this evening (think 3AMish), if things go really well. I just gotta keep testing, testing, testing, until I’m satisfied there’s a small enough number of bugs to call it a release.

The lighting’s worked out very nicely, I think, I’m very proud of it, but we’ll see what the community has to say about it. It’s got a nice HL1 feel while also having its own unique flavour. The lighting I’m using for interiors (non-tunnels) is more towards the white and yellow end of the spectrum. Other OaR maps were more blue and orange. It looks very different, which may take some getting used to, but it’s nice. For now, the interior areas are quite well lit, but that’s something I can change if people don’t like it.

Just going to remind everyone that this alpha WILL be very rough and ready, far moreso than the previous one, which I spent a lot of time refining. This map has been FAR less refined than the previous maps.

One other thing to bear in mind is that the song by my friend, who goes by the artist name of “The Empire,” is also a work in progress still. There are still many things we want to do to that track to improve it, one of which is get a guitarist to record some lines for us. The guitarist I recruited bailed on us just the other day, and I only today got word from one of my other friends that he’ll record some lines for us. So the song can change too, we’ll be looking for feedback on that too. One thing though - be nice. Please. He’s done me a great favour by writing this song and he’s a very good friend of mine. It’d be a shame to see people being mean about his work. I really like it, anyway.

The light isn’t the problem, it’s the particle effect on the end of the flare which makes it look like it’s burning. That’s literally the only problem. Been hard at work today and I’ve yet to even attempt to find a fix.

Glad to hear things are coming along, still not sure what to do about the flare problem, I had all my hope into that one thing I suggested and it didn’t work so. hmph. Oh well, I look forward to the release, hopefully sooner than later, but take your time.

Also, I found the “beta flatbed” that was mentioned before. It exists in prop_vehicles under the name “cargo_cart”, and a tanker version “cargo_tank_cart”. If memory serves me correctly, it’s unused in the game. Maybe replacing the wooden tram cars with “cargo carts”, along with the diesal tram you set up, could aid the feel that we’re now in a separate wing of the Matrans System.

Wouldn’t know about how to fix that. I’m sure you’ll think of something eventually. As for it being overly rough, it IS an alpha, those of us who’ve stuck with the project thus far won’t expect it to be totally done. You’ve made quality work so far, I look forward to playing through the map in the next couple of days. :slight_smile:

I was thinking about the flare problem and thought that maybe you could have the marines igniting some other kind of light source with the flares that would then burn continuously. Perhaps throwing them into barrels that presumably had office papers and supplies in them or gasoline. Or maybe have a few piles or one large one of various debris like office supplies, papers or even bodies doused with gasoline that the marines piled up around the room to ignite. This way you wouldn’t have to worry about the flares going out because the lighting would be coming from the fire they started.

Damn it Text, I love decorative side tunnels! I know, I know… I should make my own. Out of curiosity, how was it decorated… was it a springtime theme or maybe Easter, hmmm?

Can we hear even a 15 second preview of the new music you’re going to put in?

I actually found this quite a bit earlier on while I was looking through BM OaR/Apprehension maps for different sources of lighting I could use for consistency. It’s actually used at the end of C2A2C, after you leave the launch pad. It’s just well hidden. Anyway, I’ve used it in the the turntable room.

I don’t see why I’d do that, you’re gonna be able to hear the whole thing a bit later today, when the alpha and video is released. It doesn’t seem like a battle track at first, it’s got a bit of a chilled pace, but I think it fits the dark scene really well. It’s kinda like a Year of Death but a lot more chilled out.

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.