For the moving containers at the beginning of B2, could you possibly have a tracktrain start in the middle of the rail (where it crosses the tram tracks), but also have one END there? So that, even though it’s not the same box all the way though, the player can’t tell because they can’t see the teleportation.
I can’t claim to have a lot of experience with tracktrains or Hammer, so I don’t know if this’d help, but I just figured I’d share the thought.
I may upload a diagram in-case this explanation isn’t clear enough.
I’ve read back my post and to exclude misunderstanding (although I’m sure you understood properly), I’ll quote it here edited:
Also, could I please get a reply with your thoughts about the convoy consisting of more than just m37? I mean, if it is impossible to change due to entity limits/yada-yada-yada/other reasons - it is fine.
What I’m proposing though is removing some of the trucks and replacing them with humvees front and rear and maybe replacing two trucks with an M1075 lugging something heavy like the M1A2 (I actually looked at the M1075 and it looks wide enough to accomodate an abrams). Am I correct in my assumption that a single model equals an entity?
The reasoning is, plainly and simply, it looks a bit (read: very) dull now with the trucks looking the same.
I know what you mean, but it most likely wouldn’t work due to how it’s setup. Each “new” crate spawns every 3 seconds, for 27 seconds, to put 9 crates on the path, going round in loops (they return to the start point via teleportation). Thus, if the player got to your suggested setup within the first 27 seconds, they’d still see crates spawning in thin air. It would likely look fine after that point, sure, but you can see why it wouldn’t work. .RK’s workaround should be sufficient. It should buy the setup enough time so that the first crate is in view by the time the player gets there.
Your idea wouldn’t work either. The current setup is pretty much the best, most efficient setup which is possible, at least within my knowledge. As for the skybox, your comments aren’t terribly useful. I know ODB has complained about this too, but neither of you have said how it looks “weird,” or “odd”. It looks fine to me. If you can be a bit more specific, maybe with pictures if you feel like it, it would help me know what you’re talking about a bit better. Just telling me it looks odd doesn’t really help me, as it looks fine to me. The only problem I have with the skybox is the seam is quite visible due to the change in lighting - but that isn’t something that can be fixed without hitting performance A LOT. The lightmap has to be scale 1 to mask that, which hurts performance dramatically.
It’s fine, I can fix the HECU emerging from the office by modifying the trigger boundaries more than before. Both parties can be satisfied here. You both raise good points, I can find a middle ground.
As for changing the convoy - not only does it require me to use up more entities, but it also requires me to make the models, which is just another bit of extra work. Skybox models are not the same as regular models, I’d have to modify stock Black Mesa models which is always time consuming. Not only that, but it hurts performance too. Loading the same model 6 times is way, way cheaper on memory than loading 3 models twice each, even though under both circumstances 6 models total are being loaded. Though it may not have that much of an impact, every little helps. I doubt adding different vehicles will spice it up much anyway. It’s still just a bunch of vehicles driving by in the distance, it’s not pants-pissingly exciting no matter how you look at it. I might muck around with it a bit but I wouldn’t count on it.
Me. Why is that even a question? You’re not expecting the Xen release to be in the next few weeks, are you? Silly boy! No but seriously, I’ll sort it out. I can’t imagine it requiring much, if anything at all. I doubt it’ll be for a long time, though, but that’s just total guesswork from me.
In OaR u have a blast door u need to pass which is almost closed (u need to go under those door), I duck in the tram, but still knock my head and get of the tram, even in duck position.
You probably have seen the new sections in the forums; BM’s developers will probably add people to replace the ones who left.
You could join (temporally) to have access to the real maps, without decompilation and all that annoyances, and to make them really fit with the rest of the game.
I know it sounds insane and you’ll probably say no, but I wanted to say it,
Bah, a shame really.
A convoy looking like this would of made me extremely happy.
But anyway, at least now I know what it entails. I thought you were loading the same models in there, so I assumed, since it had humvees and m1075 on the map already… whatev
/attention whoring mode off
Great mod TextFAMGUY! It really is excellent, and works really well with the rest of the BM team’s work. But I can’t get the music/postlaunch.wav option to work. I took my copy of “Drums and Riffs”, converted it to a .wav and put in the “music” and “oaruncut” (just in case) folders as postlaunch.wav, but when I load up the rocket launch and try to see the result it doesn’t play. Is there anything I’m missing? I would think that to do this you would have to maybe edit the “scripts” folder, and I don’t see one in the .zip from ModDB, but other people seem to have gotten it to work so it can’t be that a sound_manifest file is missing. Please help.
I’m guessing you just renamed it to postlaunch.wav? Because I have no problems (other than the damn file weighing in at a whopping 20mb’s) using a version I converted with audacity.
No I ran it through Adobe Premier to increase the audio by 5 dbs and saved it as an actual .wav. Although Adobe Premier is a video editor after all and maybe it cheapened out and diddn’t really change the code. If so I could run it through a dedicated converter.
That’s the point. There’d be no incentive to get on the other tram if you could just duck and carry on anyway. Getting knocked off the tram is supposed to happen. Sure, it looks and feels a bit weird, but I prefer it that way.
Don’t hold your breath. I doubt it’ll be coming very soon, but then I know as much as you do. Making good work takes time! Let them have theirs.
Damn, that actually looks quite cool. Maybe I’ll give it a shot, when it comes round to it.
I dunno, maybe it has to be a certain type of .wav. One of the mods asked me before but I didn’t know so I never answered him. I know fuck all about audio. It has nothing to do with scripts or sound_manifest, though. You just need the .wav file. The one I use (which works) is uncompressed PCM, maybe you compressed it and the game doesn’t like it? Worst comes to the worst, ODB converted one for everyone which works, here:
Thanks a lot guys! But, the link is dead . Maybe I shouldn’t bother trying to increase the audio, and just convert it using mediahuman audio converter.
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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.