The December Update, Part 2

The devs have already confirmed that they’re configurable via console commands to tuning, so I expect if nothing else you could put it into a config file or something of the like.
They’ve probably made sure they’re subtle enough in the MP maps as to not be too distracting.

Ok cool. Wasn’t 100% sure about this, because it’s 2 different things to configure entity properties in Hammer or to configure game settings in config.cfg…

I honestly thought the images shown were exaggerated to show the effect.

Bounce, Undertow, Stack and Crossfire are the only maps where godrays could be used, since they are outside during the day. Subtransit and Lamdabunker are subterrain (though, I did try and put godrays into lambdabunker… For science. of course. Additionallly, Gasworks is at night and ‘moonrays’ isn’t really all that exciting.

Godrays can also be controlled via an entity in hammer. So as long as you have an env_sun, you can place a godray entity and use it. Configure the settings to what you want, and boom, god rays.

Subtle godrays can also be used to indicate bright moonlight.
I can recount a couple times in real life where a full moon has sent down beams of light through clouds.

Moonrays would actually pretty cool, if subtle it could really make things look super awesome.
Also, a godray entity? Amazing, I’m working on a map right now and I’m going to put in a window to the outside just for this haha!

Same here, I’d love to see some moonrays as well. If done right, it’ll be pretty damn awesome.

tbh I don’t think moonrays would look realistic in a desert environment like Black Mesa… There shouldn’t even be much/eye-catching fog… I think it’s great to add cool new effects to BM, but they should only be used in appropriate situations/environments. Exaggeration only harms gameplay and authenticity…

https://en.m.wikipedia.org/wiki/Dust

But yeah, I’m not really much for moon rays myself. Would look silly, I’m sure.

That’s why we’re not doing them. There is also a technical hurdle because there is a specific interaction between the godrays entity and env_sun, and Gasworks doesn’t use an env_sun.

That, and I don’t ever really want to touch Gasworks again. But that’s another story!

Will the December update include any changes to Office Complex’s A or B maps? I’m very close to releasing a December update of my own for OCPD, and it would be a shame to publish it and then have additional doors or suchlike suddenly appear in the official post-disaster maps.

I’ve also been wondering what other chapters besides Surface Tension (if any) will be receiving any changes, be it in the near future or later in development.

I only mention this because I too am working on a map for PD Residue Processing, and I’d like to know if I can expect any changes for the same reason.

Will you fix these bugs in the december update? The pink happens after I quick load a modified map, and the freezing vorts and hecu grunts happens too.[attach=4299,none,1920][/attach][attach=4300,none,1920][/attach][attach=4302,none,1920][/attach][attach=4301,none,1920][/attach][attach=4303,none,1920][/attach]




Your problems with loading modified maps look like invalidated cubemaps and texture load failures. Neither of those are bugs with Black Mesa.

Either way, you probably shouldn’t be trying to quick load modified maps… That sounds like a recipe for disaster.

Also you can’t really expect the devs to officially fix stuff you break by modifying it.

You break it you fix it.

They are also, most likely, engine bugs, which can be unbelievably nasty barrels of worms. Stuff like that can run really deep and we’ve got much higher priority things to look into than cubemaps sometimes breaking when quick loading custom maps.

HL2 cinematic mod already had god rays

HL2 cinematic mod also has loads of problems… broken level design and the fact that they gutted the half life lore…

Right, but that would be however they wrote god rays. This is our implementation of god rays. Not the same thing. Source does not innately support god rays.

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.