I like your sewer.
Have you figure out how to explode the vending machine?
AFAIK, the vm model of BM does not have a gibbed version.
I like your sewer.
Have you figure out how to explode the vending machine?
AFAIK, the vm model of BM does not have a gibbed version.
I had no idea that the dome was supposed to be made of concrete; in that case, you’re absolutely correct that the dome makes very little sense. Your redesign of the dome with a slit in it sounds like a very logical solution.
Don’t forget the barnacles in the sewers and the HECU marines that get eaten by them please… Either I cannot see them in the dark or it’s not there.
Otherwise spot on looks good
You mean this?
The grunt is a little bugged though. Halfway being pulled up by the barnacle, the model starts bugging. I hope the BM devs can fix this or I might have to cut them.
Ah too dark then well done lol
are they made into ragdoll before they get pulled up?
Wonder if that makes a difference?
Off Topic Question for you Hezus… Do you know a quick fix for this error please?
num_entities == MAX_MAP_ENTITIES
A pointer in the right direction would be much appreciated via PM
Yeah, they become ragdoll and then oddly enough duplicate themselves into a kneeling animation. It’s really wierd. Here is a screenshot.
I’ll just answer that here, maybe good for other people too. Max_map_entities is exactly what it says: the map has reached the maximum allowed number of entities. These are all point entities and all brush entities together. When I remember correctly the limit in Source is 4096.
Reduce point entities by using less info_nodes or info_decals for example. Brush entities can be reduced by tieing them together into 1 entity. So select the func_walls / func_details in one room and put them all into 1 func_wall / func_detail. Just see where you can cut or combine stuff.
If that doesn’t fix it, it simply means your map has grown too large or too complex and you’ll need to cut it up into 2 parts.
Cheers Hezus…
That is weird… Is it the same if you actually put a ragdoll under the barnacle or use a physics explosion to push one onto the barnacles tounge.
What I mean is… Is this only occuring when it’s an npc gone ragdoll rather than a ragdoll on spawn… Wonder if that will sort it out as it could be a code error from become ragdoll?
Good call. I’ve done some tests and it pulls up an npc_human_grunt just fine. Also a prop_ragdoll with the marine model works.
I figured out the problem I’m experiencing is because of the scripted_sequence I use to let the grunt run towards the barnacle. Somehow the game does’t like the sequence to be interrupted by a barnacle grab. The barnacle also overrides the noclip cheat on players, so code-wise it’s pretty “powerful” if you could say so.
I’ve set up the grunt to run with a rally_point / assault_point system and that fixes the problem The barnacle can go back to omnomnom.
Hi Hezus.
How would you describe your work in terms of %?
How many maps left to do?
Well, if you consider the gameplay progression I’m about half-way there. After the sewers you go back through the same maps, so I don’t have to make those anymore. Then there are a few more corridors, the houndeye/zombie ambush and finally the garg sequence at the end.
Design-wise it’s harder to estimate. Currently I’m building maps in a way where they are playable and presentable. However, that means that I still have to do the final pass once its all done. This is where I add more details, tweak lighting, add sounds, create 3d skyboxes and add dynamic effects. And that basicly is a lot of going back and forth and trial & error work, so very time consuming.
And of course there is the beta testing phase. I’m going to do that before I start the final art pass, though. So some people can test, while I polish everything. Seems more time efficient.
All in all, I hope to get this project done somewhere before the end of this year. But you know how stuff goes… can’t promise anything
I’m glad to hear it.
please consider my application as a tester.
about the vending machine explosion?
how did you implent it?
there isn’t a gibbed version of it.
Sure, I’ll keep you in mind.
I recreated the vending machine as regular world geometry and then created the sequences. So it’s no longer a model.
I’ve just subscribed to this thread. It’s fascinating.
You’re doing a great job Hezus!
Thanks!
I started working on the hallways leading to the houndeye/zombie ambush. Here is a screenshot of current WIP:
I really like the way you’re remaking uplink…
I’ll wait for more screenshots and ,above all, an alpha release…
Will you post soon a screenshot of the last area?
Nice work Hezus
Quick question: is there a significant amount of content you haven’t/won’t show? If not I’m gonna abandon thread 'til you’re finished. Uplink’s pretty short and you’ve shown plenty of screenshots, albeit early, but still.
I never really considered people might be afraid of spoilers, since it’s a remake so you pretty much know whats coming. However, I only supply screenshots of interesting areas, so there is still a great deal you have not seen yet. I refrain from showing actual gameplay. I´ve made some changes in this aspect, which I want to keep a suprise for the player
I’ve updated my first post with some information about the project and a selection of comparisment screenshots.
It’s not so much about spoilers of what’s there, but taking away the surprise of what you’ve done.
I haven’t had too much time to work on this project lately, but there has been some progress. I’m currently working on the final area where you encounter the garg, so it’s getting closer to finish. I’m going to add some additional sequences to it, since I feel the ending is a bit rushed.
Here’s a screenshot of the houndeye/zombie ambush area:
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