We've got Hostiles (extended cut)

I admit that I did use god mode to get some feedback, but it’s really hard getting feedback without using it when there are missiles constantly attacking me.

I also like the idea of going back into RK’s A map.

Ah, I’ve got some stuff, too. No cheats whatsoever were used.

  • I’m assuming this is some signal smoke. In my opinion it needs to be redder, and also disappear eventually.
  • Obvious graphical errors are obvious.
  • No trusses.
  • This textureisn’t flush with the floor. Same at the opposite end of the hall.
  • I’m really not buying the helipad. Neither the placement, nor the size. I say put the mount back, and if you really want a helipad, move it to where the signal smoke is.
  • There seems to be a crashing issue.
  • You shipped a compile log for whatever reason. Also, it’s got some errors, so you should see about checking that out. :wink:

I wonder where the trusses went?

The smoke turns off when you go in the bunker I can make it redder I initially had it full red which looked bad. The area the otherside of the gate has not been touched i.e. those rock issues because it was made in a way that the player was not meant to see that bit. So I could just shut the gate but I like the idea of the dupe area that is essentially death and a wrong turn… Simply something that could be a lot of work just to have an area that is a wrong choice scratching my head wether it’s worth the effort. Perhaps I wall just wall off a smaller area here

I want the ground to be flatter in the area outside the warehouse there was a huge npc clip brush over that mound and was causing the HECU issues in attacking

Do you know why it crashed? I had this also and I have no idea what it is

I want to get feedback on the gameplay more at the moment rather than visual errors. But I’d like to know what the crash is about… I am sure it’s probably because I deleted all the area portals but I just could not get this to function at all properly. Crash in the warehouse?

Did you feel that the HECU confronted the player better? I know I need to move the assualt points inside the door as I put them on the edge and that makes them just stand there sometimes. The rappellinh HECU are stuck because I think I have moved the rally points to far for them to detect I just need to make a secondary assoult point for them.

Removing the little mountain cover made killing the first several soldiers a little easier. I liked that.

Well, what did you do with them?

That doesn’t help that it goes on forever when outside.

I’d go with that, though I do like the helipad idea.

EDIT: After replaying, I’m pretty sure I saw at least one HECU run across the mound.

I’ve never noticed this, but fair point. I say find something other than that helipad to put right there, then.

:what:

:aah:
Put them back!

Mostly outside, near the helipad.

Not at all. They seem to want to run around randomly switch between far away bits of random cover more than attack. After taking care of the ones stationed near the explosives, they just run off and I was able to literally walk to the bunker without taking further damage. The whole battle is significantly easier.

__

Another bit (it’s visual)

Stock: https://i.imgur.com/ytjkJYa.jpg
Mod: https://i.imgur.com/vdM0oap.jpg

The changes to this areas are just… silly. They don’t fit, they seem like they were made just so that there was a change, and the vents look incredibly amateurish.

This area has not been textured quite how it will look yet, it will look different to that eventually. I will darken the bunker also

hmmm, wonder why it is crashing there.

The Helipad that is there is not meant for the Osprey it would be for smaller Helicopters i.e. the apache or other. I may be doing the crate drop off here and I will also be making more green ammo crates like the original. Another thought I have had is the HECU Marine that signals the squad from the original so I also might be adding a scripted sequence for this.

I think it may perhaps be easier but when I am done hopefully the HECU will be running on your position and not hanging outside also more like the original. This is not easy but I am trying. My plan is the second wave from the Osprey will be hitting the player as the mortars start to fall. but potentially be inside the compound.

There is also a trigger issue for the continued mortar attack if the player decides to retreat back into the warehouse. This is something I also need to address. But did you notice that the mortar attack is now more limited to outside but if the player retreats back I need to keep that going from this point.

If not a helipad then what there? Large goods lift like what you take down to Lambda core? I think I will be keeping the Helipad there It’s the only thing I can think that of at the moment for a plausible bit of flat ground but I will be trying to improve on it.

Right.

I attempted to play your map, but both times I had the game crash on me. This is fairly significant as BM never crashes on me. From what I was getting, it seems to be linked to the mortar shells. Hard to say though.

If you want my advice, although having some progress is good, it’d be much better if you put together a much more complete product before making any sort of release. A large part of any development process for something like this is making sure yourself that stuff works. I’d start off by getting rid of the crashing issue, mapping out your original areas, making sure they work like you want them to, then release it to testers.

As far as linking goes, if you’re able to make it work, you’re more than welcome to make a version that links back to Vent Mod’s A map. I know I did the same with Loop Mod linking to OARU (though in my case it was much easier since I only had to change a property on a single entity).

I think i fixed the crash issue now and i have also been fixing up some of the other issues.

Thanks all next one will be much better promise. And thanks all of you for the support. I Wanted to explain what I have been trying to do and see how that would be met. I am glad nobody has Thought leaving the gate open was such a bad idea.

I have taken all day so far to address the issues posted and I have improved it a lot. But I won’t be releasing anything else until I am more sure next time you are right RK. I had just spent a long time doing this and wanted to get the idea out there and some feedback on the ideas.

UPDATE

well had enough for one day done my best on this today but still quite a way off getting this stock remix where it needs to be and the best I can make it. I do really want to start on the new areas RK but until I get this map where it needs to be there is not much point. I think I have also managed to create a new crash bug in the process of fixing something to do with cannot calculate triangles. Anyway I am not going to give up I have the assault working far better and the second wave run through the open gate.

This will be good but it will take time. This is why I had the grim face because it’s a headache, but at the same time I am enjoying it and really I can’t wait to get off this area because I really have put myself into quite a complicated sequence from the get go. Have faith people I will be bringing you the best I can possibly bring within what I can do because I really like Black Mesa and I don’t want to post some half arsed effort. Patience while I recompose next time you get an update it will hopefully be 110% there fingers crossed. nah it will be 90% I’m not that good but It is working better rest assured I need to say this I am on a bit of a steep learning curve from any previous mapping ventures but please bear with me.

I do know what I am doing but I need to broaden my knowledge more in certain areas especially in a sequence and area with quite complicated geometry like the one I am editing.

Quick question if anyone can answer it would help me out.

Do area portals only line up with a world brush. i.e. they ignore entities like func_details?

I really do want to put the area portals back in for performance but It kept leaking so I need to know how this works basically. I never had to use them before but in a map like this it’s unavoidable.

Func,_details do not seal area portals. Only world geometry.

What he said. And your calculated triangles error is likely a busted brush that you should be able to go to by the given brush #.

I’d recommend you read up on anything before you try using it, especially optimization techniques, otherwise you’ll probably just worsen the map. The VDCW is a beyond excellent place to look.

Thanks Crypt and deathmonkey

I won’t have much time to do a lot on this, this weekend or next week as am quite busy with work. I’ll be chipping away when I can find the time

As I said yesterday I spent a lot of time trying to improve the outdoor space the other side of the gate. Today It struck me hard that I was trying to hard for a quick fix and I know now that this area will need a complete re-design.

But once it is done it will be for the better. Another small nugget of information about the stock remix I am going to let out now is that I am planning on showing the mortar encampments in the distance. Whilst it will only be aesthetic I really want to do this for realism and I think this is what the map needs. and although I don’t know about 3d skyboxes too much I plan to add one to this area to give more depth so that layer will feel quite deep indeed in that direction looking out the gate.

Once all this is done and some re-texturing and making custom textures Also expect some sound / audio additions too.the expansion of the chapter will start proper. But if work get’s in the way of this sorry I have to pay my bills.

Alright. I look forward to your next release of your stock C map.

Question for any community members…

How do you see the mortar strike?

Do you think the HECU are bombing their own?

They had been using artillery prior to Gordon reaching the surface?

Bombing warehouse while Gordon inside and outside when Gordon outside only bombing Gordon?

In the original the mouth of the warehouse was bombed whilst being attacked from outside.

In Black mesa there are destroyed trucks outside. Is there a way to turn those from being struck by mortars from pristine to destroyed?

I have not checked but cinematic physics is perhaps what they need to have not sure if they have that though?

Edit:

The M35 truck does have a gib system in the scripts I will have to check if this works but won’t have time until Friday. I will give a small progress update now the new particle effects for the mortar explosion are devastatingly gorgeous. and I have been doing mostly prep work and figuring out how to tackle this hole sequence and extended outdoor section. I’ll just say that I see it as a glimpse of freedom from behind close doors Is what I am aiming for whilst the shells are reigning down I’m adding destructable M35 trucks to the ever growing to do list.

Area portals are still making me slam my head against the wall only in the warehouse section. It’s the skylights I really can’t figure out if they should be area portal windows? obviously broken in the decompile If worst comes to worst I will just lose the skylights (which I don’t want to do) just to forget about this issue and move on.

I have hunted out an artillary models for the mortars but I am undecided on wether to make them brush based as I want them to animate. at the distance the player will see them I think brush based should do the trick but we’ll see. I have a dynamic Artillary model that animates but It’s a ww2 model and that just turns me off it. But could very well be undistinguishable at the distance the player will see it at. Been setting up a few textures which need work and have a new game play crate prop in mind for you peeps too so stay tuned hopefully have more to share by next week.

The way I see it, the kind of distances they would be firing mortar shells from, there would be no need to animate it, or use overly detailed models.

Re :s kylights - area portal windows are just another type of area portal. The only difference is that at a distance they occlude everything behind them regardless of if you can see it or not. They’re usually accompanied by another brush to fade in at a distance to hide the occlusion.

Ok some latest screens

Posting these pics has inspired me to use the godrays on that horizon perhaps in the skybox. Could be interesting I am gonna try that :slight_smile: also bear in mind that this is only LDR as I am still fiddling about a bit

This has been a lot of work. Heads up on area portals my map won’t have any because I can’t get them to work so that is how it is gonna be. I’ll include the vmf when I release this so if anyone want’s to optimise it please share it with me but I have spent too long on trying to get something I don’t understand working and have given up sorry about that but this is final as far as I am concerned or perhaps until a time that I will understand how they work but right now this is how it will be.

I am having draw distance issues for the cliffs. How do I increase draw distance in game? I have not added the mortars yet because of this once I can increase draw distance I will add them to the background.

Does anyone know how I can add Decals to the mortal explosion impacts? I have a decal that would go very well with it but there is no decal left upon impact. This would be the icing on the cake for the surface area mortar as far as I am concerned.

It does not seem to be reference in decals subrect. Can I create a script for mortar_explosion_small ???

Just got some re-texturing to do a small bit of redesign and some sound and I will be realeasing this in the best state I can get it to. (which is not pro standard :frowning: )

M35 trucks got fixed the wrong models were selected in the entity set-up wether that was a decompile issue I don’t know. Hecu will run on your position in the warehouse also. A couple of small surprises but nothing too major altered in the original area.

Looks good so far.

Thanks

I fixed the draw distance issue it was a fog controller set too low for the expanded area.

I said there was no decals for the mortars well it’s not entirely true they leave scorch on the walls but not on the floor.

I suppose that is because of displacement surfaces… but I don’t think they leave scorch marks on the flat ground or roads so how do I find out what decal they use for ground hits? or can I add a decal for ground hits? I don’t want to alter the wall decals.

UPDATE:

Very very nearly finished.

Taking a break and let the map settle for me and double and triple check it but it should be on it’s way to you hopefully on Sunday

I am also begging for the answer as to why the big rock in the 3d skybox was put infront of that sunset view. That skybox is the stock skybox in BLACK MESA about time it started shining. You probably never seen it like that before.

I have done optimisation on the map but like I said previously I can’t get my head around area portal optimisation. It does not run badly but I still get the odd crash and I have no idea why this is… Hopefully somone can help me find the answer to this conundrum upon release.

Stock remix first then expanded version of the map that will lead into RK’s Vent Mod A map. That is the current plan.

[COLOR=‘Lime’]STOCK REMIX VERSION 2 HAS LANDED[/SIZE]

Get it here.

I really don’t want to add anything else to this and want to move on from this area now. But I am also going to be taking a break as this has been far more work than I anticipated.

But I am glad I have done this. Hope you folks enjoy the ride.

Please back up your maps folder so you can revert back to the original if you so wish. (c1a3c).

Feedback welcome but please keep it constructive.

one more thing to note I re-skinned the stock ladders because I could not get studiomdl to compile a new model with the new skin. If someone could help me with that I will put up a new version using the new model. But to remove and revert back to the default ladder skin navigate to.

Materials/models/props_c17

and delete the files named metal ladder 002 and 003 to revert.

If anyone wants to do area portal optimisation on the map I will post the vmf for you but I think it runs ok with normal optimisation.

Please let me know if you have any purple checkers too and I’ll patch the pack. Although I need a break I am not calling this final but it’s a natural stopping point before extending that bit further. and time to fix or address issues.

I am sure there is an entiity screwing with the HECU default A.I. (that is there in the stock map) and I also need to probably find this and delete it. What ever it is. or edit the values so it works better.

Anyway give us your thoughts I’d be grateful

I have one question. Does this version link to vent mod? (BMS is currently uninstalled)

Not yet, It will once I have added a couple of more rooms. This is a deafult map replacement at the moment.

This map still needs a bit of work but it’s at a releasable state hence the link.

Sort out issues with this and take into consideration ways to handle it better take in some hepful advice from knowledgeable people about Hammer editor… and then extend into to vent Mod which will be the next natural stopping point.

The extra rooms won’t take long I don’t think. I did not realise how long I would end up spending on the stock map which I thought I would do very little to.

The extended version should be along quite quick after this is fleshed out. i.e. corridor underground maps will take a lot less work than large outdoor expansive areas. Plus I don’t really need to think about much new stuff as all the content I need is pretty much in BMS apart from a few sound bites or decals. most prep work for the extension is already done more or less.

But I am also having a break for a good few days now from it all.

I’ll list the current issues I personally have with this map.

1.The HECU if you shoot at them decide to stand off rather than charge in swarming the player if you take cover they will come to get you but if you shoot at them they leg it. (pretty minor and quite realistic I’ll pass on this one)

2.The Osprey has an issue that if a grunt is rappelling and mortars are going off directly overhead the Grunt will decide to animate putting his hand on his head and stay attached to the rope rather than complete his cycle of rappelling. Like he is taking cover under his hand from a huge bomb but not completing the animation sequence. I also cannot overide the rally points for the squad for some reason. (some smart A.I. there more than we give the HECU in Black Mesa Credit for)

3.Lighting in the large vent shaft has been problamatic the clash of sun and indoor lighting and shadows is a tough cookie and I had to end up deleting the cubemaps here taking away the normal maps on the texture I created and even with smoothing groups I could not get this to look exactly how I wanted it to.

  1. A bit of ciniematics physics rock that floats in mid air.

5.Occasional crash - don’t know what it is.

^ this is what i need help on.

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.