Ronster, have you consider advertising your work on Moddb?
Nah can’t be bothered. I’m leaving it here if people come across it and try it then great.
The thing is I still have a crash issue to contend with also. I am using the animation revamp though so perhaps that makes it crash for me because I know this has caused issues in other mods. Let us know if it still crashing for you my guess is it probably is. But I know it’s far more stable than it was.
I think I know what the issue is with the Rappelling grunts in the shaft or at least I am going to try killing off the A.I. Battle line and A.I. stand off once entering the bunker. This must be what is screwing with the Rappelling grunts as I can’t think of anything else.
One thing I probably oughta mention at this point, since you’re talking about compile times and it hasn’t been mentioned yet…
You know the large area above the map that has nothing in it? The large area that’s big so that the mortars can fly there? Yeah, apparently there will be a truckload of visleaves up there. I can distinctly remember trying to compile the C map during Vent Mod’s development and vvis getting hung up just because of the sheer amount of visibility calculations. I’m not even kidding around.
If you haven’t already or if there already isn’t one there, put a func_viscluster in that entire area. That way vvis will have a much more managable amount of things to do and it should speed up compiling.
The Map now effectively in terms of how I had to alter it to get it working is a large Bucket with the lid on it the surface section became about just over a third larger had to box in huge swathes of sky to get it to compile. I used Visclusters on the displacements areas 3 in total but I will definitley be adding one up there when I get to it. Thanks a lot for your support RK.
Here is some of what I plan to be drawing inspiration upon for the next section. But without altering the very next room in terms of geometry. Well I am fibbing a bit but I am not letting any cats out of any bags of what I have planned next for the very next section.
Also a quuestion about this.
Is this cut content? It’s a map of the surface in WGH
I have started putting the geometry together more in my head than in hammer for this next section. I am planning on having two shafts currently as an air in flow and air out flow. I thought more people would find the premise of the cut ventilation system a lot more exciting than a zero set of opinions on it so far. Don’t worry it won’t be boring that is something I don’t do boring. The very next room will be the cut shaft from Half life this will branch off to and be around the ventilation system. But it won’t be a massive expansion, it will probably go fairly quick and swift but slower than the bombing of the surface section. The very next room has been started on mapping wise also. There will not be any flooded warehouse with Bullsquids I can tell you that now.
One more thing to note is the key cards, that got cut that seemed to be planned for this area I am not to sure if that is something that I will be including but you may see a reference to key cards in the level for nostalgia purposes. are key cards boring fetch quests or are they charming old school game play? would you like to see the keycard mechanic return for a single door? Black mesa also included a reference to it… I just wondering should I try to do this.
I want some ideas on thoughts about how “security Complex” became “We’ve got Hostiles” and how the Ventilation system got cut quite heavily. It’s a grey area that allows for creative freedom but there also has to be an element of planning that any Alpha content that is included is done in a reverse way of thinking as the alpha ventilation system was the B map or 2nd map in we’ve got hostiles before the drastic alterations that were made. But It also calls for not veering away too heavily from being in the ventilalation system and not running around other large areas it needs to be focused on the ventilation areas and not so much about anything else.
As RK has shown with vent Mod the maps in the original game make no sense what so ever and neither do they in Black Mesa in terms of spacial awareness. My thoughts are that it did make sense at one time but when the drastic alterations happened this affected the layout and stuff got lost that was originally planned. But with that said the alpha was the B map which was still heading to the surface but in this version it will be the way back doiwn through the ventilation system. Keeping closer to the original Half Life game.
Please give us your thoughts on back engineering “security Complex” back in to We’ve got Hostiles. and solving this Jigsaw puzzle.
https://combineoverwiki.net/wiki/The_Security_Complex
https://www.youtube.com/watch?v=TtdWGaJzPV0
[COLOR=‘Lime’]VERSION FINAL STOCK REMIX NOW AVAILABLE
No longer crashes has new Ladder model and texture and a few little minor tweaks.
https://www.mediafire.com/download/icu4ongkv9c6qux/WGH+STOCK+REMIX+Final.rar
the reason why it was crashing was incredibly stupid and dumb.
The extended version will feature a few minor tweaks to this map though as I have just picked up on a few things I missed.
Please also if you download tell us what you thought of it, it does not mean I will change anything but I will happily take opinions in to consideration.
- The ladders are meant to fall down the shaft (whoops so that’s going to be restored how did I miss that and perhaps a fan also)
- The flicking light as you make your way up to the surface in the elevator. I really wanted to texture this similar to the original, the texture for the ceiling is actually hidden under the elevator in the default black mesa version. I have a feeling they will create this in 3d models, but If I get the time one day I may do this but for now the textures will be staying as they are.
HAPPY EASTER!!!
So it has begun, and I am now starting to get excited, I hope you folks are too because this is the main reason why I started this project in the first place and it feels good to be here at last.
I made quite a big post above but I bumped this in hope of getting some peoples thoughts on the above post. But if nothing comes I guess nobody really missed this room?
Theres a couple of other things that I am going to share at this time.
This is a long way off yet and I am using RK vent mod as a basis for it. not because I want to copy his work but because I am sure my spacial awareness skills are nowhere near his so I am planning to link in to vent mod at exactly the same point as RK’s map does but for the map to be completely different in terms of layout and what you will see and what will happen. all that will be used from Vent mod will be the level transition in the same place.
That has it’s complications as this room is not next in RK’s map but it will be in mine so that makes things a bit difficult sort of. Another thing to note is that I am undecided as to wether or not load in a whole new map and do the whole extension that I have planned in one map so it’s all a bit up in the air at this point. as I do believe I could squeeze it all into one new map for the chapter. but if I do the whole “new map option” I plan to transition back in quite a different place to the first map in WGH so It’s all a bit ??? at the moment but I am doing this like this for good reason as I keep my option open at this time.
You might want to just keep your whole mod in one map if you’re going to pursue linking your map with Vent Mod’s A map, and the reason being is because of how level transitions work.
Both maps have to reference each other. Ergo, if you suddenly make a D map, Vent Mod’s A map will not reference it. You wouldn’t be able to do such a thing without packaging your own version of the A map (which regardless of whether or not you just package the stock version of A or you take whatever you need from Vent Mod A, will cause problems).
And of course if you’re just making alterations to C and intend to have that hook up to Vent Mod’s A, you should also make a version of C that links to the stock A, because potentially your playerbase may not have Vent Mod installed.
I think that i will link to vent mod first. and get this part out the way. I want to encourage people to also try out what you did and then the next release will be a mod of vent mod. replacement c map.
Then when i do the chronicles section that will be the last phase of the project. where it will be a stand alone mod and i will also then edit the a map to link.
But because I am somewhat making it up as I go along I may be able to include a part from chronicles in this. It’s very much going to be a suck it and see. And I never planned to map the whole of chronicles either only the very first part and the tram ride. so like I said I’ll have to wait and see what heppens. But I doubt there is space for the tram ride in this map. But that also was never going to be very long either.
Hi, I am using the other one, the Vent Mod, now what would happen if I’d install the most recent version of this shiny mod? It would be a dead end , a crash, or massive nuclear meltdown?
The stock remix mod is not compatible with Vent Mod.
Just to let people know that i have not forgotten about this but that development is currently halted while i am too busy with work. I plan to recommence development in end of july or august.
So sorry ran out of spare time until then but if you have any thoughts at all about we’ve got hostiles or the alpha security complex content i would be happy to hear them before i start up again on this.
I have also made a minor change to the B map and retextured the lift shaft and added the audio line “Heads up we got a hostile” in the correct place that it is heard. I also have a sign ready to add for surface access which is missing from Black Mesa. But you won’t get this until a much later time when i get the expansion underway proper
i so whant to play this, pls, tell me if not going to be released as an stand alone, then how exactly i get it?
vent mod??? it will be part of it?
As long as you have Black Mesa you can download it from page 1 first post in this thread and put the files into you BMS directory and it will work. But that is only the stock remix of the 3rd map in WGH currently which is the same length as the normal map more or less it’s slightly expanded … Everything else is going to come at a later time.
Try this first and then try vent Mod in the meantime while I am on shutdown
I also need peoples opinions and help… Yes I am a human and I need alternative points of view… Or am I slipping down a vent shaft?