WGH - Vent Mod

2 maps. Only editing the tail ends of A and C.

I’m not touching B. It would be too much work to decompile, rebuild optimization, and fix lighting errors, just to add a music trigger. Sorry bud, but you’ll have to do thatmod yourself.

I hope those issues you’re having with Map C will be fixed.

Nice work .RK

There’s no hurry, take your time to make sure it’s all perfect. Loop Mod is a nice addition to OAR and I’m sure this’ll be nice as well.

Oh! Alright, then. I thought you were! :smiley:

Yeah, I wouldn’t expect you to do all that just for my thing. I’ll have to learn how to do that…

.RK, did you fix or find a way to make BM maps with the removal of the SDK?

Do you get errors still?

I’ve been having errors today too, and now that I know it’s not just me. I haven’t been able to use any of the editors that come with the games now either.

So, of course, work is paused at this moment. In leau of that, here’s a small update.

I’ve figured out the reason for vvis hanging up is the ludicrously large area above the map where all the mortar shells fall from (I think they are mortar anyways). Temporarily filling this area made vvis run perfectly.

At the very least, I know now that the uber long compiles I was getting before are normal. It also means that in all likelyhood, I’ll have to leave it on overnight when doing full compiles.

I believe I’ve fixed the choreographed scene that I made. Which is also a good thing.

I’ve added a new area onto the path, and I’m quite happy with how it works. Still needs to be detailed, but the bulk of the work is done.

I’m iffy on if I solved the cubemap problem, but I intend to run a test tonight to see.

.RK, verify Source SDK’s cache now! It will put in some new files in the sourcesdk folders and we will be able to use it again.

One more thing: Delete the sourcesdk_content folder from youraccountfolder after Source SDK is updated. It is no longer needed as it is now integrated into the sourcesdk folder.

I don’t know if I’m too late to the party, but I vote for no map of the vents. To me, it makes no sense in the context of the world and stands out like an obvious game element. Why would there be a convenient map just laying around where you need it?

I guess maybe I could see finding a janitor’s office with a building schematic on a desk or on the wall, but the vents wouldn’t stand out like a highlighted red maze or anything. A crudely-scrawled sheet of paper on the floor next to a dead scientist isn’t a bad idea, like Pauolo suggested. But I wouldn’t want some clear map, the fun of Half-Life is that you don’t know what’s ahead of you.

That being said, keep up the good work, I’ve no doubt you’ll deliver something of high quality!

It’s a shame that the new SteamPipe version of Source SDK update has hindered your progress on making this mod. Hopefully, Valve will make an update fixing the issues with Hammer.

I was able to open the Hammer Editor from Source SDK just now. Hopefully, you can work on your mod again.

Make sure both Source SDK and Source SDK Base 2007 is updated by verifying their cache.

Edit: So is Source SDK working for you again?

Yes, Hammer is running smoothly. Been making some minor changes here and there.

Quick question that I think I already know the answer to: can vent shafts go through solid earth?

I’ve seen small pipes going through solid-ass concrete. I’m willing to bet if Black Mesa needed ducts going through some concrete that they’d get it done.

And if not… who cares? If it looks good or is just an good idea in general then I say go for it.

In reality? No. But can vents also support humans crawling through them in reality? No. :slight_smile: That’s because duct work is really flimsy. The weight of cement or earth would be too much and collapse the vent walls. Plus, earth would corrode the duct work. But since we’re already suspending disbelief crawling through vents, I guess it’s not much more of a stretch. It might stand out because we’ve never seen duct work going into the ground, but if we’re crawling through them, people might not even notice that they’ve gone underground.

Black Mesa and City 17 have Xtra-Strong, Industrial-Strength, Echo-Reducing, Titanium Ducts. They figured it’d make them ideal for escape routes in emergency situations. :smiley:

Cost a ton of money, though…

Aperture Science got self-repairing walls, reinforced vents in Black Mesa aren’t that much of a stretch.

Any progress on the vent mod as of yet .RK? Or are there still problems with hammer and source SDK/whatever else preventing you from working on it? This thread’s gone a bit stale :frowning:

Paitence?

Here’s his answer to that question.

Edit: Anyway, how’s work going on the Vent Mod?

The short version is real life is kicking my ass.

The long version is that it’s not going as fast as I have hoped, although I’ve made a few breakthroughs. Namely getting vis to finally work via use of a func_viscluster. The cubemap problem also seems to be solved.

The biggest hurdle at this moment is that the map still doesn’t want to obey lighting. My biggest concern is that, other than the flashlight, there is no way to dynamically light anything in the C map. Surfaces usually can be light by things such batteries and flares (that produce their own light), but that is not happening here.

And I have zero idea as to why this is. If anyone knows how to fix this, I would be in your debt. I really cannot stress how important this issue is to me. So important infact that I will not be releasing a beta until I find some way to resolve this issue. It really sucks.

Other than that, it’s nearly ready. Lightmapping is already done. I also plan on within the next couple of days on solving some lighting bugs on whatever props got broken with the decompile. That is, when I can find time between all the other things I’m supposed to be getting down each day.

I hope those issues you’re having with map C of “We’ve Got Hostiles” will be resolved very soon.

Edit: How’s work going on the Vent Mod? Have you been able to fix that lighting issue with map C?

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.