Hey, everyone! Long time, no see.
A long while back, I promised that I would do a little bit of tweaking to Vent Mod. So… I never actually did that. I’m pretty sure that this was two or three years ago that I made this promise. Well, now that the Xen pre-patch has gone through (and, apparently, my mods are becoming increasingly broken), I figured it was time that I revisit things.
And why now? Well, I’m freshly graduated from university (I have my Bachelor’s in physics now, but the ride isn’t over yet; I start grad school in the fall and I hope to get my Ph.D someday in the far future). So for now, I have the summer off. This is great opportunity to work on things.
So I’ve gone in and I’ve made an update to Vent Mod for the xen pre-patch release. Here’s what’s new in this version:
-The air raid sirens have been added! They’ve been present in the stock BM for quite some time and now they are available in Vent Mod.
-Flares have been reintroduced! BM is pretty good with lighting and I feel comfortable putting them back in
-The interrogation scene has been removed. People have had mixed feelings about this scene, saying that it looked unfinished / unpolished in regards to the rest of the game. I don’t have it in me to fully flesh it out so I think, for the sake of consistent quality, I should take it out.
-The A has had its lighting fixed (so the areas are brighter and you can actually see in them now).
Most importantly, since this has been compiled under the latest BM compiler tools and built in the latest engine, it will have the nicest possible coat of paint to it, I think.
There isn’t really anything else that I want to do with this mod. I’ve received requests here and there to expand this mod. To be frank, however, I don’t think that there is anything else to add. I’ve, for a long while, considered Vent Mod to be more-or-less content complete; what’s going on now is mostly fixes. But, certainly, if anyone encounters any bugs or other issues which impenge on gameplay, please let me know immediately so that I can sort them out (that is, unless, it’s that pesky level transition bug that sometimes breaks going from C to A; I don’t think I will ever figure that one out).
There will, if I keep my promise, also be an update to Loop Mod, but that will take significantly longer (for reasons that I will details in its own post).