WGH - Vent Mod


#61

Only partially. It seems to be linked to HDR. I will not have it completely fixed by the time of the beta.

Things are coming along. It will be a couple of days yet. I will be making a video demo (just like I did for Loop Mod) but I will released that after the beta is released. Reason being is I don’t want to spoil the surprises with a video just yet. Cross my heart and hope to fly, I will make one.

In the meantime, have some in-game screenshots. If ya’ll have any suggestions, let me know!





#62

…Nice


#63

GOOD.


#64

Looking excellent, my fellow gamer brony. So, I still haven’t thought of anything to add besides that “bullsquid/houndeye-filled maintenance crawlspace” idea. I just think that would add more variety & make more sense than just nothing but vents.


#65

Noiec. Looks a little too dark in some of those screenshots though, and the lighting is way off in the 3nd one, though I’d blame that on the lighting problems. Oh well, its still nice to see progress is being made and that you are starting to get over that killer bug, and we got to see the first compiled screenshots :slight_smile:


#66

Looks good. Can’t wait to play it!


#67

[COLOR=‘Red’]VENT MOD IS NOW LIVE - FINALLY

You can find it here: https://www.dropbox.com/s/7lortflu9g82z4r/VentMod.zip[/SIZE]

Please let me know IMMEDIATELY if there are any kind of texture errors. I don’t expect any since I didn’t package custom art assets, but all the same.

Well, it’s finally here. Vent mod is finally in beta!

Please go over the Readme. It details important installation instructions. Also take note the list of known bugs. Do not comment on these unless you have suggestions on how to fix them. Other than that, comments and criticisms are highly welcome!

Personally, I think this is in great shape for a beta. Heck, it’s definitely in much better shape than Loop Mod was when it hit alpha. That’s pretty awesome.

As far as the video demo goes, it will be available in exactly 8 hours after this posting. That’s not a promise either, it’s a done deal. As in, it’s already been uploaded to youtube done-deal. All I have to do is set the video to public and post a link tomorrow, which will take two minutes at the most. I still want to wait until people have had the chance to play, because I detail most of the surprises in that video.

So my advice is to not watch the video until after you’ve played through the level.

EDIT: And here is the video: http://www.youtube.com/watch?v=jJl-nXQ-hRE

Also, to celebrate, Loop Mod is getting a hotfix, so look out for it within the next day or two![/SIZE]


#68

Awesome! :smiley:
Unfortunately for me, my computer playing up. :frowning: So until I get it fixed, I’ll be holding this off until further notice.


#69

I’ll try to take a look at this over the weekend!


#70

Awesome! I’ll play through it and give you some feedback for it soon.


#71

I’m going to play through it now. Where does it start, exactly, in the WGH chapter?


#72

The mod really starts in map C of the WGH chapter, but I recommend playing through the entire chapter to get the full effect of the mod.


#73

Agreed, especially since I didn’t test as extensively on the dev sections as I did with the new sections. While I’m pretty sure everything still works okay, it’s always nice to get a second opinion.


#74

Yeah, I noticed that the flares did not light up the inside of the vents the first time around. Guess I had HDR turned on.


#75

Here’s some feedback on Map A of the Vent Mod.

Feedback for Vent Mod Beta

  1. Some areas of this version of the map are darker than the stock version.
    Stock Version: http://i.imgur.com/wO2iDB6.jpg, http://i.imgur.com/rUzzmKc.jpg, http://i.imgur.com/1qzEzb8.jpg, http://i.imgur.com/iH7e9df.jpg, & http://i.imgur.com/oHNXkbc.jpg
    Vent Mod Version: http://i.imgur.com/NCuP2g3.jpg, http://i.imgur.com/2jSS8zM.jpg, http://i.imgur.com/cRoQdyX.jpg, http://i.imgur.com/dbaktH7.jpg, & http://i.imgur.com/ZmOBsPN.jpg

  2. The Silo D door in the beginning of the map is slightly off to the left, leaving a little gap in the process. Please move it a little bit to the right to fix the issue.

  3. In this area, could you add a handrail over here? Reason for this is because when trying to fall down there I’m blocked by an invisible object.

  4. I don’t know if this is related to HDR, but it’s messed up when moving around in some areas such as here, here, and here.


#76

To be honest, I think the darker version looks better.


#77

I think it does in these areas (here, here, and here), but it looks very off in these areas (here and here)

Maybe it could work like this: Those two areas where it’s very dark could be restored to the stock version and the other 3 areas where its slightly darker can be kept. It would flow very well with map B where it’s kind of dark and ominous.


#78

Add a light_spot, it’s too dark:

I don’t know if’s me or not, but I get errors here:

and here:

Change the skin of these pipes:

Make them rusty (skin 2 or 3).

Make this area have a small light_spot:

This vent is way too bright:

Is this me or it’s general?


#79

I think it would be cool if there was a flickering light in that room.

I’m going to check that to see if I’m having this issue as well.

I agree with that.

I think this is an issue with HDR being enabled on our end.


#80

Actually it isn’t HDR, because it works just fine in the A map. All of those issues you guys are spotting in the A map are cubemaps bugs. Admittedly when I built the last, some weird things happened. When it started running fine though I passed it off.

  1. Silo Door Fixed
  2. It looks like you’re supposed to be able to fall down there, so I’ll just remove the invisible object instead. Dem player clips.

I’ll be hotfixing soon to restore those missing pipes.