WGH - Vent Mod


#161

I tested your D map for We’ve Got Hostiles Vent Mod and I noticed one issue with it in the new section you created.

  1. When looking to right in the elevator with an HEV battery, I can see through this wall.

#162

That is an AI issue, and I too have gotten it on my end. I find it really weird since, by virtue, they shouldn’t be able to see the player at all. It could be that they’re simply trying to attack in the direction they got hurt from (which would be the vents in this case) but that’s just a guess on my part.

I can do one final precaution though that I think will put that to bed for good, although it’s a shame that I need to in the first place since this setup should ideally work perfectly.

Also, if all possible, please let me know how exactly you guys played the new section. I think the current item placement should suggest a certain way of going about the section, and I’d like to confirm that it’s working.


#163

Just tried out this transition map. I like the new area with the teleporting enemies when going out of the elevator. The last one caught me off-guard.:fffuuu:

Now for the details:

First of all, it seems the column in the middle of the small warehouse is floating above ground. You might want to check on that.

For the rest, here’s just a bunch of suggestions:

  • You should add black and white stripes to the remaining vent openings in the shaft (the one atop and the other one leading to the warehouse) to keep up with the design of the one on map c.
  • If you can have the zombies idling please do so. Except one in the warehouse, they’re just standing doing nothing when not alerted, and it’s a bit weird. :frowning:
  • Maybe add some blood on the cart where the scientist woman is lying. She seems like a vampire right now.

Anyway, I’m glad you’re coming near the final version. This short mod brings a bit more fun to this chapter, and I’m not against some vent exploration in Black Mesa.


#164

Just so you know, the scientist at the end of the chapter who let’s you through is not mission critical i,e, it does not end the game if you kill him and the doors open anyway.

Not sure how it is in the vanilla game but I think he should be mission critical I picked up the shotty and well the temptation got a hold of me


#165

There’s nothing I can really do about that, since they’re running completely on AI. A lot of enemies in Black Mesa don’t roam when they are idle, with the exception of the Bullsquid.
As far as the lady goes, would a person bleed if they got electrocuted? :wink:

I could easily make that happen, but I won’t unless it gets enough community support. Like the opening_zombie idea, this is messing with dev area construction, so I’m a bit hesitant to make that change.


#166

There does not seem to be a soundscape for the room with all the cockroaches.

So a small request but can you add the sound of the cockroaches scuttling on random trigger when in that room with all the roaches?

I can send you the sound for it, if you do not have it.

It’s a small touch but it’s sometimes small details that bring areas more to life.

By the way the map has come a long way looks much improved from your last version.


#167

…There’s roaches in Black Mesa?


#168

It’s a particle effect.


#169

I noticed another thing that needs to be fixed in your D map.

  1. This thing is floating in midair.

#170

ignore this post


#171

[COLOR=‘Red’]The final version is a go.[/SIZE]

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

So here we are again everyone. With this, development draws to a close.

Unfortunately, as some of you might be aware, the flare issue came back with a vengeance last night and I had no recourse except to just remove flares altogether. If I can’t get it to work right it would probably be best if I just leave it out.

Believe me, I’m fairly grieved over it, especially since I have poured what feels like a hundred collective hours into it, but I had to. I had to.

But on the bright side, I got to switch back to doing just the C and A map, so it’s one less load point.

And that’s all there is to say about that at this point.

Thank you everyone for taking this journey with me. It went on for much longer than I expected (again, because of those unfixable issues), but finally we’re here. It’s definitely worth the effort in the end.

AND, once Xen and the Hazard Course come out, Black Mesa will be completely uncut. How about that? Definitely a plus in my book.

Once more I’d like to give a shoutout to OpenSourceForever for having the idea first.

I’ll make a video within the next couple days (hopefully tomorrow). I’m also going to work on uploading to ModDB. If you can, hit that place up!

Thanks for playing everyone! Have fun!


#172

Hi .RK. I played through your Vent Mod and I really like it. There is one major problem that really needs to be hotfixed. Your A map’s performance has gotten worse from RC to Final Version. My FPS went as far down as 12 FPS when I’m in the map (normally its performance is much higher than that). Please fix the performance issues for that map very soon.


#173

vvis did not run. Fixing now.


#174

Playtests r kewl

Noooo, they also cut the agrunt opening the door in Lambda Core! And the shotgun in OC. game sux nao


#175

Good thing Ronster recreated that scene a long time ago: http://forums.blackmesasource.com/showthread.php?t=15329


#176

Oh yeah, that slipped my mind.


#177

That’s good.


#178

All done. Not gunna be on-record about it though!


#179

Runs smoothly, thx a lot .RK!

Just one thing because I don’t think that’s supposed to happen: there are weird decals in and around the last vent (at the security post). A cafeteria sign on the ground next to the vent opening where that zombie comes from, and a woman toilet sign and a red painted “12” inside the vent, near that same opening. Other than that, nothing to say. :freeman:


#180

Awesome, too bad my holiday ended yesterday. Gona check this out on wednesday.