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"Reloadable" rebreather


Andyno

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Howdy Andy ... I am working on it as we speak ... hoping I can send you the file back by tomorrow.

 

I guess I should have just made another file with this section as a separate cell. That way you could continue working on your file ... then just merge this one into it. Although maybe merging would still work at this point ... but my experience with that is you just end up with a shiot load of duplicates you have to delete , when both mods being merged have references in common.

 

I've just finished putting all the pieces in ... and now I'm going to work on the scripting. Gona test out moving the water level up and down with a script like the one I posted for moving that lift. But I'm afraid other properties the placeable water objects have won't travel with the model ... like what makes the player hold breath and go into swim mode. I'll know in another couple hrs.

So if that doesn't work ... then I'm going to change water level by placing water at every height. And using Enable/Disable in scripts.

 

And if that is the case ... Then the file I send you to test out in game ( so that you can get the player first time experience of solving the puzzle ) Will just be a throw away.

 

So I'll be saving another file that will be without the water placed in ... because adding in all your details , or changing something will be to hard with all those placed waters. Then after you have it like you want it with navmesh ... I'll take that file and place the waters completing the scripting.

 

I'm using ToxicDumpWater that has the same water type you selected for the cell. And even disabling that in the render window ... you can't see through its water surface level ... so with them place like every foot ... would be a nightmare to work around.

By the way I had to use the same water type you selected because I was getting weird artifacts on the water surface , plus at some angles it didn't even want to render. And I think the ToxicDumpWater works best for this anyways :wink: you can still see well enough under to swim in it.

 

On a side note ... whats up with your file wanting to check navmesh boundaries everytime you want to save something?

Never seen that before without having the navmesh editor open. Not a big deal though ... just makes saving a little time consuming.

 

By the way ... I forgot to mention ... You have a great talent and eye for all the details you put in.

Looks awesome ! :thumbsup:

I've only looked at this level , plus a little bit of the flooded cell to see how the water was rendering.

I don't want to find out to much before I get a chance to play it ... Looking forward to it.

Edited by Mktavish
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I'm not exaclty sure what you're trying to achieve, but I definitely like the idea of changing water level! :thumbsup: It was also used in later level of Half-Life. Here you can see the empty pool:

https://youtu.be/pTM-3bWQ7eU

So I'd really like to save this feature for later use. But of course I'm still curious... so for me it would be best that you send me another *.esp with your changes only.

 

I didn't encounter any water artifacts. The only strange thing that still bothers me is the weird impact of light on some meshes. I was solving this over a year ago in this thread:

http://forums.bethsoft.com/topic/1528092-weird-light-on-mesh/

Regarding your navmesh question: I don't know what's causing that awful messages. Even more weird is that this is not happening everytime. Mostly, yes, but not everytime.

 

Thanks for the compliment, although you can't probably fully appreciate all the details since you didn't play original Half-Life. :tongue: On the other hand, I personally think that some locations are somehow empty/dull (for example Materials Transport cells - they're mostly made out of railway tunnels), and I'm not very happy about it. But at least I got still something to improve... :blush:

 

Well, I'm not going to force you to play the mod now, although I'd be very happy to find somebody who want to test it thoroughly, because I'm absolutely sure that another player will see what I can't. In other words - the mod may be buggy as hell! :D

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I'm not exaclty sure what you're trying to achieve, but I definitely like the idea of changing water level! :thumbsup: It was also used in later level of Half-Life. Here you can see the empty pool:

https://youtu.be/pTM-3bWQ7eU

So I'd really like to save this feature for later use. But of course I'm still curious... so for me it would be best that you send me another *.esp with your changes only.

 

Sorry Andy ... I'm having issues with the scripting to achieve what I want ... So is taking a bit longer.

That Youtube link says the video no longer exists , so I'm not sure what your talking about. But of course you can preserve it ... I see no reason you would have to change anything of your mod to accommodate my possible addition ... just where I have put the stairs so far.

But that does have an issue with the stair piece and your ceiling causing render glitching right now. However I see a few possible easy fixes for that. But that is really the least of my worries right now.

I may have to make this in a separate cell and file. But hoping I can atleast get the puzzle working enough for you to give it a game run with what I have so far. Then with your first time impression on it ...can decide if the puzzle is to hard / easy , or some other factor?

Me being the puzzle creator , I can't really guage it well enough I think.

 

I didn't encounter any water artifacts. The only strange thing that still bothers me is the weird impact of light on some meshes. I was solving this over a year ago in this thread:

http://forums.bethsoft.com/topic/1528092-weird-light-on-mesh/

The water artifacts I think were caused simply by me placing water that didn't share the Cell type water ... no big deal really once I figured that out.

 

 

Regarding your navmesh question: I don't know what's causing that awful messages. Even more weird is that this is not happening everytime. Mostly, yes, but not everytime.

 

Did you use Balance every so often while navmeshing , then run check cell navmeshes , and ultimately Finalize cell navmeshes ?

 

Well, I'm not going to force you to play the mod now, although I'd be very happy to find somebody who want to test it thoroughly, because I'm absolutely sure that another player will see what I can't. In other words - the mod may be buggy as hell! :D

 

Well I wouldn't worry about fixing the bugs until your done creating it ... by the looks of it ... I'm assuming you do your own in game testing each peice as you create it ? So if it works well enough for you ... shouldn't be to bad for others. I will definitely give you feed back testing ... even try to help you debug it if I can. But I want to wait for an initial first time play through. And thats why I won't even watch a lets play on original half life just yet. No Spoilers !!! except of course the waste water puzzle if it fits in.

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Don't worry it's taking a bit longer. My philosophy in the mod creating is "Better later than never." :wink:

 

Hmm, maybe you're trying to achieve something like this:

https://www.youtube.com/watch?v=Ap5Sbw3Afm4

Anyway, for me it would be enough to only change water levels. So you don't have to bother with some objects that travel along with the water level (as you can see in the link above).

 

The link I provided before is still working - I just checked that. Don't know why you have problems with that...

 

Balance? It's some kind of GECK feature? I'm currently not at home, so I can't check that, but I never heard of something like that. I check navmeshes only if there're errors in them.

 

Actually, I don't test the mod regularly. I test only major additions/scripts/new features. For example: if pixelhate will create that lift, I'll be eager to test it as soon as possible... I also tested that detonator feature you were helping me with some time ago...

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Hmmm ... thats funny ... yes the half life video you linked is now working. But I'm confused as to why your linking it.

What does it have to do with the "ToxicDumpWater" and moving it up/down ?

 

Ya the Resident evil puzzle is somewhat similar I guess ... But no this one is a lot more in depth ... the area is larger for sure. But there is no crate floating going on in mine , no objects to move around. You'll just have to wait and see I guess.

And it looks like I do need to use the Lift script for moving the water. Which will be nice for the visual ... but the player cannot swim in it while its moving. So I guess will have to employ some player controls disabled for the polished version.

I'm having to rethink the puzzle pieces a bit. I was trying to achieve a realistic render of how all the pieces interact with each other ... and the player having freedom to do what ever.

 

On Navmeshing ... Balance is the "B" button on the navmesh editor controls. It tries to balance the number of vertices and triangle ratio. Which helps navmesh navigation for NPC's I guess.

You just click it every once in a while after navmeshing a section. But often it will change your edges , which you just go back and fix stuff , like around door casings. But after your done navmeshing the whole thing & balancing every so often.

So you don't want to hit balance after you fix your edges. Then run check cell navmeshes ... then Finalize.

Edited by Mktavish
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You probably didn't see the next progress of gameplay. When player first approaches the pool, it's not filled. But after turning on 2 water pumps, the water will fill the pool. Actually, player can't see how the pool is being filled.

 

Well, I'll wait then...

 

Disabling player controls is somehow... not very good, I think... I suggest this: the button for filling/raising the water will be on some upper platform or something, so the player can't jump in the water right after he push the button - he just simply has to travel all the way down while the water will raise. The main aim is that player can't reach the water before it's raised. Maybe this is conflicting with your basic idea... am I right?

 

Hmm, maybe that's why some NPCs/creatures behave very strange in some cells... thanks for the tip!

Edited by Andyno
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Wow, I never thought that my mod should be so interesting! :laugh: I definitely like the idea, although it's very similar to that pump feature in original gameplay I mentioned earlier, so I'd like to save this for later use. Your puzzle it too complex for such dull mod of mine. Maybe if you could simplify it somehow: for example not to use 3 switches, but only one...

 

Now something more specific to your content. Actually, I didn't solve the puzzle, bacuse... well, here's what I found so far:

1. all hatches are inaccessible/unusable

2. switch #1 doesn't do anything, switch #2 is broken (as mentioned in the terminal)

3. only switch #3 is usable - I used it 3 times to raise the water level

4. at the bottom of the pool there's valve that doesn't seem to do anything

5. the layout is somehow wacky, but that's not much of a problem

6. I like the terminal discussions - they definitely aid the idea of not-such-dull mod. I'd definitely like to have more of these in the whole gameplay... but of course they must fit in Half-Life lore...

7. according to the terminal, there's some flush pipe (or something) to Residue Processing, but I can't find anything of such thing in the GECK. So where should actually player end up after solving the puzzle?

8. Playboy magazine is nice easter egg, but I personally think it doesn't fit in Half-Life universe

9. there's a crowbar that player probably have to use to make a progress in the puzzle (the stolen tools, right? :laugh: ), but it definitely has to be something different than crowbar, because there's already a crowbar placed in one of the earlier cells... hmm, maybe if I could remove it and replace with your meaningful version of crowbar (you know, mine is just laying around as an easter egg)

Edited by Andyno
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