#[v81] Half Life Black Mesa Moon + Interior
1 messages Β· Page 5 of 1
it was indeed the obsolete field being set to false and overriding the new field
setting both to true fixed it
Just published another update for Black Mesa to hotfix a few things
Changelog:
- Fixed issues with configs not generating from LLL
- Tweaked the brightness on the Surveillance Cameras in the Security Room
Can you remove the fake doors
I like the interior but I hate when I go to a door and itβs just decoration
they have lights that indicate if they are working iirc
Those are blockers for doorways, what else would I put there?
That's just how dungeon generation works
The lights should tell you instantly if it works or not
What if you add a text that says locked or something like that when you hover over it
I would be worried it would confuse players with actual locked doors
But I could add text that says "broken"
π€
Yeah
I don't quite understand the point of adding what would appear at first glance to be a interaction prompt text on a door that can't be opened
if you're close enough to see that text, then presumably it'll be fairly obvious that the door can't be opened considering that there is not a prompt
as far as adding more visual aids to differentiate them from a distance, on the other hand...
@vapid pendant incase you didn't see
Really really glad to hear people reaching out to me about how good the performance is now!
150,000+ downloads π
just tried this moon out for the first time and I absolutely love it best moon and interior combo mod in my opinion
Thank you so much! 500+ hours of work into it and lots of help from wonderful people here π
I love this moon so much! Thank you for the amazing work!
Glad you like it! π
Gonna try to add randomized props next as well as unique trip mines and toxic waste parkour elements in the rooms to have a chance to spawn
WIP randomized toxic waste parkour obstacle
animated towards the drain
will do dps to player if they step in the toxic spill
Thats pretty bad ass!
There is one issue i've been noticing. Anything involving teleporting on this map puts players above the map and they have to try to find a way to clip back inside or they fall to instant death.
Noticed it with 2 different teleport type hazards.
First is Cursed Scrap and the Second is Lethal Things Teleporter pads.
Sometimes teleporting lands correctly but most times it does not. I also believe inversing in does the same thing.
ah yes! That is because the inverse teleporter teleports players to NavMesh zones, BUT some ceiling areas are considered when baking the navmesh so it is some of the known issues I am slowly working through π
takes a bit since there are over 120 rooms to try and fix it for π
I got it tracked on my todo, but has been challenging to get it to play nice π
120 rooms!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I knew it looked big from outside of the map but holy hell!
well 120+ possible rooms for generation π
not all 120 are used when generating the dungeon
most interior mods have around 30-40 room tiles that are used for creating a dungeon randomly, but I made 120+ for this mod so it has more variations of rooms to choose from π
I have some more planned, but wanted to get some things added and fixed before adding more room variations
WIP wall mounted trip mines
That's Awesome!
Hoping these will be fun to encounter
I will be allowing them to spawn at feet and head height on walls
so you have to crouch under them or jump over them to not trigger them
rather than the standard "just gotta walk around it or jump over it" landmines in base game and other mods
These might be more engaging
can monsters trigger them?
Probably would be annoying if a monster gets you killed
Might not allow that similar to vanilla ones
Interesting take, good enough to even be a a standalone mod for other dungeons like facility
I really want to make sure I give agency to players on when things blow up or they get killed
getting killed randomly or no matter how much skill you have is annoying for folks
makes sense
Yeah not a bad idea. These I will be placing by hand per tile so that they are never in an impossible to pass location or in janky spots
but a future standalone mod that can try to do good with that would be interesting too
Similar to how I am doing my toxic waste barrel parkour elements
by hand placing their potential spawn locations I can make sure there is variation but also they don't get placed in a spot that is unfair
Just takes a lot of extra time, but for quality I am fine with that π
with 120+ room tiles though it is a lot of manual work
I appreciate the time you've put into this mod it shows for sure
Thanks! I want people to have fun with their friends on it and love seeing videos on Youtube encountering the rooms or using the Handheld TVs for the first time
Testing the ZagCam deployment features as well as the pocketed bodycam features added
These are probably my favorite additions unique to this Interior
And they work great in VR too
can be placed manually on the floor to setup your own security cams in various hallways too or pocketed to become a body camera
ignore the black lines on the screen, the Unity editor is all goofy with screens for some reason
That's so cool!
Honestly Iβm surprised more interiors donβt have vents like this
Only other one I can think of is Sleepβs School
gives me phasmo camera vibes
it is based off an old Sony Product
yeah I think I was the first to try vents that the player and monsters can crouch walk through and they had their own challenges when doing them
One big issue with them is monsters sometimes have trouble opening the vent gates
something else on my todo list to fix π
Still rad af
indeed!
it is scary af when a Thumper crawls into the vent with you lol
but it is really fun to hide in the vent before they see you and watch them walk by
so it lets you hide from monsters too which is neat while also peering through to look at them through the grate vent
I want to add some barrels/lockers that players can enter and hide in too kinda like that one multiplayer horror game
I think it is Dead by Daylight
or similar to Outlast
Oooooo
where you can hide under beds or lockers to hide from the monsters trying to find you but you can see them through the holes
Thatβs a few games tbh
but I also want it so they can open the doors to get you if they know where you are
Itβs a good mechanic and great for building tension
That's a sick idea!!
so that is next on my list after I do these tripmines
I just have a long list of stuff on my cook book 
There we go now the tripmine is animated fully to disappear when the beam is crossed and it blows up
idk why it is embedding weird lol
Still working out some kinks with the explosion itself, but tripmine goes off and disappears now
Making the handheld tv explode while leaving the ship is kinda too evil lol, We were wondering what was making us explode
lmao
it is in the fine print
on the clipboard
BUT
maybe I should lessen the damage
lol
I gotta have them explode either way though so they aren't taken off moon
since it causes bad things to happen
lol you know our generation don't read the fine print π€£
maybe I can have them do 1 damage lol
Most people don't which was kind of the funniest part to me when we were working on the clipboard
the last page is super long and at the very bottom is the warning
I love that
it is supposed to be some sketchy security company that went out of business in-lore
who are not liable for any harm brought to employees by said security devices
@north thorn we might want to lower the damage on the ZagCams lmao
maybe 1-5 damage instead of 95
wait why?
so it still scares people and blows up but doesn't kill them maybe
.
lol
I mean... we made it do that because they're not supposed to take them on the ship lol
yeah we want them to go boom still for sure
but maybe killing the players is a bit too evil lmao
is it? the game likes killing people for less imo
but I'm not super opposed, I just think it's funny
this is also true lol
I also think it is funny af
maybe if more complain about it we can reduce it
just a thought π
it's meant to be a deterrent and if people stop taking them then they don't explode
the radius is very tiny so if you're not standing right next to the person that brought one you shouldn't die
also truee
maybe we could lower the kill radius now that the explosions are more reliable though
we did have to overtune it a little because it wasn't hitting
also valid^
thing is, if it does non-lethal damage, then nothing really happens except you get jumpscared by a loud noise
health gets reset moments after they explode
that's my main argument against taking out the kill radius
will they work with mods like fairAI that allow u to choose monsters that can set off mines?
that really depends on how we implement them, and how that mod also implements its changes
I haven't looked at the code
it's pretty likely we won't reuse the landmine code for this in the end, so I doubt there'll be a way to make it work out of the box without explicitly supporting it
I personally would want to steer clear of having enemies set off the mines probably
.
Half Life Black Mesa Moon + Interior (v62 compatible!)
I feel like if the enemies set off the mines you're just not going to see very many of them
So far my favorite reaction to the ZagCams
https://youtube.com/clip/UgkxVxrIEaTzkzdDf_2qhDdm1Bef1u-uhrKB?si=ue4WqOx3nXkQRqp6
60 seconds Β· Clipped by Plastered Crab Β· Original video "LETHAL COMPANY - BLACK MESA FUNNY MOMENTS" by ThatCowBloke
not from black mesa but maybe an idea https://www.youtube.com/watch?v=eFEVVvEN9s8&t=49s
I kinda expect the same thing for landmines with that mod, but some people like it I guess
there is the fun factor of having the chance that you see a monster get blown up in front of you to be fair
or blow you up accidentally lol
Yeah, it's just that the tripmines are way easier to hit compared to the vanilla landmines
yeah, probably true, especially with how the AI tends to path
I don't think I would have the smarts to pull this off at the moment haha but it does look cool and would be a fun hazard!
Was really just a random idea I had
Never bad to have ideas π
Brief test of the laser tripmine generation (positions and quantity not final)
@sacred quiver
I like π
I feel like the shaders on the acid could be a little less bright, the contrast is a bit much
oh absolutely
Maybe have it emmisive?
yeah but just makes the mesh glow
I can add some soft area lights that are green to the prefab
was gonna try that
Area light upwards might be the best bet
as it also going downwards makes the ground lit up in a rectangle lmao
a bit better
Can we get something for making getting scrap back to main easier π like some type of special device that sends it to main so if someone watches security cams they can also work on loading stuff in ship.
I only ask cause damn this map is so big we barely get time to explore it cause we have to keep running back and forth back and forth.
can have a (shadowless, very important) area light on the goo
it'll cover the whole area properly then
facing downwards?
I have a shadowless area light going upwards slightly above the goo surface
mostly is an issue with generation size or fire exit placements really
I want to just explore it so bad that I tend to just ignore most scrap π
we will probably tweak it to be a bit smaller, adding DunGenPlus to also add 3 main paths and having fire exits spawn a bit deeper in
just a flat 180 facing upwards π
hum I wonder why it's not shining on the floor
yeah it is a issue with having so many possible tiles that each generation is so unqiue that it ends up being really cool to explore instead of play the game haha
oh I just saw you mentioned area lights up above sorry lol
How about though
Special deposit system. Make them slightly rare like the recharge stations. You deposit an item into it and it spits it out in the security office or something π I know it an unreasonable request
no worries haha
if it is something I could figure out code wise then I am not opposed π
the goo itself is quite rectangular, would maybe be better if it was kinda like this shape?
I am pretty weak code-wise so I will likely need some help lol
it is mostly rectangular solely due to the rectangular hurt box of the acid trigger volume π
ah
Ship Inventory is where I thought of the idea. Would need to be adjusted.
Make it like the bank tube's π omg
So then someone has to retrieve the 1 item from it at security office to allow sending another item back.
would be cool yeah π Main issue would be code-wise haha
I believe in you headcrab
I am not sure how to do it via code, but I can whip up models if the code is figured out
Here we go a thicc point light off to the side a bit to give the ground some glow but not too strong
probably will be tweaked further, but good for now
might be good to try tossing in a second area light facing down after all
point light does look decent but I think an area light would be ideal
as long as it blends nicely at the sides
my issue was it looked like this :/
what de hell? is that with 180 degrees?
and if I went higher with it, it ended up intersecting into the barrel which looked horrible lmao
yeah 180 degrees downwards
heck you unity
added a cylinder area light to the tripmines to hopefully make them more noticeable
but not sure if it is too much
I don't think lasers emit glow like that lmao
I think the beep and red flash of the tripmine is enough of an additional warning
I think they look pretty good π
They have to be real-time lights so hopefully it isn't too taxing
If it is I think just the light beams will be enough
Build it and we can find out π
Gonna spend a few more hours hand placing these trip mines in each of the rooms and then do a build π
I mean, if they're visible in the air, they definitely do
we can take some liberties
Okay wow I am finally done placing all the tripmine locations for now lmao
[v64] Half Life Black Mesa Moon + Interior
Would be cool if this interior supported Mimics π
mimics use a really deep fire exit prefab iirc and only work if you have fire exits in doorways as blockers, but not when they are prefabs on the walls like in this interior afaik
something to look into though
im pretty sure that's right yeah
if you have a freecam mod like Poltergeist you can see the mimic fire exit is just a really big rectangle covering up the fish
yee
since my fire exits are all hand placed on walls of rooms it would probably not look right haha
It should still work if you write some code for it, but it is a bit more work ngl
actually you are correct, it does only check unused doorways for mimic spawns
I can talk with the Mimics dev again to get an alternate way of getting mimic spawns for the API
Would be nice!
I would rather not return to Blender for all these and cut rectangles out of the walls haha
the mimics need a rectangular gap so we see their pretty face and stuff. It's why doorways are used since... it's a doorway... so it has a rectangular gap. If your fire exits can create holes like this, then it wouldn't be an issue
But at that point, you would have to cut rectangles out of walls anyway
yeah haha which is why I haven't supported them at this point π
perhaps in the future though
Will you ever release the interior as a stand alone, donβt get me wrong, the moon is great, but Iβm very picky with my moons, only have a few modded moons, and most of them are my own lol. It would def help with the size too
All of the size is the interior, the moon is rather small
I really do like this map and its screenshots but the size is kinda nutty, I understand you've been working hard to get it down so I can absolutely respect that. I think a lite version of the (interior) would be pretty cool, since I'm assuming all the textures and models that exist that make the large amount of rooms are the reason why it's so large? I know updating both could be a particularly big pain so i perfectly understand not doing that
All around fantastic though, love Half Life and love how this looks in game :)
yeah the reason why it is so large file size wise is due to it having about 2-3x more room variations than other interiors and some extra optimizations I need to do still π
I could, but the moon itself is 64 Mb so the rest would still be the 230 Mb for the interior and 49 Mb for the other assets
I can look at making a Lite version at some point, but I have so many other projects in other communities and irl stuff that keeps my free time very short so I might not be able to maintain that reliably
Checks out! I do like variance but there's already so much in it haha at least from my perspective
It runs much better as it is right now, and I will be doing further optimizations as well, but I am not really that concerned with the file size once I do those steps
Which. I can respect in its own right
Yeah makes sense, I'd prioritize having fun over doing what eventually will feel tedious
It is just how I want to do my interior personally, I want to give it insane amounts of variations so each playthrough doesn't get stale as long as it still runs smoothly
ye
I know other interiors only have around 30-40 rooms and like to keep it at that, but I just want to push the envelope with anything I do π
I have plans for other interiors though that won't have so many rooms
right now it has 120+ rooms and will soon have about 140-150ish
I hope to be able to get files size down from 320 Mb to about 100-200Mb in the end though
As it used to be 750Mb haha
ran terribly back then too, but runs really nice now, so I am excited to do more as time goes on π
Fair what ever is easier
Also I think the moon itself is disablable too now right?
and the interior can be placed on other moons via config? π€
I never did it myself but know others have
you can simply hide the moon I think, but it still takes time to load
Moon has always been disablable with LLL. LLL is now the config for assigning the interior to other moons
how?
True, you can hide and lock it, but it's still loaded
It's effectively disabled in game, but still loaded to memory. Mind you the moon is only ~60mb, so it's not even that big
I think we don't depend on the moon in the dll though, do we? people can just change the extension and it won't load
Yeah nah I think you are right
@old fiber can you try that?
what zaggy or pure fps said?
Oh what zaggy said. If you delete the moon bundle or rename it so it breaks it might not be loaded and just the interior should work
it's loaded by extension by LLL I believe, so changing the extension should be all it takes
im confused lol, but if everyone has to do it in my group, where it cant be sent by the code, then I prob wont use that method
I mean it's probably like two or three clicks on the user end to jump to the mod profile and remove the moon file and it solves the niche issue 
My friends are lazy
For some reason I can't land on any moon if I have this interior enabled, even if the moon is vanilla and/or doesn't have Black Mesa as a possible interior. There doesn't appear to be any errors in the terminal but it just loads forever and never lands. Let me know what I should provide to help determine the issue.
I've tried downgrading to the last 4 or 5 versions and still get the same issue. All I have to do is disable this mod and everything works fine again.
Here's the modlist. Yes I have also tried using proper LLL and it's the same issue.
Remove HD lethal company
It is the likely cause of it not working. It is an old mod and was made without any other mods in mind and it affects vanilla things that other mods depend on
@sacred quiver what is the alternative for HD lethal?
I remember there being one
And that it was better too
Uuuuuhhh idk, I don't use those modsπ
I just know that hd lethal company breaks things
LCUltrawide? The only feature from HDLC it has is the resolution patch tho
Huh, well that did it. I wonder what the issue is with the interaction between HDLC and Black Mesa specifically. It's never given me issues before adding this interior.
HDLC breaks multiple custom moons and maybe still some interiors. It changing things about the base game that it shouldn't
also buttery fixes add a config option for lowering resolution
I forgot about that! That is also a good option. Buttery is also very on top of any problems or issues π
https://thunderstore.io/c/lethal-company/p/LethalCompanyModding/LCUltrawide_Community/ iirc this is a better ultrawide mod too
True itβs a beat mod, as well as athe other 20 fixes mods
Oh was gonna say, played this today with a bigge group and loveeed the map
We all def felt like getting the better walkies for free though was a bit crazy, though maybe that means I should up the threat level of the planet and make it a paid moon...
The other thing is that outside mobs are kinda mad scuffed to play around at times. Had an eyeless dog spawn and then walk over to the entrance and sit there, instantly killing two people when they exited lmfao
(and another time where one got stuck in the tram between the two catwalks, although you can jump.)
Maybe if the bridge between the ship and entrance was longer? Or if there was an alternative route to the ship somehow..
I think if anything I'd like to disable the walkies spawning (or lower the amount of them in the room) and have them be able to be bought in the shop as "pro walkie-talkies" maybe?
I can work on adding additional paths to the ship π
Already added a few, one more couldn't hurt
By walkies do you mean the handheld TV / ZagCams?
Or the ones that have a chance at spawning in the interior?
In terms of being paid moon I agree. It used to stay free because it was in dev and wanted people to be able to go there free in case jank happened, but it's at a point where it should probably cost 600-800
I can't have handheld TVs be bought though as they belong solely to black Mesa due to being tied to the security monitor station itself and that's why they blowup when leaving so that they can't be taken off planet or else shenanigans happens haha
The handheld TVs
And that makes sense!
Maybe there's a few in the security office (1-3) and the rest can be found inside the facility at set points?
Since 5 free walkies per trip is a little silly haha
(really cool idea though I loved playing fnaf with them with my friends basically lmfao)
Thank you for the considerations I can definitely see about sprinkling them around possibly π I have more planned for that room too so I wanted to give that player a job that stays in there π
Was one of my inspirations haha. I also want to give the camera operator buttons to shut doors to close areas off like FNAF too
Oooh
I think something that was really fun about re-visits was that me and my friends stored the TV box walkies in our locker until we got back so we didnt have to distribute them again and could use all the monitors
(also really weird question but do they have like a random chance to explode? I kept having this thing where everytime we'd pull the ship to leave a planet (not just yours) something would explode and it happened after the first visit
I don't think its likely to be them but wanted to check lmfao
The handheld TVs are programmed to explode when entering orbit 
1: to ensure they are destroyed when people try to leave with them so game breaking bugs don't happen
2: explosions to be in line with the in-lore sketchiness of the security company haha
Somehow they weren't exploding instantly all at once lmfaoo
The clipboard in the room talks and warns about it
ohh my god lmfao
Were any on the ship still at the end of the day in space? π
Hopefully they all were gone lol
They were! They did all end up exploding eventually over the course of two more planet visits
...I think the explosions are why some of our scrap kept dissapearing
Oh interesting π€ @north thorn maybe we need to look at it more
ah, that might be the thing I was trying to test with Zac lol
I'll have to move some logic to OnDestroy I think
if it'll work there...
I don't think that should be the case
do landmines exploding cause items to fly away? That's the only way I can think items might disappear
I don't think we ever even talked about bringing all the handhelds to the ship. We always tested with each of us having one at most
oh, I didn't mean bringing multiple, although it certainly couldn't hurt to test that
theoretically the number shouldn't matter, since they all explode in the same frame
more players means more chances for someone to desync and have all the handhelds survive and explode later
I have no idea! Again, that part specifically may not be the mod.
As far as the possible places they couldve been in my session...
In someones pocket not being held, one was in the cabinet, and someone holding it i think were the three cases
This is also true
17 new WIP tiles, mostly Lab ones
And a Brick archetype version similar to the Super Office tile that will be rare
these look dope, are the lab rooms with windows supposed to be next to another room? kinda like how there's a room that has grass and other foliage on the other side of the glass? or will they be covered up?
Those windows will likely be muddied up and non-transparent for most of them, as most room tiles do not have windows of those exact same size so they wouldn't mesh well
Some windows had random stuff to look at, but for performance reasons I cleaned up everything I could from those so it will run well
The alien room with a window worked out because it was attached via a doorway already π
makes sense, can't wait to play with these
I think they will fit nicely with the rest π
Eventually when I get Lady R's DunGenPlus setup to have multiple main paths and each path being a different archetype I think this is going to be really cool since there are so many tiles for each archetype
i think i'd go crazy in ur position
trying to sort all those tiles with how many there are
I have lost a great deal of my sanity yes 
I think after these are added there will be 150+

It takes me 2 hours to make a basic looking room lol
It helps these assets are pre-existing for the most part, but these rooms still took me a total of probably like 10-20 hours to separate them from the level geo, rearrange them, add new doorways and take a lot of creative liberties π
Im also using pre existing assets to, but its also hard to for me to create ideas, im about 60% done with my interior, I just need some more rooms to help with the varierty
Yeah that's definitely one of the hardest parts π
@uneven stream this stuff is sick
Thanks Batby! Hoping to also do more optimization and removal of duplicate references in the bundles for the next update too π
duplicate references?
a way to lower the size of the interior? or is that a moon thing
Way to lower the size of everything
It's one of the last major things I need to do to lower the size, but it's tedious
Last optimizing/size reduction pass I did lowered it from 750 to 320
Hoping this one will get it under 200
I might need to do this then, my interior is going to be about 15mb, so I can hopefully get it under 10
that would be amazing
If I can get it under 200, I'll enlist the help of the Lethal Modding Avengers to try to get it closer to 100 as possible
lmao
it really is inspiring seeing you create your interior, im here getting demotivated after 6 rooms, and your out here with over 130 tiles
not to mention, the generation part must have took a long time to
with these many tiles
You can do it! I try to take it one at a time and it's part of my destress after my job when I get home haha
thank you! Having a nice playlist helps to
Yeah and plus with these tile numbers it takes time for all the AI nodes, enemy vents, lights, and other things that takes sooooo long
but the biggest demovator for me is trying to work with blockers
oh yea I did not think about that either
also I remember you talking about adding a teleporter to black mesa? Or maybe I just didnt remember correctly
Yeah I have some ideas for other randomized stuff like a teleporter machine that can inverse you again in case you are lost and willing to gamble
Some props to hide from monsters in, and other interactive stuff to add some interesting gameplay to the mix
I know JLL has a tele point trigger thing
https://discord.com/channels/1168655651455639582/1273213762542895104
also just a cool and useful thing in general
Trying to get these liquid vats to match the toxic waste barrels coming
Might have to import new cylinders for them because they are a bit too polygonal to pass off as liquid 
Holy!!!! Can not wait! We go to Mesa so often as our free moon. It's just so good!
Trying to make the lightning in these new tiles really neat!
Next update might make the moon cost actual money π° not sure how much though maybe 500-600 to see how that feels for folks
Though I think you can change it too via configs π
I like it as a free moon because it's so dangerous and sometimes getting tons of loot back is just not possible. And most times it's hard to get back to the ship cause everything starts fighting on the bridge lol. Stegasorus is brutal there.
Haha very fair and true
I'll likely add some new ways to get back to the ship too
Maybe with some parkour
Hard to say, the inside feels really safe at times with the biggest threat being masked / bracken since thereβs so much open area for them to path through and sneak up on you, but overall spawn points for enemies seems pretty spread out inside..
So it always feels like when there is a threat, its just that one you need to handle since your rarely seeing 2 in the same spot
Outside is the hardest part
Dogs are just kinda crazy with how oppressive their spawn locations can be
I'll see what I can do about giving some alternative areas for movement outside π
I'm not sure if I should keep working on these to make them green, or try to do what they did in the game
In the game they seem kinda lack luster
So I have an urge to make them more interesting to look at with having them green and glowy
All good, i think what i was trying to get at is idk how id price it either LOL
Inside being pretty easy going but outside being as scary as it is makes it hard to rank
I think the most extreme version of the same scenario is embrion but Black Mesa generates a fat amount of loot
Yeah which is why I wanted to have it be around 500ish π€
Not too expensive but not too cheap
I think anywhere from 280-390 feels reasonable for it (personally.) seems like a lot of scrap spawns and is def valuable but playing reasonably means it takes a bit to fund stuff in a timely manner to get it back before things get too scuffed outside
My thing though is once stuff spawns outside it's pretty hard to get that loot back and you have to spend a good while inside usually searching for it. Most times the fire exits on the sides are near impossible to return from with the enemies fighting on the bridge. It's a tough call for what to price it.
Yeah it definitely is π
Community preference question:
for these energy ball tubes I am debating whether or not I should have it strobe more often like this
Or less often like this:
Might also look much better in-game in terms of the shadows as the editor itself is a bit goofy with lighting
I will also in general be dimming the green down a bit overall in the room
but I wanted to get an idea for if people hate the strobing of the energy sparks or if they like it
I like this one :]
Here is it at that same lower strobe speed and with dimmer area lighting overall
good

this interior still framey, or has it been smoothing out?
It's pretty smooth. We run it a lot.
i'll take another look then
performance is much better now, but even more will come soon too π
only interested in the interior, but good shit regardless
now if only the Aperture interior would be gotten back to for optimizations
via configs you can disable the moon from showing up and also put the interior on other moons π
Or just remove the moon assetbundle as well from the download
both should work for if you don't want the moon to show up in the list
yep, thas what i did my first try with it
if I were to price the moon, how much shouild it cost
One of the new tiles lit with my new light prefabs
keep up the great work
I also completely redid my main entrance lighting so now the lights in that area will properly shut off when the apparatus is pulled
that's great!
#1215444909092249672 message talked about my thoughts for that here if its any help
On one of my bigger tiles coming for the Super Brick Warehouse I am making an underground vent system so you can try to sneak around it to pop up out of the floor in certain areas or pop out of a wall into areas in it so hopefully that will be fun and give more options for traversal
ignore the pink and sharp incline for that middle section currently highlighted, currently framing it out atm
Ooo me likey
I also enjoy the idea of being dead and my friends looping around in them and being scared when they realize they went in a circle lmfao
yeah this tile is going to be really cool π
Been a while since I've seen the progress here but its crazy to see how far this map has come
First public release had no lighting or anything special really and now its basically a fully functional port of black mesa facility to LC
first public release was so rough haha
first time I had ever used Unity and was still figuring out how to do things lmao
Glad I started somewhere and met so many wonderful people here who helped me learn and contributed greatly to this project π
Yeah its definitely one of the best custom interiors in the game
Full look at the mostly finished prepped room in Blender before it goes into Unity
very very proud of the Vent system
tediously measured it out perfectly so that the textures for the vents will look nice and not stretched or out of place in there
probably going to add a big fan in the bottom big vent chamber too with some red lights
cant you just change the uvs on the vents faces, for the textures
yeah though I find doing that via Unity is a pain
much easier to stretch in Blender while preserving UV data
and the measuring beforehand made sure they all lined up with each other
I redid all the lighting in every tile and added proper Office ceiling lights that are fully animated
Here is how some of the tiles look now, but this is not all of them
took me forever to redo all the lighting on every 120+ tiles lol
the rtx update is real
No please, it just started running well
nah none of these are dynamic realtime lights
Preview of how the Super Brick Warehouse tile is going
some lighting needs to be redone a bit mainly with the glowsticks, but so far very pleased!
We think we solved the issue with monsters not opening doors properly
So that should be more consistent now
4 of the 21 new tiles are complete and ready to go
17 more 
Also the super brick warehouse will have areas the monsters can see you but will have to go into the vents to get to you which will be spooky 
Prepped more tiles today. I think this next update will bring around 25-30 new tiles

I'm gonna have to hold an intervention at this rate
is it fine to have the mod set on "all" for the moons in its config? i even set the same value for the moons for this interior in LLL's config. but its been a long time in that i havent seen this interior..
All isn't a keyword (though it should be). You want to use "vanilla;mod"
Well it's either mod or modded
oh okay. "all" is suggested in the config.
"modded" i heard is a keyword for other configs. "mod" i havent heard yet
i will try "vanilla;mod"
the semicolon works as a separator?
Ahh sorry it was custom
Vanilla:200,Custom:100
Semicolon is probably fine?
i wanted to let LLL manage the specific weight. so i cant just put "vanilla,custom"?
That I don't really know. How the tags really work I don't really know
@vapid pendant plz make a wiki page or something that explains exactly how the tagging stuff works i beg
you need numbers with them
i dont know what numbers you want mans
i make docs when i can have moneies
@sacred quiver would know π
What batby said is right π
btw is there like
config for changing the volume of the alarms after the crystalβs pulled?
bc jesus christ theyβre LOUD
and they go on for like FOREVER
I'm not trying to like be rude or anything but this communities relationship with configs is actually insane
if that audio is loud and going on too loud that should just change! It doesn't need to be fixed by users !
oh yeah no LC taught me that config is actually important to have
usually iβd just not bother changing anything in it and just taking a mod for what it is
like for minecraft
This is ideal imo
yeah as much as iβd like the volume to be outright changed, i usually suggest or ask about config in case itβs a deal where itβs kinda just me with this kind of issue
if it is just an issue with me, then config would still provide a way to change it, while keeping other people who think itβs fine happy
it also allows those who thought the same thing i did to also change it
if it was just outright changed then thereβs a possibility some people wouldnβt like that
so itβs just good to have more options than to force the change upon them
Lines gotta be drawn tho
true yeah
not everything can be a config option
lguβs a better example than anything
at the end of the day the customer isn't always right, a lot of stuff like this comes down to the dev making 234242 different things and not all of them being as refined
thats why user testing and feedback is so valuable
I can turn down the volume π
Ultimately I mostly wanted something not so plain when pulling power so I wanted emergency lights and sirens to go off that are from the game but this is the first I've heard of someone not liking them, but that being said I definitely want to listen to feedback and can turn down the volume π
The idea was to muddy up the sounds of monsters a bit too so it's dark and hard to hear them and a bit chaotic when trying to bring the Xen Crystal apparatus back to the ship π
yeah sorry if itβs an inconvenience
itβs more of an annoyance while youβre in there, especially if you donβt know how to get out
youβre spending like 5 minutes hearing nothing but blaring sirens trying to figure out where you are
Nah it's not an inconvenience on my end really it's just a volume slider haha
That's kinda what I wanted haha
Since that's how it is in the base game π
honestly iβve never actually played half life
When the facility is blowing up and there are fires, lasers, and aliens everywhere that siren is going off haha
iβve seen a couple stuff from it but nothing really about the game
It's a great game πΊ
If adding a config is easy for it down the line I can take a look at that too
Just want to do other important stuff first I have on my list π
@uneven stream yeah I'm gonna also chime in and ask for the alarm volume to be lowered a bit. They are cool don't get me wrong just to loud. Had a bit of a sensory overload with it in stream the other day and about lost my shit but that's cause there was a lot going on, big lobby so lots of people talking and was lost and couldn't get out and alarm was pulled at the beginning so the alarm was sounding all day.
Other than that the map is still a favorite and we are gonna be sad when it's no longer free lol. It's been our go to when broke.
haha I will be definitely lowering it for the next update π
Awesome! I can't wait for the next update.
anything green is a Room tile that is finished, yellow ones are new ones I haven't implemented yet (lighting, monster spawns, hazards, scrap, doorways, etc)
Count will be at 135ish room tiles by next update π
Would be neat!
I have 15+ more tiles planned for a Sewer archetype that I have been working on but that won't be coming until later. Have some other stuff to do first, but those tiles are going to be fully measured out so they properly loop in on themselves
Some WIP shots of the ones I have created so far for the future sewer archetype
some will be flooded so you have to go underwater similar to the vanilla caves but less jank
one with a seemingly bottomless hole that water is flowing into so you have to go around
and some interesting other hazards I have planned I wanna do
For scale this is how the big sewers look for reference
I made a smaller version of the sewers too that will be a bit more claustrophobic
and some junction points for the two types to connect to each other nicely
I know batby made this suggestions about splitting archetypes into different mods, like the sewers in it its own mod would be really cool, as well as the offices
agreed
I'll be utilizing DunGenPlus to make 4 main paths with each being their own archetype π
That's the end goal anyways
Might do a tiny version of them on their own though too
But I want to give players the choice of what archetype to explore when going in and each being unique and dangerous but also worth it π
Plus idk if any other mods use DunGenPlus and I've been dying to get proper use out of it π
I will soon
Hopefully this weekend
It's such a cool thing to mess with π
yea more interior creators should use it,
having them on their own would be nice since black mesa is already massive
so having the 4 sections be exlusive to it
would be a shame since there is almost never the time to explore it all
I just want my mod to bring a lot to the table is all and have a ton of options and replayability π
I'll look into building smaller ones at the same time as building the main one and releasing them as standalone interiors
Once I get the mega mixed one dialed in I can just setup some other asset bundles for each within my project I think
Cursed AF interior idea
I made a resource pack where block textures slide in all directions. This was made using a python script that goes through all the textures in the game and makes them animated.
Resource pack download: https://www.planetminecraft.com/texture-pack/moving-textures/
If you want to randomize the direction that blocks such as grass, stone, and nethe...
Lethal interior but every single texture scrolls
Would be completely unhinged
Give it a flesh like look to it and you could make it seem like you are in a monster stomach or something unsettling
All new tiles are prepped for the next update

Going to do some tests with the crew to make sure they work
Then we also m made progress with the tripmines!
Let's go!!!!!!
Can't wait to NOT say anything to my group lol
Are the trip Mines gonna be in the next update too?
That's the plan!
I see nothingβ¦.ππ€
I'm so so so excited for everyone to see the 20+ new tiles I've been working hard on π
any idea why whenever you reload a save with a Xen Crystal apparatus on the ship, it disappears? 
No idea π
I'll have to look into that haha
ive noticed it with every other custom apparatus btw. not just yers
Oh good to know it's not just me haha
A few of the new tiles in game π
Photos courtesy of PureZac as he is testing them right now in game π
Is it fine if u take some inspiration from this room?
Oh if you do? Yeah go for it! I don't hold a patent for tile layouts π
I had to take some creative liberties with this room a lot especially with the ladder and door sockets as the room is actually much longer and bigger in the real game
Do you run Facility Meltdown or what ever it is called? When we ran that it made the Appys despawn on reloading a save. Took it out and everything was fine again.
havent used it in months
I hope seeing standalone sections soon
Probably will be after I hit my 200th tile
Then I'll probably have different versions
200 wow
1 with all
1 with just Lab
1 with just Office / Brick
1 with just (secret)
1 with just (secret)
Right now I'm at 135 tiles
Got a lot planned!
@pastel magnet or @vapid pendant I tried to make the cage in the center of this tile have collision but also on the InteractiveObject layer
This causes monsters able to see me through the cage which is ideal, but it also let's them walk right through it
Is there any way to make them see me and not path through the cage? Other than nav mesh surface modifiers?
My plan was for monsters to see you in the cage but their only way to get to you would be to jump into the vents into the room to them pop out of the vent in the floor
yeah that wasn't meltdown at all
you're gonna have to not allow navmesh to bake in that area
im pretty sure thats an option anyway
I only get the option to not do Read/Write on whole entire imported room to not allow nav mesh 
ah is that how yall do that? didnt realise
But in this case I want just the vertical fence to be see through but still have collision T.T
what was the problem with navmesh surface modifiers?
From my experience they were a little taxing on performance
But I guess that was with a lot of them
dunno then
try navmeshobstacle maybe
modifier shouldn't be performance taxing tho
its not considered outside of the bake
I'll try that 
I think new update is almost ready >:)
Zaggy has helped with the Tripmine code and they are looking phenomenal!
Just doing some last round of bug fixes for the interior new tiles that were added
Then @stray kelp i might need to enlist your help after this goes out to get some insight on how to be better at removing duplicate references for the Asset Bundler as that is where SO much of the size comes from
When Batby did his look through of it he was able to clear a ton of size off it, but my efforts to do so have been in vein π
whats bad
My attempts at trying to get the asset Bundler to not have duplicate references have not worked mostly π I might need a VC call or overview on how to remove 1 instance of a bunch of dupes so I can spend time doing it for all of them
1 texture for example is like 17 Mb
I even did the compression stuff to it
did that script not work
I think it did as it changed stuff in my project and file size went down for material usage
I think anyways
I can tell something is happening as my door blockers get swapped to a wrong material each time I use it
So it's going through and changing mats
But I the part in your guide about removing dupes in the Asset Bundler I haven't been able to do properly yet haha
it really doesnt take too long, if u have like 10 minutes i can vc now
I can vc in about 30 minutes when I get to work π
I'm in uni rn lol
Is it possible for the zagcams and security monitor to be added as a purchasable upgrade to the ship as a separate mod? or is it like heavily made around the black mesa interior and wouldn't work in other interiors/moons? (ignoring the lore of it like exploding in high altitude)
It is heavily made just for my interior
A lot of it is tied to the Security Terminal itself and all of it's material slots
as depending on how many Zagcams you instantiate it talks to the Security Station and creates links between the cameras and the render textures that get featured on the Security System
Maybe at some point we can make a separate mod where the security system is in the ship instead and comes with the cameras on the table maybe
But that isn't planned atm
Ah I see
That's probably how you have up to I think 9? live cams with it only lowering like 20-15 fps
Yeah probably
With these too the cameras disable when you look away or are far enough away
Zaggy made sure to try to make them save performance when not in use at all. Players running around with the cameras on have no performance loss either, just the person looking at the Security Terminal but we try to keep it minimal where possible
Yeah Zaggy is kinda insane with performance stuff. The fps difference from the old helmet camera mod and their open camera mod was I think 30.
Yeah that is huge
Zaggy is wonderul π
Some new Station sounds
Healing Station is in progress atm
not sure if it will be ready for next update yet though
Oh I thought the hev chargers were already in the interiors. Explains why I never found one after running around for 5 minutes
Oh the Item Chargers are
only 3 generate though π
I was just simply unlucky
I tweaked their sound for the next update and I am wanting to add the Healing Stations too, just depends on time π
Alas the RNG gods do not favor us all
The first aid and hev are gonna have configs right? Like how much power/hp they restore and how many uses they have.
I want to add configs for them eventually
Item Charger used to be 1 use per player per day
but Zeekers changed something that broke that
so I will need to revisit it
for now the Item Chargers are infinite use
I see
Do you know how insane that would be if you create a mod that puts this set up on the ship?!?! It would be insane for ship person to be able to watch all views at once and watch one by one as they drop instead of having to switch views. Honestly that camera security room set up is so cool. So different and unique.
Also I get adding it to ship is not a very logical feature. Just dreaming over here lol.
At that point I think it would just be an upgrade to @north thorn's Open Body Cams mod π
would certainly be interesting, but not sure how I'd fit that on the ship lol
Well with wider ship it be possible π
But then you have the issue of big lobbies π
yeah exactly what I was thinking of
I think I'd have to make buttons for each monitor, which is definitely possible now that I've gotten into making assets for OpenBodyCams
Like I said I wasn't being real about it. Just one of those Oh Man that would be awesome kind of things.
it's not beyond the realm of possibility though at this point
But what if you did team up with Widership for it?
ideally I think I'd integrate it into the existing monitors mainly
Then you can have a much bigger space to add a whole new computer terminal.
if wider ship wanted to do it there's the API for OpenBodyCams waiting for them actually
Gi better monitors to display a person's PoV on each monitor?
shouldn't be too bad if they are willing to model a monitor array
yeah, that is definitely an option
I'd want it to work vanilla as well though
Could be as you cycled through on the main body cams it rotate everyone's pov on little monitors.
There's just so many ways to go about it. Also I didn't realize you did the cams for black Mesa Zaggy!
yee, it took a bit of work to figure out the best way to go about having all these cameras running
at first I was trying to render only one out two per frame but it actually regressed performance a lot
now that we know HDRP has a camera data cache, though, it might be possible to do that and gain performance
it's also possible that it's too inefficient with CullFactory since it has to toggle a bunch of renderers every time a camera switches off or on
Next update will have the Quarantine tiles properly decorated now too π
toxic barrels and wall tripmines will also have a chance to spawn in these areas as well
oh are turrets and mines disabled for this interior/moon? I don't think I have seen any yet
I assume the tripmines would take the place of normal mines
Nah Tripmines and Landmines will be independant of each other
For next update I will be re-enabling turrets and landmines
I had them disabled by default while I had issues, but those old issues are fixed now I think
Ah alright
im unable to load into the moon
after pulling the lever, the sound effects play but the dungeon never generates
the interior failing to generate can be caused by your generation options and the way the moon is set up, so if you're trying to generate it on something other than the Black Mesa moon on default settings, you may have issues
no its probably central config shit
right, I mean the config options configured via Central Config
although I suppose the patches may be at fault too, who knows
Video courtesy of Zaggy of the WIP healing stations
@cosmic rampart @upbeat haven you might like this π
Huh
Thatβs hot as shit
Also
Howβs it going
Been a minute howβs Mesa doing
Any less laggy π
Much less laggy π
vastly better in that regard, yes
(if you use CullFactory)
it feels about the same as any other moon/interior to me in my testing at least, although tbf I haven't stress tested it with more players and lots of enemies interacting with them
but if you haven't tried it in a long while and it was really bad at that point, it is definitely going to be a noticeable improvement no matter what type of AI lag may take place
(all thanks to Batby)
@stray kelp I heard you were looking for the Headcrab
This has all the textures, the fbx with baked animations, and the source Blend file
if you need any other enemies and anims lmk
Unfortunately I dont code things :/ I wouldve done the anims and sounds and stuff if I had the time tho π
What's headcrab
https://youtu.be/wBenayYCvcY?si=Z9W0b-zRUu5Q8YVO
https://youtu.be/IyxKc5hzloU?si=ot8UOu76dC3Xuiy4
Headcrabs are the iconic half life enemy that are kind of like the face huggers from the movie Alien but they are little crab like things
"Headcrabs are a parasitic species. Upon sighting a humanoid host, a headcrab will leap for the victim's face and affix itself to the cranium, whereupon they will use their beak to break into the victim's skull."
I know for a fact that it's not possible to see a full transformation. Even if I had waited. The headcrab simply continues to hump the...
All types of Headcrabs SHOWCASE from Half-Life Universe
0:00 Alpha Headcrab (Half-Life 1 Alpha)
1:04 Baby Headcrab (Half-Life 1)
1:48 Standard Headcrab (Half-Life 1)
2:54 Headcrab (Half-Life 2)
3:53 Fast Headcrab (Half-Life 2)
5:04 Poison Headcrab (Half-Life 2)
6:15 Headcrab (Half-Life Alyx)
7:37 Armored Headcrab (Half-Life Alyx)
9:20 Fast Head...
They walk around and leap at your face to try to get on your head and turn you into a zombie
Basically would be like a Snareflea if it leaps at your face and once you die you turn into a mimic
yeah Black Mesa needs these lil guys π btw if you want to we can do an optimization sometime
The next things that would be neat are Barnacles
https://youtu.be/zX3H28RGSZU?si=gHBHo4b4ZioqgjqV
While traveling around the wasteland, one of the most deadly creatures to be found is one that you have to be REALLY careful not to touch. How do the barnacles settle in such places and where did they come from ? I went to the Half-Life universe to find out.
I started Skyrionn to go back and look at easter eggs and the little details in classic...
Ceiling enemies that have tongues that hang down
If you touch their tongue they suck you up to the ceiling to eat and kill you but if you can hit them before they eat you they will drop you
Would love that! Next update is fast approaching so I'd love to go over it π
Do you want to vc rn?
I am at work atm, but might be free during my day!
I work in IT so I have decent amounts of downtime
Literally never seen u with free time
Aight if not today we can do it tomorrow, unfortunately I won't be available for the rest of the week most likely I'll be on the road again
Mostly cause when I get home my wife gets the rest of my free time haha
If it doesn't work out then that's fine too! I'll try to be free in 10-20 mins though
@dim vortex take some notes
I am in vc π
there are some more that I kinda forgor about, but we can talk about it later again ^^ its mainly sounds from vanilla stuff you can mess with and vanilla textures and materials (dropship too)
dropship has a lot of sounds and materials,textures that you can copy+paste, compress, reference your new ones to the materials that are also new, turn gpu instancing on door material003 (keep in mind the base dropship also has a material003 but thats a different one) and then compress them to 512 (or in some cases you can go lower), compressor quality to low and crunch compress it to 0. (ropes are quite funky, they cant be messed with too much) - for sounds you can turn them into mono, and to gain back their volumes normalize them (sometimes you don't even need normalize which also increases the file a bit but the mono decreases it a lot so its worth either way)
this might not be too big of a difference, but it adds up since theres loads of sfxs
esp. if you have custom sounds as well
Ah thank you! I will add this to my notes list and reach out if I have any other questions! π
Force to mono might screw up some stuff though
Afaik it forces the audioclip into one channel
Which means stuff like hearing from left and right is just the exact same? Dunno exactly
My brain with all these new tasks in my horizon for future updates
It is good to have these though too for those points where I got time to kill and can work on the tedious stuff π
Yes but for vanilla stuff its completely fine and it worked for my custom sounds too
How the audio behaves is mostly done by audio source so you wont notice any difference other than the fact that they will be quiter but normalizing the sounds will fix that 
Audiosource takes that stuff from the audiclip lol
The setting makes a difference is all I'm saying
forgot to mention, the other day i saw a Coil-Head half clipped into the floor. didnt see me. dont know which tile (i shouldve screencapped)
Was it in a vent?
They are so tall sometimes their upper bodies can clip through the vents since they don't have a crouch animations haha
and their "eyes" are in their feet
so they won't see you if their legs are covered
ye
Is there any plans for "Surface" tiles? Like the courtyard with the air strike or that cliffside that spawns a helicopter.
I can imagine they would be hell to make correctly line up with the other tiles so if they are not planned I can see why
Currently not at this time as to make an "outside" area not look absolutely terrible is to make a convincing skybox above any areas that are supposedly open to the air
and to make a skybox that convincing to the player would take a ton of space I fear and would not play nice with DunGen probably
oh yeah forgot about the whole sky part
especially considering the Moon is always above the interior haha
Depends
I had some ideas for a potential interior mod that is separate where instead of rooms it is actually fake outside tiles
You could ummm
kinda was talking about maybe adding the layout but it's still like contained
that.... is not a bad idea
like above my moon
though it might look bad on other moons
You can just basically make it super faraway
my moon it would work great since my moon is fully contained in a "bunker"
Only problem is really uh
If a moon has triggers set up
Around the interior
They won't work if u move the interior
thought about this too tbh, but I am horrible at modifying terrain mesh to make it not look terrible haha
Unless they parent it to the dungeon root ofc
I have some plans for mesa caves and some Xen caves
yeah I would be worried about conflicts with other moons personally :/
But that is not a horrible idea Xu
big brain
It was an idea my friend came up with when
We were brain storming ideas for my interior lol
"Glass interior"
oh that would be interesting haha
I had an idea of an interior that has lots of fog and no walls or ceilings
but instead sheer mountain cliffs on the sides or "mountains" to serve as edges
but make it look like it is all outside and still randomly generated
that's so cool, great job! π₯
figure out the Crystal disappearance upon save reload?
it aint just a registry issue like with other interiors?
Registry issue? Like with LLL? I dont think so
Oh wait
Hmmm
From what I could tell it was still an issue on other interiors 
hmm
Did you ever register the apparatus as an actual item
Through LLL, and gave it like 0 spawn weight
I believe I did, but I can check when I am at my PC next!
I have been meaning to ask you btw Xu
Say I have an fbx with baked anims from Blender, do I just import the fbx into Unity and the anims are attached? Or where would those anims be?
Depends on how those anims are baked but yes
I just saw an option during Fbx export in blender the other day that said "Bake Animations" so I wasnt sure where those would be located in Unity after I drag the fbx in haha
Literally inside the fbx, there'll be an arrow, press it, has the animations
I'd explain more but I'm on my typical uni 2 hour walk
Ah that makes sense!
Ty π«‘
This is what I had so far
maybe there is somewhere else I need to do it?
and my item prefab itself for the Lung Prop looks like this:
no worries π
playing with animation stuff now so if you take a bit it isn't the biggest deal π
thanks for looking into this, you 2. i love custom apparatuseseses, and dont enjoy when a cheap death permanently takes em away
The apparatus should just be getting relocated to the right of the ship btw
@mortal silo I saw you comment on the Xen moon, is this what you mean?
pretty much
okay hopefully this will fix it then
you didnt have it registered???
I did, but I think I was referening the Extended Item wrong 
I swapped the reference to point to the right thing now, that must have been it
π
Skull indeed 
back to plan A; whatever xu was thinkin π
I'll have to pick Xus brain this weekend
@pastel magnet @mortal silo for the extended item this is how I have it. Currently it is in my interior assetbundle with my props and other stuff. Does it need to be in a different bundle? Or referenced in any other way or by other files?
I supposed I should also ask lord @vapid pendant too potentially as I might just be silly and missing something obvious
Needs some content tags
(not gonna fix your issues but still :p)
It can be in the same bundle
Did you add your extended item to your extended mod as well?
yo this is why the black mesa map would work perfectly for a extraction shooter game mode
I think so but I think just for my moon and not my interior 
once competitive company gets more updates ima make this into a thing soon
with piggy variety mod that adds guns, im working a grenade mod too
This is honestly one of the most ambitious projects Iβve seen in a long time. The creativity and hard work behind it really show, and Iβm seriously impressed. Itβs actually inspired me to take on something even bigger myself. I didnβt think Iβd be motivated to raise the bar like this, but your project has me rethinking whatβs possible. Iβm excited to see what you do next!
I have already started a project, in which I think might be even more ambitous than black mesa for lethal comapny
Definitely couldn't get this far without Zaggy and Zac's support and help π Zac is so so so good at bug testing and ideas and Zaggy is a god send for helping with the code parts and overall knowledge since he has a very wrinkly brain π§
I'm also fortunate enough to have a lot of downtime at work which is why I was able to pour 500-600 hours into prepping so many tiles and other aspects of the mod haha
It's a very fun project π
fr this community is very helpful!
As long as its referenced by extended mod its fine
Okay excellent I think this will work then
Scuffed and laggy Unity Editor footage of a WIP locker to hide in if you hear monsters
The slots in the doors let you see out of the locker, but the monsters cannot see you in the locker, unless they see you go into it (besides bracken and jester ofc who always know where you are)
the monsters can also open the doors of the locker to get you which is spoopy
Hoping to have these randomly generate in some tiles as well to give for some hiding spots
You're making a whole game, incredible job so far, I really like everything of this mod π€©
Certainly feels like it! Especially now that we have Zac and Zaggy working hard on it with me π
we're getting closer and closer to pandemonium in lethal company
Tulip Snakes killed me while playtesting the new huge update lmao
60 seconds Β· Clipped by Plastered Crab Β· Original video "Black Mesa Lethal Company 2.0 playtest" by Plastered Crab
Also coming in the next update the main entrance blast doors will close after 5 minutes once you pull the Apparatus (which warms players via system alerts) and forces you to have to go deeper into the facility to escape using fire exits
Here is my friend finding out the hard way:
https://youtube.com/clip/UgkxzseuyE75jvafQkITF0oKr7Yq5faYGLSr?si=_eVB6VQ0odfJgSc4
60 seconds Β· Clipped by Plastered Crab Β· Original video "Black Mesa Lethal Company Huge 2.0 update playtest" by Plastered Crab
lol I guess I was so focused I didn't reply to you oopsie
you gotta post a clip of the door closing animation too
unless it's a spoiler...
Ah yes I shall!
Black Mesa Interior and Moon HUGE 2.0 Update!
https://thunderstore.io/c/lethal-company/p/Plastered_Crab/Black_Mesa_Half_Life_Moon_Interior/
- 20+ new rooms
- Added wall mounted laser Tripmines that can generate (Thanks Zaggy!)
- Added toxic waste barrels as parkour elements that can generate
- Added Healing Machine that is fully animated and can heal up to a certain amount that players can press and hold to use (Thanks Zaggy!)
- Added Lockers that players can hide from monsters in that randomly generate
- Updated Charging Station with proper animations and custom code (Thank you Zaggy!)
- Monsters can now use Doors and Vents correctly
- tweaked Item Charging Station Sounds
- Fully animated lighting in every tile (even main entrance)
- Fully relit every room
- Revamped all Quarantine Xen tiles to actually look nice and have props
- Lowered alarm sound when apparatus is pulled
- Facility front door will lock after 5 mins after Apparatus is pulled requiring players to use Fire Exits instead and play sounds w/ particles
- Added new Red Double Doors for office tiles
- Added new Red Double Door Blocker
- New Alarm sounds for when Apparatus is pulled and Main Door is closing and when fully closed
- Tweaked Emergency Lights and how they look visually
- Removed extra geometry in exterior
- Replaced all vertical vents with new ones that monsters can interact and open
- Added more scrap to the scrap pool
- Altered rates of certain scrap in the scrap pool
- Registered the Xen Crystal in LLL
- Redid all weights of tiles for more diverse generation (Thanks PureFPSZac!)
- Tons of bug fixes (Thanks Zaggy and PureFPSZac!)
Lol also @worldly escarp did the main door Closing Sounds! π
you didn't have to ping @worldly escarp for that, what if he was sleeping?
My bad
@worldly escarp never did anything ever
π
or smthn i just wanted to ping
π€
also how many more possible rooms can there be 
you nearly have more rooms than i have flower variations in my mod
I've semi prepped 20 more and have about 40 others in my sights
π
My end goal is a solid 200 lmao
the end goal should just be one that requires people to have like 128gb of ram to run
π₯
Are they all individual models from black mesa, or do you have to make variants of existing models? And I guess while we're here, which room is considered the rarest?
It's a mixture of both, for some of the rooms they are pretty clear on where they should be sliced up and only take me a few days to prep for Unity. Other areas of the game are much larger or more complex in their shape so have to spend a week or so getting them organized and sliced into usable pieces for DunGen in Lethal
I'd say the rarest room is probably the one where you get a free Shotgun, which is the room in the Black Mesa game that you get the Shotgun but we made it very very rare for this update
Then there are lots and lots of really neat rooms that are also slightly less rare but insanely cool looking like the huge military warehouse that has lots of goodies in it
well done, my dude
if i werent workin today, id give it a test drive
one request for next major release tho (since i kept forgetting to bring it up because im that smart).
if you wouldnt mind finding a way to get rid of the doors that dont open and lead nowhere? they can make it difficult to navigate for people without a minimap mod
the doors that are red?
theyre color coded?
Yeah there are single doors and double doors that have red lights and green lights
In the game half life / black mesa the doors with green lights are able to be opened and the ones with red lights are not able to open
so I based it off the games
but maybe I can board them up too
image these two layered on top of each other
is how it looks in game if it is a blocker door haha
but I can add some boards like I did with the new doors I added
i leave that to you
These are some new office doors I added for the office tiles
i leave that up to you. youve put a crap ton of effort into this existing update
where as the actual useable doors have see-through glass and have no boards
hope so, too. im sure i will, but need to make sure it loads n stuff π
Omg the update is so cool! Amazing Work!!!!!!
Thank you! Zaggy, Zac, and I put a ton of time and work into it π
if you manage to get any footage of you playing the new update we would love to check it out π
Finally hit 200k downloads π
π
so...


