Visual update

Ross Scott

Staff member
Hey people, I came up with a way to show you the status of the next episode without having to make a new post every time. Behold:


This is a rough representation of how completed the episode is. I probably couldn't have made something like this until recently, since there are hundreds of smaller elements involved with mapping, lighting, and animation. While I'll be releasing it as an entire video (can't promise on Youtube though), this one splits up relatively nicely into 3 different parts, so that's how I've marked progress indicators on here.

I plan to update this image every few days until the episode is done. If you notice it moving slowly, that's likely due to those last remaining red bars under "animation." So you can just refresh the image if you're wondering how things are coming along. It won't be updated to the hour or anything, I recommend checking back every couple days if you're dying to know what's happening. I probably won't have any new announcements until I'm much closer to done. Now you can see how close that is!

- - -

Also a rant on the Source engine was linked to me today by one of the animators that I thought was worth pointing to:

http://www.planetphillip.com/posts/valve-you-should-be-ashamed-of-yourselves/

This guy appears on Podcast 17 and reviews all sorts of Half-Life mods. There are good points here. I have a LOT to say on this topic, but I'm going to wait until after the episode is done. While I am struggling with bugs daily, I'm also working with an older version of the SDK offline, so I'm only fighting with the bugs Valve added a couple years ago and never fixed, as opposed to the new ones they've currently added. From what I've gathered, if I had to use the SDK in its current state today, the episode might be impossible to finish. Good thing it's not!

 
Would it work for "They Hunger"? The non-Steam version? I'm hoping to get the first episode of "Archer's Mind" before the holidays, so i'd like to know that.

 
Likes this update. I take a screenshot of the visual update and compare it a few days later. Its moving along he must be getting the help he needed. This is great news. Could you make one for FM?

 
i dunno, but im pretty sure that valve will hire you to make anims and maps for Half Life 3, or taunts for TF2 sooner or later. u will open an e-mail with a big gabe newell photo and a text asking you to join them.

 
@Ross Scott: For some reason it wont let me reply to your reply, but heres a question: If you only change the health of the enemies, then why do your weapons break airvents and that big wooden barricade in blast pit so fast?

 
This doesn't just apply to source. It works for GoldSource too! Original HL comes with just these commands.

Look in the Skill.cfg

 
I'm not sure what "they hunger" is, but as long as the game is a single player source game, then typing in "sk_plr_dmg" should reveal some console reccomended codes that detail how powerful the weapons are. Example: In Half Life 2, if you type into the console "sk_plr_dmg" then a whole bunch of recommended codes pop up beneath it, one being "sk_plr_dmg_pistol 5" 5 being the damage of the pistol. Since You know that in the game it takes like 7 shots to kill a Civil Protection agent, and you would like to make it realistic by killing him in 3 shots, then just type in a probably number such as 10 in the place of the 5. Damage values are different for every source game, so you might want to use that to find the power of every weapon.

 
For taking almost a year to make I would assume it is a considerable length. About how long is the tunnel? Or ,heh, how deep does the Tunnel go?

 
Hey Ross. I don't know if you heard this or not, or if it might interest you, but I just found out about it while playing half-life source, You know about the part in the game where a scientist is eaten by the giant shark thing? There was a glitch where the shark doesb't eat the guy and is stuck in the water and I see the scientist on a pipe..underwater. And talks. And walks. Normally. This happened while I was walking and sticking to the corner in the hallway before the water room.

 
If I was you I wouldn't bother with updates at all, but it's pretty nice. Though looks to me a lot like defragmentation progress

Anyway, gonna read this Source rant now.

 
There are many potential codes for this type of thing in Half Life: Source, but I think the one he is using is " sk_plr_dmg_(insert weapon here) (number) " He's increasing the power of his guns, not lowering his enemies health. For specific codes, here are the ones that I think he is using based on how fast his enemies go down, keep in mind the 9mm_bullet weapon upgrades the damage for both the MP5 and Glock 17:

sk_plr_dmg_9mm_bullet 20

sk_plr_dmg_buckshot 15

sk_plr_dmg_crowbar 24

Codes must be re entered at every loading point.

 
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