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I just had to write and let you know that while I have played some modded levels before, nothing has really gotten me as excited as when the game originally came out, until I Hate Mountains. —Sean (by e-mail)

Posts Tagged ‘lakeside’

Oct4

Fresh news from the front

Posted by Geoffroy in Media, Progress

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It’s been a while since we last gave you some real news about the content of the campaign itself and most of you had been pretty patient until now. We never stopped working on the campaign, but we’re not working on it full-time either, so it takes some time. You already know that the first, second and third maps are finished ; it still need a few tweaks here and there, but nothing really hard to do. Lately, there was some huge progress on the fourth and fifth levels too.

For the moment Geoffroy and Marc are working hard on these fourth and fifth levels while Nicolas is waiting for them to finish in order to create the navigation meshes and link everything together. These last two maps are almost finished, we’re probably somewhere around 85 or 90% of completion. In this article, we’ll focus a bit more on the Lumberyard level, right after Underground, where survivors are back to fresh air. We could also talk about the final Lakeside level but… we kinda want to keep some mystery around this one in order to avoid spoiling too much.

As we said in previous articles, we try to care a lot about details and background while building the campaign. It gives a better credibility and allows a better immersion in the apocalyptic Left 4 Dead universe (that’s probably why it takes time to build). Until now, Lumberyard‘s pictures showed a massive exodus, a mountain road and… contaminated people finding their way through the exodus and starting a panic event. Where were these people headed ? That was the mistery. They were trying to reach a lumberyard, transformed in a heavily defended, mobile, state-of-the-art evacuation and decontamination center by the military.

When survivors finally reach the lumberyard, everyone’s already gone through the backyard’s road and all is left are the remaining people that thought they could find their salute here too… but were a bit too late. Geoffroy tried to give all these building a realistic touch, trying to build what could look like a real lumberyard. Honestly, we don’t really know how a lumberyard is supposed to work, probably like 95% of our future players, but still. We think it’s important to add some credibility.

This map is also a huge optimisation challenge, since it’s completely open and offers a lot of paths to the end. For the moment, everything’s still going fine and we can finally see the end of the tunnel. So, stay tuned for more developer stuff until the release that we hope will occur before Left 4 Dead 2. If that’s not the case, we don’t know what we’ll do and it will only depend on how much of that promised inter-operability Valve managed to built in before the launch.

Jul6

Hang on tight!

Posted by Nicolas in Lamentation

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We know it’s been seriously quiet there since mid-may regarding new materials, but don’t panic! We’ll have plenty of new things to announce in the upcoming weeks. No, not a release date unfortunately, but some crusty details about the manor (exterior detailling stuff), the lumberyard (progress stuff), the lakeside (progress stuff), the forest (gameplay stuff) and the underground (ambience stuff).

And if you’re patient enough, we might even release some details about the music and a super-secret-new-poster-because-the-current-is-not-cool-enough. But shhht! Nothing’s really fixed for the moment. If you’re really patient, we might even whine and lament on one or two things (one of them beeing Valve, of course)!

Stay tuned for more developer banter coming soon!

Edit: As you may have noticed it, there’s still no news for the moment. The reason is simple, I suffered a very bad lungs accident a few weeks ago and had to be hospitalized for a while. I’m now in the process of cancelling my trip to USA next month because of the damn utterly expensive american medical system :D
I can’t take the risk of beeing indebted for the rest of my life for the moment.

Apr17

Unfortunate SDK Accident (fixed)

Posted by Nicolas in Lamentation

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Believe me, we’d really like to add some news on this front page, but I got an unfortunate accident with my Source SDK. Today, without any warning, it just stopped working. When opening up the Source SDK Launcher, there’s nothing I can do anymore. It opens correctly, but I can’t click anymore on the tools. If I try to double-click on Hammer Editor, Model Viewer or Face Poser, the SDK Launcher just stops itself without any error message and without launching the corresponding application.

This is not the first time the Source SDK stops working… but this is the first time it does not display any error message. I tried the usual stuff: Refresh SDK Content, Reset Game Configurations, Defragment Cache Files, Verify Integrity of Tool Cache, Restart Steam, Reboot Windows, Delete the ClientRegistry.blob, uninstall and reinstall the Source SDK GCFs, delete everything SDK-related in Steam and reinstall everything from scratch… I even deleted the whole Valve preferences from the registry. So far no change.

I used the SDK for a few hours and it stopped working when I tried to relaunch Hammer using a different game configuration. The only thing I did before it stopped working is install the Dawn of War II Demo (but I doubt this was related, I uninstalled it just to be sure). There was also a Steam update released at the same time… I really don’t know what to do, if some of you already faced the same problem someday and know what to do, please post in the comments or send an email to nicolas@ihatemountains.com, I really need it to finish the fifth map of the campaign…

Edit April 18:
I just entirely uninstalled Steam and reinstalled it only with Source SDK to witness that it doesn’t change anything. I’m now completely stuck.

Edit April 19:
Mokay, I uninstalled Steam again, trashed ALL the GCFs (sigh), deleted the whole Valve registry key, cleaned the computer with TuneUp, and installed everything back from scratch (40 GB of GCFs to download, sigh) and things seems to be working again. Thanks to the people who tried to help there and via e-mail, much appreciated.