Explosive Decompression

I get the impression that people seem to like the vacuum system. We’ve demonstrated how it works in a corridor-based system, and it’s very effective. We’ve taken the feedback we received and changed a few things based on it, so thanks for the comments.

Anyway, I’m sure you’d like to see another clip, so here you go:

High-res version here (10mb, Xvid-encoded)

So keep the questions and comments coming, and remember – we have got forums where you can discuss this too.

30 Responses to “Explosive Decompression”

  1. Carlos says:

    awesome stuff

  2. Shodan says:

    Whoa.

    Fucking awesome, I’m so fucking excited about this.

  3. Zixinus says:

    Is that ship driveable? Dear god, it looks awsome.

  4. Kingston says:

    Very nice, can’t really think of anything to complain about. How hard was it to code (not that I’m a coder or anything, just interested)?

  5. Neale says:

    Andy put the lua code together in a couple of days. It took me a few hours to set the maps up. It’s a very simple, but extremely flexible system.

  6. orcone says:

    My ship! Is she alright? Did the paint get scratched?

  7. Neale says:

    It’s a write-off. I’m sorry sir. Now, if you’ll just sign here to admit full liability…

  8. Angry Lawyer says:

    I want your coder’s babies.

    -Angry Lawyer

  9. Hot Soup says:

    Smashing video and looks like it bodes well for the overall game!

  10. davincie says:

    so much potential for a new scientist slaughterhouse

  11. CeeJay.dk says:

    I was half-expecting to see a huge alien being sucked out into the vacuum of space through a giant airlock in the floor of the hangar. :)

  12. CeeJay.dk says:

    It just struck me as odd how calm the people soon to die are.
    When the warning lights starts flashing red and (i asume) the speaker announces WARNING : Decompression in progress (or something like it) along with a siren, the people in the zone about to be decompressed should scamble to safety.
    “Safety” could be a spacesuit , a smaller spaceship in the hangar, the nearest airlock (if it is locked, they would be banging on the door in panic) or the control to the outer airlock (to abort the decompression/opening of the outer hull doors)

    And there would be lots of screaming ;)

  13. Neale says:

    That’s because the good citizens aren’t yet coded to panic when faced with the prospect of imminent, explosive death.

    In a real situation, you wouldn’t be faced with a hangar full of neutral NPCs – nearly everyone you encounter will be hostile. So you’ll turn off the alarms.

    But for those special situations, panic will occur. We already came up with the banging on doors idea, mixed with a little bit of “I’ve got a wife and 3 kids!”-style shouting.

    Before the screaming :)

  14. Blake says:

    Airlocks : $15,000
    Spaceship : $50,000
    A whole deaf crew unable to hear sirens : $35,000
    Cargo and supplies : $20,000

    Finding a ingenious way to get rid of those pesky Xenomorphic creatures : Priceless

  15. Miggo says:

    Seems a little… rapid. Does air being sucked out work that fast? It’s like they’re being cannoned out. Slower would be more cinematic. Also, the ship being sucked out seems a little big to 1) move at all, 2) accelerate that fast from a puny hurricane force wind. Unless its made out of balsa

  16. Neale says:

    The final values have yet to be decided. The most important thing is that it’s in and working. The ship was an ugly hack – at normal values, it wouldn’t budge at all so I scaled the mass down. So it pretty much was made of balsa at the time :)

  17. mrp says:

    Looks great man, don’t let any nay sayers get you down cause this looks like it has great potential. HL2 needs more mods.

  18. Obi_kwiet says:

    Decompression doesn’t last that long. It only lasts for about a half second, and then it’s, well, equalized. If it were slower nothing would get sucked out.

  19. Neale says:

    We know, and that’s already been fixed. The duration depends on the volume of air in the room. It’s all take into account now, although it’s also slightly exaggerated for effect.

  20. Just thought I’d say, that’s a brilliant bit of work, in both videos, and with the suggestions and changes made since the video was taken, I think you’re really, really, /really/, onto something here. Great stuff. I’m very impressed, both as a big HL2-head and someone who has seen a lot of mods come and go on a lot of systems and engines. That’s some really solid and impressive codework on show. Two thumbs up.

  21. Very nice. I’m not a big gamer but I like to check in now and then just to be wowed by cool developments such as this. Big ups to you and your team!

    Olmec – New Zealand

  22. Lintz says:

    XD! Reminds me strangely of some wierd memorys that i didn’t even know i had

  23. timberwolftrid says:

    i hope that the sucking stops after a while, its not like it would keep going once the air was all gone.

    also it would be pretty cool if those npc’s panicked when the lights go off. if you did that and made it so that you could hit the lights seperate to the door then you could safeley evacuate everyone from the area, less fun but more realistic.

  24. Peshmerga says:

    You’d think the little spaceship dwellers would be running in circles screaming their little spaceship dwelling heads off when the red lights started rotating.

  25. Neale says:

    The vacuum system is now correctly pressure-based. Once the air in a room has gone, the sucking stops.

    As for the panicking, they will do. They’re just not programmed to do so yet.

  26. Peter says:

    Wow. This looks…incredible. This is surely one of the most original mods for half-life2 that I’ve seen for a long time.

    One question. In the final version, will there be automated lockdowns when decompression occurs, and if so, wil you be able to deactivate them? It would add a lot to the setting; I mean, it would be a pretty crappy spaceship if it let you die a horrible death in the vacuum of space while it helpfully rotated its red lights…

  27. Neale says:

    There are safeties and interlocks – the ship won’t allow itself to be depressurised totally. There’s also visual and audible alarms.

    However, all these can be bypassed and/or disabled. If you want to avoid getting flushed out with everyone else, you’d better hole up somewhere safe when you hit that “purge” button.

  28. Blake says:

    Should show us some more footage of this when things get sucked in small spaces like pipes and vents. Funny to see a whole group of ppl being sucked into a small tube.

    Or better yet experiment with player-made explosive decompressions when breaking a certain object, like the ship’s outter hull or a glass obervation window.

  29. Neale says:

    I haven’t actually tested it with small spaces. I assume it would work, because of the way we implemented the system. I might have to give it a go.

    Player-made decompression already works, although they still have to be preset (you can’t randomly shoot at the hull until it breaches, and there aren’t any external windows)

  30. Sweed says:

    hey… your picture is excellent for my cat lol

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