Dadster already pointed that one out a while back. Can’t do anything about it.
And for future reference, if you’re adding feedback after I’ve done replies, just make a new post. I don’t want to go looking for an old post each time.
Dadster already pointed that one out a while back. Can’t do anything about it.
And for future reference, if you’re adding feedback after I’ve done replies, just make a new post. I don’t want to go looking for an old post each time.
Alright. I’ll do that for now on starting with this post.
On a Rail Loop Mod RC (continued)
Edit: I’m sorry for editing my feedback post so much. It’s just that I’m not sure about some of my own feedback I’m been giving to you such as passing through that sign at a couple of places (here & here), the rail switches clipping into each other (here & here), and the switches near the end of the map clipping into each other (https://i.imgur.com/RyuFWNN.jpg & a close up of the same area. https://i.imgur.com/I7JxKdq.jpg).
Don’t be. Every single bit is crucial. Even if it’s something I can’t do anything about or already have gotten to, communication is key. How will you know if I’ve noticed something or not if you don’t speak up?
I think the signs are supposed to not have collision, since that’s what their properties are in Hammer.
The rail switched in the bridge control room I have been able to do, since there’s no set space to work with.
And again, can’t do anything about security room switches. Curvature is a beeyatch.
[COLOR=‘Red’]In other news[/SIZE]
The final for Loop Mod is going to be delayed a week. The reason for this is that I have Final Exams this week and I should be allocating my time to studying and doing that last bit of homework. In fact, as it stands now, I’ve barely gotten anything done within the past week because of all the stuff I have had to do.
So stay tuned everyone. Hopefully on Friday I will have a much more comprehensive report as to where things stand. Cheers!
Here’s the last of my feedback for your loop mod.
On a Rail Loop Mod RC (continued)
I know this is off-topic, but what classes are you taking? I’m really curious.
I LIVE. AND I HAVE NO IDEA WHAT I AM DOING.
Also important announcement…
[COLOR=‘Red’]RELEASE CANDIDATE DOS[/size]
You can find it here: https://www.dropbox.com/s/q8ik53e37wgefxt/LoopMod.zip[/SIZE]
LET ME KNOW STRAIGHT AWAY IF THERE ARE ANY MISSING TEXTURES OR MODELS.
Welp, I finally got the time to finally get back to this project. I honestly never expected I would be away for it so long. However, I had exams last week and with school over I could get back to it. …Still no excuse for this week though, because I had nothing going on this week.
But yeah, can you all imagine that it’s been an entire month since the last update? Yeah, me neither. And that’s with a little bit of alarm as well. This is actually the reason why this is not being called the final version just yet; it’s just been too long and I’m sure I missed something. My intention is to get through this as quickly as possible so that the Final can be along within the next day or two. Think of this as the last minutes checks before it goes to rest forever.
So, as always, be sure to go over the readme. It contains important installation instructions. I will not be helping you if your game breaks and it is apparent you didn’t follow the readme.
Why, I study computer programming. This last semester I had html, visual basic, and also a computer hardware class. Not big surprise.
YAY!!
Awsome job RK, I did one normal play through and I didn’t find anything that stood out graphically I’m sure others will find things though.
Just couple things:
1.??? doesn’t really fit I think, but if its your node for something comical…ok they have cats in QE so I gues it works
2,3,4,5: Deal with the overall brightness of your map compared to OaR uncut. I feel yours is a little too dark. The pics show before and after level transitions between your map and Uncut. Its not really a problem and I suppose you could say to your self its the lowest part of the tram system and its meant to be dark but maybe brighten it up?
Great job with the 2nd release candidate of your loop mod! Now it’s time for me to give you some feedback.
Feedback for On a Rail Loop Mod (Release Candidate DOS)
Cool. This semester I took Fundamentals of Programming and US History II. My major is computer science.
Greetings .RK !
Here is my feedback for OaR Loop RC DOS. Some issues are in areas that are part of the BM Devs original design. If they are easy enough to fix, please consider doing so, as it improves the overall look of BMS.
In the hallway where the cave-in rubble is, there are too many unjustified blood spray decals. How about clipping bodies of a dead scientist and guard into the rubble so that only the lower portion of their legs are visible? Add some appropriate pools of blood. Try and see how it looks.
That’s all for now, .RK
@ PCGameCrazy
Great feedback reports.
I’d like to suggest that to more clearly show the issue that you’re reporting, and to assist the mod DEV as much as possible, although you do this most of the time, try and remember to select the crowbar weapon when taking screenshots, as it provides the most unobstructed view.
Keep up the good work!
Thankfully I’ve been able to locate everything though. Thanks guys. Will be putting up replies in a few.
Do bear in mind that I probably won’t be doing anything about z-fighting.
@ .RK, hang in there, you’re in the homestretch now and all of this tedious polishing will soon be over. Great work!!!
a) Concerning my feedback issue #6 for the red light above the blast door clipping into the wall, you’re right. Sorry, my bad.
b) For PCGameCrazy’s feedback issue #3, there IS a z-fighting issue there, as shown in the attached images below. Sorry for interceding on your feedback issue, PCGameCrazy. By the way, nice find!
c) I have to agree with PCGameCrazy, concerning the two large pipes. The one on the left, although somewhat acceptable, is too pristine. The texture for the one on the right appears too bland/unfinished. That’s my $0.03 worth (inflation).
d) Concerning all the unjustified blood sprays at the cave-in, for some reason when I loaded your map there was all these blood sprays but no bodies. After rebooting my computer and reloading your map, the two bodies were visible and the blood sprays were more reasonable and justified. It’s also the reason why I suggested having the bodies’ legs clipping out of the rubble. Nevermind.
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Note: These issues are not all as a result of modding work done by .RK. Some are in areas originally designed by the BMS Devs.
To be continued…
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I have a little more feedback for your loop mod.
Feedback for On a Rail Loop Mod RC DOS(continued)
Alright. I’ll remember that when I make a future feedback post.
Also, thank you for your compliment on my feedback reports.
I don’t mind at all and thanks for helping me with that particular part of my feedback post.
I know this is off-topic, but that’s from Foster’s Home for Imaginary Friends, right? I haven’t watched that show in a long time.
Please ignore this post.
Forum moderator, please remove this post.
Thank you.
I had also reported this issue in one of my earlier feedbacks a while back, found on page 6, post 112, item #4.
.RK adjusted their positions, but he did not want both sides to be exactly identical. He wanted some differences between them.
Oh. Thanks for letting me know about this.
Hey there. Love how this is progressing, the cave-in turned out pretty well.
I don’t know if you’re going to do another pass on the lighting, but I feel that the corridors next to the room with the track switches are a real departure from the surrounding tunnels. It’s pretty jarring going from dark, brown lighting to stark white/blue ambiance. I’d recommend lowering the brightness of that area’s lights, or punching out a few of them. Maybe just leave one light on above the entrance to guide the player. If you could get flickering lights to work for the bullsquid passage, it’d also help give the feeling of this area being unstable and tie nicely in with the rockslide whilst looking cool as well.
I’ve got a simple suggestion to make the switchboard diagram easier to read- change the text colour to white. That’d make the writing show up perfectly clear against a black background. Is there no way to make the glass covering it breakable, btw?
And now for some replies. Obviously this hasn’t been as quick as I had hoped, but oh well.
c. Nah. I like it the way it is. If it’s any consolation I can completely justify it; the pipes that had been before were so bad that the facility had to replace them alltogether. Boom. Solved.
And yes! That’s from Fosters Home. I think I thought of it because of the red text. I don’t know. :3
I think the lighting for the halls is good as is. For one you see these bluish lights in other areas of the map, those of which are right next to the tracks sections. The departure is fine.
As for the breakable glass… That’s perfectly possible. I think I’ll do that.
@ .RK
Thanks for addressing all of those feedback issues.
Concerning item #15, would changing the color of the wording on the large status display board from red to white make it more legible, as suggested by MrSnaztastic?
Can you please reconsider item #35. Having the light you added, to the vertical beam facing the stairs, illuminated, would go a long way in adding to the aesthetics/realism for that area. Having a little more ambient light doesn’t hurt either.
Concerning item #47, the clipping light is actually on a straight section of wall, not a curved one, but that’s fine.
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Revisiting an older issue from a previous feedback for your Beta release that I submitted in post #130, page 7, issue #32, what’s the latest status? For your convenience, here is a re-post of the originals and your replies.
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For PCGameCrazy’s feedback issue #21, concerning wall signage, I hope you find a good poster taker-downer to help you fix it. :lol:
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Note: These issues are not all as a result of modding work done by .RK. Some are in areas originally designed by the BMS Devs.
[COLOR=‘DarkOrange’]Conclusion Of Feedback For OaR Loop RC DOS (I think/hope so. I know, you do too!!! :sick: )
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