HEY TEXT IT’S BEEN TWO DAYS ARE YOU DONE YET
Hey Text, do you have any ideas as to why the TOW marine was extremely buggy on B2 but worked on B1?
UMG OAR UNCT ZI DED111
I think this Is very excellent work on your part TextFAMGUY1. I think you’ve made a great game much better. I really think you should consider adding more to other chapters of Black Mesa as you’ve done some really quality work.
The other chapters are perfectly fine. It’s just that OaR and ST had missing/cut sections that needed to be re implemented so to speak.
Not just like 1 little scene but huge portions.
I agree the other chapters are fine but IMO they can still be better. For me BM is a great game but can still be better.
A lot of the stuff that BM is missing are small (yet very noticeable) things like scripted scenes and enemy placements (or even Gargantua’s stomp attack). I’d love to see someone go through and add these in again, but I doubt it will be Text.
Perfection is subjective. We would have thousands of different versions of Black Mesa if everyone were to decide what should or shouldn’t be included.
THE PRESSURE
IT’S TOO MUCH
OARU IS CANCELLED GUYS
GOODBYE
GOOD RIDDANCE
I HATED THAT GUY
Yes - range. The AI for TOW turrets does not function well at long range, and the laser looked really, really weird, stretching out to infinity. As the laser is hardcoded there’s nothing I can do to fix it. The emplacment bunker will have to serve as a suitable replacement.
In actual news, the Beta’s basically ready, aside from 2 bugs which I need to sort out, which are decompiled model related. I don’t know how to fix them. I made a post on Facepunch asking for a bit of assistance, but so far, not a sausage.
If anyone knows anyone who could help me, feel free to send on my message, it’s the only thing keeping the release back at this point!
Shewt… Hopefully someone knows how to fix that.
Oh, ok. I have a question, though-is it possible to make the TOW marine aim at one spot? If so, you could make him aim at a wall nearby the player and fire at it, indicating he shot at you but missed. A hole could get blasted in the wall. The player would go inside and see 3 outlets, 2 with plugs in them and one without, and the plug would be nearby. When the player plugs it in, it would turn on the power for the security hut. It would be a good compromise. You could then make the .50 cal marines emerge after the rail switching ambush, or you could just move them back down to where it was before.
I hate just jumping in here with my stupid question but I really got to figure out what I did wrong while playing on a rail uncut. I currently just survived the insane turntable section at the end of the B1 map and I cannot get my tram to move past the access door into the turntable room. My tram is just outside the turntable room just sitting there and I cannot go forward or backward. I can use the turntable but without my tram on the table it doesn’t do me much good. Did I miss something? I even tried the other deactivated tram the two marines were on. I usually pride myself on figuring out puzzles in games and rarely get lost but now I really confused myself. Did I screw up and have to play the map over or something? I read through posts in this thread and I didn’t see anyone else with this problem so I’m sure I missed something; just not sure what.
Also, strangely if the tram is not on the table when you turn it, it completely disappears.
So Text, since the problems were solved, does this mean we’ll get a release today?
These things take time, patience is golden here! :freeman:
EDIT: I removed my previous answer, though I think now I see your problem as it is. So, the access door you’re talking about is the one that is stuck half opened and constantly sparkling, and your tram is stuck right at, or under it? Guess it’s console is glowing red. The reason behind that is the other tram, which was controlled by the 2 marines, reached the turntable room. If both trams would be in the room, that could really screw things up. The turntable is buggy enough alredy. - So the question is, where is the marines tram? Is it also inoperable? If so, than this is definetly a bug, for which you’ll have to load an earlier save game. Or your can reload the map itself -the map’s name is bm_c2a2b1 . I hope I could help.
On the bright side, soon the Beta will be released. Than we’ll start the whole expansion over again anyway
IS IT DONE YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET YET IS IT DONE YET
That’s what you sound like. Give the man time.
It’s possible, but don’t take my word for it.
Relax. I’m working on it. I’ve spent the past day trying to get the turntable to be less shit. I’d almost perfected an implementation which worked perfectly, when it started getting consistent crashes, so I’ve had to scrap it and start on a new entity setup, based on the old one. I feel like I’m nearly there but you can just never tell with this sort of thing. The Beta release is going to be great, I promise you that. But in order for that to be the case, I need to get everything working well first, which takes time. You can’t always predict the future in this field. A1, A2, and B have been cleared, their final beta versions are compiled. B1 has only the turntable to sort out, and B2 has next to no work left to do on it.
Oh tell me about it mate, I spent 2 days polishing my HL1 HECU voice pack and making it work with ST Uncut - most of it was figuring out which sound files and in what sequence you put in there. I still haven’t finished yet. I will PM you the pack with relevant STuncut saves before posting it in my thread for you to see if you approve.
Once OARU is stable, I will do the same thing for it.