On A Rail Uncut - Re-Adding Cut Areas/Scenes (Expansion Project)

Dadster: Take care to remember the discussion we had via PM. I think you can provide much more value if you stick to the guidelines I laid out for BM itself:

  • Ignore all model issues.
  • Ignore all texture issues.
  • Ignore all clipping / floating object issues.

Remember, you followed these rules and managed to find a real bug with tripmines :wink:

TextFAMGUY1, I’ve seen your videos on youtube and liked them. I think in one you said some have complained about you posting longer videos. I don’t agree with that. I like the longer videos with more explanation. I prefer commentary from yourself.

It would be nice to see a video of your OAR uncut with commentary.

Yeah text, ignore the hate. The way you comment, covering every detail, really gives a sense of your effort.
Also I think the post launch song idea is great, now I can replace dark skies with office complex and keep Dark skies for the post launch, I love it. But I still think you should consider using the dark version of Dark skies as the default for B2.

Great job with beta 2 Text, I really enjoyed it! (I don’t think anyone here knows he released it)

This is my thoughts about the release of the Beta 2
https://www.youtube.com/watch?v=Zh5knx1Bt64

[COLOR=ā€˜Red’]Update: Beta 2 is released![/SIZE]

Latest Version: OaR Uncut Beta 2. Download here.[/SIZE]

Alternate download here (Mediafire).[/SIZE]

Well, Beta 2’s out, and so is the official public release as a result! As I said before, Beta 2 isn’t much different from Beta 1, so don’t expect drastic changes! I still continue to accumulate the community’s feedback as I work towards a Release Candidate within 2 - 3 days. I really need this project to end now, I need to move on.

I ended up not making a developer commentary because well, the prospect of 2 hours filming along with MANY hours of editing and commentating didn’t sound particularly great to me. I’ll save my last developer commentary for the final version, which should hopefully be out very soon, if all goes according to plan.

I now look towards the final bits of feedback for the final version. Let me know what needs to be done and I will work to get this bad boy finished! No major changes left, of course. Mostly optimization and bugfixes.

To mark the release of the public beta, I did however create a little, shitty trailer for OaRU, using my very limited video editing skills. Let me know what you think!

OaRU Trailer Here.[/SIZE]

Cheers everyone, enjoy!

That’s awesome, Text! I’ll give you some feedback for your maps very soon.

Thanks for this. I’ll download and play and leave feedback. I tried watching your trailer but my PC won’t play it.

Cheers on the trailer. Pretty cool. I’ll check out the maps pretty soon, been settling back into Uni with everything going on.

I’ve had a play through and found some purple stripes. The security hut in the outside area and just before the apprehension chapter begins. The turntable has lots of purple.

You talking missing textures?

At the turn-table, well I don’t know where the soldiers spawn from, killed them all, and just passed the turret, new soldier appeared on it…

Question, is there not suppose to be a couple of songs included in this version for the ā€œpost launchā€ scene?

Just finished playing Beta 2! While the changes were minor, they were noticeable, and a marked improvement! Here’s some of my feedback:

I mentioned it before, but I’ll mention it one more time. Once you enter the A2 office complex, and ā€œYear of Deathā€ starts playing, next to the conference room door, you have all of the ā€œAM Stripesā€ labeled. Since this segment is dark, and there is a lot going on, it would be beneficial to somehow shine a light on it. Maybe a work light, or a flash light on top of a box?

The flare sound in B2 is much better… however it should be delayed a second or so AFTER the flare goes up. Speed of light > speed of sound. It seems trivial right now, but if it’s an easy fix, it’s something that’ll feel FAR more natural in-game. Also, if you could put in sort of a reverberation/echo, it would also help. Last matter of flare business: (I promise!) If you could make it just decend really slowly instead of hanging in the air, then falling, I think it would be 100% perfect.

The convoy sound effect could a be TAD louder. I know this isn’t quite realistic, but it’d draw the players attention more. I was listening for it, and I could just barely hear it…

The red double-doors behind the rail switch hut in B2 have a lighting issue. One lighter than the other.

Thanks for having the 2 rail switch hut B2 marines hold back when going around the loop and hiding from the .50 Cals! My ā€œduck behind the tram consoleā€ technique still doesn’t work… the trip mines still get me… but it feels fair now. Again, thanks!

The B1 turntable ambush feels a SMIDGE too easy now… but it may just be because I’m so used to it by now. This still is fairly early in the game, it doesn’t need to be painfully difficult. I won’t miss the backstabber, though.

In the Readme it says that OaRU replaces BM’s c2a2a, c2a2b, and c2a2c maps, correct? I know you did some rotating on c2a2b & c2a2c, so you already have them decompiled… Could you replace the BM LED rail-switch signs on these maps to the ones you use? Yours look better, and are better for constancy. (If you’ve tweaked c2a2a as well, you could replace them there too…)

Finally: When you play stock BM, the first .50 Cal the player encounters is the one after the small office complex, but before the rocket-priming puzzle in c2a2b. When you step up to it, you get an on-screen prompt about how to use it. However, with OaRU installed the first .50 Cal is on c2a2a2 in the double-rail section, and there’s no prompt. Now, in c2a2b, soldiers spawn for you to shoot shortly after ā€œtaking overā€ the .50 Cal. (So players can practice). There is no such event in c2a2a2. So, it’s up to you how you want to handle this information. I just wanted to point it out so you could decide whether or not to put a prompt/training there.

Thanks for everything!

PS:

Yes. You’re supposed to put one in yourself.

The upper area(s) in C2A2A1 that you added are quite a nice rendition, but could I suggest allowing the area to be accessible to the player via barnacle or ladder (or both)?

I just started exploring and wanted to get into that area after being picked up by a barnacle.

Exchanging entities for being able to navigate (otherwise useless) decorative areas = bad.
And recall the blog post made by cman2k about making inaccessible side areas.

True enough. If the entities are spare. If not, don’t care. Either way, pretty well done imo Text.

A few kinks to work out anyway. The attached image occurred after the turrets were killed… it’s the not same for every other laser inside Black Mesa besides this one. It doesn’t poof once the sentries are wiped.

It is universal to BM. Some lasers poof, some don’t.

Here’s some feedback I managed to find for the public beta.

Feedback for On a Rail Uncut Beta 2

Map A2

  1. This part of the rail is not quite aligned over here.
  2. Near the end of the map, there is some z-fighting on this part of the track.
  3. This part of the track over is not quite lit up properly.
  4. This part of the track is not quite aligned.

Map B

  1. This part of the pipe in the beginning of the map is not lit up properly.
  2. I could be wrong about this, but I don’t think this part of the pipe is supposed to that dark.

Map B1

  1. In this area, I can see through this texture.
  2. Same thing with this one over here.
  3. Over here, this gate is not lit up properly when raised up.
  4. Same thing with this one over here.
  5. In the final round of the turntable ambush, could you place this soldier more towards the center of the track he’s on?
  6. This door over here is not lit up properly.
  7. These elevator switches (here and here) can be spammed if the elevator is already up where I am.
  8. I’m not sure if this was intentional, but for some reason, this file cabinet is facing the wrong direction.
  9. In this area, these grenades are floating in midair.
  10. This door is not lit up properly.

Map B2

  1. When wondering around in some parts of the map, I tend to get the following message ā€œToo many vertex format changes in frame, whole world not renderedā€
  2. One of the doors is not lit up properly over here.
  3. In the beginning of the map, I can see through this thing.
  4. When this mini-elevator is raised up, it isn’t lined up with the floor.
  5. Z-fighting on this part of the track.
  6. For some reason, these soldiers can shoot and hit me through the glass window even though it isn’t breakable (until the sniper shoots through it that is).
  7. I don’t know if it’s a model bug or not, but there a little bit of z-fighting on the left side of this thing.
  8. For some reason, one of the soldiers tends to get out of the building.

Map C

  1. There are now 2 signs saying the same thing over here. Could you remove the one on the left side of that screenshot so that it could look like a mirrored version of the stock map sign placement?
  2. On the third floor and the 2nd floor of the turntable area, there are a couple black gaps (3rd and 2nd floor respectively)
  3. Above this door, there is a little gap.
  4. Z-fighting on this part of the track.
  5. This little area is pitch black.

Hell fucking no.
Leave the vents the fuck alone. If the elevators have to be consistant - it’s within OAR only.

A suggestion for the convoy - is it possible to have a couple M1075’s and escort Humvees rolling along with the M35s? Or at least swap some of the Truck for those? As of now - the convoy is a tad boring.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.