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

We’re all in for one helluva party/hangover. Heck, maybe some peace lovin’ Xenians and HECU might want to join in on the celebrations. Who knows, we may even be able to understand a drunken Vort when he speaks. Can you imagine the crazy movements of drunken Houndeyes? They’d be stumbling, rolling and banging into all kinds of stuff. Their screeching would be slurred… and their blinking would be very slow.

Text has got decorating experience, so he can put up the streamers. The Tentacles can help him reach the high places, but when the decorating is done, we’ll send them off with a 24-pack. I don’t think it’d be a good idea having Tentacles around that are drunk. Imagine.
And Barney shouldn’t get stuck paying the bill, as god knows he’s been through enough already. The G-Man will be picking up the cheque.

I’ll supply the party hats. :smiley:

(.RK, not to worry, I’ll slip you some drinks on the sly)

Little bit more feedback for B1 I found:

  1. At the start of B1 if you don’t round the corner and continue strait, the grunts don’t spawn and are in their “sleep” mode.
  2. Consider removing the shock wave effect of the door explosion, at eye level of the normal viewing angle it doesn’t look right.
  3. before you go up the stairs to hit the tollgate switch, the headcrab ambush is glitchy, instead of falling down in front of your face, they magically spawn on the ground.
  4. Technically, shouldn’t this this grunt be laying on the cot and the health kits on floor next to him?
  5. During the ambush, sometimes the particle effects of the rounds hitting the walls give off rainbow colors. This happens with 50, player weapons, and npc’s.

Lastly, I still think that barnacle in the side tunnel should be removed. I killed it on a pass then came back to watch the guard/tram scene play out and scene looked much better and had a bigger impact with out the grunt getting caught by it.





Text Btw, maybe you should still consider putting a stachel out of the boxes at the end of B1, a player who hasn’t watched your videos will probably never find them in the boxes. Also may I ask why wouldn’t the TOW be introduced at B2’s tunnel, I think it could work quite well.

Hey Text, nice work on Beta 2. I mean REALLY NICE WORK. Although I have a question:

What do you do with the postlaunch.wav file? Where do I put it? I mean I tried putting it in the music folder and the oaruncut folder and tested both and nothing happens? Thanks.

The postlaunch.wav file is supposed to be in the music folder. Maybe you need to download Beta 2 again?

Oh shut the hell up, it’s awesome.
I mean, with all the secret MLP worshippers this place has been infested with…

My Little Pony :slight_smile:

Oh, thanks. But maybe I’ll reinstall BM again just to be sure. :smiley:
Also, what is up with dem particle effects as rainbows? Never saw that one on any playthrough I’ve done. :fffuuu:

I’ve played the last updated version of OaR Uncut’s Beta, and there were some appreciable fixes, like that damn rock being finally solid in the cave with the vorts, and in the same place that roller shutter looking less out of place with the wider concrete frame around, also the turret near the sniper tower being moved to a better spot between the yard’s exit and the gun emplacement. In the end, there’s only a few left things I noticed:

  • This issue though minor has not been addressed yet.
  • Speaking of the same decal, I find them too small and easy to miss in the B maps, and I was wondering if they could be made bigger and moved on walls at the player’s height, like in the original maps.

  • At the end of B1, can the platform elevator with the two marines (and a forklift) be activated too when the player use the trapped elevator? It’s a shame it only works when you’re on the tram when using the turntable elevator because if you go up another way, they are just stuck on that platform a level below, making their confrontation completely avoidable.

  • One last thing, I noticed in the warehouse at the beginning of the train yard, there’s a soldier behind the small exit door which doesn’t react when shoot at, but has noticed you even since the fight with the other marines inside.

Anyway, it’s still a pleasure to replay the whole chapter. I also enjoyed listening to the original guitar music after launching the rocket, I must admit it it marks well the end of the chapter, though it should be shortened a bit to avoid having to wait for its end before moving to Apprehension.

Now for my feedback / suggestions on OAR Uncut Beta 2. Here we go:

  1. For this one (torso.jpg), I was wondering if you can change this to a female torso? I mean, this is the female bathroom isn’t it? :stuck_out_tongue:
  2. About the elevator (elevator.jpg), is it possible to make it player usable? Always wanted to go through dem elevators… :jizz:
  3. For the opening of B2 (boxarea.jpg), aside from a couple of tripmines, how about debris that must be removed? Like boxes or something? Just my suggestion.
  4. Not a feedback but (decal.jpg), this decal scares teh sht out of me. I mean holy sht, this thing is scary to look at. Although it kinda stands out too much… I don’t know. :zip:

Nice job so far Text!




I’d like to ask if the hecu convoy was added, or it is scrapped for good?

Well it’s there in the Beta 2. I believe Text is about to spruce it up though.

This is not a request for a scripted event.

Nowhere in the BMS (I don’t think so) or Uncut maps has there been a forklift truck positioned on its side. The underside of the forklift model is fully finished. If doable, here’s what I propose. A place needs to be selected where it’s believable that an accident of this type could occur. Have a dead body next to it, in a pool of blood, from injuries as a result of the crash. The body chosen should infer a lack of experience with forklifts, like a male/female scientist or the new office worker. Goods being carried by the forklift at the time of the accident should also be part of the scene. Of course, where this scenario is placed can’t impede the player’s progress. There may be other suitable locations to stage this, but I’ve identified three:

a) B1 map, just past the broken blast door https://i.imgur.com/3rW9qXE.jpg. The forklift falls off the platform and lands in this area, here https://i.imgur.com/QkFuis0.jpg. The only negative with this location is that not all players will venture past here, because of the alternate route to the tram turntable.

b) B2 map, in the warehouse, here https://i.imgur.com/R3tEUDM.jpg. The forklift/driver/goods tips sideways as a result of straddling the ramp and platform. Anyone of the four ramp/platform instances could be used. I suppose the fall distance here isn’t really sufficient enough to cause death.

c) B2 map, in the warehouse, here https://i.imgur.com/vzGmQM4.jpg. Hollywood style, the forklift crashes through the railing to the floor below.

Just a quick thought to possibly add a little something unique to OaR Uncut, provided map resources are available.

Have you tried reinstalling or updating your video card’s drivers? Maybe it interprets something wrong from the games engine?

Feedback For OaR Uncut B1 Beta2 Map - PART DEUX

  1. At first security office, this cabinet has two doors but only one shadow, so please remove the shadow https://i.imgur.com/OB5MjgI.jpg
  2. At the tram turntable, please remove the shadow from this green container https://i.imgur.com/danADc0.jpg, as these two others don’t have any https://i.imgur.com/nyRR8Op.jpg and https://i.imgur.com/Ws4S8nZ.jpg
  3. Can you marginally raise this green container https://i.imgur.com/Ws4S8nZ.jpg and https://i.imgur.com/cr9z9JA.jpg
  4. At map’s end, on second thought, instead of moving this military crate https://i.imgur.com/Rg5mXvG.jpg, please delete it. It won’t be missed.
  5. At the tram elevator, this grate https://i.imgur.com/N6W3wvT.jpg is missing its inner textures https://i.imgur.com/xCgDKav.jpg
  6. In the tram turntable room, some wall trim like this https://i.imgur.com/s9f9hHd.jpg, needs to be added:
    a) Behind this walkover bridge https://i.imgur.com/Ejpac1D.jpg, here https://i.imgur.com/8zfAw7g.jpg and here https://i.imgur.com/bUFp72E.jpg, to match these others https://i.imgur.com/PSbg8cG.jpg
    b) On these walls https://i.imgur.com/k1hZgj9.jpg and https://i.imgur.com/XsfxAqq.jpg, to match opposite wall https://i.imgur.com/6mO8AC3.jpg
  7. This platform has the sand colored tiles inset into the gray colored ones https://i.imgur.com/yVMq6RU.jpg. Coupled with the fact that the platform is curved, this makes it impossible to align the floor texture seams. I suggest aligning along this common straight section https://i.imgur.com/nJA9e4S.jpg, since it’s the only one, and align the others as best you can.
  8. In the tram turntable room, this needs fixin’ https://i.imgur.com/qMd9DAw.jpg
  9. In the tram turntable room, just checking if the lighting on this elevator platform and caution stripping is OK https://i.imgur.com/htroHj0.jpg
  10. At map’s start, there should be a fluorescent light here https://i.imgur.com/Vrp9Epy.jpg, to match several other same-type instances.
  11. Outside the first security office, please align this rail bed caution stripe https://i.imgur.com/XOFpdRJ.jpg
  12. Below the overhead security office, the player can move this skid https://i.imgur.com/agD4sNP.jpg. It also shouldn’t have a shadow.
  13. In Mat Trans Room 1, behind these doors https://i.imgur.com/eTCCO64.jpg, remove the middle rack https://i.imgur.com/UOEzFRH.jpg to facilitate forklift access to the other racks. Resources saved?
  14. In the tram turntable room, consider moving this container rail support bracket https://i.imgur.com/mrLge2G.jpg and https://i.imgur.com/9jGJptF.jpg to where the rail meets the wall https://i.imgur.com/4sBAZ2M.jpg. This not only compliments the inner support bracket, but also the rails in Mat Trans Room 1. Also, please add one to the other end of the rail https://i.imgur.com/ep0DTDN.jpg. Smile for the camera. :smiley:

Feedback For OaR Uncut B2 Beta2 Map - PART DEUX

  1. At the top of the track incline, here https://i.imgur.com/18ytffV.jpg, this wall curb has a visual anomaly https://i.imgur.com/yS1coBQ.jpg
    [COLOR=‘DarkOrange’]EDIT: It also occurs at this location https://i.imgur.com/vT4wxBQ.jpg, here https://i.imgur.com/oERyIxE.jpg
  2. Consider moving this wire spool https://i.imgur.com/nMQpC0O.jpg to the left, to allow for better player movement.
  3. Consider moving this wire spool https://i.imgur.com/Tg5g47I.jpg to the left, to better “fill” the corner of the cage.
  4. Just outside the warehouse, these two sidewalks have a wide dark line on them, from this displaced slab to the warehouse wall https://i.imgur.com/cYagPXm.jpg and https://i.imgur.com/NEVYfjz.jpg and https://i.imgur.com/pttruTc.jpg. HEY! Is that some clipping grass!?! :fffuuu:
  5. In the warehouse, consider placing a guide bracket on this overhead crane https://i.imgur.com/1n7d1aj.jpg, at both ends of the crane’s arm, here https://i.imgur.com/ZUC8xXe.jpg and here https://i.imgur.com/o2Vfw8B.jpg. This mimics other similar cranes, like this one in B1’s Mat Trans Room 1 https://i.imgur.com/qTzhoxv.jpg and https://i.imgur.com/Cu9UWQJ.jpg
  6. At the warehouse roll up door to the rail yard, consider aligning this rail bed wall texture seam https://i.imgur.com/ZfOkvie.jpg and the opposite side https://i.imgur.com/lcO30hr.jpg
  7. Please align these texture seams. There are more in the rail yard, and many others throughout OaRU, that you may want to screen for:
    a) Here https://i.imgur.com/1XgJG2w.jpg and https://i.imgur.com/DUChOG1.jpg
    b) This one https://i.imgur.com/lw6zurG.jpg and https://i.imgur.com/3ru1e3V.jpg
    c) A couple here https://i.imgur.com/SxGenVl.jpg across from each other https://i.imgur.com/N2HO875.jpg and https://i.imgur.com/Nu0PDcw.jpg
    d) At this location https://i.imgur.com/ISYtXcF.jpg ici https://i.imgur.com/Vdgwdm6.jpg and across from it https://i.imgur.com/LDjp7HG.jpg
    e) Just before the moving containers https://i.imgur.com/XhoGPXj.jpg here https://i.imgur.com/gCaQCZB.jpg
    f) And here https://i.imgur.com/t5Yzu3h.jpg and https://i.imgur.com/LgA6GFM.jpg
  8. In the excavated tunnel https://i.imgur.com/EpfBJdI.jpg can this be cleaned up a little https://i.imgur.com/3kINYfP.jpg
  9. Here https://i.imgur.com/feU6hCM.jpg, consider aligning these floor textures https://i.imgur.com/NPyhYiN.jpg, also here https://i.imgur.com/TsTMo9v.jpg and https://i.imgur.com/rGLrLmh.jpg. And here https://i.imgur.com/hrXylJ7.jpg and https://i.imgur.com/FEZbgIv.jpg
  10. In this area https://i.imgur.com/zseQ3xW.jpg, for a much neater appearance, start this straight-run sidewalk texture with a full slab instead of a partial one https://i.imgur.com/M6SnENc.jpg. Whatever partial slab there may be at the end of the texture run will be at this wall https://i.imgur.com/IVigpu9.jpg, where it matters much less. Do the same for the sidewalk across the road https://i.imgur.com/3fZmBHT.jpg, and for others in the rail yard. Always begin with a full texture slab. Select which end of the texture run, benefits the most visually. Avoid the scenario where there’s a partial texture slab at both ends of the run. As an example, both of these sidewalks https://i.imgur.com/k3S4OI0.jpg begin with partial slabs (looks busy/ugly) https://i.imgur.com/eSj8cT6.jpg and they both end at the warehouse, with partial slabs (which is fine) https://i.imgur.com/nKam9bY.jpg. Here’s another one https://i.imgur.com/P8SJDjj.jpg that looks too “busy”, in both directions https://i.imgur.com/I45sO8v.jpg, instead of looking simple and clean. There are loads more in the rail yard. Also, in this instance here https://i.imgur.com/3M49k8Z.jpg, beginning with a full slab here would result in a desired pronounced seam line https://i.imgur.com/xeBY0Ta.jpg
  11. Here https://i.imgur.com/t1Ovaj6.jpg, please align these floor texture seams https://i.imgur.com/Dg1L8Ho.jpg
  12. At the security hut, the design of these two sidewalks should match https://i.imgur.com/ws7Howy.jpg and https://i.imgur.com/h5HuC9d.jpg
  13. In this area https://i.imgur.com/4mbGZQZ.jpg, the ladder shaft has a texture seam problem on this corner https://i.imgur.com/WbuVXvC.jpg, that runs the length of the shaft https://i.imgur.com/eeNlbzO.jpg and https://i.imgur.com/GPuDp1Y.jpg
  14. In this location https://i.imgur.com/ZsVT7Wo.jpg, give this wall curb a square end and butt it up against the wall https://i.imgur.com/4QUhauP.jpg, and add a wall curb on the opposite wall to match it https://i.imgur.com/ppk83n8.jpg
  15. There are several texture seam issues at the broken tram elevator, lower area https://i.imgur.com/NbiTr0M.jpg
    a) Two here https://i.imgur.com/Di5fDMT.jpg and https://i.imgur.com/ujKJ38A.jpg
    b) Here https://i.imgur.com/xudYAPs.jpg and https://i.imgur.com/fTl4BS8.jpg
    c) And here https://i.imgur.com/Jqe5Jl4.jpg and https://i.imgur.com/Xi6hHmr.jpg
    d) And two more here https://i.imgur.com/jSgneG4.jpg and https://i.imgur.com/6zcxHSI.jpg and https://i.imgur.com/QVUDLSW.jpg
  16. There’s are two texture z-fighting issues at the broken tram elevator, lower area https://i.imgur.com/TOMq5dz.jpg. They are located here https://i.imgur.com/Uov4oEJ.jpg, and on the opposite side, here https://i.imgur.com/9YNPtPu.jpg. Please see attached images 1 and 2 below.
  17. At the map’s exit https://i.imgur.com/hgk9Y2Z.jpg, please align this texture seam https://i.imgur.com/PL6BkhS.jpg
  18. At the map’s exit, please rotate this track status light https://i.imgur.com/qCUnpef.jpg, so that it’s aimed more directly at the tram elevator.

[COLOR=‘DarkOrange’]Conclusion Of Feedback For OaR Uncut B1 & B2 Beta2 Maps - PART DEUX
.
.


How’s work going on the next version of On a Rail Uncut, Text?

Two small things.

  1. With the console I loaded the bm_c2a2b2 map in Beta 2, to check out the improvemetns in the outdoor. Thing is I didn’t get a tram at start, you know what it means.
    1b. Maybe the lack of tram is the reason why the convoy sequence didn’t start.

  2. / half off/ I really love the security guard fight. Too bad however that their corpses disappear / despawn in a short amount of time. Question is if there is a way to prevent corpses from despawning, at least on certain maps like this?

EDIT: I’ll play through the whole Beta 2, when I’ll have time.

It’s possible your Half-Life/Black Mesa launcher is forcing the game to play in DirectX 8 mode. Try adding [COLOR=‘PaleGreen’]-dxlevel 95 or [COLOR=‘PaleGreen’]-dxlevel 90 to the launch options to use DirectX 9 instead. This has been said to fix a lot of ‘purple texture’ issues.

Great job, I’m enjoying it a lot, Text!

However, I am able to walk across the electrified tracks at the end of A2, without taking any damage. If I jump off into the electric water, I die pretty quickly, but the tracks don’t deal me any damage whatsoever.

That is intended, Kenley

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.