First of all, good luck with your job!
Second, I am sure the final version of OaR Uncut will blow us away! Keep it up!
First of all, good luck with your job!
Second, I am sure the final version of OaR Uncut will blow us away! Keep it up!
Good luck with your job Text! We’re sure as hell we are going to wait for the final thing to come out.
Thank You for making the two uncut mods.
When On a Rail comes out, I’m going to start over from the beginning with Black Mesa and the two mods installed.
Is the OAR release going to be the final final one, or are you going to do a 2.0 release with it too?
Thank You.
EDIT: I’m assuming you can just install one mod, then the other, and play?
Good work in the past 2 days, despite being otherwise occupied. It’s all coming together very quickly now. I’m hoping for it to be media ready fairly shortly, but we’ll have to play that one by ear eh? I am getting close though - there are no major hurdles left to jump over now, unless I introduce some kind of bug in my latest works.
The lighting makes it look fantastic. Very excited. Also got work done on the skybox, which matches up and modifies the distant skybox seen on the C map.
They work together. They already do, even in alpha.
How’s work? (your job)
So what’s left? (the mod)
It seems almost everything is done!
Been lurking for a while, but first time poster here.
I’ve played your ST Uncut maps, and your A maps for OaR. Looking forward to playing your B maps after seeing the quality of your work. I recently re-played half-life and it was clear what you are recreating, and how faithfully you are doing so.
It really does make a big difference adding back these iconic locations.
He was faithful in remaking some of OaR’s missing iconic moments, but he sure added his own touch to it. For example, the office complex in A2 and the turntable ambush in B1 were great ideas. He even brought some history to this rail system by making the tunnels in Mat. Trans. B (the B maps) look better maintained than the rest of the chapter, and I’m expecting the open air area in B2 to bring even more coherence to it.
Well yes, quite right.
It is a re-imagining rather than a carbon copy, but it is faithful to the initial premise while adding new unique content.
Just did my first test run and compile in about 3 days.
It’s looking FANTASTIC. It’s also surprisingly unbuggy considering I’ve only testrun it twice in the past…3 weeks.
It’s looking VERY promising for a weekend release. No promises. However I can promise some media during the weekend at the very least - screenshots as a minimum and a video is a possibility. Heck, if it all goes as well as it currently is I might be able to put a video up late tonight. We’ll see, depends on how tired I am.
The problem I’ve had with the construction worker model basically means I can’t use it for now, which is a shame because I really liked it. Impetutous hasn’t got back to me about it yet so I can’t fix it.
Progress guys! It’s getting there!
Oh also, might as well mention it here to anyone who might be interested - I graduated from LSE on Wednesday. Second Upper Class Honours in BA Geography from the London School of Economics. Chuffed. Also managed to snag a 1st Class Honours on my dissertation which I was delighted about, considering how badly I was managing my time (mapping was seriously interfering with my work at that point!). So yeah, that’s all over now. OaR Uncut, then job hunt!
Work - Sporadic. I’m doing decorating work which I’ve done before over summers but I’m not needed every day because of the nature of the work. When I do work it’s extremely tiring! Suffice to say this is a part time thing.
Mod - Finishing B2, which might be quite soon actually. Then Beta, then RC, then finished. Beta should be quite quick to release after B2 alpha.
Thanks for the kind words - however I wouldn’t call my remake faithful. It’s faithful to the spirit of what HL1 did but A1, B1 and B2 are basically total redesigns of the maps they were created from. I want my work to be better in every way. No small task, and maybe I won’t ever achieve it, but we’ll see!
Well maybe that was bad wording on my part. I did mean to the spirit of Half Life. Particularly in ST uncut with the outdoor area (where you have to find a security guard to open the gate), and the ambush room in OaR uncut. They were scenes that I vividly remembered from half life and was disappointed were not originally in BM (Not a criticism of BM, I think it is fantastic).
I really wanted to add my name to the list of people thanking you for your work, as I’ve read through all the pages of the thread and found some comments that I found a bit distasteful, and overly demanding (thankfully the vast majority seem to be supportive).
Also congratulations on your graduation and finding work. After I graduated, I was out of work for a couple of years, just got a new job myself.
'Grats on your graduation. As for the Construction worker, it’s prolly due to the fact that it’s not in the character manifest. I wouldn’t know how to fiddle with it with out breaking it. Good luck getting it to work.
Great to hear about the progress, I’m interested in hearing about what you’ve decided to do with the guard fight, considering the issues I brought up earlier. Hell I’m interested in the entire map, I greatly look forward to this.
About the worker, I had the same problem trying to get it to appear in the model viewer, so it’s not just you. You might wanna contact Maestro about it, since he did the modelling portion of it. Impeteous made the texture and uploaded it, but I doubt anything was done to the model between getting it and uploading it.
That sounds really great, congratulations!
No way, that wouldn’t do it. The character manifest just tells the game what x npc should look like when it spawns. This is just a ragdoll though, and besides, I’ve put a hexed ragdoll in the game before and it worked fine.
@TextFAMGUY
I admit I’m pretty curious to see the results of your work on B2, even on screenshots. And of course, congratulations for your graduation!
Eh, I won’t argue with you about the scripting. It was just a hypothesis. Either way, this doesn’t help to get the issue solved.
Firstly, I think you’re making too big a deal of the guard balancing issue. It isn’t that difficult to sort out, really.
Secondly, you may very well be overestimating this warehouse battle. It’s literally 4 Guards vs about 5 Marines, it’s not a huge scripted battle a la ST Uncut, it’s just a small skirmish you come across which is over in 10 - 15 seconds, leaving you to clear up the scraps. It sounds like you’re expecting an epic battle. That just won’t happen, especially not given how demanding the map is currently.
I can definitely do a media release in some form tomorrow. It’s actually nearly video-able. Very few problems remain which I can’t skirt over in the video.
My biggest issue currently is actually that the map is far more visually impressive than it is from a gameplay perspective. I am unsure as to whether or not I want to keep it this way - I may wait for tester feedback to decide what to do with this. As it stands now the map is pretty damn huge but there are only about 7 combat encounters spread throughout the entire thing. It’s pretty low in action:
Not very much considering the size of the map and distance you travel during it. As I said, I am unsure whether I want to keep it this way or not. As it stands it’s kind of like the “calm before the storm” of the C map, though F/G were mostly like this in HL1 anyway. This is a double edged sword. Some might like the pacing juxtaposition while others may find it boring/wasted opportunity. I’m on the fence about it myself, which is why I’ll choose to wait for tester feedback.
Either way, it looks beautiful though! Get excited for tomorrow evening lads! Interest in this mod really has died down a lot, and understandably so, no visible progress has been made in the past…what, 2 months? It’s all gonna kick off again very soon.
It happens. You can’t have 207 pages of thread (ST + OaR Uncut) without some tensions and conflict arising. So far nothing too terrible has happened really, I’ve lost a few testers along the way but that’s about it really, even if it is a shame.
Hopefully it’ll be made up for by new people coming along and enjoying my work.
It’s not the character manifest. If other people are having problems, then it’s probably to do with the way they packaged/compiled it. Not much else I can do but live without it in the meantime, and wait for a response from either Maestro Fenix or Impetuous.
Don’t worry, my expectations weren’t through the roof. It was just that in my tests, the guards always won the 4v4, usually by a landslide, save for 2 times. I figured that issue would persist in the map unless you did some tricks, but maybe not.
Like the sound of this!
I’d love to comment on this, but I really can’t without seeing it first, and I shouldn’t anyway until I do see it.
I wouldn’t say that it’s just you. Interest in these forums and Black Mesa in general has dropped off a bit lately. It’s all so unfortunate, hopefully it’ll come back soon though.
If worst comes to worst, I can offer you a hexed guard model. It’ll lack a nametag, but otherwise look the same. That’s the best I can do, unfortunately. Hopefully you can get it resolved instead, it’d be a shame for Maestro’s work to go to waste.
Wow sounds good. I’m eager to play it !
The Guards all have 5 health and 2 of them rush at the encamped HECU. It’s the only way to make them consistently lose. Even though them having 5 health sounds ridiculous, it actually isn’t. They still survive for a pretty long time.
Also, I’d love to grab the hexed model. Maestro Fenix got back to me and said he didn’t know how to fix it, so I’m kinda stymied at the moment. Would love to have it in time for the media release tonight.
Alright, I’ve uploaded it here: https://dl.dropboxusercontent.com/u/87931465/humans.rar
All you need to do it drop it in the models / humans folder, I set it up to use Impetutous’s textures in their directory. Of Impetutous’s textures, the only ones that are needed are the “guard_accessories” and “guard_body” files. There aren’t any bloodied or gibbed versions, but I could make some if you’d like.
Apologies for my lateness, I was asleep. Hopefully I’m not too late!
Works a treat. Lovely. Thanks.
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.