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

The road actually goes to a T-intersection that goes parallel with the desert.

EDIT: Here’s a closeup:

Note that there’s a structure in the background where a dome with red lights is on its roof.

On a Derail: Uncut!

…Sorry, you know I had to… :stuck_out_tongue:

But anyways, glad to hear you’d upload to the Workshop should there be one, Text! It’d give your mod a lot more exposure, and make it easy to install! I didn’t think you’d have a reason NOT to use it,just figured I’d ask if you would!

Well, I’m looking forward to the release candidate! You’re in the home stretch now, Text! :smiley:

You didn’t :expressionless:

It’s a shame some events need to happen:

- ST Uncut:

  • Grunt destroying tank

- OAR Uncut:

  • guard killed chased by HECU on tram (impossible to kill them)
  • Guards need to loose against HECU just before trainyard (tried to kill the HECU, but couldn’t till the guards were killed, even used Magnum)

As I understand it, he doesn’t want it to be awkward if you save a guard, and then they have nothing to say. I think he should attempt to contact the Black Mesa voice actors, and see if something can be made, but that’s just my opinion. I think the maps are good enough, and the voice actors cool enough guys, that it probably wouldn’t be hard to convince them to record some new lines if he could actually contact them.

I agree it is a flaw, not something Valve would do. The disconnect a player feels when a scripted scene bends the game rules to stop the player from “breaking” it, is pretty restricting. It seems gamey, and is one of my only problems with the UnCut chapters. I love games that make it a point allow the player to save everyone if they have the skills to pull it off, but I can’t quite blame him, as they are not huge problems, just somewhat inconsistent with vanilla Black Mesa and Valve’s own “empower the player” philosophy. Really if their is one thing I’d change about OaR’s current state, it would be that. The ambush scene’s unfortunate performance issues are really not as big of a deal to me.

Actually the guard survived for me in Beta 1. I didn’t see him, but I clearly heard him shooting the one marine I failed to kill, dead.

Neither do I. I’m in the middle of a Black Mesa playthrough right now, I got from the very beginning to past OaRU without a single crash. It depends on the rig and the setup.

So your point is, that I need to reach out to the dev team’s voice actors, coordinate with the voice actors, write voice lines, check through the voice lines, add captions for the voice lines, choreograph facial expressions and lip syncs (this bit is a huge job just on its own), get that all into the game and working properly, set up the AI so it functions correctly in that circumstance, with lots of testing, all on the off chance that the player may kill all of the soldiers before the guards?

Seems reasonable.

You’re right, it’s probably not something Valve would do. While we’re talking about that, why are you holding me to the same standard as a professional game studio? I’m 1 fan. What do you want from me? That’s a SHITLOAD of work, for something exceptionally trivial, really.

If that seriously is your biggest objection to my uncut chapters, then I’ve done a really good job. Unfortunately for both of us, we know that this is not the biggest problem with the maps I’ve made, there’s a lot more important stuff to be done!

The Guards are all on 1 health during that fight. They’ve clearly been shot up pretty badly, as a result. They died from blood loss after you defeated the soldiers. There you go. It’s not “gamey” any more, it has a non-meta explanation.

Don’t make stuff up. The Grunts can be killed before destroying the tank, easily. There’s nothing preventing you from doing that. The Guard also doesn’t always die when being chased by the HECU, either.

I always run in the tunnel (marines do not give a fuck), kill the a.grunts with gauss and let the LAV do its thing.
All I have left is press the right mouse button and the ugly thing is up in flames. Still bummed why ALL of its wheels fly off every fucking time.

Text, I did some derping around and I might have come across another solution - this one to solve the music not playing when loading saves on B2.

Because map nerd, and because I was still getting this problem, I decided to investigate in Hammer. Noticed that the autosave and music were set to fire at the exact same time. Tested this setup by compiling just that and was able to replicate the issue.

So I changed the trigger timing so that the autosave would happen first, and then after that was done the music would start. Tested this out and have had no issues. Even after dying and reloading once, the music played where it was supposed to.

I have no idea why that makes the issue go away. Eh.

So yeah; change the settings of that trigger so that Dark Skies fires after the autosave. A one-tenth second stagger outghta do it.

Just thought I’d throw in couple more things I noticed:

  1. In this area, at the start of B2,
  2. This door is not lit properly.
  3. On BM stock B map there are “functioning” ventilation fans in the ceiling.
  4. On your map A2, you have none.

Food for thought




Text, please take note that I’ve updated my post #2239 on page #112, concerning additional feedback for A2 Beta 2 map.

I’ve downloaded and re installed the OARu and loop mod a few times and I still get the purple. I get purple on the security office outside, purple on rock and lots of purple on the turntable before apprehension.

When I had the previous version of OARu installed I had lots of success errors. Numerous times I had success error in red and capitals all over the map. I’ve never had that with the more recent OARu.

Maybe try re-downloading and re-installing BM?

My apologies. I did not mean to imply the work you have done isn’t a massive accomplishment in its own right. And I certainly wasn’t saying you have to do anything. I was just expressing the only way I can possibly see your map be any better aside from minor optimization. I’m sorry if I came off as demanding or unappreciative of your work, that was not my intention in the slightest. I am not experienced at all in mod development so please understand I don’t really know anything about how much work it would take to pull off.

When I said Valve wouldn’t do it? I meant that they would probably scrap the idea of a fight between guards and soldiers altogether, not that you have failed to “create Valve quality work”. Not at all, frankly Valve is kind of overrated and I wasn’t trying to say that you need to “live up to them”.

In conclusion, I’m sorry for coming off as demanding. I wasn’t trying to. What you’ve done is amazing on its own right and should be commended. All I was doing was replying to a fellow admirer of your work, and saying what I felt was the only flaw in the entirety of it. Your reluctance is understandable given that you are but one man. Please forgive my seemingly unappreciative words. I meant no disrespect and was only trying to suggest how to improve your work. You do not “have” to do anything for anyone.

Will do bud.

Goddamn. Fixing all the hinges to be on the correct side causes the doors to be darkened, due to lighting origins. Really annoying, it’s nigh on impossible for me to catch them all. Sorry, will fix it.

As for the functioning ventilation fans, I know about that. Would be nice to do, but I can use my standard cop out response - entity/brush count. One fan requires 2 entities (the rotating brush and the dynamic fan prop), and about 13 brushsides (4 interior walls behind the fan + the end of that interior, plus the extra 8 brushsides which come from cutting up the ceiling). It adds up quick, so it’s not gonna happen, sadly.

It’s nothing to do with me, try reinstalling your Black Mesa. As I said, none of the textures which are showing as purple for you have been modified in my release. I haven’t touched em, ESPECIALLY nothing to do with rocks. Additionally, nobody else has had these problems at all. My guess is that something’s weird with your Black Mesa install, so yeah, it might be worth an install. As for your previous version of OaRU having errors everywhere, that again points to a bad install. The only model I’ve ever missed in an OaRU package was the ends of a few pipes.

Oh don’t mind me, I was being a little grumpy. I do that sometimes - I’m only human!

You didn’t offend or upset me, even though I came off that way, so no sweat. My apologies for being overtly defensive. A day’s mapping and a few beers can do that to a guy!

Valve wouldn’t scrap the fight between the guards and the soldiers though, because it’s a cool idea and something not seen at all in Half-Life 1, despite being implied all over the gaff. They would have the manpower to make a scene like that work properly, with the voice acting and choreography. Me on the other hand, well that’s something I just don’t have the time or resources for, so the current solution will have to do. I agree with you, it isn’t ideal, but it’s by far the best of the current situation. It used to be possible to kill all the soldiers before the guards, but it just seemed really dumb that the guards had nothing at all to say. And as I said before, it’s way too much effort on my part to get that to work otherwise. It’s probably unlikely that most players will be able to engineer a situation where the guards outlast the soldiers, so think of the current “unbreakable script” as a contingency, rather than the norm.

You’ve turned the last corner and are headin’ for home, Text.

Rather than wait for the release of the RC candidate, I thought it would be better to present this additional feedback to you now, so that you can consider/address them while the rest of us are experiencing/drooling over the RC version. This, again, is in order to spread your workload out. These issues are all new, so they will exist in the RC release. They focus on the B1 and B2 Beta2 maps.

Feedback For OaR Uncut B1 Beta2 Map

  1. Angle this camera slightly more towards the tracks https://i.imgur.com/AkFd3sL.jpg
  2. Here https://i.imgur.com/Ej1rrzi.jpg, remove the middle storage rack https://i.imgur.com/mrHmAOh.jpg, as there’s no means for a forklift to access the goods on the left and middle racks. As a suggestion, take the forklift from here https://i.imgur.com/sDsMZQ5.jpg, and place it where the rack that you removed was. Similarly, remove the middle rack here https://i.imgur.com/CEatiiU.jpg. Don’t add a forklift, the prop count is fine (you could remove the bundle of i-beams :sick: ). For the same reason, place this rack against the wall https://i.imgur.com/K0EXLVi.jpg
    [COLOR=‘DarkOrange’]EDIT: 3. Speaking of forklifts, in this office https://i.imgur.com/hTSjeZu.jpg, there’s racking and props associated with forklift interactions https://i.imgur.com/wFVmXuz.jpg. How does a forklift get up here? Also, the items on the rack are too large to fit through either door. Maybe place an elevator here https://i.imgur.com/HdmCfZI.jpg and double-doors here? https://i.imgur.com/oRylOKY.jpg
  3. There’s a lighting issue with this door https://i.imgur.com/ysYMR78.jpg

Feedback For OaR Uncut B2 Beta2 Map

  1. At the moving containers, consider removing some containers from the first line and adding them to the second line. The second line has a long interval where no containers are seen on it.
    EDIT: Ignore item #1. My game was bugged. Also, ignore my previous feedback concerning two containers joined together to form one longer container, and the texture z-fighting that was visible at their joint seam. Sorry.
  2. In the warehouse https://i.imgur.com/SGOZqP7.jpg, for forklift access, move the left racking against the wall and the right one closer to the caution stripe https://i.imgur.com/fE8jhtK.jpg
  3. Consider removing these props https://i.imgur.com/rbn3Abl.jpg and https://i.imgur.com/mWJL0z1.jpg. Their placement out here is too staged, and it will save resources. To compensate, move the rail cart further along the curved track https://i.imgur.com/y4kv4EH.jpg.
  4. Consider removing this wire spool https://i.imgur.com/vinKw4l.jpg. It impedes player movement, and there are three others in the vicinity.
  5. Don’t know if it’s important, but I found this when I noclipped into the sniper’s lair https://i.imgur.com/152GP9V.jpg
  6. The floor textures at the train yard’s security office need alignment https://i.imgur.com/wh65bM1.jpg
  7. This wall support frame https://i.imgur.com/XjxUdZz.jpg, is missing a texture at it’s lower ends https://i.imgur.com/1wzT6oi.jpg. To fix this, rotate it 180 degrees, as the upper ends aren’t missing this texture https://i.imgur.com/Nx10Mtj.jpg. Your welcome!
  8. Consider centering these wall support frames https://i.imgur.com/Nukob9d.jpg and https://i.imgur.com/bD6GPEk.jpg
  9. When viewed at certain angles, the portion to the right of the yellow light of the red warehouse, disappears. It happens when the player’s view moves to the left. Everything’s normal here https://i.imgur.com/vX7ApH1.jpg, but not here https://i.imgur.com/9s0rXkq.jpg
  10. The positioning/spacing of these two strip lights on this half-wall https://i.imgur.com/V7eD4ff.jpg, here https://i.imgur.com/UAhdrVr.jpg, and here https://i.imgur.com/R5AH8e1.jpg is strange. They could be better utilized, as the area where they are now is sufficiently lit. They would be more useful illuminating these stairs https://i.imgur.com/TRIX5IW.jpg and these stairs https://i.imgur.com/GAeakau.jpg. This adds a nice detail.
  11. Like item #10, consider using this strip light https://i.imgur.com/LPkUfKm.jpg, to illuminate these stairs https://i.imgur.com/SkaSHCe.jpg
  12. Some caution stripes on the rail bed floors need alignment, starting here https://i.imgur.com/d31OiCh.jpg:
    a) Here https://i.imgur.com/jSfIncI.jpg
    b) Further along, ici https://i.imgur.com/G2Nenmw.jpg
    c) And even further ahead, here https://i.imgur.com/5JKcte7.jpg
    There are other instances, but not as severe as these three. You may want to scrutinize them yourself.
  13. At the broken tram elevator https://i.imgur.com/Ot6U29i.jpg, this rail bed wall texture seam needs alignment https://i.imgur.com/8vnVYaU.jpg. Maybe tweak the other side as well https://i.imgur.com/MnN8u6x.jpg
  14. There are several texture seam issues on the rail bed walls, at the broken tram elevator:
    a) Here https://i.imgur.com/HsjQgpP.jpg and https://i.imgur.com/qDtJk2E.jpg
    b) And ici https://i.imgur.com/NVq1cgP.jpg and https://i.imgur.com/tW9CjT9.jpg
    c) There are two here https://i.imgur.com/h7RJJiF.jpg and https://i.imgur.com/mVtv945.jpg
    d) Another ici https://i.imgur.com/x0d0XSP.jpg and https://i.imgur.com/qLB5uO9.jpg
    e) And here https://i.imgur.com/r1jMWgO.jpg and https://i.imgur.com/Dx8zVRJ.jpg
  15. The broken tram elevator’s rim has texture z-fighting issues, along the section where the rails enter onto the elevator platform https://i.imgur.com/YmYC1I8.jpg, and on the opposite side https://i.imgur.com/Exteh8s.jpg. It occurs along this seam https://i.imgur.com/Ca446I4.jpg, from one rail bed wall to the opposite rail bed wall. Please see attached images 1 and 2 below.
  16. There’s a texture z-fighting issue here https://i.imgur.com/xflStsp.jpg. Please see attached images 3 and 4 below.
  17. For more props variety, can a forklift be placed on tram carts like this one https://i.imgur.com/WpgZ0wU.jpg, or this one https://i.imgur.com/M1wWT7J.jpg. Don’t add any new tram carts, replace items on one or two existing tram carts with a forklift. Maybe the same could be done with a spool of large wire https://i.imgur.com/vinKw4l.jpg
  18. Move this bundle of i-beams to the left, to eliminate the lower shadow https://i.imgur.com/CY9U8ch.jpg
  19. At the warehouse, this rail bed wall texture seam needs alignment https://i.imgur.com/acW2Gg8.jpg. Maybe tweak the opposite side as well https://i.imgur.com/jEm5Q8U.jpg
  20. Consider removing these orphaned military crates https://i.imgur.com/d4SL5zB.jpg, and place an orange push cart here instead https://i.imgur.com/g5TTPqn.jpg, at the ready to disperse the next delivery. Remove these lonely orphans, as well https://i.imgur.com/VLvmNsu.jpg. This warehouse has a tonne of military supplies, as it is.
  21. As a suggestion, here https://i.imgur.com/xn93szu.jpg, put these military crates https://i.imgur.com/W9gZ03W.jpg in the back of this truck (delete some, if too many) https://i.imgur.com/wDYMSe8.jpg and put an existing orange push cart at the rear of the truck https://i.imgur.com/VR4RdTI.jpg with some hand-movable military crates and folded turrets on it, to imply that they were being loaded/offloaded. If this can’t be easily accommodated, because of the security guards-HECU scripted battle, consider placing some of the military crates over here https://i.imgur.com/NH2K6ue.jpg, to fill out this area. Place the orange cart with the hand-movable military items on it, where you see fit.
  22. At the moving containers, at the exit opening for each container line https://i.imgur.com/YQ9dDYr.jpg, the underside of all four ceiling support frames have a texture z-fighting issue, where they meet the wall https://i.imgur.com/VyaKK8z.jpg and https://i.imgur.com/JJBqwj3.jpg
  23. In this security office https://i.imgur.com/bPGZuzc.jpg, reposition this electronics rack https://i.imgur.com/w1jfX8n.jpg so that it sits across the opening between the adjacent data-tape units, at a 45 degree angle.
  24. Consider moving this tram https://i.imgur.com/2pu217d.jpg backwards so it’s in full view. This will give more “fullness” to the tunnel it’s in.
  25. Move this i-beam bundle https://i.imgur.com/QOFECef.jpg away from the handrail, to remove this shadow https://i.imgur.com/oUmeGFS.jpg
  26. Move this forklift to the right, so that the player can more easily pass between it and the truck https://i.imgur.com/Sp9WxfT.jpg
  27. This sidewalk https://i.imgur.com/asJTC9t.jpg, has texture z-fighting https://i.imgur.com/N8z7TJS.jpg and https://i.imgur.com/QJPNz2X.jpg
  28. At tripmine alley https://i.imgur.com/fpDvP6G.jpg, two of the tripmines need to be lowered, as their trigger beams terminate at the fence’s mesh section https://i.imgur.com/sRI7oNu.jpg and https://i.imgur.com/dwUr5Hx.jpg
  29. These tram rails https://i.imgur.com/LQNFxgy.jpg, have texture z-fighting issues, on their tops and sides:
    a) The affected area is from here https://i.imgur.com/06jOI8n.jpg to here https://i.imgur.com/g39fnHs.jpg
    b) The top silver area of the rails flicker/shimmer. The side joint brackets, with the six bolts, dramatically shift positions, back and forth.
    c) Here’s what occurs on the sides of the rails https://i.imgur.com/1dNUxtr.jpg and https://i.imgur.com/HocbPaD.jpg
  30. In the excavated tunnel, the lighting on this blast door is fine https://i.imgur.com/sm7jilA.jpg, but the lighting on this blast door on the upper level, is non-existent https://i.imgur.com/NwpuV9G.jpg, at least for me. Anyone else?

Hang in there Text, a beer or five will help you get through this ^_^. Can hardly wait for the Release Candidate. It’s gonna be super great!!!
.
.




Guess who I found in Map A2?
(Hint: Text mentioned this in his ModDB article of the public beta)

Anyway I have a little more feedback for Map A2 and Map C.

Feedback for On a Rail Uncut Beta 2 (cont.)

Map A2

  1. This part of the track is not quite aligned.

Map C

  1. On the third floor and the 2nd floor of the turntable area, there are a couple black gaps (3rd and 2nd floor respectively)
  2. Above this door, there is a little gap.
  3. Z-fighting on this part of the track.

Just so you know, the image(s) for item #4 is/are missing.

Thanks. I fixed it.

Heck yeah. I can drink to that, even though I can’t legally drink yet.

Also I vote we all cash in on Barney’s tab once this is all done. He owes us so many beers right now.

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.