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

No problems here with latest official release of Firefox…

Forum is acting weird in IE10 (Win8 )

Hey Text! Just downloaded it then, I’ll give it a try when I get home from work tonight (South Australian here).

Thanks sooo much for your hard efforts these many months! Everything I have seen from you has been top notch!

Cheers mate!

Thanks everyone who has downloaded it so far. I’m in no fit state right now to write anything or maintain properly, so I just hope you’ve enjoyed it despite the missing texture.

Hotfix here, for the missing texture.

So far, this is the only reported issue. Please report any further problems to me.

Will update the main package and add ModDB package tomorrow, when sober.

OOOOOOOOOOOHHHHHHHHH thank you so much Text, you’ve made my night with this!!

Thanks for the hotfix, Text.

Edit: You did a great job expanding map A1. The map looks a lot better from its alpha version. I also liked what you’ve done with map A2. I really like the Anomalous Materials stripes in there and I think you should keep them. It makes the Office Complex unique.

I’ll give some feedback for your maps tomorrow.

So far, looking great! My only bug so far that I can see is directly outside the room holding the turret gun overlooking the hook-and-crate-thing that’s blocking the way, there are two headcrabs that come at you from the direction of the turret room. These two headcrabs will not attack you for some reason.

Just did my maiden playthough, and it rocked! I can’t even tell you how pleased I was with these maps!

I saw a few lighting glitches (If no one else mentions them, I’ll create an Imgur so I can upload them there.)

The only really annoying game-breaking glitch, was a lump 53 byte allocation failure. I got it twice when dieing in the B2 train yard, but only after opening the giant door, switching the rail, and heading towards the broken turntable via my tram. I was killed once by the soldier (that exits the giant door), and once by the turrets (inside the door). It crashed both times when it was trying to load my last save. I did however die… like twice… by the turntable, and it loaded my save without a problem. (I was low on health! Give me a break! :stuck_out_tongue: ) I got this problem fairly consistently in the same place during the Alpha as well. I won’t hold it to you, though. This really is a Black Mesa error.

My only real design problem is also in B2. I love the spaced out combat, BTW. Keeps you on your toes while not drowning you in bullets. However, there is one area which may need some slight tweaking: If you decide to just ride your tram through B2 once you exit the warehouse (fairly instinctual for most new players, I would assume), after the first turn, you are presented with the .50 cal encampment. I then proceed to duck behind the tram console for cover. However, the tram then turns, and I am again exposed to the .50 cal. Then the soldiers bust out of the rail switch room. At this point, I’m riding on my tram, trying to fight off these 4 sources of gunfire, when my tram hits those phys-boxes on the track, hits a tripwire, and I’m dead. It might be a good idea to somehow direct the player that they may WANT to get off of the tram in some manner. Either that, or find some way of making those soldiers that bust out of the rail switch room less of a threat, so I’m not looking at them (when they are behind the tram) while I’m heading right into tripwires (that are in front of my tram). Honestly, I suggest scrapping them. The window out of the frame does an awesome job of catching the eye, and making the player want to investigate. Unless you really want them there for combat reasons, rather than directional reasons…

Don’t take this too harshly, though! It’s that one LITTLE stretch in all of OaR Uncut that I am unpleased with. I will try to write a post tomorrow detailing all of the awesome fixes and changes that I love!

Thanks a bunch for all of this! This is some quality work!

I don’t think I need to tell you how AWSOME you’ve made OaR now Text, but I will anyways; YOUR AWSOME!! love these new maps. I did a full playthrough from start to finish just to find things that stood out or caught my eye. Detailed feedback will be later.

  1. I think these zombies should be sitting on top of the tram rather then at the back and BELOW THE WATER. I said to myself if headcrabs don’t swim and can drown, why don’t they die. They are below the surface of the water before they get up.
  2. The placement of this dead bullsquide looks awkward consider removing him.
  3. On A2, right at the start of the office complex, where the music ques, the door in this hallway isn’t lit properly.
  4. When you use the flashlight on this part of the wall the blood decals are behind the stripes.
  5. This door is not lit correctly.

More to follow…





I also encountered this during my playthrough. The headcrabs seemed to notice me at first, and then they got bored and went about their business. Heh.

Anyways, the work is looking pretty legit as always. I’m pretty happy to see a few of the things that have been fixed, and I’m amazed at the additions. The new section at the very end of A2 in particular looks pretty damn awesome.

I’d like to highlight some improvements made to existing areas.

  • The hallway in the middle of A1 is so much more lively now. I like what you’ve done to the place.
  • Turning the intro of A2 into an actual working elevator was a great idea.
  • The fighting in A2 has been dramatically improved.
  • The newest version of the cafeteria makes much better sense without that hole in the floor. It’s beautiful.
  • Handling the turntable fight was much more manageable, aside from a grunt that spawns to the left of the .50cal’s range.
  • Handling the B2 outdoor area was much more manageable.

That being said, here are some things that I noticed:


Consider moving this blue crate over to the left a little bit, so that when the player jumps onto the ledge here, they can walk between this crate and the stairs.


These rails still do not have playerclips on them.


You can spam these buttons. My suggestion would be to disable this console until the elevator has stopped moving.


Can you move these railings up so that they don’t clip into the floor?


Add some vent covers to this stretch, like the ones seen past the security office:
https://i.imgur.com/HYLSviD.png


This station in B1 shows Sector C to be completely intact. There’s a similar station in A2 (in the security office) that shows the Inbound areas, also completely intact. I don’t think you meant for that.


Where does this door go to anyways? That’s such a small island there.


EDIT: I actually have nothing to say here. Moving along…


On left is the elevator when we first find it, and on the right is the elevator after one trip up and down. They are not consistent.


When I first rounded this corner, the hallway had zero boxes going through. Perhaps set the trigger to go off a little earlier, or have boxes spawn earlier?


It’s possible to slide under this elevator before it lowers completely, trapping players underneath.


Consider turning this turret to the left. As it is (with it’s 180 degrees of detection range), it can fire all the way to where it’s brother is in the corner to the right, and then some.


Some misaligned tracks near the .50cal bunker.

While I’m mentioning this, also revisit the rails and wall cladding just after the box room. I brought those up during the alpha too.


You can see through the sides here at the broken turntable.


This door between B2 and C was halfway closed when I hit the transition. Might I suggest moving the wall and door back so that it’s at the end of the straightaway?


EDIT: I have nothing to say here either.

And finally, I noclipped to find that the areas linking B and C is still not oriented correctly. If the map is any indication (https://i.imgur.com/ECPoR7n.jpg), the command center should be on the northern side of the launch pad, the same direction as the B map’s offices.


And as you can see, the command center is above the tunnel to B1, which is opposite where it needs to be. You’ll want to flip the outdoors area by 180 degrees.

Likewise here, the control center is still above the tunnel to B1. Rotate the indoors area by 180 degrees.

Continued…

  1. At the start of B1, I think this zombie guard should be “playing dead”.
  2. The barnacle in the side tunnel is still buggy. The body didn’t get eaten and the second soldiers body just exploded when they got to this point. Maybe it would just be easier to remove the barnacle.
  3. On B2, the cords that hold up this light…
  4. …come up and clip through the floor of the room above(you can walk on top of them as well; strange).
  5. Said this earlier, can you change this graffiti to your “dead” freeman?

Btw .RK that elevator, in the turntable room doesn’t work when the power is off. However, it works again when the power is back on.





Forgot, sorry for the double post ran out of pic space. One small thing, On B1 the other soldier on the tram is floating and doesn’t want to stay anchored down as the tram moves. same goes for the one on B2

…lol

Welp, I guess what I posted wasn’t an issue after all. Edited my post to reflect as such.

I was thinking about changing a completely new line for the graffiti something like “This Is You Freeman” for the B2 map, instead of using the old lines, just to make it original, that’s just my opinion.

Have not finished the beta yet but I like what I see already! There is one thing that I don’t know if it’s a problem with Black Mesa itself, or Source engine or what BUT when I try to load the mod’s maps from the console I spawn where I’m supposed to but I have no weapons or HUD. Is that a known issue that I must live with? I can if it is. It’s not a huge issue but in order to play through any On a rail uncut map I always have to start at least at the B1 map. Again, not a huge issue but if it can be fixed that would be great. Anyway, the beta is looking great so far!

rk the you think you got shot by a tow area was an RPG grunt and that isn’t texts doing

I am unable to download the beta version, though the download link for the hotfix works. Can anyone reupload the files on the thread, if you don’t mind? ^^

Playing right now :slight_smile:

In this freight station, I can not aim the machine gun towards vorts, I can only move it up and down. /had to kill the vorts old style/

coming right up

Are you using Firefox? And did it just update? Because I was having that problem too, so I switched to Internet Explorer… And then it worked.

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.