Feel free to post thoughts and comments. However, detailed feedback is unnecessary and will not be implemented as I will not be working on these maps anymore. This project is shelved. Feel free to post it if you like, but if you do, then do so (I will read it and take it in) with the expectation that it won’t be implemented or updated.
It’s not much related to OaR Uncut itself, but someone on Steam’s workshop uploaded two mods adding the workers and office NPCs in Text’s mod to the Inbound and Office Complex chapters. I think that’s a pretty good idea as I’d like to see each chapter updated with a wider variety of character models.
I plan to do other chapters as well (I made the Office Complex version, by the way). Currently We’ve Got Hostiles and Residue Processing is already in progress. I plan to not do On A Rail because it would conflict with Uncut patches, and Surface Tension, as it will soon be updated.
On subject, OaR Uncut is good as it is currently. I don’t think it requires further major tweaks.
Please let’s keep the discussion on topic. This isnt why Text reopened this thread. I will update the addon soon so stay tuned!
On topic, it would be really great if Text were to appoint someone so this new guy can keep update the project. Of course this “someone” would have to be someone whos really proficiented in this type of project. In fact it would really solve all the problems like bugs or inconsistency. Currently OaR Uncut is ported from the mod version and therefore does not have features from Steam version. This is absurd. If Text really cared about the community and his project, he should do this. I’m not seeing any reason why he might not do this… Maybe he can talk about this more? Or even maybe release the vmf files, let the community fix it using the lump files, etc. This way we can fix both the bugs and support Text’s work. but I dont like this option that much. Quality wins everything you know.
Right you are. I am sorry, one must give the dev the proper respect and stay on topic.
The funny thing is, though I dislike bugs (like everybody else) I consider this expansion complete. I don’t mind Text shelved the project, because It’s good the way it is. I don’t need any new rooms, or additions, not even steam version engine features. No. There is no need in my humble opinion. Of course I would welcome them, but I am quite happy with OAR Uncut the way it is now.
I was just saying that Text had a good idea to add new NPC models in OaR Uncut, and was nicely surprised someone took the initiative of adding those extra models to the rest of Black Mesa. I’m looking more for mods like these on the workshop than weapon and hand model reskins.
But back on OaR Uncut, I noticed spawned enemies were static on all 4 maps. It happened mostly for vortigaunts, for example in the battles of the second map. I’m not sure if I’m the only one who noticed this bug, though I’m pretty sure this never occurred to me in the non-Steam version.
It’s to do with a bug in the Vort’s AI routines. This has been present in the mod release but seems amplified in retail at the moment. If the Vort can’t path to you, he’ll freeze. We’re overhauling AGrunt and Vort AI for CU3, so hopefully I won’t even need to make any adjustments for it to be fixed in the future.
There is also those two headcrabs falling down a vent at the beginning of the second map which seem to be bugged. They stay inside the vent, like stuck, even though the vent’s grating falls down. Hopefully the next update to Black Mesa will fix that too. Other than that, OaR Uncut runs like a charm.
I’m working on this again, in a limited capacity. That limited capacity is basically bugfixes and resolving major issues with the workshop version for retail. No more, no less.
So, please, any outstanding serious issues with the workshop version for retail ONLY, please post them here. I will work to resolve them and update when I can.
Note: with the big update for OaRU I will also likely ship the mapsrc files with the mod, so the community can do what they like with the maps. All in the modding spirit!
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.