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

I agree with medkit, maybe you should try to make the guard battle more evident. Eg. Putting 2 extra guard corpses around where the rest are fighting or move some props around to make it look like the guards were trying to fortify themselves. Maybe you could even add more to the scene by putting a guard that looks like it bled out from a shot, behind some cover next to another security guard who’s fighting next to him, or up in the door control room put an improvised medical bed with a dead security guard.

I’ve completely removed all things related to half life, black mesa, steam, sierra so on from my PC. I’ve downloaded steam and black mesa. Black Mesa is working fine and I’m not getting any purple in on a rail or apprehension. I’ll download STU, OARU and loop mod and check again to see if it’s okay or if the purple appears.

Really? What motivated Text to change it from how it was in his original video? I thought the entire point of that section of track was to make people use the tram instead of going on foot?.

Not all players go throughout the chapter with a tram. Therefore, if they leave it at the beginning of the chapter or an earlier map, and they need it for A2, they would have to go all the way back and get it. It wasn’t a very good design decision. So Text changed it. He made it so the door at the end of A2 is closed until you’ve unlocked the security console. From there, the player still has to go through the complex so they can transition to the next map, regardless of if they have the tram or not.

Yo Text,

Please take note that I’ve amended and added items to my feedback report in post #2282. Please review it accordingly.

Thanx.

Dadster. i personally think that your bugs are minor things that no one gives a shit, except to you

We’ve pointed that out to him, although with a little more finesse and less hostility. I’d suggest holding your tongue unless you have something meaningful to actually tack on.

Some of the shit he posts is meaningful. Mind you I tend to skip over his bug lists.

Let’s not get into this again, please :slight_smile:

Hit the nail right on the head. I just kept the electricity because it looked cool and was unique to the identity of that section.

I’ve had some family matters to attend to, so not a lot has been done. Progress is happening, just slowly. Next week will be fine.

  1. Nothing I can do about that, it’s designed that way. You don’t get a tram if you load directly into B2. Long story short, it’s related to the fact that there are 2 possible trams which can be carried forward from B1.

1b) The convoy sequence doesn’t happen unless you climb up on the crane, now.

  1. I can prevent the corpses from despawning, but I can’t determine how long it takes them to despawn. The problem is, if I prevent the corpses from despawning, they eat up performance. So that’s not an option, sorry.

These maps have really come into their own. I’m impressssed. The improvements made with the beta versions are astounding. Here are some minor things I encountered.

Firstly the turntable ambush room was the only area that I had noticeable slowdown on. Right before entering the room when first seeing it my FPS dropped considerably.

Also I noticed that the maps still have a pretty bad case of what I like to call tiny man syndrome. There are so many ledges and small things that Gordon simply can’t walk over or has trouble getting up onto without crouch jumping. This makes the player feel like an ant in the world and frankly makes movement around the world very awkward. I realize this is something that’s true for a lot of areas in Black Mesa, but any efforts to help curb this on these maps would be much appreciated.

https://i.imgur.com/sqo0QMN.jpg
I agree with another poster a page or so back that this blast door shouldn’t be so low as to knock you off of the tram even when in crouch. With the tram auto stop feature of the mod enabled this was the result. The tram stopped instantly after the door blocking it and I was unable to duck under and get to the other side. After the turntable room you have to back track to the other side of this door and retrieve the tram which seems off.

Having the door low enough that it knocks you off unless you crouch should be good enough for what you’re trying to accomplish here. With this method you’re essentially forcing players to take the other route which means making a split second connection that they’re supposed to hop to the other tram or end up walking to the turntable room and then backtrack to get the tram.

Another method you might consider here is to have the original tram completely stop at this door having it all the way down and then have a new tram in the turntable room which you can then use to go forward after clearing out the enemies, driving it onto the turntable and turning it to the right direction.

https://i.imgur.com/MN7Xyv0.jpg
https://i.imgur.com/9pHOUtj.jpg
The elevator button for this elevator near the satchel elevator scene doesn’t function once it’s at the top. Can you make it so you can take this elevator back down and up with the switch if needed? Having it not work while having a green switch and not having an access denied sound seems odd.

https://i.imgur.com/2CJ06xT.jpg
https://i.imgur.com/2O49cx2.jpg
These red garage door switches don’t have the access denied sound when you try to press them.

https://i.imgur.com/TCNK4UC.jpg
The ladder on the crane model is still really weird. You have to crouch just to get back onto the ladder and sometimes even that doesn’t work all that well. Maybe you could make an alternative method of getting down from the crane once on top, like jumping onto stacked shipping containers.

There’s animations for a guard getting wounded in the knee and then rolling around on the ground. Could have a scripted sequence where one of the guards is struck and incapacitated. Then just trigger to kill him when the last soldier dies.

I have a little more feedback.

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

Map B

  1. This part of the pipe in the beginning of the map is not lit up properly.
  2. I could be wrong about this, but I don’t think this part of the pipe is supposed to that dark.

Map B1

  1. This door over here is not lit up properly.
  2. These elevator switches (here and here) can be spammed if the elevator is already up where I am.

Map B2

  1. In the beginning of the map, I can see through this thing.
  2. When this mini-elevator is raised up, it isn’t lined up with the floor.
  3. Z-fighting on this part of the track.
  4. For some reason, these soldiers can shoot and hit me through the glass window even though it isn’t breakable (until the sniper shoots through it that is).
  5. I don’t know if it’s a model bug or not, but there a little bit of z-fighting on the left side of this thing.

Edit: One more thing. I am having an issue where the game would crash when transitioning from the final On a Rail map to the first Apprehension map.

PCGameCrazy, if you study the two models closely, you’ll notice that they are slightly different. One is used on flat walls (your first picture), and the other is usually used in tunnels with wall cladding (your second picture). The rectangular piece serves as a spacer, to counter the thickness of the wall cladding. It supports the lower box and allows it to contact the wall, below the wall cladding.

Thanks for letting me know about this, Dadster. I have removed that part of my feedback from my previous post.

Feedback For OaR Uncut A1 Beta2 Map - PART DEUX

  1. The rail bed walls in the lower flooded area https://i.imgur.com/zo3Xu6f.jpg have several texture seam issues:
    The left hand side, moving towards the tram:
    a) Here https://i.imgur.com/qWwWLZH.jpg and https://i.imgur.com/KpxkhKn.jpg
    b) Ici https://i.imgur.com/podnYmO.jpg and https://i.imgur.com/O2nxThQ.jpg
    c) And here https://i.imgur.com/KeMMo6E.jpg and https://i.imgur.com/EBxMJgp.jpg
    d) Further along, here https://i.imgur.com/KJwn7eI.jpg and https://i.imgur.com/kzvAR1D.jpg
    e) And finally, here https://i.imgur.com/zfjh3kc.jpg and https://i.imgur.com/zF1Wx1l.jpg
    The right hand side, moving towards the tram:
    f) Here https://i.imgur.com/FCvPQ3F.jpg and https://i.imgur.com/Pa4afcq.jpg
    g) One, ici https://i.imgur.com/L11wOOG.jpg and https://i.imgur.com/al9pVUA.jpg
    h) Last one, here https://i.imgur.com/GTMV9Yg.jpg and https://i.imgur.com/txTq4tp.jpg
  2. In the lower flooded area https://i.imgur.com/YLDf2ZX.jpg, please remove the bundle of i-beams. It looks strange and out of place here, besides, the illumination from the light passes right through it, which looks odd https://i.imgur.com/c21qdeV.jpg
  3. In this area https://i.imgur.com/JTvS7ll.jpg, this rail bed wall is missing a texture https://i.imgur.com/adpRItG.jpg, which the opposite side has https://i.imgur.com/T4BVzI0.jpg
  4. Here https://i.imgur.com/KgstCS0.jpg, consider reducing the space between these two handrails https://i.imgur.com/UpuICIT.jpg. It gives the player the false impression that he/she can pass between them.
  5. At the container blocking the tracks https://i.imgur.com/5srji4t.jpg, angle this track status light so that its looking further down the tunnel, instead of across the tunnel https://i.imgur.com/Kf4b9xB.jpg
  6. At this location https://i.imgur.com/ZnWahVu.jpg, this rail bed wall needs to be aligned https://i.imgur.com/1TtGmOW.jpg. Apologies Text, if this was previously posted.
  7. There are several floor textures that need alignment:
    a) Here https://i.imgur.com/PpLPKWk.jpg and https://i.imgur.com/zac4DgH.jpg
    b) Ici https://i.imgur.com/NOL9Lsi.jpg and https://i.imgur.com/Gkrz9Ti.jpg
    c) And here https://i.imgur.com/gMwk8VL.jpg and https://i.imgur.com/gmL05UO.jpg
    d) Small adjustment here https://i.imgur.com/i1NAb1Q.jpg and https://i.imgur.com/9o0MCyH.jpg. It’s also missing the horizontal seam.
    e) And finally, here https://i.imgur.com/w3BU19R.jpg and https://i.imgur.com/naJdwNP.jpg
  8. In this area https://i.imgur.com/0fNC9Qm.jpg, for realism, remove the middle rack to allow forklift access to the other two racks https://i.imgur.com/tk3sR5l.jpg
  9. In the office in the new area, consider removing the rack and the items on it. The items on the rack are too large to fit through the office door, and so is the forklift, that would’ve put them there https://i.imgur.com/wuzn6qW.jpg
  10. Entering this new area https://i.imgur.com/zALDtDK.jpg, boy, that’s one helluva thick roll-up door https://i.imgur.com/QdNrr9f.jpg
  11. New storage room number 3 is amply stocked with props, so consider removing this group of blue crates and the two shelving units https://i.imgur.com/CgNqSuW.jpg. Besides these two shelving units being completely empty, there are five others in the room/office. The blue crates partially block the HECU fighting off the headcrabs, and the view into the room https://i.imgur.com/R1Huu8w.jpg. As well, the platform they’re on is too crowded. It’s also beneficial to gain back some much needed resources. Performance wise, the map plays like a dog now. My pretty decent PC is huffin’ and puffin’, at times. I hope your optimization passes help, otherwise consider pruning some props/assets from certain areas. Trust me, they won’t be missed, and your maps will still look superb.
  12. Consider removing the two empty shelving units in this hallway https://i.imgur.com/EZpnar6.jpg. They are not really needed, for some of the same reasons outlined in item #11. Also, it’s unrealistic that these would be located here, in such close proximity to a storage room.
  13. There ain’t no music playin’, but here https://i.imgur.com/DoYrCJO.jpg, there’s a bug hootenanny happenin’ https://i.imgur.com/D2loP07.jpg and https://i.imgur.com/1s2VjZK.jpg. They frantically spin around. Any passing bugs get pulled into the dance… pass the moonshine… YEEHAA! Once the container is moved, the hootenanny ends and the bugs behave normally. As a side note, the container clips into the rail bed wall.
  14. At this location https://i.imgur.com/SgdIG0l.jpg, consider placing angled ends on the wall cladding and wall curb https://i.imgur.com/M3K6lwA.jpg, and for the other side as well https://i.imgur.com/JRGrzww.jpg
  15. In this room https://i.imgur.com/GAfePXs.jpg, the hinges on the power panel door have a texture z-fighting issue. It happens on the next power panel door too https://i.imgur.com/sKNAEBA.jpg. Please see attached images 1 and 2 below.
  16. In the rocket engine prep room, consider centering/spacing these two wall vents accordingly https://i.imgur.com/ZFAoZL5.jpg
  17. I got tongued (YICK!) by a barnacle and dropped down onto the ledge above the light, here https://i.imgur.com/drVv4WQ.jpg, and discovered some texture seam issues:
    a) Here https://i.imgur.com/MSpvQQ3.jpg and https://i.imgur.com/kYN0W8c.jpg
    b) And https://i.imgur.com/b0u0lDt.jpg and https://i.imgur.com/mKEShLE.jpg
    c) And ici https://i.imgur.com/b0saYQe.jpg and https://i.imgur.com/xOTqj23.jpg
  18. Here https://i.imgur.com/GxViKnf.jpg, two handrail posts extend below the bottom of the stair’s sides https://i.imgur.com/iDLiBxm.jpg
  19. At map’s start, there’s a texture z-fighting issue here https://i.imgur.com/UTbSc3z.jpg. Please attached images 3 and 4 below. The same problem exists on the opposite wall. Here’s an image of the texture transitioning from one state to the other https://i.imgur.com/5xn1088.jpg
  20. In the rocket prep room, consider removing two of these blue crates https://i.imgur.com/XLMBDtB.jpg. There are two too many. Position the remaining two crates so that they provide the player an opportunity for cover.
  21. In the rocket prep room, consider repositioning the forklift and the green container, so that the player can maneuver between/around them https://i.imgur.com/0CGLYtl.jpg. Presently, the only path is between the tram and the forklift. The only path to getting behind the container is jumping between it and the right wall. Consider placing some supplies back there.
  22. Consider repositioning this forklift to the left https://i.imgur.com/0YaIyvT.jpg. The player can operate the platform elevator, but then can’t proceed between the elevator’s switch post and the forklift.
  23. Similar to item #22, widen the path between the stairs and the tall and short crates https://i.imgur.com/26w0Bho.jpg. Currently, the player always trips on the corner of the stairs, when coming out from under them, and tends to trip on the pallet hand truck’s corner. Consider removing the hand truck altogether. It just gets in the way. It’ll give the houndeyes more room to zzzzzzzzz.
  24. At this location https://i.imgur.com/zs4ItXR.jpg, if doable, the tunnel support frame needs to be repositioned https://i.imgur.com/Q8ZZ4xY.jpg and https://i.imgur.com/wXSLhwm.jpg
  25. In this area https://i.imgur.com/oc0UDvD.jpg, consider the following for the three lights on the left side of this curved wall:
    a) Apply the distance from the support frame to the first light https://i.imgur.com/JhxA7eB.jpg, to the third light https://i.imgur.com/1gmCEAr.jpg
    b) Re-center the middle light between the first light and the relocated third light https://i.imgur.com/fhk4FrM.jpg
    c) Add a new illuminated light on this wall, directly across from the repositioned third light https://i.imgur.com/Nujv53E.jpg, in order to illuminate this overly dark area https://i.imgur.com/K9ROhl1.jpg

[COLOR=‘DarkOrange’]Conclusion Of Feedback For OaR Uncut A1 Beta2 Map - PART DEUX
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EDIT: Nevermind.

Always stick to your first thought!

Quick question, is the postlaunch.wav supposed to be in the /sound/music/ folder? because if its there I may be lacking it.

Nope. You put it there. Choose a song (in .wav format), name it “postlaunch.wav”, and stick it in the music folder!

I decided to make a small suggestions post for turntable in specific

  1. There are 5 medkits where the .50 cal is. I’d recommend removing one, as four is enough and there is a charging station
  2. Give the marine that is up high regular health
  3. Make 2 or even 3 marines come out of the exit, rather than the 1 you have now
  4. Add 1 more enemy to each wave of the battle
  5. Fix the spammable elevator
  6. Perhaps you could make a few of the lights in the area where the enemy tram goes through right before reaching the turntable turn off during the ambush. I feel right now the room is a tad brighter than it should be

[quote=“Dadster”]
Feedback For OaR Uncut A1 Beta2 Map - PART DEUX

  1. Here https://i.imgur.com/KgstCS0.jpg, consider reducing the space between these two handrails https://i.imgur.com/UpuICIT.jpg. It gives the player the false impression that he/she can pass between them.

=============================================

Would it be possible to create a second level on the other side with a ladder? As you look at this picture you can see the wall on the other side, would it be possible to create the same thing on the other side with maybe a locked door?

I thought the ambush to be to easy. Could more vortigaunts and marines be added? In my first download of OARU there was a vortigaunt ambush where four attacked you as you approached the stairs but this wasn’t in the more recent OARU. I thought this to be good so why was it removed?

I’ve reinstalled BM with STU, OARU and loop mod and it all works fine. There’s no purple and no crashing. I did get a message on screen about node graph. I don’t know what that means but I copied all the files again and this message no longer appeared.

Going through Dadsters post again I don’t see any problem with the floor not being aligned. In real life I see floors where the tiles in one room don’t align with the tiles in another room. I don’t see the problem.

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.