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

Wait, the video comes today? :b:o

I went to look for it because I never saw it. I couldn’t find it anywhere, until I noclipped and flew behind the shipping container on the flatbed. The rear end of the flatbed is one of these, is this the one you meant?

While it’s technically used in-game, the placement makes me think that it’s only there accidentally and they forgot to replace it with their new model because of how obscure it is. Still, interesting.

Delaying release until Monday in order to fix some annoying entity logic problems. Everything else is ready. Fear not, I can definitely make tomorrow, and I have the next 2 weeks off so there’ll be plenty of progress, I’m hoping to get B2 out within the next 2 weeks. You’ll have a release and video to look forward to on Monday evening.

@ Text,

If you haven’t noticed already, I’ve concluded my feedback for OaR Uncut Alpha, maps A1 and A2. I think that’s enough feedback for you to digest and get a severe case of heartburn over. Hopefully, it will help you in maximizing the consistency, feel, look and mood of these maps, and that it’s also beneficial towards the development of maps B1 and B2. After all, the whole point for our community feedback is to alert/assist the mod developer about issues that may need correction or our suggested enhancements to elevate the overall quality of their mod. In this regard, as always, please use my feedback to your best advantage.

Also, during the development of ST Uncut, you may or may not remember that I was one of the first persons that suggested/exhorted you to pursue an ā€œuncutā€ version of OaR, after you expressed an interest in possibly doing so. I was exhilarated when you finally announced that you were going to take on this project, especially after seeing your high quality work on ST Uncut. At the time, I remember saying to myself ā€œMan, this guy is REALLY good, at what he doesā€.

So, DEEPLY grateful thanks to you for ST Uncut and also for taking on the OaR chapter, and correcting its grievous shortcomings, whatever the reasons. You really are to be commended for your unwavering dedication to OaR Uncut, considering all that’s going on in your world during these busy times. I hope this serves as a ā€œbattery rechargeā€ respice for you, towards the current and future hugely positive growth and improvements to the OaR chapter. Take your time, don’t rush things, and most importantly, take care of No. 1 ! ! !

Absolutely count on my steadfast continued support (how’s the heartburn? :sick: ).


I wanted to state this earlier and regret that I neglected to do so, but I wanted to comment on your OaR Uncut development concept.

With the [COLOR=ā€˜Yellow’]UTMOST of respect (please notice I said [COLOR=ā€˜Yellow’]UTMOST), am I missing something concerning the release of map B1 alpha. Is its ā€œunrefinedā€ release state not undermining your initial goal of our feedback providing you aid in the development of it and more so in the development of map B2 alpha? It seems to me that we should have a more ā€œrefinedā€ version of map B1 alpha, in order for us to provide you with beneficial feedback for it, and towards the additional development of map B2 alpha. Would not waiting and releasing a more refined release of map B1 alpha be better? In the end, waiting a few days might be better for all concerned. Consider NOT rushing the overall release timetable or process. I think where you’re at, at this moment in time, it’s more beneficial and your best overall situation.

It could be that your initial feedback for map B1 alpha is geared more towards the visual looks/lighting of the level and/or its scripted events and such. You may have already planned to do this already, but if not, if you want to maintain your present roll-out schedule for OaR Uncut, map B1 alpha, then please provide specific details for the kind of feedback you’re looking for, that’s most beneficial to you concerning map B1 alpha, and additionally, towards our feedback for the better development of map B2 alpha. Who’s in a hurry???

Fuck, text, your dedication to these projects are brilliant. A lot of people don’t even manage to get half as far as you over a longer period of time. I’ve already replayed BM more then I would have normally thanks to ST uncut, and I’ll sure be replaying it again soon with OaR uncut. I look forward to monday.

Thanks for the kind words guys.

After 4 SOLID hours of working to fix ONE STUPID problem with the turntable, I’ve finally found the solution. It’s really hackish, but it works so I don’t care. The issue was driving me absolutely completely crazy (it also meant the map was unfinishable if you kept the original tram), but now it’s solved. There’s 2 - 3 hours of work left on the map, but it’s all relatively simple from here on in. Expect the release in a few hours.

I’ll write a lengthier post a bit later.

Congrats. Your dedication is admirable, keep it up. I look forward to the media release. I may play it tomorrow.

Reporting for duty, and dutifully looking forward to it!

Cheers everyone. Counter to my normal routine with a release I’ll probably release the alpha before the video/media as I know you guys would like to get your hands on it ASAP. This isn’t the first media/release for OaR Uncut so I’m not so concerned about it this time.

I’m pretty determined to get it out today, but am feeling really quite tired. Will take an hour nap or so, and then it’s right back to work. I estimate 1 - 2 hours of work are left on the map before it’s ready.

Nah, 1 hour of sleep isn’t enough, at least 2 or so.
EDIT: obviously it’s a lil sarcastic remark, take as much of sleep as you need, good sleep = good mental and physical health also fresh ideas, a videogame is secondary, you do not owe anyone a thing so ultimatums like ā€œfor real this timeā€ and ā€œin x hoursā€ are unneeded.
I know you don’t want to disappoint people with high expectation for you, neither yourself but that’s why no promises is better.

Glad to hear about the release, keep up the good work, but also keep well rested.

On these positive, kind words, I’m going to disappear to bed. I’m feeling really rough right now so I do actually need the rest.

I apologize profusely everyone. It’s my own damn fault, I keep putting myself in these situations. I get really excited about the map and I always end up making promises I can’t keep. I’ve really tried to stop doing that, but it seems I’m not very good at estimating how much work needs to be done on X thing and Y thing. In the end though, these delays are because I really want to make the product the best it can be before release. My perfectionism is sometimes very annoying. I just did a test run, however, and I was extremely satisfied with the results, and am very excited to be able to share them with everyone. There is only 1 major bug left in the version which I’m fairly confident I can fix properly, so I’m going to go ahead and say that tomorrow release is guaranteed.

Sorry again, but I know you guys understand. Sometimes I wish I could keep my big mouth shut.

You know who else does that?
Valve
Don’t worry and don’t apologize, we’re pretty much used to delays for a better cause

You don’t owe us nothing, take your time

Don’t worry about it, besides, I enjoy your optimism. Release will come when it comes, that’s all I need to know.

What they said. You’re under no obligation to do this and release it to the public. Just relax. We all have faith in you. Just be sure not to have another perfectionism attack. :3

Hey, it’s no big deal. You’re keeping us up-to-date on what’s going on, take your time. :3

Yeah, Text! We’re all with you and don’t care if sometimes you must delay your releases one, two or even ten days or longer!

Keep up the great spirit and take good care of yourself!

The only difference being Text is usually only off by a couple weeks at most. Valve delays for years on end. Seriously, in that span of time since Episode 2, a person could have finished high school and be half done with college by now.

Thank you everyone for your kind support, it’s really helping me get through this. You guys are a great community and it really has been a pleasure to work with all of you.

The map is very nearly there. All major bugs (aside from one serious door clipping issue) are resolved now, and I’m very, VERY happy with it. I said before it was going to be rough and ready, well it isn’t. It’s in a pretty polished state. I’m very proud of it! It also pushes the Source engine to its very limits, though I haven’t quite hit them yet (no weird behaviours in any of my tests). I’m at 96% brush limit (brush limits cannot be broken), 80% waterindices (lighting) and 209% entdata (210% is roughly breaking point).

The map itself generally runs smooth as butter, aside from the turntable room which will see optimization in future versions. Though I wasn’t intending to release like this I actually have ended up linking it to BM’s campaign - it links into B now. This should give everyone a better picture of how it all fits in.

I went back and made a new composite (all OaR maps rolled into 1), so I could see where B1 fit in and where I could slot B2 in so it all fit together seamlessly, and there was a bit of ugly overlap between C and B1. With a little bit of mapping magic (adding a new straight tunnel at the opening), I’ve resolved it, and there’s now a lovely space in between C and B1 where I can comfortably build B2. Should be wonderful. I’m hoping to get B2 ready for action within a few weeks. It should be the second least content heavy map (will probably have a bit more than A1) of them all, though it will contain the outdoor areas so it will still be a fair amount of work!

Look forward to a release this evening, it’s definitely happening! I’ll release the map alongside some screenshots, and then the video will come a couple hours after that.

Can’t wait ^_ till then, I’m gonna play some D3 lol

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.