I didn’t even think of that, I prefer to play hide-and-seek with them before throwing in a grenade, much more fun. =D
The first part of this song really fits, wow, its like a middle ground of Office complex and Dark skies, it has DS rythim but still is very dark, Text if your friend could cut away the dramatic part of the song after 0:55 until 1:55, you should consider it as an option too.
Ps. After replaying B2 again, I really think you should consider the flare idea if you’re able to make it.
I don’t have any ideas at the moment, other then turn down the brightness, for that exit sign at A1 Map, so the player can read it.
It’s HDR settings - and there’s nothing to read really. This EXIT sign is not very rare in TEXT’s maps.
As for not being spotted by the bunker - I think when you exit through the door - you are too close to them. Maybe if you crouch, it is different. I’ll go and have a look.
thanks for the heads up
UPDATE: I did that, and it’s still bright as ever
I meant the map’s internal HDR setup.
About exiting through the door - turned out that I forgot you could actually pass the containers on the left side via the conveniently placed staircase - I was taking the way over the railings to the right.
Pretty neat. They don’t even give a damn when magnum the HECU’s ass on the crane point blank.
I have to say though - the convoy looks a bit awkward. Especially zoomed in. Is it possible for the trucks to throw some dust in their wake? Or would it be taxing on rsources?
And the skybox could use a bit more work and touching up - looks a bit rough - it would be good if someone could give a hand with it.
But I guess it’s a bit late at this point.
Don’t wanna fault Text though. He suffered through the damn thing well enough already.
Don’t take this a wrong way, but I know what HDR is, and I’m not trying to muck Text around, but any way thank you for the update.
I meant that it might not change if you disable HDR in the settings. I’m not even sure how BM’s HDR renderer works.
Also, I am rewatching the old alpha videos and - does anyone remember if the dual-track switch in B2 was scrapped or not? I didn’t find one on my playthrough. I know it is useless, but…
Also, fucking hell the maps did change from alpha.
I see
So Text, how’s progress going?
Right, Beta 2 is ready for launch! However, I’ll save the release for tomorrow so I can accompany it with a full media release with screenshots, videos and news posts, seeing as this is OaRU’s first official release outside of these forums! I’m excited!
Don’t get too worked up about Beta 2 though, it’s really not that different to Beta 1. It just has a few of the kinks worked out. All I’ve really done is work through some of the minor feedback and fix a few visual bugs here and there, along with a few larger ones. The two largest changes I can recall off the top of my head are B and C are now oriented correctly (thanks, .RK for catching that one!), and the turntable ambush on B1 is a bit easier now. Having watched my mate who’s quite good at Black Mesa play through OaRU I thought the turntable room fight was just a tad too difficult. I’ve never had any serious problems with it but then I’m pretty good at the game, I could see it being problematic for newer players. It’s not dramatically easier, but it has been rebalanced and I’ve tweaked some of the more frustrating elements. The Marine in the power room no longer “backstabs” you outside of 50 Cal range, some of the Marines have Shotguns now making your health melt a bit slower, 1 less Marine charges into the room after the end door opens, and the Marine up high has reduced health. All in all, easier - but still challenging.
Another little bonus I decided to add today which I thought was pretty nifty is that the rocket launch on C now features an OPTIONAL post launch song; disabled by default. What do I mean by this? In the map file for C I’ve set the wav file “sound/music/postlaunch.wav” to play approximately 5 seconds after the rocket launch, but by default there is no postlaunch.wav included. What this means is that by default, you’ll still have Black Mesa’s empty post launch sequence, with no song. If the player desires, which I’m sure some of you will (I know I do!), they can add any wav file of their choosing to the music folder, rename it to postlaunch.wav, and that song will then play after the rocket launch, to give back that HL1-esque feeling. I personally feel a post launch song is absolutely needed to give the scene a tad more power, so for me this is perfect. The way I’ve set up the song to play fits PERFECTLY with the track “Guitars and Riffs,” (“Half-Life03.mp3” in the game files) from Half-Life 1, which is the song which in HL1 plays for the same launch. If you want a post launch track, I strongly suggest using this one, it’s just perfect for the moment, seeing as that’s what it was originally written for! Otherwise, experiment with different tracks to find one you like, and have your own, personalized experience!
The reason this track is disabled by default is that I’ve tried to make a point of not interfering with the Black Mesa team’s existing work, and I assume not having a post-launch track was an intentional decision on their part, seeing as that was a deviation from HL1. In addition, I don’t really have any new/unused tracks which would really fit the scene well or I’d be comfortable with including. Furthermore, the PERFECT track for the scene, which is Guitars and Riffs from HL1, would probably be a bit naughty for me to include, so I just decided to leave it up to the player here. Hopefully some people will appreciate this little optional addition.
Quick question. As the game expects a WAV, is there any specific thing we should know when saving the MP3 (or any other audio file) to the WAV format? I know some programs expect certain types of WAVs, such as bit-rate, stereo-vs-mono, etc, and if it doesn’t see that, either doesn’t work or, worse, it crashes, spitting out an error (maybe).
Is there anything special we need to know with regards to adding a postlaunch.wav song?
Man, my laptop overheated and BM slowed down to 8fps - yet I still whooped their asses, I have no idea what you’re on about. Although removing the backstabber is much welcome. Annoying piece of shit.
Haha, I’ve been looking for an opportunity to chuck in Guitars & Riffs
Had no problems with the ambush at the turn-table, those part was really easy for me!
Here’s my feedback for OaR Uncut B2 Beta map. It’s for the beginning of the map, up to the point of entering the outdoor area. You’ll notice that some of the items listed below were included in my feedback for the Alpha version of B2. Some issues from that feedback were addressed. I assume the others were not as a result of a lack of time to implement them, at least I’m guessing that’s the reason. I’d rather submit them twice to ensure that they be given due consideration (you must be seriously cross-eyed by now). Note that some of the issues listed below are NEWLY FOUND, and were not included in my B2 Alpha feedback.
In any event, amalgamating the Alpha feedback and this Beta feedback will present you with my full feedback, to date, for B2 Map, excluding the outdoor area. I’m going to wait until the Release Candidate is released for B2 Map, before providing feedback for the outdoor area.
Feedback For OaR Uncut B2 Beta Map - Interior Area
- At start of level, the ceiling here https://i.imgur.com/afjgsjd.jpg, has a texture z-fighting problem. See attached images 1 and 2 below.
- There are a number of sidewalks that have footstep sound issues, when the player walks/runs along the edges of them. The sound changes from concrete to gravel, then back to concrete. It breaks immersion when you hear click, click, click, crunch, crunch, click, click… etc:
a) Between these two tunnel support frames https://i.imgur.com/yAaN1Mm.jpg, RIGHT sidewalk only.
b) The adjacent tunnel just before the moving containers https://i.imgur.com/7oTuDth.jpg, occurs on BOTH sidewalks.
c) The curved track leading to the track incline https://i.imgur.com/TJkUQ35.jpg, occurs on BOTH sidewalks.
d) The curved track just after the track incline https://i.imgur.com/eKqvnkr.jpg, RIGHT sidewalk only. - There are three fluorescent lights with an overhang issue because of their positioning. Please shift them in the appropriate direction:
a) At the adjacent tunnel before the moving containers https://i.imgur.com/OSAyDQc.jpg and https://i.imgur.com/WlzSLxt.jpg
b) Just before the base of the track incline https://i.imgur.com/lXBx9mn.jpg and https://i.imgur.com/JUsjKpv.jpg
c) Just past the top of the track incline https://i.imgur.com/16tLxMv.jpg and https://i.imgur.com/ciR21hp.jpg - Just before the moving containers, there’s a gap in the wall support trim https://i.imgur.com/LNo9u5T.jpg and https://i.imgur.com/lo80S2G.jpg
- Rotate these two ceiling lights https://i.imgur.com/viH6VY7.jpg and https://i.imgur.com/KJ5gwuP.jpg 180 degrees. Their orientation is wrong.
- This tunnel support frame https://i.imgur.com/Ioneu9k.jpg is missing a portion of its warning stripe https://i.imgur.com/NDjcccY.jpg.
NOTE: I’m reporting this because I’ve noticed that an “inferior” tunnel support frame model is used in areas that the player cannot access, like here https://i.imgur.com/Qh3z1B2.jpg. ALL of the tunnel support frames in this inaccessible area are missing portions of the warning stripe, on both of their upper joints https://i.imgur.com/H4RTJIL.jpg. I think this “inferior” model is actually the base model, that’s been modified to add the missing warning stripes. This appears to be an important detail. - In the moving containers area https://i.imgur.com/Bwz3Gl5.jpg, please add the missing textures for the rail support plate https://i.imgur.com/Yc4buEw.jpg and https://i.imgur.com/tUGHpwf.jpg, as was done for map B1 in Mat Trans Room 2 https://i.imgur.com/mRKq4MM.jpg
- Consider removing the objects in the immediate vicinity of the moving containers https://i.imgur.com/JxDFGjd.jpg and https://i.imgur.com/H8hzGan.jpg. Please don’t RELOCATE them, as the map is already pushing its resource limits, and is already chocked full of stuff… if I see one more standalone computer monitor or bundle of i-beams…:fffuuu:. Realistically, these areas would be kept clear of any obstacles. The bundle of i-beams is too contrived. Who in their right mind would place one there. Even the HECU aren’t so dumb that they have to dodge moving containers in order to get to their supplies, some distance from their encampment, to boot https://i.imgur.com/xT6K2V3.jpg… well… maybe? Remove said items and place two or three red safety cones on the sidewalk at each entry/exit, like this https://i.imgur.com/7WIl7Ew.jpg
- The moving containers that are joined together to form a single larger type, has a texture z-fighting issue along their joint seam. Since they are moving, it’s difficult to capture images of the problem. However, you can clearly see the flickering occur, as the container passes by.
- In the security office https://i.imgur.com/JFxM20f.jpg, swap out this door https://i.imgur.com/75V40Uc.jpg for the type that has all hinge hardware on the same side, instead of both sides.
- In the security office, consider unclipping this electronics station https://i.imgur.com/U0KIv0b.jpg from the wall curb. I think the upper data ducts will still reach the wall.
- Consider adding a second fluorescent strip light above the entrance to the security office https://i.imgur.com/k6w3xVg.jpg
- In the moving containers area https://i.imgur.com/IyZnGf7.jpg, consider making some red lights on the two ceiling rails defective (all that vibration). I don’t think it’s been done yet, but having one blinking would be good. If not done yet, do the same in the Mat Trans rooms in B1.
- Just past the moving containers area, the wall curbs at this blast door https://i.imgur.com/cDCJBVt.jpg, need to be flush with the wall, instead of angled https://i.imgur.com/I72xD62.jpg and https://i.imgur.com/AcWmrIe.jpg
- Similar to the tunnel support frames in map B1 with texture z-fighting issues, this one https://i.imgur.com/iKAECne.jpg, just before the track incline, has three instances https://i.imgur.com/zPDO1zW.jpg and https://i.imgur.com/LDF4Jz3.jpg and https://i.imgur.com/Q3sPR71.jpg
- Five tunnel support frames exhibit texture z-fighting issues. See attached images 3 and 4 below. The remaining seven frames are fine.
a) The third support frame from the start of the map https://i.imgur.com/TkaaPBd.jpg
b) The support frame immediately before the track incline, and the one at the start of the track incline https://i.imgur.com/n762M3a.jpg
c) The support frame at the top of the track incline, and the one immediately after it https://i.imgur.com/qsU6obI.jpg - To be consistent, consider changing this handrail to the brown color model https://i.imgur.com/5kieIV2.jpg, to match the other handrails.
- This handrail https://i.imgur.com/Fs5EgzR.jpg, has a gap in it https://i.imgur.com/vr1JWYT.jpg
- This freight lift platform https://i.imgur.com/C1Up96t.jpg still has some problems:
a) When you first happen upon it, it’s not level with the floor https://i.imgur.com/vljBaED.jpg. After you cycle it up and down, and thereafter, it is level with the floor https://i.imgur.com/33vHBDS.jpg
b) When you raise it for the first time, it’s higher than the upper level https://i.imgur.com/VYeD2HS.jpg. After lowering it and raising it again, it’s even higher above the upper level https://i.imgur.com/QcopYfW.jpg. It remains this way, even after repeated cycles. - These stairs https://i.imgur.com/D3vgDXF.jpg have several problems:
a) Please rework this post https://i.imgur.com/DS21Yti.jpg and https://i.imgur.com/BsSZ0XV.jpg and https://i.imgur.com/sAgwpDi.jpg
b) Conceal this post footing, as it’s the only one visible on the stairs proper https://i.imgur.com/MOA8e8w.jpg
c) The inner sides have missing portions https://i.imgur.com/kdLA7uR.jpg and https://i.imgur.com/NGQ22z3.jpg
d) Here https://i.imgur.com/wMFtmur.jpg, there’s a texture z-fighting issue https://i.imgur.com/XYwFoxH.jpg and https://i.imgur.com/lsvuZyt.jpg - How is the right monitor https://i.imgur.com/ksRA8BQ.jpg able to display data, with no CPU unit present? With negligible effect on the “fullness” of the office, either of these setups results in one less entity https://i.imgur.com/Sj4jTSP.jpg and https://i.imgur.com/Pzb8a4w.jpg
- For consistency, this first tunnel support frame https://i.imgur.com/lZJn33y.jpg should have lights, like these https://i.imgur.com/tPci8XJ.jpg
- Just before the moving containers, to mimic other lights, butt these up against the ceiling support trim https://i.imgur.com/Cy2sU1B.jpg
End Of Feedback For OaR Uncut B2 Beta Map - Interior Area
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That’s awesome, Text! I will download it as soon as it’s released!
I’m quite bad at shooters, but the turntable ambush was fine. :S
I mean yes I obviously watched the video 2-3 times before I ever played it myself, but watching it and then doing it yourself in the moment are 2 very different things.
I thought the difficulty was just a tad too high before. Especially with the “backstabber”. It sounds like it’s just right now, though!
Dadster, you do have an incredible eye for details.
I guess a good number of those reported issues won’t make the cut though, seeing how minor they are…
I only wish you could just learn to fix them yourself. That’d make at least two people very happy: yourself and Text… 
Maybe it’s an iMac? Those models had everything inside their monitor. 
Or maybe not, the BMRF seems like a Windows place to me.
But yeah. Remove the left computer, place a desktop under the right one, and consider adding a keyboard and mouse.




