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

Thank you everyone for your really kind words. Means a lot to me.

As for those of you who think I’m suddenly going to become a tremendous douchebag now that I’m on the team, well you guys are seriously wrong. I was already a tremendous douchebag BEFORE I joined the team, and, in fact, it was the main requirement for the position.

The actual reason I haven’t been chatting with you guys much is because my life is a bit bonkers now, and I’m still getting used to it. Between working my new job from 9 - 6, and working on Black Mesa in the evenings, and looking after my Grandmother, I really don’t have any time for anything else these days. I wish there were more hours in the day!

I’m not sure I see the point of calling it bm_c2a2b0, seeing as the map is actually called bm_c2a2b. That’s the exact name of the .bsp file. Anyway, the transitions between maps in OaR behave very weirdly if you go through them without your tram. On the transitions between pretty much all the OaR maps, the tram will vanish if you don’t take it through the transition point, and you sometimes end up facing the wrong way. I know why this is, but it’s a pain to fix, sadly. The safest way to avoid this is to go through the level transition on your tram, there shouldn’t be any problems then.

As for losing your weapons, never heard of that happening to anyone. Does anyone else get this?

There already is an installer for ST Uncut. As for OaR Uncut, no, unless somebody else takes it upon themselves to make one. I don’t really see why you’d need one though, installation literally involves extracting the .zip to the BMS folder, which is ridiculously simple.

Nah. I bet there’s lots more that can be said about the Uncut maps. And I’ll still welcome feedback even if it may take me a very, very long time to get around to sorting any of it out. Or even ideas, thoughts, criticisms, anything really.

Hell yeah. Maybe when the time comes around, we can have some Uncut community games! That sounds so dumb when I say it like that, but it could be fun. And we could provide detailed feedback on each others’ gameplay.

He said he was too busy with work and other things to. Enough said

yeah stupid suggestion, sorry.

Bug is caused by mappers abusing the fuck out of entities and having too many. The source engine can only transition a certain number of entities from map to map. If I remember correctly, I made a change for the next update to ensure the player weapons were transitioned first.

This is pure gold!

I’m late to the party but I want express my congratulations:

I’ve always been impressed by your dedication and passion toward your mods.
When you opened a thread about STuncut I did not expect that you would achieve so much…

I’m sure you’ll create a great map

That pesky bug!
I played ST without the tau-gun because of it.

The tram vanished even though I DID take it through the transition point. I even tried “console loading” (opening via console commands) bm_c2a2b0 (I call it that for numbering consistency, like how open software licenses use 0-based indexing in reference to programming language listing systems). I’m also having the problem of the game crashing when I leave the “dangerously low moving crates area” & get to the Black Mesa Security Force versus Hazardous Environment Combat Unit fight in the room in bm_c2a2b2 right before the outdoor area. It gives the message “ED_Alloc: No free edicts” upon crashing. My System Specifications:

  • Model: Toshiba Satellite L755-S5244 laptop
  • Operating System: Windows 7 Home Premium Service Pack 1
  • Processor: Intel Pentium Central Processing Unit B940 2 Gigahertz
  • Installed Random Access Memory: 4 gigabytes/4,294,967,296 bytes
  • 64-bit Operating System
  • Hard Drive Capacity: 566 Gigabytes/608,174,075,904 bytes total (307 gigabytes/329,717,227,520 bytes free, 259 gigabytes/278,456,848,384 bytes used)

Correction. You either need to be a douchebag or a dork. There is no way I would ever qualify as a douchebag however being the biggest ass dork on the planet keeps me bm employed. :wink: Glad to have you on the team!

Text if the rest of the team decided to include the uncuts in the final release will you give us a heads up so we can sumbit final sugestions/ideas or will it be kept in the dark due to the NDA?

It’s not my fault that programmers are mean and stop me from using all the entities I like. Glad you fixed that though. Never had the weapons disappear myself, nor had I actually heard of it until just recently, but it’s certainly worth fixing!

The crashes are inconsistent and seemingly random. I don’t know what causes them or how to fix them. Just chalk it down to the Source engine being the Source engine. Thanks for telling me EXACTLY how many bytes 307 GB is though, I’ve ALWAYS wondered that. In all seriousness though, there’s nothing I can tell you to help alleviate the crashes. If I knew how to fix it, I would have fixed it right back at the start.

Well you’re not a mapper, which explains why you’re not a douchebag. We have to be douches so we can annoy the programmers by constantly breaking their coding.

Wouldn’t be able to, not unless explicitly told otherwise. But, as I’ve said before, it’s not happening anyway, so don’t hold your breath. As Stormseeker said, I’m working on Gasworks currently. Sorry.

I’d guess the Crashes have mainly to do with map transitions between existing maps and the new areas?

sometimes I’ve had it crash, others it played fine

might be the Source Engine, might be my computer

regardless, it’s a welcome addition

I’m getting crashes in transitions between different areas within the same map. I also don’t get crashes in any area except the “moving crates/security guards versus marines” transition on bm_c2a2b2

Wait, if being a douchebag is a requirement, then how come I’m not on the team yet?

I think the implication is that not only do you have to be a douche-bag, but you also have to have a skill that would help in game development.

looks good i gues i should try it :smiley:

If having two feet is a requirement for being a duck, how come I can’t quack yet?

With your extended respite from further active development on OarU, and the limited time you have to work on it due to your new commitments to BMS, I trust you’ve gathered all of the feedbacks from your Beta 2 releases, reviewed them, and concisely assembled them in order to apply the justified/acceptable changes in an efficient and proficient manner. I feel the available window, now, to affect changes to OarU is limited, and we now don’t have the benefit of multiple pre-RC-final releases of OaRU, as we had earlier. I’ve noticed that some (few) basic reported feedback issues weren’t corrected from one release to another, that historically should have been. Obviously, with the now reduced window of opportunities to affect changes to OaRU, please be methodical and thorough in your updates to OaRU, so that the final release will be as pristine as newly fallen rainwater in a collective barrel.

On that day Text, we will all gladly drink from that vessel, knowing the clear purity of what we’re consuming, that is OarU FINAL (prior to OarU’s compatibility release with BMS’s next update).

Cool and quenching!!!

He said he won’t be working on it anymore, so he won’t be carrying out your orders on development :slight_smile:

IMO on a rail uncut is great as it is. I think Text can be very pleased with what’s he done for OAR and ST.

I recently played through half life and black mesa and I think OAR in half life is good and much improved upon in black mesa. I actually think on a rail is one the better chapters in both hl and bm along with office complex, surface tension and forget about freeman.

Text’s work has motivated me to become familiar with hammer to possibly create my own additional content. Though as it is i’m still learning how to do things in hammer.

It really is great in it’s current state! (Poet, didn’t know it)

I honestly do hope that he does go back to touch it up, though. Maybe after the Xen/DM release. It’s really close, and I feel that a few minor touch-ups would make it perfect.

Maybe he can make some slight tweaks when he compiles it and STU for Source 2013 to put it on the possible workshop.

On A Rail has become one of my favorite chapter of Black Mesa thanks to Uncut. I’m playing through the original Goldsource Half-Life right now and in the midst of On A Rail and it’s not nearly as bad all the criticism I’ve read makes it out to be. Maybe it’s because of Uncut that I don’t feel all that confused by it, I don’t know. It’s a pretty entertaining chapter, even in the original. If that’s the case, Text deserves an even bigger thanks for improving my first playthrough of the original Half-Life!

Probably the only big thing I’d change about OARU is the cafeteria overlooking the rails, by enclosing it with a half-wall and plate glass windows. Seems silly to have it open to the rail system. It would stink of oil and engine grease and dirty boxes and just in general be a dirty place to be sitting down to a meal. Granted, I’ve worked in an engine & transmission shop and it didn’t smell too great even in the enclosed lunchroom, but I laughed aloud when i saw the cafeteria in OARU. Still, that office section with the scripted sequence is an incredible achievement!

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.