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

TEXT UR NUT FAST ENUFF! ABANDON THREAD111!ONE!

My theory on why the tram might disappear there is because it’s between two points on a track and suddenly one of those points becomes disabled. The train probably doesn’t know how to handle that. Believe me, I had the same thing happen to me when I alpha’d B1 (and it’s even in the video I recorded).

This is something I encountered when I was working with A because the tram can be stubborn there. If points one and two are go but three is disabled, the tram will stop at two and will not move at all - not even in reverse - until point three is enabled. I find it annoying but that’s an engine thing.

Sorry Text, don’t mean to rush you, but you can understand why I’m hyped up and eager to play this

Have some patience, people. Take into consideration, besides the couple of model issues Text was trying to sort out, that, besides his hangover, he’s also recovering from shooting himself in the foot again, this past weekend. :sick:

Text, for trying to get the turntable to be less shitty, put a sign on it, “Do Not Shit On The Turntable”. That should help. :smiley: (damn those disgusting HECU and Xenians).

No doubt, this will be another great and impressive release.

And it’s not even the final one :slight_smile: (as a matter of fact I knew nothing about STU v2.0 till it was released, and I was like … “Wow!!!” )

Patience! Please!

No, actually my tram is not under the half open door. I got it through the half open door and traveled my merry way to the turntable room and I’m about to go through the second, completely open door to the turntable room and then I get completely stuck. The red light deactivated tram the marines were on is located outside the turntable room up against a closed access door. My tram is green light but won’t move.
I’ll have to play the map again I guess…(I cry because I was playing on hard mode…)

I figured out the issue. If you use the turntable switch and the tram is not on it the tram will either completely disappear OR it will refuse to move beyond a certain point (as in my case). FYI, even though I finally got my tram on the turntable (by reloading from the start of the map) the tram stayed completely still as the turntable turned and faced the original position even after it completely turned. Oddly, I was still able to use the tram. I started the tram and as soon as pressed ‘W’ to move forward my tram magically and instantly spun in the right direction. All in all got there but what an odd bug.
Oh, also FYI in my attempt to figure out what was wrong I also tried loading to the b2 map directly and my tram was still absent. My tram would only appear in the b2 map IF I had previously gotten it to the turntable (I think another poster mentioned this specific problem)

The main thing is the turntable is the buggiest part of OaR: Uncut alpha. TextFAMGUY1 is aware of that, and he is doing everything to fix it. /see his comment above/

Right on. Bugs are to be expected for alpha releases. I’m just glad I was able to figure out if it was me or a bug.

To pass the time, take your “hover-cat” out for an extended trip. And don’t forget to bring along some Meow Mix.

Everybody seems so excited, I feel the electric in the air! :fffuuu:

Cranes! Everywhere!

(If you don’t know what I’m referring to, check out .RK’s post, the 1,928th post on the thread)

On a Rail Uncut Uncut: Now with more cranes!

[COLOR=‘Red’]Update: Beta release![/SIZE]

Latest Version: OaR Uncut Beta 1. Download here.[/SIZE]

Missing texture hotfix here.[/SIZE]

Right, so here it is guys - a little later than promised but I’m sure you’re used to that by now.

As usual, let me know if there are any missing textures (purple/black checkerboards) or models (ERRORS). I’ll fix them ASAP.

This is like the beta of the beta. I’m with a friend currently so I don’t really have time to properly support this release right now, so I’m only posting it here for now because I know you guys have been waiting so damn patiently. Consider this release here to be a quick “testing the waters”. Assuming everything is fine with this release and there are no major problems, this same release will be made officially on ModDB, tomorrow at some point.

There isn’t much to be said about the beta which hasn’t already been said. I worked my ass off to improve on aspects of the Alpha which I thought were weak. Gameplay, aesthetics, flow, intuitiveness, balance, it’s all a lot better than before. Performance has been improved a fair amount (though is still not at the level I’d like it to be), and lots of bugs have been worked out and squashed, including a lot of bugs which I thought I couldn’t work through.

A1 and A2 have been dramatically expanded and by far are the most improved maps of the bunch, from their alpha variant. I really feel like I’ve nailed them this time around. Try them for yourself. They feel really polished, at least to me, and I’m delighted with how they turned out.

A1 feels more like a complete and full package now rather than a small bit of A2 which got cut off. The base map now flows a tonne better, and there are a few additional and unique side areas to explore as well. The overall path is still relatively short and is largely unchanged from before, but the map has a lot more of its own character and uniqueness now thanks to my aesthetic changes.

A2 has been changed pretty dramatically too. Most noteworthy is that every single NPC battle on the map has been rebalanced to have less enemies. This is to account for the numerous complaints that there were too many enemies before, and is made possible by me finding a workaround to the bugged Vortiguant AI. It does work a lot better this way, and alleviates the issue of players being left to fight ridiculous amounts of enemies at the end of a fight. Though the fights are ultimately shorter and a bit less rewarding to watch as a result, the overall trade is definitely better this way. The final battle before the electric tracks is a helluva lot better now - over the course of 30 tests I conducted to test the final results, the highest number of enemies I ever had to face was 4 surviving Vortiguants, which is fairly manageable. The lighting in the office complex is now a lot more varied, and hopefully the player direction has improved as a result. I’ve tried hard to make it lead the player the right way a bit better. The hallways in the office complex have seen a lot more detail now, and the performance has actually improved from previous versions due to me optimizing the lighting. The Anomalous Materials stripes along the walls are a very tenuous change which I’m still unsure about. I personally really like them, I think they give the office its own unique flavour and help to direct the player. But I’m still very on the fence about it, so I’d love to hear the community feedback on it. A2 has also seen a few of the boring tunnels become much more interesting thanks to aesthetic vertical expansion. It makes the rail system feel far more expansive.

B1 has seen a fair amount of changes and has seen some (relatively insignificant, but still worth mentioning) new side areas. There haven’t really been a great deal of major, impactful changes done to the map, it’s mostly just optional new side areas to explore, and some bugfixes. I spent about 3 days working on getting the turntable to not be shit. It was hell, I tell you. Crashes up the wazoo. But it works now, at least as far as I can tell. The entity setup is infinitely more complex than it was before, but hopefully it should be pretty difficult to completely break that sequence, which was really buggy before. It probably still has problems which I’m sure the community will discover, but we’ll see! I couldn’t break it, myself. Hopefully the community can’t either. Still, we’ve got a release candidate on the horizon, so it can still be fixed further. The only other major thing which I haven’t really addressed on B1 is the poor optimization in the turntable room. It still runs about the same as before. I’m actually not so sure there’s a great deal I can do about this. Source HATES dynamic lighting, and the whole turntable room is designed around them. There’s nothing else about the room which really makes it perform badly aside from the lighting. If compiled without lighting, the room performs perfectly fine.

B2 hasn’t seen any serious changes aside from some combat rebalancing and a slight aesthetic touch up here and there - B2 is definitely the least changed map of the lot. Not much else to say really. It’s mostly the same as the alpha version, but the combat is more spread out now.

Alright, that’s about it. I hope you guys enjoy it. I worked bloody hard on it and I’m really proud with how its turned out in comparison to the alpha. Hopefully, if we work together, it can be made even better. I really feel like it’s nearly there in terms of a finished product though. Optimization aside, it’s pretty close to how I envisage the final product will be. Let me know what you think, I always enjoy reading on the feedback and interacting with the community about it. Cheers guys!

Cool, Text! Downloading it right now!

Sounds awesome! I’ll download just as soon as I get home from this hover-cat trip Dadster proposed I go on. Can’t wait to see a vid from you, too!

Can’t wait to play it! It will go well with my new Black Mesa play-through I’m starting with animation revamp, particle improvement pack, ST Uncut 2.0 (of course), and various other mods. Thanks for your hard work, the Black Mesa devs should ask to incorporate your maps and add some more dialogue to them in their eventual 2.0 release!

Just found a missing texture in map A1.

Edit: Found a missing texture in map A2.

Edit #2: Found another missing texture at the end of map A2.

Downloading… tik-tak-tik-tak-tik…

EDIT: It was Mozilla’s fault. It just updated, and apparently the new update doesn’t like downloads. I got it via IE.

Not letting me download… :frowning:

It downloads it in, like, 2 seconds, then tells me it’s corrupted… What the heck…

I might have to break out Internet Explorer :fffuuu:

Yep, I can confirm the missing textures PCGameCrazy reported.

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.