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

Oh, coulda sworn Audacity started pestering people to pay up after a trial period. Well, I’ll try that, thanks.

Edit: Yeah, what ^ said.

sigh

Yeah, now it works. Thanks a lot for the help, didn’t expect it so quickly. BTW anyone else place the original Valve theme at the vista in Surface Tension? I like all of Joel Nielsen’s work, but I just thought the classic HL1 Valve theme fit better.

Anyone want to share the songs they think are better in HL1 or vice-versa, I was thinking of adding more back in, but I don’t have a very strong opinion either way besides the Surface Tension song.

Shameless plug: https://forums.blackmesasource.com/showthread.php?t=14675
You’ll see there’s quite a bit I’ve included in the music folder. I kept adding more and more HL1 songs until I found the current consensus.

/offtopic

How much does that cover? All scripted and non scripted lines? Does it work with TextFAMGUY’s uncut chapters? Specifically OaRUncut and STUncut 2.0? Because I was ok with the voices as BM put them originally, but I have come around to thinking they sounded too unprofessional, but I don’t want any inconsistency, and the original HL1 dialogue does sound pretty robotic. Maybe for the second release the BM team will include a new voice acting pack that keeps them serious and professional.

What does this pack do to new lines like the rape joke or whatever in QE? Does it just replace new dialogue files that aren’t present in HL1 with blank files?

Edit:
Anyone have a work around for Black Mesa crashing all the time. I’ve given it 4 GB of maximum RAM to work with and still it crashes from time to time! It’s just sad, because it’s very polished otherwise, but I guess just can’t have HL2 stability without HL2 graphical quality/entity density, which Black Mesa far surpasses. Sometimes I can’t get through a chapter without at least 4 crashes. > :frowning:
/completelyofftopic

  1. You should’ve asked this in the relevant thread. I’ve only posted it here because you asked about the music.
  2. Read the description, please? Everything is explained in the OP and in my posts on the last page.

I see literally nothing wrong with that image whatsoever. But thanks for being patronizing because I don’t see certain things the same way as you. That’s definitely a classy way of providing feedback, far superior to actually pointing out what you think looks wrong, like I politely asked.

It’s just the Source engine being the Source engine. Black Mesa pushes it to its limits, and then some, as do my maps. It probably has something to do with your setup (computer/game) too, but as to what that could be, no clue here. I get next to no crashes ever. Ever.

It’s okay, that just makes it Uncut derailment #53. :wink:

I think I see what WA is talking about. After the crane yard in the skybox ends, the ground looks like rock, and then, suddenly there’s sand. I haven’t checked my Black Mesa to see if it’s different on mine, but I can see it in that picture.

Alright, I was definatly too harsh with my reply. Sorry, I should pointed out clear feedback rather than giving a vague answer and making a condescending remark. I’ll point out the things that I noticed:

  1. The road goes into a wall of sand. I’d recommend putting a door there
  2. The transition between the cliff wall next to the road and the sand above it looks very odd. It is quite a sudden transition.

Both good points. I’ll sort those out - though the road doesn’t go into a wall of sand, it goes into another road which goes across the sand. It’s just very hard to see from that angle. But I can still make it more apparent. I’ve left it like that because I assumed it would look fine, but evidently it doesn’t. So you’re right. Thank you for pointing it out.

Have to say, my current laptop I keep in my room is shit and drops to 15 fps in several (not all) parts of the B2 outside area. But last time I had a crash with source engine was when I was playing (pirated) Half Life 2 in 2005-2006. And this particular laptop I had for roughly 3 years.

Found additional issues on A2 Beta 2 map, as follows:

  1. In this area https://i.imgur.com/coOO97v.jpg, give this section of wall curb an angled end https://i.imgur.com/6H521Fm.jpg
  2. As done elsewhere, extend this wall cladding https://i.imgur.com/QgDIxTG.jpg, to the wall’s edge https://i.imgur.com/5WSGQqt.jpg
  3. There are several ceiling texture alignment problems in the Office Complex, as follows:
    a) Here https://i.imgur.com/4kGHuqp.jpg and https://i.imgur.com/JZYnPI4.jpg
    b) And here https://i.imgur.com/cJjol5n.jpg and https://i.imgur.com/0gd5IoU.jpg
    c) Here also https://i.imgur.com/l4mU693.jpg and https://i.imgur.com/GoDZFca.jpg
    d) And a few on the second floor https://i.imgur.com/G7lbnNm.jpg and https://i.imgur.com/RoU8NzM.jpg and https://i.imgur.com/2bKzAoz.jpg. Others of similar type are fine, like this one https://i.imgur.com/LUvhxOx.jpg
  4. For consistency, consider adding metal floor thresholds to all the doors in the Office Complex (excluding the locker rooms). For example, in this hallway https://i.imgur.com/zjxy7kx.jpg, this door has one https://i.imgur.com/RhMkOMz.jpg, but the door across from it doesn’t https://i.imgur.com/W0a6wuW.jpg, Some stairwell doors have them and some don’t. Presently, most doors have them, so there’s not that many to add. The washrooms would benefit from them https://i.imgur.com/Q3Pk6ft.jpg
  5. There’s a couple of floor textures that need alignment, here https://i.imgur.com/58JrUC2.jpg and here https://i.imgur.com/ma2oLa5.jpg
  6. In this area https://i.imgur.com/Fw1lMW0.jpg, are these two red vertical beams necessary? https://i.imgur.com/e4pxYt4.jpg. I don’t think that they are concealing any nasty texture seams. Same with this right one https://i.imgur.com/rxhEgRr.jpg and this left one https://i.imgur.com/QLFSBhx.jpg. You mentioned earlier how maxed out map A2 is, resources wise. Maybe these could be removed to free some up.
  7. In this area https://i.imgur.com/6hsHQxK.jpg, there’s a floor texture alignment issue https://i.imgur.com/3alZzCd.jpg
  8. In this area https://i.imgur.com/cf845me.jpg, have one solid piece of wall trim across here https://i.imgur.com/EVbsrCS.jpg and here https://i.imgur.com/ljfEaMy.jpg and https://i.imgur.com/vYbqLVn.jpg
  9. In the dual-tracks/HECU-Vort battle area, please center the following lights:
    a) Here https://i.imgur.com/sY1U2GF.jpg, this one https://i.imgur.com/6ENxJZK.jpg and the one across from it https://i.imgur.com/p44488O.jpg
    b) Here https://i.imgur.com/qWzpgCi.jpg, this light https://i.imgur.com/eGvVHZL.jpg and the one across from it https://i.imgur.com/tyaFHHl.jpg
    c) And here https://i.imgur.com/hWAPzhH.jpg, this one https://i.imgur.com/CLiNXoe.jpg. There is no opposite light.
  10. On this upper level https://i.imgur.com/TIGP2yA.jpg, change the color of both handrails to brown https://i.imgur.com/tU2hB45.jpg
  11. The player can’t walk behind this plant https://i.imgur.com/RPdCrtF.jpg. Place it nearer the wall, out of the way (don’t clip the branches :slight_smile: )
  12. Slide this plant backwards, between the two tables https://i.imgur.com/L5LO8Eo.jpg. It would be out of the way there.
  13. For added realism, consider changing the model of the doors lying on the floor that have a key-lock https://i.imgur.com/Xe3j1Gl.jpg and https://i.imgur.com/92miJbN.jpg, to ones that have a handle/latch. If doable, apply it throughout OaRU.
  14. Can ALL the double doors be made to open both ways please, except for those governed by unique circumstances/scripting.
  15. At the broken blast door, the right blast door should have a red light above it, like the left blast door https://i.imgur.com/LPMpnff.jpg

Thanx Text.

Wow, how? I might as well explain my setup.

i5 2500k
AMD 6950 (unlocked the shaders so it’s almost a 6970)
I’m running the game off one of my four drives (I only have a tiny SSD so I can’t fit it on there despite wanting to) all of which probably need some cleaning up.

It seems like Source should run great on my rig, but if so many crashes is really such a rare thing… One thought I had was maybe it was Source not liking being on a drive other than C:\ but IDK. Maybe I need to just replace the hard drive… :frowning:

Right now I have a fair amount of additional enhancements running so that might be it, I’ll list major ones:

  1. Both UnCut chapters courtesy of TextFAMGUY1
  2. Animation Revamp (with m9 and m4)
  3. Particle Improvement Pack
  4. Sjakal CFG (really doesn’t seem like it would be hardware intensive)
  5. EP2 Vortigaunt attacks (re-enabled the new melee attack that was in EP2 but disabled for BM)
  6. HL1 Aliens (reskins Vortigaunts to be browner like HL1 vorts, headcrabs to be white/bloodier, and barnacles to be more red/less vomit colored :sick: )
  7. A intro video
  8. Moon texture fix (TextFAMGUY, you should maybe include this with your OaRUnCut release, it fixes the moon in BM’s night sky texture.)
  9. Joint Operations
    And yeah, only some very minor stuff besides that. But it doesn’t seem like just that would render BM any more unstable, although I do remember not nearly as many crashes first time I played through. But there definitely were some crashes.

Sorry, I’m sure this is better suited to the “Help!” or “Bug reporting” forum sections, but I initially thought it was crashing because of the entity limit being so high on the uncut chapters, so it made more sense to mention it here instead of those other places which are more focused on vanilla Black Mesa.

I have a very decent rig too and almost all my crashes, especially in any of textfamguy1’s levels seemed to be linked to the “texture quality” setting. Playing with middle of the road antialiasing/anisotropic filtering, texture quality on medium, and everything else on high/very high /w 1650x1080 res seemed get rid of 99% of my crashing. Here is my rig for refrence.
i5 2500k /w +33% oc PROC
16 GB DDR3 1666Mhz RAM
GTX 570 2.5 GB GPU
ASUS p8p67 MOBO
BM running on SSD

I believe the source of your issues is the Animation Revamp. It’s an awesome mod, but it makes the game more unstable. I believe that getting rid of it will solve most of your issues.

But its so good. :’(

I know! I really liked it, but I was getting tired of the crashing I was getting from using it in the game.

I don’t get any crashes at all using the Revamp in conjunction with the uncut maps. Then again it’s relative to each rig.

Had alot of crashes aswell, now I’m back on stock BM with the Uncut maps and had one crash in OaR uncut, but everything runs fine again.

Possible all the crashes were caused by HDD failure aswell, I never know, cause changed my HDD with a Seagate Momentus

Now it seems this is uncut derail #54 :stuck_out_tongue:
So I finally got to finish the new beta, the improvements are small but still nice, I especially enjoyed the sniper now switching sides.
In A1 evrything was great though I still feel the dead worker at the control room should be a guard.
In A2 everything was great plus I think you fixed the issue of the executed bodies flying around by the houndeyes.
In B1 the ambush needs to be a little more difficult, also I thought the backstaber was rmoved but now he is just hidding behind the boxes that are behind you, I realised this when the song was almost over, as the second wave was not appearing, consider moving him somewhere else instead of just blocking him.
In B2, I had this very akward moment at the guard vs Hecu battle, as in my first pass the guard with the revolver was covering behind a metal crate and mauling the HECU down, so I reloaded the map, and for half the next battle he was still alive, but as i moved away to finish the HECU myself and came back, he had disapeared, his body or blood wasn’t there either. Also there was a grunt behind the door of the warehouse who was in full alert but didn’t head in through the door, was he glitched? Finally I see that the TOW in the tunnel and the flare idea were not considered, oh well, I imagine this is due to the enity limit, is just that for the flare, I really thought that would make a very nice scene, especially since it was you who had sugested a loong time ago you wanted to feature an explosion in the distance at B2. Also the Ospreys that fly, where they inteded to be a rescue group? Because if they are, when they head towards the flare, it looks more like they totally ignore it and don’t even land where the flare was shot, if they aren’t though then its ok I guess. So far everything else seems great!

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.