Got a HL2.exe crash before reaching the battle where they blow up the hele
But I try to explain
So u reach the battle with the helicopter on the helipad (they blow up the hele).
On the right wall, near those camouflage net, u have a tank in it (blown up), when u move further in the tunnel, there is a new control room on your left, u can enter those control room, but it seems the control panel is fully operational, but nothing happens, possible to give the control panel a destroyed look?
You can move that way by crouching, but not walking.
Another very minor crouch bug: In the garage, crouch while moving toward the blue cabinet. After you reach it, you will be stuck in the crouch position until you move away.
I’m having an issue in the 2nd half of map 5G where the game would crash whether I’m watching the aliens and the HECU marines attack each other or in the office area. I’m getting errors such as HL2.exe has stopped working or the “Can’t load lump 53, allocation of 13713721 bytes failed!!!” error. Please optimize that area.
Edit: Also getting this issue with the beginning of 5H when trying to get that HEV battery and ammo for the tau cannon. Please optimize that area as well.
2nd Edit: Despite these issues I’m having, your new version of ST Uncut is awesome! I’ll give you some feedback for them soon.
3rd Edit: I got a little bit of feedback for your maps.
4th Edit: Game crashed on me a couple times when entering map 5H after killing the guard zombie.
Feedback for Surface Tension Uncut 2.0 (Beta)
Map C2A5G
I noticed that this crate contains these things, but they look like they are made of sand. Are they supposed to look like that?
For some reason, the Manta Rays are too low, making the one on the right look like it’s heading towards the wall. https://i.imgur.com/b79xRAL.jpg
Edit: If you want me to clarify on this I’ll try to make a video of this (if it doesn’t crash on me of course)
Also, I think that the first of these rings on these pipes (here & here) need to be on the floor.
Based on the pictures of those pipes (here & here), I think that there are too many of those rings. Could you take at least half of them off so that the pipe looks a little nicer?
In this area, this part of the handrail is a bit messed up over here.
I like how you added this in to explain why the HECU marine couldn’t be killed while setting the satchel, but I think it should be replaced with this thing so that it seems that he has more protection from the players.
Whichever spot you go during the battle on c2a5h, up on top the balcony or looking through the wall, the tank engages me first EVERYTIME!! Only when I’m in hiding in the corner does it go back to fighting the others. Like I’m the bigger threat then all the aliens?
Also I to get that weird fan blade bug, it seems to fly around the map.
I just finished a first play through. These maps are superb. The TOW courtyard has improved a lot! I was impressed by the amount of new areas added and I liked both the new Vortiguant and Houndeye encounters. The new connection between the Osprey courtyard and the Gasworks courtyard is genius. This has made that section much more interesting to explore and less linear.
I did encounter a floating office chair in the far South corner of the new area that’s East of the destroyed Osprey. It’s right by the door that’s ajar and blocked by rubble. It acted like it wasn’t a physics prop until touched.
Also, I think we should have a talk about the door close timers. With the new area having so many doors one really starts to notice the strange behavior of them shutting by themselves seconds after you’ve opened them.
I realize this is done for optimization, but is it necessary to have such short automatic close timers on all of the doors inside this area which don’t lead to the destroyed Osprey courtyard? If possible some of them should remain open indefinitely, or at least increase the delay before they slam shut making one feel they’re in some spooky fun house.
I had a hl2.exe crash when jumping and falling into the Satchel pipe trap maintenance hatch. After reloading the game to just before this part I didn’t crash a second time and successfully played to the end of the maps.
Edit: Also had the tank in the Gasworks courtyard target me after driving down the slope rather than fire on the aliens on the opposite side like it used to.
Text, well here I am again doing what I can to help improve upon your outstanding pieces of work. I haven’t played it to the end, as I wanted to get this feedback to you as quickly as possible, so that you can start addressing issues that need tending to.
This first batch of feedback is up until the point of confrontation with the AGrunts in the TOW yard. On minimal occasions, I have used noclip in order to provide you with a clearer view/understanding of the reported issue. As well, I’m sure there will be many players, other map/level designers and potential employers that will utilize noclip to search for secrets and to more closely review/study your handiwork.
Some of my suggestions may negatively impact on available level resources. I leave it to your discretion as to what is doable or not. To assist you in more easily sifting through the feedback, I’ve prefaced each issue with the location of where it occurs.
I’ve prepared and am sipping on my delicious Tetley brand spot o’ tea. I’ll most likely down a gallon of the stuff during the night, while preparing this feedback for you. And a one, and a two…
On Carpark level 1, sparks from the arcing light above the stairwell window pass through the wall/window into the stairwell https://i.imgur.com/kW5MN2U.jpg
In the Garage, consider repositioning these large blue crates https://i.imgur.com/RPTn0ag.jpg so that they are clear of the roll-up doors, and don’t block them in any way.
In the TOW yard, consider relocating this lamppost https://i.imgur.com/2tI3mUl.jpg to the left onto the dirt and behind the concrete curb. Design/safety wise, it’s vulnerable to being struck by passing/moving vehicles, where it is now.
In the TOW yard’s new parking lot, consider shifting these handrails to eliminate these overhangs https://i.imgur.com/oMGMLMv.jpg
Time to refreshen my cup of tea… back in a minute or two… ok, onwards…
In the TOW yard, this gate design seems to be dysfunctional in appearance https://i.imgur.com/J7fdDn9.jpg. Did you put it together from a do-it-yourelf kit? I think some pieces are missing. I hope you kept your purchase receipt. Maybe a case of limited availability of assets.
In the TOW yard, this apparent ground texture change seam and curb look odd https://i.imgur.com/SlpL01d.jpg. If possible, consider removing the curb and using the asphalt texture throughout this whole area.
In the TOW yard, these airflow units https://i.imgur.com/4QGO5ey.jpg have z-fighting issues on BOTH of their sides. See attached images 1 and 2 below. Also, consider adding an access gate to the cage, in support of maintenance serviceability.
In the TOW yard, consider removing the two angled support legs from this fence https://i.imgur.com/7CP3XET.jpg. The fence’s appearance would look much neater.
In the TOW yard, this military crate https://i.imgur.com/y4xJwm5.jpg is noticeably shorter in height than other identical ones in the area. I suspect that it’s majorly clipping into the ground.
In the TOW yard’s new parking lot, can the obvious texture seams and the horrible road texture be corrected/replaced, or are your options limited? https://i.imgur.com/QSJ3fQ2.jpg and https://i.imgur.com/oFRBPfF.jpg. Get a hold of the G-man and have him sign off on repaving that sucker.
In the TOW yard, these fence posts https://i.imgur.com/0SHkBHU.jpg have a couple of z-fighting issues. See images 3 and 4 below.
In the LAV tunnel, the blast door control switch should be on the other side of the door, nearer the security office/guard https://i.imgur.com/AM2W5RI.jpg. Avoid having the office doors interfere with easy access to it.
On the Heli pad, this is an electrocution accident just waiting to happen https://i.imgur.com/hS2imue.jpg. Need to rethink this design, as no electrical and safety inspector in his/her right mind would ever approve this type of installation, even with the powerful connections the G-man may have. Also, I don’t think lampposts and power lines in close proximity to a Heli pad is a good design choice.
In the Heli yard, help yourself out in reducing your resources/entity counts by removing some of these upper-walkway supports https://i.imgur.com/O3XxYMw.jpg. There are nine presently. Spacing wise, four of them can be easily removed. By the way, this last one https://i.imgur.com/TDcKZQi.jpg needs to be repositioned, as it clips into the wall https://i.imgur.com/wbGYqp3.jpg
At the Heli yard, these electrical boxes https://i.imgur.com/kPSzFzT.jpg need to be rotated 180 degrees, so that their doors can be accessed for maintenance.
At the Heli yard, consider replacing these odd looking access hatches https://i.imgur.com/DDc8B61.jpg with the normal pebbled steel type, or possibly remove them altogether.
In the Heli yard’s new offices, similar to the ladies bathroom door in the Tank yard area, the sunlight that penetrates through these two closed doors, looks odd and abnormal https://i.imgur.com/rYhmlwE.jpg. The same applies to this door https://i.imgur.com/x6pPUjb.jpg, situated further down the hallway. This particular door has an additional texture issue at its threshold https://i.imgur.com/1bcdC4V.jpg
In the Heli yard’s new offices, the amount of blue light emitted by the computer monitor with the BSOD is way too intense. Consider toning it down a lot.
Few more things I noticed,
1.these doors in the zombie room are oddly blue as well as the ceiling light and props.
2. The alien grunt that runs around the corner towards you gets stuck on this box(just remove it).
3. This nice little dark hallway presents an opportunity; could have an enemy run by, maybe a houndeye perhaps.
4. On c2a5h the alien grunt that throws a soldier through the wall is floating in the air as he does his roar.
Text, I experienced two game crashes. On the first occasion, I played through the new office areas in the Heli yard. I went down into the security office with the zombie in it. I took him out, but then went back outside and entered through the red blast doors as laid out in STU v1.11. Level H tried to load, but the game crashed with this error:
I loaded my most recent save, which was in the security office with the zombie. I opened the door leading to the new office area and the level loaded fine. I then went back into the security office and opened the door leading to level H, and it loaded without issue. I went around the corner to the AGrunt-HECU encounter and witnessed it take place. As I approached the corridor with the wall that implodes and provides entry into the Tank yard, the second crash occurred. The error was “HL2.exe not responding”. I reloaded the previous save which was in the Heli yard, prior to me going through the new office areas. I went directly to and entered through the red blast door, as normal. The zombie was there banging his head on the security office window. I’m presently up on the new balcony overlooking the Tank yard. So far, so good.
In the Tank yard, on the new balcony, this dual air exchange unit https://i.imgur.com/jxszW6f.jpg has z-fighting issues on BOTH sides and on BOTH units. See attached images 1 and 2 below. The unit is also hovering above the ground https://i.imgur.com/ZWoapuY.jpg. As suggested for the same unit that’s in the TOW yard, equip the cage with a gate to imply/support the maintenance access aspect.
In the Tank yard, consider moving this dual AC unit https://i.imgur.com/S9CLp0c.jpg to the left, onto the wider section. This will eliminate the vertical beam from clipping through the middle of the AC units and portions of its support frame https://i.imgur.com/vpHgPbB.jpg. The next section over will better accommodate the AC unit’s width, and spread out the assets situated on that wall and the right corner area. Also, slightly lower the AC units, so that the lower end of the four vertical support posts are positioned at the wall’s horizontal “ribbing” https://i.imgur.com/DeVlXAB.jpg
In the Tank yard, consider moving this door control switch https://i.imgur.com/jmEvtWm.jpg to the opposite side of the door https://i.imgur.com/T4XrmtR.jpg. The reason for this is twofold. First, it should be situated closer to the security hut for convenience and ease of access for the security guard. Second, it will match the position of the door control switch that’s on the other side of the wall.
Yes, time to replace my teabag. I’ve flogged it enough and wrung out as much flavor from it as possible… oh my, careful… my cup runneth over…
In the Tank yard’s washroom hallway, I had previously suggested that there should be evidence of more than one light for the whole of the hallway. I believe you installed a fluorescent light, which isn’t really appropriate for this specific environment. As you can see, due to the ceiling vent, the restricted height of the fluorescent light is lower than the top of the washroom door https://i.imgur.com/nQSVamr.jpg. Remove the fluorescent light and install a couple more of the existing light https://i.imgur.com/VIC62Sn.jpg non illuminated of course, in order to maintain your desired lighting mood/effect.
In the Tank yard, on the roof, consider moving these two electrical boxes https://i.imgur.com/gb4fE9T.jpg closer to the edge of the roof, to allow for a more clearer/unobstructed path for the player to access the maintenance hatch. After relocation, they will still provide the player with ample cover from the sniper.
In the Tank yard, did you speed up the flames flicker rate for the fires on the two destroyed vehicles? https://i.imgur.com/78ReUah.jpg. It seems overly fast/rapid now. If you did, consider reducing the value by a quarter or so.
In the Gasworks, I’d like to suggest a couple of ways to hopefully improve the performance lag due to the high activity factor that takes place in the Gasworks. I’m not an expert and I don’t know how much improvement will be had.
Presently, there are sixteen ceiling support trusses, with lights mounted on every second one. Remove the trusses which do not have any lights attached to them. That’s a total of eight. Looking at the present positioning and spacing, at least seven could be removed. At my recent suggestion, you did this with the ceiling trusses in the car garage, with, IMHO, no degradation in aesthetics.
In the security office, if it can be easily accomplished, remove all the wall trusses on the two walls that adorn them, on both the upper and lower floors. I seriously doubt that this will hinder/hurt their appearance. If anything, it will improve it, as the trusses clip through numerous objects and electronic equipment. I feel they’re more of an eyesore than an improvement.
If the removal of these trusses garners a measurable improvement in performance, I think it would be well worth it. Every little bit helps.
In the Gasworks security office, upper floor, there are two desks with a z-fighting issue https://i.imgur.com/9pDjxfW.jpg. See attached images 3 and 4 below.
In the Gasworks security office, lower floor, sparks from this arcing light https://i.imgur.com/6u7PBw4.jpg pass through the door and are visible on the other side.
At the Garg start area, the wire that runs between these two lights https://i.imgur.com/O7nkzG4.jpg once again clips into the ceiling https://i.imgur.com/ZYoXofR.jpg. I think the best solution is to add an additional light between the two existing ones. Compared to the spacing between the other lights, there’s a large gap between these two, resulting in a long and unsightly sagging of the wire.
I gratefully acknowledged in my playthrough of STU v2.0b, that you addressed the sound propagation issue that I had mentioned, in that the volume of the explosions from the repetitive mortar shelling, that takes place in the Garg yard at the end of level I, were not diminishing based on the player’s distance from the explosion point. If you haven’t done this already, please apply the same solution to the explosion sounds from the vehicles that the Garg destroys as he chases you through the tunnel, towards the Garg yard.
At the Garg start area… a transition to a more innocent time, gone by…, I find myself once again bringing an issue to bear using the much scorned about method of noclipping. Yes, that vile and oft used tool that brings most budding map makers and level designers to their knees, grovelling and spewing foul disrespectful phrases and profanities not fit to be heard by any god fearing man, woman, child or beast, at innocent do gooders who mean well. Once revered as a profound, ground breaking and innovative means of advancing game design by leaps and bounds, it has sadly tumbled mightedly into the abyss of negativity and disdain. Well, on to the issue at hand. This incandescent device https://i.imgur.com/l3VF0up.jpg clips appreciably into the wall, by a full third https://i.imgur.com/TpU3dmp.jpg. I believe this to be, and most likely is, the last such item within this level that suffers from this kind of ailment. One can only hope, that such is the case. So Text, I leave this matter in your more than capable hands in determining the best course of action that this matter deserves, knowing full well in advance that every pertinent consideration will be given so that the resulting decision and fate of this issue is true and just and entirely free of any prejudgement or personal biases. Good day to you, kind sir.
In the Heli yard’s new offices, in approaching the office with the houndeyes, I was zapped twice and then this cute guy clipped his adorable head through the door https://i.imgur.com/pM7VVy4.jpg
In directly accessing level H through the console, the game would repeatedly crash at the point where the wall to the Tank yard was about to explode, with the “HL2.exe not responding” error. I decided to directly load level G and proceeded to noclip into the room next to the security office with the zombie. I opened the door and blew the zombie up and I ended up with two dead zombies for the price of one! https://i.imgur.com/F05Xkj3.jpg. Proceeded down the hallway to the exploding wall and the “HL2.exe not responding” happened again.
At the Tank yard, in the washrooms hallway and the furnace room area, the exit sign model used just doesn’t do the trick https://i.imgur.com/Ug2Pp41.jpg and https://i.imgur.com/21omFHa.jpg. I think an alternative, which I’m sure you’ve considered, might be better suited, like this one https://i.imgur.com/8bzHWl1.jpg or this one https://i.imgur.com/tXLAQUH.jpg. If the ceiling duct work in the washrooms hallway could either be moved to one side or raised so that it contacts the ceiling, without too much difficulty, then you’d have a couple of options to consider.
In the Heli yard, consider removing half of the ceiling support trusses (4 of 8 pieces total) from the airport hanger.
[COLOR=‘Orange’]Conclusion Of Feedback For ST Uncut v2.0 Beta
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After killing the zombie and then opening the door to move on to map H I also get a massage “Can’t load lump 53, allocation of 13713721 bytes failed!!!”. Reloaded BM and then directly console commanded to map H and everything went smooth up until I jumped down the pipe on the roof to move on to the section where a soldier tries to kill you with the satchel. Mid air before even reaching the bottom the hl2.exe crashed. Haven’t checked if it will happen a second time. Only had time to play through it once.
EDIT: BTW, Nicely done mr. Text, we will see you up ahead (in OAR Uncut)!
I replayed your maps, and I ran into 2 " can’t load lump --, allocation of ----- bytes failed" type crashes, and 1 hl2 has stopped working crashes. I also found many textures gone wrong (black spots). Also, as someone pointed out before, the magical flying fan.
Here are the pictures: https://imgur.com/FRbK1G4,BzJduXK,okHOckv,BqHt098,hVAxV2L
I still love how much you expanded the game though. I didn’t expect such a big overhaul. Just iron out the tiny little details and you can do OAR uncut in no time!
Doubt that’s something he can fix. That looks related to the flashlight decal issue that you reported. That would require a shader fix.
Many of the grass clipping issues can’t be fixed either. I believe our grass is auto-generated (I didn’t write that code). That’s based on what a mapper told me along with the fact that I doubt Text would place grass in concrete.
However, I really signed in to comment on these:
I’m all for bug reports but I am pretty sure both the BM team and Text have asked you to not post silly ass bugs like the above group. Nobody cares (nor should they care) about electrocution or vehicle safety. It’s a video game not real life. Game design is king.
Also many of your other bugs are all about shadows. Much of those aren’t due to Text but the engine itself. He’ll disable the shadows and then he’ll get bug reports (from a certain someone) saying certain objects aren’t casting shadows
I doubt that the metric fuckton of bugs you posted about texture seams can be fixed either. I really think you should spend some time mapping first before posting bugs. These things are normal. The edges of anything (be it models or world geometry) are special cases in games. Source doesn’t blend textures applied to world geometry which is why you’re seeing what you are seeing. I don’t think Text can fix those either.
And it’s already fairly well-established by this point that BMRF is largely designed and operated by eccentric lunatics who prefer to avoid pesky details like safety inspections. Any employee complaining about lamppost placement should talk to Smithers down in the blast pit to gain some perspective on just how lucky they are to be working on the surface and keep their mouth shut.
First part before switching the power on for the part of the building with the parking, it’s way too quiet behind those doors, it only starts when u get the power on, maybe change this where u here soldiers talking, something like:
“It’s way too dark here, I don’t see sh*t!”
“They must be here somewhere!”
“Can somebody put on the light, PLEASE!”
“I have a bad feeling about this!”
“I forgot my night goggles!”
“Where’s the exit here somewhere?”
So u reach the battle with the helicopter on the helipad (they blow up the hele).
On the right wall, near those camouflage net, u have a tank just outside those buidling (blown up), when u move further in the tunnel, there is a new control room on your left, u can enter those control room, the control panel is way too small for those big room, possible to enlarge those panel with a broken look (sparks from it and such)?
I again experienced the hl2.exe failure this time at random on the G map and again when I climbed down the pipe in H the game failed yet again! It’s so SAD :,( Oh, and I also want to point out that flying fan…
BUT, Text, really nice work. I actually got lost in the new office areas and the car park now runs a lot smoother. I loved how the door in the garage almost decapitated me when the marines detonated the explosions and had the fright of my life when the grunt that troughs the marine through the wall attacked me as I usually taunt it!
Thanks everyone for playing and testing the latest version of ST Uncut. I’m sorry to hear that there’s a fair bit of crashing going on for people.
To everyone who’s been experiencing more than 1 crash, can you please post your computer’s specs and what exactly happened when it crashed. EDIT: I also would like to know what operating system you’re running. Googling the error reveals that in other Source games it tends to happen more on Vista. That might be it. For reference, my rig:
Telling me where you were is useful but telling me what you were doing is even more useful, as it might help me to find out a cause. I do strongly suspect the Zombie in the security office might be causing some problems though I haven’t been able to reproduce any crashes involving him. If it does turn out to be him causing problems, I’ll scrap him. Would prefer not to, but I have to be pragmatic here.
The more likely explanation, is that ST Uncut is demanding. Probably moreso than any other maps you’ll find in Black Mesa. Contrary to what some of you have been suggesting, this is not because of poor optimization. It’s not quite that simple. Most of the demanding areas have been optimized extremely hard. Everything has fade distances, I have a very harsh use of areaportals causing entire segments of the map to stop rendering; I even created nearly 1000 new visleaves (its exponential) on C2A5G (from 2200 to around 3400) to try and make less stuff render when it shouldn’t. There are occluders everywhere. Looking at the maps in the editor you’ll see that they’re about as well optimized as they can be.
The real reason for potential poor performance/crashing is simply that the maps are demanding. There’s a heavy use of MANY AI fighting at once, which is a process with demands that cannot be optimized. The outdoor areas are expansive and generally very detailed. The maps themselves are about as packed full of content as they can be. All of this contributes to making them very demanding, PARTICULARLY during the AI heavy parts, where nearly all of the slowdown here. Here’s the catch - in order to improve performance any more than has already been done, it would be 100% necessary to reduce the visual fidelity of the maps overall, or reduce the number of AI active at once/simplify the I/O chains which govern their behavior. Contrary to what PCGameCrazy might have implied, it’s not as simple as pressing the “optimize” button. I may not be the best mapper at optimization, far from it, but I can say beyond reasonable doubt that there’s very little else that can be done on that front without REMOVING content. And that is not something I’m willing to do. Definitely not.
Of course that’s not to say 100% that there aren’t other reasons for crashing and poor performance. I will try my best to get to the bottom of it. As I said I already strongly suspect the Zombie causes problems. It’s very hard to find the causes of crashes if I can’t reproduce them, I suspect it’s just a combination of BM’s inherent instability and my maps being very full in terms of filesize, and demanding.
The reason I’m asking for specs/reports is because I’ve only experienced one single crash over the 3 weeks or so I’ve been working on and testing ST Uncut v2, which adds up to a ridiculous amount of playtime. I find it odd that lots of other people area experiencing crashes loads, as a result. I’ll be interested to see if it’s because your rigs can’t handle it quite as well, or if there’s another reason, which there very well may be, I just don’t know. The only way I can find out easily is to know what you’re all playing with, so that’s why I’d like to hear that. The Lump Memory Allocation error which people keep getting is related to the HDR Lighting Lump in the BSP file, so I have no idea what that could signify other than the maps just being very full of content.
Thanks again, testers! The next part of my post is dedicated to Dadster. Stuff I’m about to say might come across to some as a bit mean, but bear in mind how patient I’ve been on the numerous occasions this has happened in the past. This has got to stop now.
I think you’re wasting your breath here. Dadster seems intent on continuing his conquest his way and his way only. We’ve both tried numerous times to persuade otherwise, but it seems to fall on deaf ears. Literally everything you’ve said here is completely correct, but I doubt it matters. Regardless, I still appreciate Dadster’s effort on my part even though much of it is totally unnecessary and timewasting, and I suppose in the grand scheme of things I’d rather have a tester who was overtly thorough than the other way round. I’ll just point out for the sake of accuracy that the grass coding is a Source Engine thing, rather than a Black Mesa thing specifically, though Black Mesa does use its own unique grasses.
Right, let’s go through some things here, for the final time. And I mean final.
I’m going to be as blunt as possible now. No more sugar coating. I’ve now tried to get through to you on 5 - 6 different occasions, as have the BM Devs.
I’m looking for certain types of feedback - feedback which is useful. Feedback which produces results which everyone can appreciate. This should be obvious. Much of the feedback you provide is flat out not useful. At all. I’m sure you’ve heard of the concept of diminishing returns. That’s the problem here. The tiny little, insignificant clipping/aesthetic issues which you report take proportionally too much time to go through and fix, especially when there are so many of them. I spent approximately 3 - 4 hours going through your lists of feedback before the release of V2 and fixing various issues. I think there were about 20 out of the 100 which I would consider worth the time. It is a waste of time for both you and me. For what purpose? So you can say you wrote 100 points of feedback? I don’t get it. It. Doesn’t. Benefit. Me. Try and be much more discerning with your feedback. It will benefit us both in the long run. Don’t get me wrong, I appreciate your determination to be thorough and detailed, and I really appreciate the effort on my part, but you go too far. There’s plenty of useful stuff in there, definitely. Plenty of useful things others may not have noticed. But it’s mixed in with a bunch of useless stuff which doesn’t benefit anyone, and makes me have to sift through it when I could be doing more work on the maps.
Let’s summarize this nice and easy. Posting 103 points of feedback is not useful, because most of them are a waste of time. Instead of accepting that there are bound to be a few minor imperfections and moving onto other stuff such as OaR Uncut, I now have to go through 103 points of feedback, of which only about half is useful, and a quarter of that useful half is really minor anyway. This is on top of the time I need to spend fixing actually important issues, such as the crashing, the tanks targeting players, among other things.
It’s ever so tempting to just flat out ignore most of what you’re saying, but I won’t do that because I’m not a mean person. For now, I’ll go over carefully and check out everything you’ve said. It’s clear for me that no matter how much I fix, you’re always going to find another 100 things which urgently need addressing. This is on top of the - what, 500 or so issues you’ve posted in total for OaR Uncut, for an ALPHA release no less.
If you don’t like what I’m saying or feel I’m being unreasonable, feel free to rebuke what I’m saying. Or if it’s even worse than that, you don’t have to keep posting feedback for me. You have no obligation to me. I’d love for you to continue posting feedback for me, but it needs to be done differently for it to work properly. Please reconsider the way you post your feedback, or for future posts, I won’t read them. I won’t. It sucks all the fun out of mapping when I spent hours fixing very minor issues which only you notice.
I’ll tell you now why I won’t fix some things you’ve asked me to, which is something I haven’t done in a long time because I have so much to do and so little time. I asked you not to repeat things which weren’t obvious bugs, and I would have thought the fact that I didn’t fix them before would be indication enough that I disagreed for whatever reason, but apparently not. I’ll go through some of your list now, and I’ll point out things which I can’t/won’t fix, and why. Please use this to get a better grip on my perspective. I won’t sugar coat anything.
“On Carpark level 1, I marginally noclipped into this wall on the left…” So, it’s a bug which can only be experienced by noclipping into a wall? Why would I be interested in this?
“Any chance that the doors in the Carpark stairwell can be made to open towards the wall and not towards the center of the stairwell?” No. They open both ways to make it less frustrating for the players to both access and leave the stairwell.
“In the Carpark level 1, there are two instances where the flashlight causes painted lines to become obscured…” You were there when this got introduced. The discussion was between you, me and Wangman. I replaced the overlays used to make the lines with a floating brush, in order to fix another far worse visual bug which caused the lines to become very distorted by default. The flashlight bug is an unfortunate and unfixable side effect, and is far better than the alternative.
“In the Yard, this military crate https://i.imgur.com/UKrlPEO.jpg clips into the blue crate i.imgur.com/YhtgUOT.jpg” Necessary evil. Think. What’s the alternative? If I raise the crate up so it doesn’t clip into that tiny bit, it will look like it’s floating, which will certainly give me another bug report from you. If I move it more towards the middle of the blue crate so it doesn’t clip, the jump is then way harder and less intuitive. Gameplay is king.
“In the Garage, some alien material clips through the ducts i.imgur.com/DlyP2Lw.jpg” Unfixable. Do you really think I would have left this if it were not fixable? The Alien moss in that vent is a full, entire model. Because it is a model I cannot edit it in any way. It cannot be repositioned because it’s already in the dead center of the vent. Moving it more to the other side makes most of the moss on the right side of the vent clip all the way through, which renders the model pointless. There’s nothing I can do. It’s a fairly hefty bug, and I’m not happy about it, but it isn’t fixable. The only way to solve it would be to make the vent 8 units thick so it doesn’t clip through, but that would be ridiculous.
“In the Garage, can the shadows be removed from these objects? https://i.imgur.com/UZsyi0J.jpg and i.imgur.com/rYydY8I.jpg” Would you just prefer it that every physics model doesn’t have a shadow? Because I’m pretty sure most people would consider THAT a bug. Let’s reference what your-name-here said:
“Also many of your other bugs are all about shadows. Much of those aren’t due to Text but the engine itself. He’ll disable the shadows and then he’ll get bug reports (from a certain someone) saying certain objects aren’t casting shadows”.
Spot on.
“In the Garage, consider repositioning these large blue crates https://i.imgur.com/RPTn0ag.jpg so that they are clear of the roll-up doors, and don’t block them in any way.” Why? What would be the point? The other side of the door is blocked already by crates on the other side. Why does that one need to be unobstructed? Again, another pointless report.
18 - 23 are bugs which I can, and am willing to fix.
Now let me just make something clear here. The first bug I’ve been able/willing to fix from your post is bug 18. That should start ringing some bells already. Think of all that time you wasted posting those 18 unnecessary bugs, and all the time I wasted going through them and checking them out in editor.
“In the TOW yard, from a consistency/common sense perspective, consider placing lights above the following doors.” I have a policy of trying to place lights only above important doors. Placing lights over every door would overload already demanding sections of the very open map.
“In the TOW yard’s new parking lot, consider shifting these handrails to eliminate these overhangs https://i.imgur.com/oMGMLMv.jpg” Yet another totally insignificant bug which can only be seen by noclipping. I don’t care how you justify it - if it can ONLY be seen via noclipping, it doesn’t matter in the slightest. No normal person will judge my work for errors which can’t be seen during normal play.
“In the TOW yard, consider removing the two angled support legs from this fence https://i.imgur.com/7CP3XET.jpg. The fence’s appearance would look much neater.” It’s part of the model. It cannot be removed. It’s kinda remarkable how much I have to tell you this. I can’t edit models. I’m not a modeller. REMEMBER THIS.
“In the TOW yard, the right side of this upper military crate https://i.imgur.com/FCdIQH4.jpg is “floating” above the lower one…” Extraordinarily insignificant, and nearly unfixable due to the way the models are designed.
“In the Heli yard, since this area is virtually free to roam, I don’t think that this security-type fencing https://i.imgur.com/gGgI34a.jpg with the angled upper portion https://i.imgur.com/cOjNyT8.jpg is necessary here. Regular fencing would be more appropriate. It would also eliminate this fence clipping issue https://i.imgur.com/ujnAG0W.jpg and https://i.imgur.com/yGrxzs9.jpg. Hopefully this will help save on resources/entity counts.” I can see why you’d say this, but regular fencing is not more appropriate resource wise. I’ve already used that exterior fencing model back by the outdoor car park. To keep it simple, it’s a lot better for memory/resources to use the same model many times than it is to use different models. Using that same type of fencing over there saves from Source having to load 5 - 6 more different, new models into its memory too.
“At the Heli yard, consider replacing these odd looking access hatches https://i.imgur.com/DDc8B61.jpg with the normal pebbled steel type, or possibly remove them altogether.” This is the standard hatch overlay used throughout Black Mesa. Sometimes it feels like you just make stuff up. They don’t look odd at all.
“In the Heli yard’s new offices, the player can clip through this teetering water cooler base https://i.imgur.com/4ADhKIG.jpg and i.imgur.com/WWwxttv.jpg” Remember what I said about me not being able to control physics props and their interactions with the world in terms of collision? Yeah.
“In the Heli yard’s new offices, the amount of blue light emitted by the computer monitor with the BSOD is way too intense. Consider toning it down a lot.” Again, it just comes across as you making stuff up so you can have more points. The light is the exact same as the one found on C2A5F. It’s consistent. If I toned it down I reckon someone’ll have a go at me for it being inconsistent.
“In the Heli yard’s new offices, sufficiently raise the height of these electrical panels” This is an issue which is present throughout the entirety of Black Mesa, and it’s due to the way the model is designed. It’ll have to be lived with. It’s actually present in lots of Valve games too where they use this model. Besides, if the panels were higher, they wouldn’t be accessible for maintenance, and we know how much you don’t like that!
So, let’s summarize for now. I would estimate that of these first 70 bugs for G which you have posted, I fixed about 20 - 30.
I spent nearly an hour and a half going through this and writing up the post, which is time I could have spent working on B2. So take it in please. I won’t do this again. The next step is me not reading your posts if you don’t learn to be more discerning with what you write. It might seem a bit mean, but I can’t handle it anymore Dadster, I can’t. Regardless of what you might think of this, at least let me know what you think, instead of the usual silence I’m met with when I write this stuff. This is the final time I’ll speak of this issue, so let’s make it count. It shouldn’t be too difficult to work this all out.
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.