Surface Tension Uncut - Re-Adding Cut Areas/Scenes (Expansion Project)

Is there a good reason why you can’t just overwrite the original sound files?

Congrats on release. Played through all the maps just now with no problems. No slowdowns or anything. There were so many little additions that really improved the aesthetic of the maps that I can’t really talk about them all. They are extremely detailed and simply beautiful really. Even after playing these probably over a hundred times they are extremely fun and really go above and beyond. I couldn’t imagine playing Surface Tension without these maps.

Well, You do not have to change the sound but the manner of how it is called. You do that in Hammer.
So after taking time to search for the problem, I resolved my problem of compilation. I tested just a few subtitles and it works !
So with your authorization textFAMGUY1, I can modify them to had subtitles at radios and others… Always with your authorization, I can diffuse them on this thread.
If you don’t want to make a new version (1.2 ?) then I just want to have your authorization to diffuse the new .bsp with the official french translation which we’ll release in the middle of january.
Thank you.

Final critique
Would HIGHLY recommend you fix what’s in red prior to widespread release. Otherwise make a note of it to fix after the Xen patch.

[b]C2A5G
.50 cal vort shootout[/b]
Illumination is better at the first light by the bend but new texture seams are present. https://imgur.com/K7AxF

[COLOR=‘Red’]The new sound effects you added by the door should ALWAYS be going off rather than after you flip the power switch (like TOW courtyard). Otherwise it doesn’t do much to fix the complaint (no noise at the garage door). It’s also more realistic as the HECU have night vision and the battle should have been going irregardless of whether there’s power.

Garage
[COLOR=‘Red’]You didn’t fix the decal misalignment and floating triangles on floor 1. https://imgur.com/uOirL

[COLOR=‘Red’]Now that you’ve elevated the black pavement area on floor 2 and added a stripe, you created a new inconsistency by DELETING THE STRIPE UNDER THE FLOOR 1 VENDING MACHINES. https://imgur.com/LKub5

[COLOR=‘Red’]W/e texture changes you made on floor 1 adversely affected this parking stripe. Pavement now clips into it. https://imgur.com/fNOTj

[COLOR=‘Red’]There is an extraneous sound and visual effect on floor 2 after you cross the stairwell white door that will repeat when you move back and forth. It sounds like repeated sloshing from a jump pad and is associated w/a random dust effect by the vort’s leg (can’t see in this picture). Only replicated this on my 1st playthrough (2 total) but it was consistent. https://imgur.com/zoRxf

Osprey/LAV courtyard
Team leader almost NEVER dies on the helipad. At least 1 of the defending marines will ALWAYS survive.

[b]C2A5H
Opening segment[/b]
[COLOR=‘Red’]Marine-flinging Agrunt no longer roars when the player looks at him whereas he used to in a previous patch. This is actually an iconic moment as the HL Agrunt would roar NONSTOP. Have your counterpart roar ONCE when the player sees him, then revert back to normal AI behavior.

Satpipe/Furnace
The giant tank you’ve introduced behind the furnace is too big and realistically would have been impossible to place, especially w/the obstructing T-junction. I really hate this fucking thing…it’s a space issue. Restore the barrel storage area behind the furnace and add the associated sign. This is a perfect area for them. https://imgur.com/TwW8E.

Gasworks to end
Recolor the blue pipe beneath the grill to match the orange color of the pipe connecting the other LC generator. Thought you were gonna do something like this. https://imgur.com/S8XcU

C2A5I
FaF tunnel
Still a little bit of blue debris mid-end tunnel. A lot of it tends to change to the correct color as it falls. https://imgur.com/LvniD.


If this release truly IS the final (i.e. not gonna fix my suggestions) I’d recommend that you or another forum member do a full playthrough of ST just to see if there’s any lingering bugs for a future patch.

As for OaR, I’d HIGHLY recommend that you don’t make it as performance intensive as ST_Uncut. You may not notice the problems on your high end rig but I’m getting ~5 fps in 80% of ST Uncut. This is not the case in the overwhelming majority of BMS so it’s probably best not to push everything to LC reactor performance standards again.

I’ll play around with it in the editor and see what is made of it. If it works I will release it with a hotfix, which is already in the works, and credit you.

I’d rather you didn’t release .bsps with translations/captions, though under the Creative Commons License I can’t stop you. If you want to release specific translations it would probably be better that you consult with me and get me to do it for you rather than decompiling and recompiling the BSPs. I’d be happy to help with that though it’s not an important issue to me personally. I’d rather not allow 3rd generation BSPs out into the wild, particularly when the entity logic I used for areaportals/occluders is sometimes rather complicated. All that would be lost in decompilation, and 3rd gen BSPs would be even worse optimized than before.

I will fix the parking lines in the garage (the missing stripes by the vending machine I broke by accident), and the Agrunt not roaring. Not quite sure why he doesn’t, never once changed anything there, but I’ll look at it. Nothing else really matters to me.

As for the parking lines by the destruction, it’s a bit of a catch-22 there. I have to choose the lesser of two evils.

  1. As it is now (info_overlay), misaligned slightly with that weird triangle. It’s the way it is because it’s not playing nicely with the displacement.
  2. Using a func_brush in place of the overlay, which wouldn’t have any misalignment problems but has 2 other problems in that it doesn’t get lit up properly by the flashlight, and a VERY astute player might notice it’s floating VERY slightly ABOVE the road rather than being on it, like the overlay.

Sadly. There are NO alternatives. None whatsoever. There’s no way I can fix 1 to make it work properly and 2’s drawbacks are intrinsic to the entity. I’ll go with 2 for now.

Relax, man.

I appreciate the defense on my behalf, I do.

To be honest, I don’t care if Wangman’s an ass or not. Doesn’t bother me. If his feedback helps to make the work better, that’s the only thing which is important to me. As I said a few pages ago, it’d be nice to have things delivered a bit more…tactfully, or something to that effect, but I really don’t mind. I can handle it. I’m a big boy now. I care about results. Regardless of how he’s done it, he HAS contributed a lot to this project - hence why I acknowledge him in the readme. Granted, it’s still my work, but input from others is still vastly important.

Nothing can ever be perfect. That doesn’t mean I can’t strive for perfection. Some of the things he listed there are legitimate problems, one of which I accidentally created, and I’m going to resolve it. I’ve come so far and paid so much care to get things right, I see no point in slacking off now.

If you have a problem with him, that’s cool. Just bear in mind, I don’t.

I put him on my ignore list anyways. I don’t care for him then. :freeman:

Ok. So, it’s time to move on OAR topic. And, I really like the work you done there. BM devs will maybe put ST uncut into their very mod, who knows… :smiley:

That’s fair enough.

In terms of OaR, I’m imagining it’s going to take me about as long as ST Uncut did. I say this for 3 reasons.

  1. There’s about as much work involved. They’re probably equal in amount of work needed.
  2. I know a lot more about mapping and mapping for Black Mesa now. This would speed things up a lot.
  3. University’s in its final term of the final year for me now. I have assignments to hand in and more studying to do. This will slow things down a lot.

So, I’m guessing those things even out to make OaR Uncut take about as much time as this. The only other problem is the creative vision and map design for OaR is far more tenuous than ST Uncut was.

We all believe in u and I think it’s more complicated than ST

  • Now during the complete run, my hands are metallic
  • In garage why not higher the floor on base level aswell for vending machines?
  • Last part where u fall out of the vent and need to run if u not want to burn in flames, there are two tripods for defense, the legs stick throught the sandbags

Still a damn, there is no jumping puzzle at helipad :wink:

That’s all!

Just going to point out I’m not accepting any more feedback. I’m fixing the three obvious bugs that Wangman pointed out, possibly implementing subtitles based on Ulrik’s work, and THATS IT. Period.

@Dragunov: The floor isn’t raised on the ground floor as the road doesn’t wind around it like it does on the other 2 floors.

Ok, last question.

When you release your bug-fixed final version of ST Uncut, can I copy the contents over my already existing ST Uncut installed maps without problems? :frowning:

Yes, but you are going to need to replace the original files

So, it’s just replace my already ST final V1.1 installed maps? Sorry to look dumb here.

Yes, just put his files in the BMS folder and when it asks to replace existing files, well, replace them
Nah, don’t worry, just don’t act dumb near Jethrosoup

so…finale hotfix?

Guys, can the shit. Seriously. Take it to PM if you want but I don’t want any dumbfuck drama in this thread, it’s not necessary.

I’m on the final compile for the hotfix now. I’ve just fixed some of the issues with parking lines in C2A5G (though sadly the fix is imperfect, there’s not much I can do about it), and made the AGrunt always do his roar on C2A5H.

The other big thing is I have successfully implemented Ulrik’s subtitle/closed caption system, after some hefty repurposing. The map should now have full, usable closed captions for all important dialogue and events (such as laser firing, bombs beeping, etc etc). It should also be easier for translators to translate this mod if they want to do so, as they no longer need to edit things at a map level, it can all be done via text files. So, much better overall. Not a huge change, but to those who need it, it IS important.

The next, hotfixed version, is final. However. Seriously guys. No more.

Text, I really enjoyed playing through v1.1Final and seeing all the changes that you’ve incorporated into the maps. Truly outstanding work. You’ve really captured how Surface Tension should have been made in the first place.

I would be remiss if I didn’t alert you to some lingering issues that I think, at some point, need to be addressed. [COLOR=‘Orange’]Some of these may be deemed as serious. The manner in which this is accomplished and when, I leave entirely up to you. I tried to get this to you as quickly as possible, but was delayed in doing so. My apologies.

Feedback On ST Uncut v1.1-Final

  1. Carpark Level 1 - Large texture z-fighting on ceiling near Humvee. https://i.imgur.com/Qokdp.jpg and https://i.imgur.com/dZrBv.jpg.
  2. LAV Yard - There’s now a brown plant clipping through front wheel fender of destroyed vehicle. https://i.imgur.com/q6Mqm.jpg. You already removed a black plant on the other side that was clipping through the door step. This one is a little more noticeable.
  3. Tank yard security hut and Gasworks security office - The monitors portion of the security control panels, that Barney interacts with, visually change depending on view distance, as follows:
    a) The monitors portion is not visible from afar. https://i.imgur.com/4jL1v.jpg and https://i.imgur.com/kyA8P.jpg
    b) As you get closer, they are visible but trapezoidal in shape. https://i.imgur.com/QV6O7.jpg and https://i.imgur.com/QV6O7.jpg
    c) At this distance and closer, they appear normal. https://i.imgur.com/TRTaj.jpg and https://i.imgur.com/3SHVn.jpg.
  4. AGrunt-HECU hallway - These plants and the light in the tunnel behind them, disappear when viewed from here. https://i.imgur.com/D14DP.jpg and https://i.imgur.com/TDW9i.jpg. You can also see a road texture in the foreground. Here are a couple more images just taken. https://i.imgur.com/1C1uS.jpg and https://i.imgur.com/F1Jp1.jpg.
  5. Garg tunnel - Wall texture seam is still visible. https://i.imgur.com/uFKau.jpg and https://i.imgur.com/xJVPC.jpg.
  6. Truck room at start of C2A5I - There are three separate instances of railings with gaps, on the upper metal walkway. https://i.imgur.com/MVcuH.jpg and https://i.imgur.com/CRx7S.jpg and https://i.imgur.com/ohofa.jpg.
  7. Tank yard - Metal bar clipping into metal beam. https://i.imgur.com/wMF4y.jpg.
  8. Garg yard - Large pipe that had two black plants clipping through it removed, now has a brown one clipping through it, in a very noticeable position. https://i.imgur.com/nYgXc.jpg.
  9. Gasworks security hut - Upper level corner railings, upper and lower, have texture z-fighting. See the five attached pictures below.
  10. Truck room at start of C2A5I - Upper level door has a texture seam issue up above the right corner. https://i.imgur.com/m8jET.jpg and https://i.imgur.com/BZT50.jpg.

Thanks Text for your incredibly ambitious addition to BM. It really [COLOR=‘DeepSkyBlue’]HAS made a tremendous difference. You ROCK!
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Nice
So this is finally done, eh?

[COLOR=‘Red’]I’ve cleaned up some argument posts. Keep things civil, or else infractions and bans will be issued.Just a warning …this time. Thanks guys!

-Max

I’m finished with that anyways. Oh, do you plan to release your recent version of ST Uncut on MODDB soon? :3

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.