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

Did it crash during any of the major battles? if it did it means that theres so much going on on-screen that your computer got overloaded, iv had it happen to me a few times.

Alot of lag in the place the security agent can open at the end, just before the last part loads

Two bugs related the scene of the manta attack on the helipad:

  1. When you stay in a position a bit far from the gun fight to watch the scene (specially off the road, behind the cactus) or if you stay upon the rock near the tent, you will notice the ray-attacking manta doing an awkward movement behind the buildings… It is possible to clearly see it doing an abrupt “L” jump before positioning itself to the correct patch for the attack.

  2. Unlike happens in the second manta attack in the Tank Courtyard (which is perfect and fully concentrated on the Road and Tank), the little beams that go along the main beam do not seem to be cast from the manta. It seems to come from the sky, like a lightning. Or describing in another way, the little beams seem to be cast by the manta, but goes in direction of the sky, not fully concentrated on the Osprey.

EDIT 2:

  1. In the last RC I forgot to mention the wrong OAR control panel also found in the security booth in the steam room. To replace with the same model I suggested for the security hut (in this case no need to lit the button… The player can’t use it anyway).

EDIT:

Could be it, but at same time it is strange, considering I have a brand new machine with decent specs: core i7 @ 2.40GHz, 8Gb Ram and NVIDIA GeForce GT 630M. I’ll test another couple times to see when it happens most.

I would just like to mention that I’ve gotten random lag spikes throughout the entire mod, about 3 times in 2 playthroughs, so it may not not an issue with the maps. Just reload a save from before the spike and things should run smoothly.

Make the upstairs zombie eating the corpse not just standing there waiting for you.

Also, I got rendering bug at the 1st snark vent and at the satchel pipe scene (after meeting the guard).

[COLOR=‘Red’]EDIT: I want to ask everyone something, because it’s a confusing problem here.

Everyone knows the white jeep on the car-lift in the garage, right? Any most people also know that it has a render order bug with the windows when viewed from the hole in the parking lot, right? As in it looks like it’s in front of the glass even when it’s not. This is a VVIS error and I’m 90% sure I cannot fix it. I have 2 options which I can think of:

  1. Leave it as it is. Most players will probably notice the bug.
  2. I can apply fade values to the car to make it so you can’t actually see it from up at the hole. This would create a visual inconsistency (you can’t see the car from outside, but can from the inside) but it’s one that I reckon players will be MUCH less likely to notice.

Which one?

EDIT 2: I don’t believe it. I’d shrunk one part of the drop-down vent by 1 single unit (corresponds to 1 inch) to alleviate some weird clipping, and it bugged out an areaportal (one of its faces was exposed to the world), creating the weird leak error people were getting in the vent. I fixed it by moving the areaportal up 1 inch. Oh mapping, you so annoying.

Okay, let’s try again vs Wangman’s points.

  1. Texture misalignment at start - I know. Might be able to fix, but have had trouble with it.
  2. Vents - Will not improve performance even slightly (each vent is literally 5 faces, while a pillar alone is about 30) and I like the vents how they are. Nobody else has complained about performance in the garage, either. Weird.
  3. Light bleeding - Probably can’t. Lightmaps are fickle mistresses.
  4. All the road colouration mismatches I’ll attempt to patch up, it’s just the textures being misaligned. Aligning textures on curves is an absolute pain in the goddamn ass, however. There’s no foolproof method for aligning them on tight bends perfectly.
  5. Second parking line - Not sure what you’re referring to here. If you mean another line to the right of the column to correspond with the ground floor that doesn’t make sense, as there’s no parking space there on either floor. Only the ground floor has a space there, so only the ground floor has a parking line to the right. It’s not inconsistent, it’s logical and fair, kind of like the different levels having doors in different places.
  6. White car - This is a VVIS bug. I might not be able to fix this, I don’t think I can.
  7. Michael Jackson - Not fixable. His AI makes him face that way as he walks, probably to face the enemy. I used the static assault system to make them move over there, I’ve done nothing wrong.
  8. Textures on bunker rooftops. Doesn’t bother me. The texture I’ve used is FAR superior to the other texture used on bunker rooftops, primarily because it’s actually tileable, and meant for floors/ceilings. The texture the BM Devs used (for some bizzare reason) on the roofs of bunkers is not tileable. It’s a wall texture. Hence to make it “fit” properly on a roof you have to stretch it horribly, otherwise the stains on the Z axis repeat; especially over a big roof such as those bunkers. It’s not a big deal and it looks tonnes better like that. It’s also the only bunker roof I can think of off the top of my head where the player can CLEARLY see the roof, and it’s not such a wild inconsistency anyway.
  9. Zombie pounding - Now you’re just talking bollocks. It uses 1 of the 2 scripted sequences created by the BM Devs for a zombie pounding on a wall, no modifications made at all. It ISN’T POSSIBLE for it to be too fast as there’s no way for me to make it too fast anyway.
  10. Tank battle balance - Might look into it, might not. It’s not so big a deal at this point.
  11. “Window cover” - Not a window cover, it’s a vent. I’ll change it, though. As for the “vent craziness,” I like it. Besides, you don’t know what they do inside that warehouse, it could be there to stop fume buildup for whatever reason.
  12. Blue pipe having bend - I’ve said it before and I’ll say it again, I can’t do that. It’s an inconsistency you’re going to HAVE to deal with. Period. The part of the pipe which bends nicely is non-hollow - the player can’t get inside it. That’s why it’s doable there. When the pipe is hollow - the player can get inside it - a nice curve like that is not doable, because it requires >64 brushes, and over a curve like that they get as small as 0.3 units, which the Source engine/VBSP cannot process properly.
  13. Bathroom Vents - They’re fine. I’ll fix the clipping, though.
  14. Satpipe bounce - Didn’t add it, it’s a feature of the physics engine. It’s the way the game treats surfacing from water. It’s yet another flaw that will probably have to be lived with. I’d rather have the pipe there with the weird bounce than not have it there. The jump into the satpipe without the hop-up is just horrid.
  15. Furnace battle - Eh. Maybe.
  16. Furnace bends - Again, no.
  17. Giant tank in furnace - Eh. Been there since 0.8, didn’t hear any complaints about it then. Not too bothered.
  18. Rusty pipes - Probably something else that has to be lived with or covered up. It’s part of the large pipe model which I can’t change.
  19. Maybe, I’ll change it red and see how it looks. The reason the one below is blue and the one above is red is because I based that design off of one seen on Blast Pit, where the pipes are coloured the same.

I’ll leave it at that. Everything else I’ve addressed or will try to.

  1. I know. Will try to fix.

  2. Maybe. Not very easy, however.

  3. Possibly just you. I’ll look into it. I fixed this quite a few versions ago and I can’t remember doing anything that would make it come back.

  4. I know. Not sure what’s caused this but I’ll try and fix it.

  5. Yeah, I’ll probably fix that.

  6. Skybox models are meant to be 1/16th the size of a regular model. For some reason the BM Devs only shrunk the harrier size by 1/7 for the skybox variant, I’m going to assume that it’s because their skybox harriers are normally viewed from very far away, so they wanted to apply some non-linear inverse perspective scaling. Yeah. Big words. That’s right. I know big words. At any rate, it’s not a big deal, and it’s more effort than it’s worth to fix it.

  7. He doesn’t sometimes. I don’t know why. Not a big deal, again.

  8. The jumper IS oriented, I go up on the roof every single time I walk onto it. Just walk on it and then stand still. Any buginess left in it is because if I’d made it any more directional, it would crash the game. Jumppads and their coding in this game are hella strange.

  9. No idea what you’re talking about, sorry. Could you clarify?

  10. That’s not clipping, it’s an engine limitation. It doesn’t render particle systems past 1024 units I think. NOTHING I can do about it. Known about this for a long time.

  11. I’ve heard of this. Annoyed it hasn’t been spotted sooner, and that I didn’t notice it. Will fix.

  12. Already been explained. I’ll do what I can.

  13. Dunno.

  14. Not interested in doing this, sorry.

From TextFAMGUY1, concerning car issue in service garage:

  1. Leave it as it is. Most players will probably notice the bug.
  2. I can apply fade values to the car to make it so you can’t actually see it from up at the hole. This would create a visual inconsistency (you can’t see the car from outside, but can from the inside) but it’s one that I reckon players will be MUCH less likely to notice.

Which one?

I don’t seem to have this problem. I say go with number 2.

EDIT: I see it now. Seems to pop in and out depending on where you’re viewing it from.

He doesn’t even react on us when u stand in front of him, he just stands overthere, even when u shoot on him

Really? Once I was slightly too slow to start shooting him and got a face full of hornets.

I think the second option would be best. The window is kinda hard to see through, and it’s not likely anyone would spend too much time staring at it or anything. It’ll be barely noticeable unless you’re looking for it, or are very observant.

I think that most of the time 95% of most players (I could be wrong) go through the hole in the parking garage from the center, and if they do then most of the time the roof from the garage is blocking your view of the white jeep preventing you from seeing the bug. You have to be on the far left side of the hole to even see the bug. Most people wouldent notice on there playthrough. So I dont think anything needs to be done, but if it really bothers you then go with option 2.



@Text
Couple of Dev errors to consider fixing (should be fairly simple)
-Crossbow bug: the attack cursor disappears after a quick save…seems like the save simply detoggles the “aim on” option feature. If you go to the options menu and hit the apply button, it will fix the glitch. This is kind of important in you section as the crossbow is a major weapon here and you don’t want people to attribute this error to your work. Plus, it’s one of the most consistently obvious bugs in game and I’m personally not in the mood for it to be fixed in another 4 yrs.
-Sniper: the bullet from the sniper is clearly from a Combine energy weapon. The blue coloration simply needs to be swapped for a more yellowish color (core could be light yellow, periphery could be yellow like a shotgun blast)

… I wish people would consider the source of these bugs.

It’s apart of the Client’s DLL’s, he has no control over those effects. If you’ve got the knowhow, you can fix them yourselves, and in some cases the only thing you really have to do is modify the scripts directory with Notepad.

Furthermore he can’t fix those bugs with level design, which is basically what this project is. The stuff you’re pointing out is apart of the client itself. I hate to sound hostile, but you need to consider the nature of the bug before you post about it…

Edit: Let me elaborate; The DLL’s (found in the BIN directory of your BMS folder) is compiled code. Think of it in terms of level design as a BSP. It’s the source file the game recognizes and utilizes.

This is basically the heart of your game. You have no source code, and when decompiled, the comments are eliminated (// in the files, check over your skill.cfg) these are extremely invaluable in determining what exactly the code does.

The first step to fixing those bugs would be to decompile the .DLLs. Which is a problem in on itself, you need to get a decompiler from google. As MS Windows or any OS for that matter that I know of, save maybe Linux if you know how to build it does not have one.

Once decomipled, it gives you a file of source code, this source code is a second generation file. It lacks comments, and likely is chock full of bugs as well, depending on the compiler.

Additionally, you have a boatload of issues as when you mess with the code. You may put something in wrong that fucks up the entire file after that, in which case you have to re-open the file and mull back over it and check it out to fix the issue.

Once you get everything ready to go, you have to recompile the file. Then if you spot a bug in-game, you have to go back over the second generation file and fix that again. It’s a never-ending process.

TL;DR: It’s beyond the scope of this project, and actually not related to level design at all, it’s a programming issue.

Continuation Of Feedback For ST Uncut v1.0-RC3

  1. In vent to service garage - Seems as though there should be at least one red light situated somewhere here, just before the drop down point. Maybe a flickering one? We haven’t had one of those yet. Not doable? https://i.imgur.com/6dyYE.jpg.
  2. TOW Yard - Can the angled frame above this gate be removed. It looks odd the way it is now. https://i.imgur.com/TD8MJ.jpg.
  3. Road to LAV - To be consistent, have these three wires entering this power distribution box, terminate to a connector instead. https://i.imgur.com/mHJ09.jpg and https://i.imgur.com/X9gHj.jpg.
  4. Road to LAV - This plant isn’t clipping into anything, so give it some water and leave it alone. https://i.imgur.com/XQrGP.jpg.
  5. LAV Yard - Can the shadows cast by these tall crates be removed? https://i.imgur.com/riJuL.jpg. Can an alternate model be utilized? None of the other objects situated under the helipad cast shadows. Is it related to these crates being destructible?
  6. LAV Yard - From this perspective, under the helipad, these railings appear to be floating. https://i.imgur.com/sNZ7i.jpg and https://i.imgur.com/G0TKT.jpg. View of the railings on the opposite side. https://i.imgur.com/jYv9d.jpg. Here are another two views. https://i.imgur.com/wYkB2.jpg but when you come out from under the grating, all is normal https://i.imgur.com/A8vDC.jpg.
  7. AGrunt-HECU Room - This rebar is floating in mid air. https://i.imgur.com/QJHb0.jpg and https://i.imgur.com/0FCsj.jpg.
  8. Tank Yard - In the rubble outside the hole in the wall, this metal bar is seriously clipping through the asphalt. https://i.imgur.com/0wHi9.jpg.
    [COLOR=‘Lime’]89. Tank Yard - How about separating the two satellite dishes on this roof. As they are now, the front one is interfering with the rear one. Also, have them pointing in different directions. https://i.imgur.com/D5Xy9.jpg.
  9. Tank Yard - I suggest relocating this cactus, so that it’s more visible, unless there’s a reason why it was put here. Maybe a third of the way to the right? https://i.imgur.com/nWQQA.jpg.
  10. Tank Yard - Work your sparks magic on this arcing fluorescent light, as they’re frequently passing through solid portions of the wall. https://i.imgur.com/rFyll.jpg.
  11. Hall leading to the Tank Yard - A texture glitch problem, similar to the one in the ladies bathroom reported earlier. See the four attached pictures below.
  12. [color=Orange]Reiteration - Tank Yard rooftop - From a real-world safety issue perspective, can this cage and equipment be moved left into the corner? https://i.imgur.com/qc15t.jpg. It presently sits too close to the right edge of the roof. Careful not to clip into the lower frame of the slanted roof. If not, have the cage gate mechanics imply that it opens in the opposite direction.
  13. Rooftop Maintenance Shaft - Glad that barrels no longer clip into the water pool pipes. Unfortunately, they do clip into the broken ladder. https://i.imgur.com/jWUwl.jpg and https://i.imgur.com/qTv4E.jpg.
  14. Furnace Room - Reduce the flames in the lower chamber of the furnace a wee bit. They occasionally clip through the furnace walls.
  15. Men’s Bathroom - Holy moly! Got some bad ass mo’effin, steroid usin’, sparks for ya’ here. https://i.imgur.com/zI38S.jpg. Sparks from the broken hand dryer clip through the floor into the upper level of the furnace room, at the satchel/pipe hatch, but some actually travel through TWO floors and can be seen in the lower level of the furnace room, to the right of the furnace. Do your voodoo thing, Text.
  16. Furnace Room - Texture/lighting/clipping issues at the opening for the upper chamber. There’s a rectangular section of a darker texture that may be the result of the hatch for the lower chamber clipping through into the opening of the upper chamber. https://i.imgur.com/gZNd1.jpg and https://i.imgur.com/gRPJ8.jpg. Also, the top left part of the ladder clips into the furnace opening. https://i.imgur.com/29Y6u.jpg.
  17. Furnace Room - Upper furnace hatch is clipping into the ceiling. https://i.imgur.com/s2KzO.jpg.
  18. Satchel/Pipe Room - I suspect, perspective wise, that the hatch for the pipe would noticeably clip into the upper blue pipe, by a good margin. https://i.imgur.com/myArf.jpg. I don’t think it’s necessary to correct this because the player would never see this occur, unless he “no clips” into the room, like so https://i.imgur.com/wM5P2.jpg.
  19. Gasworks - Newly installed green pipe is clipping into the underside of the upper metal walkway and a part of the large boiler. https://i.imgur.com/LI0qA.jpg and https://i.imgur.com/e2Osb.jpg and https://i.imgur.com/5S8pK.jpg and https://i.imgur.com/9lxmI.jpg and finally https://i.imgur.com/G0wxv.jpg.
  20. Gasworks - Rubble and metal rod are clipping into the front left tire of the large vehicle. https://i.imgur.com/DokFa.jpg.
  21. Gasworks - The left piece of rebar is floating in mid air. https://i.imgur.com/zAshr.jpg and https://i.imgur.com/eNnAC.jpg.
    [COLOR=‘Lime’]103. Gasworks - There are fifteen ceiling lights all working perfectly well. There were sixteen, but one was floating in mid air and was removed. Realistically, that one should be placed on the ground below, in amongst the debris. For authenticity reasons, can a couple of the lights be burnt out and another one be flickering (not arcing) near the helicopter wreckage or one burnt out and one flickering? How about one broken off near the helicopter wreckage, and have a short arcing wire? It’d be cool to have sparks raining down from above. You decide the quantity and combination.
    [COLOR=‘Lime’]104. Start of C2A5G - At the very beginning of the level, the blast doors immediately behind the player and the ones around the corner to the left, have triangular openings in them. https://i.imgur.com/uQWQc.jpg and https://i.imgur.com/utmoQ.jpg and https://i.imgur.com/Iv5jR.jpg and https://i.imgur.com/UfVj2.jpg.
    [COLOR=‘Lime’]105. Start of C2A5G - At the very beginning of the level, the light fixture above the blast doors around the corner to the left, does not make contact with the wall. https://i.imgur.com/UfVj2.jpg. The triangular opening in the blast doors is reported as item #104.

[color=Lime]THE END.
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He said he thought they were easy to fix. While it should be obvious that they’re outside the scope of mapping (although one might not think the sniper bullet is, since it’s something that appears in the 3D world rather than built in to the UI), it’s not obvious how difficult they are to fix.

^ Agreed. But it should be blatantly obvious it’s apart of the client and not the levels. The crossbow bug for instance happens irregardless of the map.

Edit: I also checked the scripts directory, the sniper bullet’s hardcoded. You’ll have to decompile the DLL to switch the bullet. Not worth the effort.

Point is the crossbow bug may not be discovered in BMS proper and may first be noticed in ST_uncut. Not everyone here knows how to work w/source so check your tone.

I do apologize. I’ve had a LONG day and not in the best of moods. It’s really infuriating to me when someone doesn’t consider the origin of a problem or requests something that is beyond the scope of a project.

For instance, the main reason I complained about the AI scripts was because it was an issue brought into his levels, I never had problems prior to his extended chapters. Which lead me to believe that there was a problem with the programming in the scripts involved in the levels. As such it pertains to the project.

What you brought up is involved in the client, and obviously, as I brought up, is far more complex than changing a few lines of code. Even if it wasn’t, it doesn’t pertain to the project. There was no reason to bring it up here.

Additionally, I’m also 90% sure that when the Developers of BM release their client on Steam will solve most of the issues, and some that weren’t discovered as well (although waiting for that takes forever, but what quality product doesn’t take a shitload of time cough Half-Life 2: Episode 3 cough).

But I digress I’m getting off topic, the point I was making, even though I was a bit hostile when I did try to make my case, was that it’s beyond the scope of the project and is not easy to do, it’s a totally different subject all together.

Edit: This also reminds me: @Text, do you intend on updating the maps, if need be, after the BM steam release (whenever that is)?

https://gamebanana.com/blackmesa/skins/120823

Yes.

On the other topic, all the stuff Wangman mentioned is to do with programming, and I don’t know even the first thing about programming, so I’m not going anywhere near it, sorry.

Final version’s nearly ready. For those of you expecting radical, major changes (looking at you, Dadster, still posting 100 points), you may be disappointed. I HAD already stated clearly several times it wasn’t my intention to make any major changes from RC3 --> Final. But, whatever. I’ve done what I can.

I wonder if you were able to fix that weird looking door, the one that goes into the stairs at the security guard hideout.

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.