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

c2a5g
Objects and weapon projectiles are going through the floors and walls, cannot progress passed the TOW fight

here’s a screen of my rocket flying indefinitely

edit: after a quit and reboot of the game physics seem to be back to normal, I will attempt to progress

Downloading right now, I’m gonna write a report asap!

Yeah I spotted it twice but I forgot to report:
it was so fun, It remind me some stupid paths of Hecu in HL:Uplink( especially the attitude of ignoring the player and runnin’ in another direction)

This is the first time I’ve played these maps. Now, it’s been a while since I played BM. I’ve been waiting for some mods to be completed before my next play-through, namely this one and a particle effects mod by dsd, which can be found in the “Test Chamber” section. I can’t recall the overall consistency from level to level concerning repeating objects/design and how they are depicted, so my suggestions here may contradict the BM standard. Nevertheless, I’ll put them forward in hopes of correcting oversights and errors, with the only purpose being to make ST Uncut better, and in the end, BM better as well. Ready… set… here I go!

Map c2a5g

  1. At level start, door immediately behind you missing control panel, as well as same type door to the left of first t-junction. Should be lit in red.
  2. Overhead pipe leaking. Ambient sound is rushing water, should be dripping-type sound. Should be puddle on ground or at least a wet spot as you’ve done in a later level.
  3. There are 4 wall vents (two on each side) leading down to first overhead door, only 1 has ambient fan sound (first one on lefthand side).
  4. First overhead door opens and closes far too quickly. In reality, it could kill someone standing under it.
  5. Burning car emits no flame sounds.
  6. Impaled HGrunt should be blood stained with blood decals on rubble below.
  7. Clarify garage levels designation. You start on level “G”, but next level markings is “l”, which I think should be a “1”. Make the character look more like a “1”.
  8. Make levels wall signage on ramps consistent from level to level.
  9. Level 2 stairwell has a locked fire exit door? A fire exit that’s locked? Maybe remove the overhead sign, put a different overhead sign or remove the door altogether. The stairwell itself doubles as a fire exit.
  10. Garage service lift switches should be slightly lower in height.
  11. Furthest right service lift clips through red tool chests (see picture).
  12. Player can clip through furthest right red tool chests (see picture).
  13. Missing textures in rubble from exploding booby trap room. Also the exterior rubble (see pictures).
  14. Service lift ramps spark when lift is raised, even though they are about a foot off the ground. Can ramps length be extended so they appear closer to the ground to justify the sparking?
  15. Remove exterior curb between roadways (see picture). Causes player to fly through the air. Does it serve a purpose?
  16. Player can push around destroyed LAV vehicle.
  17. No flames sound from burning LAV vehicle.

To be continued…





Continuing on from my previous post…

Map c2a5h

  1. Should be a blood decal on window where zombie is banging his head.
  2. Player can push around destroyed tank vehicle.
  3. No flame sounds from burning tank or truck.
  4. No damage from flames on burning tank or truck.
  5. Player can clip through front bumper on burning truck.
  6. In security hut storage room, shadows on barrels look wrong, based on position of light source.
  7. Illumination on ceiling but no nearby light source (see picture).
  8. Ladder in access hatch not positioned correctly. Right side wall mount brackets clip into wall. Left side ones aren’t attached to wall (see picture).
  9. Flames clip through walls of furnace. Happens in different spots
  10. Valve wheel clips through pipes (see picture).
  11. Large door switch outside security office too low. Maybe raise it up a foot?
  12. Room above security office opens up into??? (see picture)
  13. Gunrack in same room too high? (see picture)

To be continued…





Hi Text.

Found another area portal error + other things…

I’m rendering some videos of gameplay.

I’ll post a report later

I’m working out a hotfix now to patch the areaportal bugs. If anyone has any other issues they want addressed, speak now or you’ll have to wait till the next version.

For those of you getting the objects falling through the ground bug, this is a Black Mesa bug. It happens on some stock maps as well. The solution is to reload the game and it normally works fine after that.

I’ll write a bigger more detailed response to what everyone else has to say a bit later.

Wait I’M RENDERING THIS VIDEO.
It’s a 23mb, it will be online soon.
There are 2 major errors in it

That’s fine, I’m not JUST working on the areaportal issue. I’m going to add and change a few things which I wanted to have, but didn’t quite make the cut for 0.83. Think of it as a 0.83 Uncut. I’m also trying to fix the LAV on C2A5G because he’s still as retarded as ever. I have the path_corner he walks to out on the road but he still refuses to move out of the silo doors. I may have just found a fix which I’m attempting right now.

Should be ready in an hour or two. Just show me the video when you’re done and I’ll patch anything serious as well.

Here’s the video: https://www.youtube.com/watch?v=GvcThx50lWw&feature=youtu.be

Bugs:

  • Vort spawns in a ragdoll sequence: it should spawn with an idle sequnce(did you forget it to add it?)

-No render if you open the door.
Sugg: Make it unopenable

Edit: just a last thing: what happened to “semper fi my ass” there wasn’t… :frowning:

Wat?

Continuing on from my previous posts…

Map c2a5i

  1. Large door at level start missing illuminated red button (see picture).
  2. Player can clip through main radio next to targeting screen. Radio does not display any damage decals (example, bullet marks).
  3. Rubble from antenna crash floating above ground (see picture).
  4. Side-by-side doors have different colors. Occurs more than once (see picture).
  5. There are 4 wall vents. First three have ambient fan sound, fourth one does not.
  6. Picture of “here’s looking at you TextFAMGUY1” for the exemplary work you have done! Thoroughly enjoyed playing your maps (see picture).
  • There are other cases of large doors opening/closing too fast. I know specific ones were designed to be this way in order to avoid impending death, but where ever possible, slow them down a bit. It’s not plausible. - In general, can ALL large large doors be affixed with either a number pad or a button panel reflecting the appropriate status illumination, locked or unlocked. Those that can be opened should have one on either side of the door.
  • Can numeric keypads incorporate “0”, “*” and “#” buttons?
  • The parking garage concrete support pillars all display the same damage model. Is there more than one to choose from?
  • The color used in your gas flames and grenade/barrel explosions is too orange.
  • Thought you were going to move the crates in the courtyard over to where the ladder is to get up into the vent and do away with the problematic ladder altogether. In this case there should be a breakable grate covering the vent opening. Just so you know, went up the ladder and got into the vent on my first try.
  • I had mentioned before, in this same courtyard, can you illuminate the lights above the other two garage doors, same as the one above the vent. This was all part of the “not hand-holding the player too much” discussion a while back.
  • Can you incorporate a few more instances of encounters with Zombies and/or headcrabs in some of the quieter parts of the levels, especially in the carpark levels 1 and 2 or are you already maxing out your entity count? Maybe in other areas where the entity count is more manageable.

Apologies in advance if any of my comments/requests/suggestions were too biting or in any way disrespectful. It certainly was not my intention. Trying to dissect someones hard work in a succinct manner sometimes comes across that way.

Well, I think I’ve said enough. Sorry for my separated multiple posts but I couldn’t figure out how to avoid the “maximum 5 images attached” issue. I wanted to get this to you ASAP so you could start working on it. A picture is worth a thousand words. As seen in my screenshots, ya’ think I went a little overboard on my ammo quantity config in order to guarantee a quick and easy playthrough?

Smile!




I’m a little dissapointed at the new road layout in the car park, but if it solved some problems so be it. I like how the maps are progressing, but here’s a few things I noticed that remain unchanged:

A number of stretched or repetitive blood decals.
We can’t use the vending machines in the car park.
Annoying ladder up to the vent remains. Wasn’t this to be replaced by boxes?
Large windows looking in on a toilet. Hole in the wall would be better.
Phantom snarks are still heard around the furnace area?!
Still an excessively large number of lamps.
Weird-sounding generator by the large door in gasworks.
Railings on stairwell in C2A5I are a bit messed up.

Some suggestions:
Is it neccessary to have multiple helicopter crashes in the same area? It just seems like one to many “big events” for a single area. You could move the smoke plume from the second chopper crash to above the gasworks building to suggest where the apache collided. Also, when I reached the vent that leads to the garg chase, the snarks didn’t come jumping out like they used to, which meant I had to climb in and face them inside the vent. It’s not fun and quite frustrating trying to battle them in there, especially since there’s quite a few of them.

I’m almost ready to final compile the hotfixed versions. Anyone who has any other major problems, speak now or it won’t be addressed till the next major version.

There isn’t the radio(semper fi my ass) in the TOW area.
There a radio later but does notproduce any sound.

Edit: falling pieces of ceiling in c2a5i:
they moves against laws of physics.

When they fall they should increse their speed according to Gravity:
z(t)= -a*(1/2)g(t^2) + z0 use this equation as reference.

z0 initial position of pieces.
g grav const: 9,8 m/s^2
a parameter

After hitting the floor they should not bounce, they should scatter in random directions

^ That’s part of the physics engine, not his mapping. Although he could find a work around, for the added effect, it’s not worth it.

@ChickenProtector Ah, ok…

About semper fi my ass I’ve made a walkthrough of c2a5g and as you’ll see there isn’t.
I’m uploading right now…it’s gonna take a while

The semper fi line worked perfectly for me so it might be something on your end…

Thank you for the physics lecture, but I think you seem to be overestimating the influence of (t^2). Acceleration is neglegible at fall-distances below 5 m…

Thank you for your sarcastic answer. :stuck_out_tongue:
I’m just trying to tell to TextFamGuy1 that the way they move now is not realistic.
It seems you’ve never tried to animate something:
Try to animate a ball that fall from 1 mt with z(t)=-a*t + z0 , it will look really sloppy.

About semper fi my ass I think that I’ve skipped the trigger or miss the sequence for some reason.
(my PC works well thanks for your attention)

First of all: Great overhaul of the maps, Garg works like a charm now, only one problem there I discovered by fooling around(but not too major):

When the Garg breaks through the door at the end of the tunnel, it’s possible to run through his legs back into the tunnel, but he won’t react to you, the scripted sequence continues. Afterwards when he notices you aren’t outside but in the tunnel again, he will turn on you. Maybe integrate the possiblity to break the scripted sequence (but this comes with a few problems: I’ve you are on your way out, the scripted sequence would have to be re-played). Idk… up to you, I doubt that many players will have the idea to run TO the Garg instead of AWAY from it.

Next Prob would be the balance issue…
I think the possibility to destroy the Truck at the TOW Station makes the AGrunts less harmful because once you shoot at the truck or in the direction, it explodes and causes damage to the Grunts. This leads to 1 to zero surviving Grunts to fight what can make it a bit too easy…

I saw you sped up the Harrier Take-Off, but the beginning is still incredibly slow… I know some people complained about it, but I think you should adapt the speed to the speed the Harrier has in the air. As it is, it looks and feels a bit awkward and unnatural.

And I still have that bug with the LAV: There are tons of aliens after the battle and myself, the player in line of sight, yet sometimes the LAV ignores all enemies and continues to fire on the left wall… really strange…

My 2 cents…

Gonna wait till the hotfixed version is released, cause just home and not able to play it just yet

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.