Was one of the first things I fixed.
Hey Text, a bit late for some bug report, but let me try it quickly:
Found some weapons/items that aren’t physical props (I dunno if it is the correct term, but it means that they can’t be grabbed or thrown, unlike any other weapons/items found throughout the game).
They are:
- The medkits, satchels and tripmines in TOW courtyard
- The rocket launcher, rockets and some medkits in the tent (not 100% sure about the meds, might check this)
- The rocket launcher found near the dead marine in the Tank Courtyard.
Yeah, but almost half of my 103 points were reiterations of older stuff I had already reported on. Almost all of the legitimate newer points are somewhat minor changes, although a few may not be, as I really don’t know what’s involved in implementing said feedback.
That’s fine, you may consider incorporating some/most of the feedbacks in the updated version of ST Uncut, to ensure compatibility with the BM release on Steam. They’ll be there for your consideration should you want to tinker further towards the release of ST Uncut “II” or “Max” or “Uncutted” or “The Director’s Uncut” or whatever. I still consider my efforts as time well spent. At the very least, it’s alerted you about some of the pitfalls which can be averted in your future mapping endeavors. That alone makes my overly detailed scrutiny worthwhile.
Satchels (undeployed) & tripmines you can’t grab under any circumstance, I believe.
RPG (the weapon) can’t be grabbed by the player either. It’s like that in the code, as for the medkits, I can grab them just fine…?
Edit: Myeah, the RPG rounds and RPG itself (at least in C2A5H) are locked down like the snarks in the vent, one healthkit in the TOW courtyard is like that as well, but this is on purpose I believe.
They’re ALL intentional, except the RPG by the Marine. I dunno why that one is locking down. Maybe the RPG’s code sets it to lock down.
The Medkits and RPG rounds in the tent on C2A5G had a very nasty tendency to roll off the top of the boxes they were on, or get blown into the next dimension by ANY explosion that happened nearby. It makes that fight very difficult when your main source of supplies is being thrown away constantly. The Crossbow rounds under the helipad also had a tendency to go flying away due to battle that happened around there, so I locked them down too.
As for the RPG by the Marine being locked down, I dunno why that happens. Haven’t set that one. Maybe the RPG is programmed to be automatically locked down?
Mods: Sorry for the double post, was trying to catch peoples’ attention as I want to solve this quickly (I am releasing final either late this evening or tomorrow).
Better/worse than before? Bear in mind I CANT delete those curved pipes which were going into the blue pipe so it’s either this or leave those pipes free-standing.
Use this, as it’s better! Are you using the Propper here in any way?
Release tomorrow, as it’ll give you more time to include more of my legitimate feedbacks. :rolleyes:
And I amended my feedback item #103, if you want to take a look.
Keep it like that, that’s better !
For the 9. that’s because the tunnel is dark so the weapon is in the darkness. But at a certain point, it’s like the weapon is enlightened.
PS : Shame for the subtitles, I don’t think that will take you so much time (I have just to edit the maps, I can edit the other files myself) but that’s your decision and I respect it.
PPS : Do you plan to create a setup wizard ? If not, I can do it one for you : I use Inno Setup to build it.
Probably way too late to point this out now, it may even have been mentioned before (did not find it on a quick search though), but I think you should cut the line from the security guy “do not take this the wrong way buddy, but you are the best thing I’ve seen all day”, because the exact same line is said by the security guy just after you went down the elevator from the building with all the explosives in it (where you find the hivehand). There is not much time between these two instances.
You will hear some lines multiple times during a walkthrough of BM (“Do not forget to reload…”) but IMHO that Line is too memorable to appear twice in this short time. Or do even other Barneys say that throughout the Game? Can’t remember other instances.
RC-4 everyone?
I’m up for that… sniff… sniff… BARK!
Worse. Pipes coming from the wall make sense. Pipes coming from a grill looks like clippling. Why would they come out of that? Did the maker cut holes in the grill?
Tell ya what, you’re so enthusiastic, I’ll send you my VMFs, and you can finish the maps by doing RC4 yourself!
Jokes aside, a line has to be drawn somewhere, and this is it. No ands, ifs or buts.
In news for those of you keeping up, I’ve managed to fix nearly all the Z-Fighting by the 2 holes in the garage, which now looks a lot better. No more flickering textures/models by the holes.
I’ve also created a pretty damn clever (though I do say so myself) system for simulating battle sounds in the garage before the player gets there. Simply put, I have a random sound selector which chooses from a group of 5 sounds (3 explosions and 2 shotgun blasts) every 2 - 5 seconds. To augment these “special” sounds there’s a Marine and a Vortiguant by the door, both of whom are scripted to infinitely attack an invisible NPC, and nothing else. This means you hear gunshots, explosions, taunts, etc etc, until you open the door, at which point the sound system is immediately halted and the two NPCs disappear IMMEDIATELY, leaving the actual fight to spawn and begin. It’s a very clever system, the only downside of which is that it has to calculate the AI for 2 NPCs before the fight even starts. But it’s good.
EDIT: And Wangman, I’m sorry to break it to you, but the pipes come from and through grills EVERYWHERE on my maps. The grill isn’t to hide them going into the wall, it’s to hide the bad looking pipes. But, it’s cool. I’ve been used to you saying every change I’ve made since 0.82 or whatever is bad, I can handle it. No skin off my bones. I’ll leave it like that, the pipes look worse without the grill.
Looking forward to the new release!
I hope u set the decals in the garage to disappear even sooner 
I’ve said it before to you but I guess I’ll say it again.
Doing that requires me to edit the particles, using the particle editor. It has nothing to do with mapping. It’s not something I’m comfortable or familiar with doing. I dabbled in particle editor a tiny bit to edit the fire in the Satchel Pipe but literally all I did was remove the smoke effect. Editing that effect will require a more sophisticated understanding which I don’t want to do.
At a map level, there’s nothing I can do about it. You’ll have to live with it.
Quote from TextFAMGUY1:
“In news for those of you keeping up, I’ve managed to fix nearly all the Z-Fighting by the 2 holes in the garage, which now looks a lot better. No more flickering textures/models by the holes.”
Glad to hear you’ve conquered the z-fighting issues in the carpark, and your solution for addressing the lack of battle sounds prior to the overhead door opening “sounds” brilliant.
Text, will you also address the ones in the ladies bathroom destroyed wall and in the AGrunt-HECU hallway below the hole, or are these something entirely different? See here and the four attached pictures below. https://i.imgur.com/IG4do.jpg and https://i.imgur.com/Peorf.jpg.
EDIT: As well, there’s this nagging issue, you’ve tried to fix once before, I believe. It doesn’t happen when you’re standing right over the top of it. It happens from a short distance away and/or certain viewpoint. https://i.imgur.com/lK7dh.jpg and https://i.imgur.com/njhzz.jpg and https://i.imgur.com/ROiSQ.jpg and https://i.imgur.com/2yiFO.jpg. Is this z-fighting, or something else also? By the way, these were all included in my feedback list of 103 points, and in some cases, my previous lists.
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Played the latest version and everything still looks great. Pretty much everything being brought up now is something that 90% of players would never ever ever notice or care about on a typical play-through of the mod. I know you guys are perfectionists and all, but it’s not the Mona Lisa. I’m sure text doesn’t want to carry them around for fifty years making tiny changes so just let the man release already and stop pointing out misaligned blades of grass or what have you.
I’ll edit this post later if I play the maps again today and find anything that really sticks out or final suggestions for the release.
I think that 90% figure is a little high and the “fifty years” remark, meh. Also, Text will be using this endeavor as an important part of his portfolio/resume as a means to gain possible employment in the highly competitive gaming development field. This project goes way beyond just being a mod. Being the one selected out of a large group of potential candidates usually comes down to the “tiny changes” that you’re making light of, so if I can use a partial quote from the Gman, correcting those misaligned blades of grass “can make all the difference in the world.”
^ Dadster’s right on that. That field being something that I’d also like to get into (game design, primarily the programming aspect, not level design). Having a portfolio with the stuff you’ve done can give a huge boost to a potential employer hiring you.
Heh, now you’re just being rude by belittling my contributions…if a lot of the shit wasn’t worse, you wouldn’t have changed it (e.g. laser grid vents, gasworks theme in the corridor to C2A5H, overwrought gasworks design/incompatible themes).
In other news, I will have the image library and sample redesigns of areas up tonight. The pitch bible should cover OaR development for quite a while.




