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

Text, are you getting close to releasing the beta version of ST Uncut 2.0?

Nah, probably won’t happen tonight.

I managed to introduce a fairly hefty bug to C2A5G which I have yet to fix, and in addition I’ve managed to cock up the layout of the office in G to be inconsistent with the layout of the building on H. This means that while I can keep the rooms the same, I’m in the process of basically redoing the layout, which is a lot of work. However, I’ve pretty much finished my changes to H and I, so we’ll see. I highly doubt it though.

Got a very busy weekend (and Friday) lined up too, so it remains to be seen when I’ll release it. Patience, it’ll be worth it.

Well, what I said was from a purely relative perspective – we’re talking about people who have been at this for about a decade. I do know you’ve been putting in heavy hours since you started. It’s true that they have the right no matter how hard either of you have personally worked, but what prompted me to mention it was how Fear was essentially saying that not including your work is equivalent to “not recognizing your effort”, as if they’d have to be deluded to choose their own efforts over yours, and that they don’t care about the players anymore. It’s all so needlessly dramatic.

It’s always worth the wait :slight_smile:

Well, I can’t say I’m disappointed, I didn’t expect you to go for it. I just figured I’d bring it up anyway since it would potentially eliminate every factor relevant to getting lost in that area. It’d be cool, but I can’t imagine it’d be very easy to replicate anyway.

And yeah it is a shame we couldn’t do anything like HL, the TOW we have is as close as it gets to that, ah well.

Nearly done guys. I won’t be able to finish today as I’m busy from 2 onwards, and I’m busy all day tomorrow as well. Should ALMOST CERTAINLY be able to release on Sunday, however. H and I are finished, all that’s basically left is for me to finish reworking the office/test runs of my own.

I was really annoyed when I found out about the overlap yesterday. I’d designed the office really carefully to try and prevent it from overlapping onto the road from H, but I’d fundamentally misunderstood the layout of the buildings in H, and when I superimposed the two there was a massive overlap between one of the side rooms/halls and the road. I was furious, as you can understand, especially because I really, really liked the layout of the office. I struggled throughout most of yesterday to try to find and alternative layout which allowed me to keep the side hall/room without the overlap, but couldn’t. So instead I moved on to finish work on H and I, which is done. Very little is different on those two maps - mostly bugfixes. The furnace room has been touched up a bit, the janitor’s closet touched up a bit, and the gasworks has seen quite a bit of reworking, nothing major though. I’ve also added a stairwell connecting the bathroom hallways to the furnace room, which can only be accessed from the furnace room. It really is nothing special, but every little helps when it comes to making the various parts of the map feel more connected. I like it, even though it really does add very little.

I came back to G this morning when I started working at 9, and immediately a light bulb flicked on in my head, and I’ve managed to reorganize the layout of the office to fit perfectly. I’m pretty proud of how it’s turned out, which is great because yesterday I was really despairing! The layout might actually be better now, but it’s hard to tell because I was quite attached to the old one. Still got quite a bit of work to do on the office to make it less bare, but it’s nothing significant. The aim of all these small additions I’ve been making (which have been a lot of work for only a small amount of gain) will hopefully be to make the maps feel better connected and make more sense. This is a goal which I’m aiming for. It’s also the philosophy I’ve had with OaR Uncut right from the get go.

Performance wise most areas run about the same as before I would guess, which I consider to be a victory as I’ve made most of them (especially on G) quite a bit more graphically intensive. It’s hard to gauge as my computer is pretty good, for me “poor performance,” is 30fps, which is the lowest it ever gets, even in the most demanding sections. The real test will come from the community, that’s the only way I can easily test performance. So, let me know how that goes. It’s really bloody difficult to get G to perform well because the whole map is so open, traditional optimization techniques do not work well. I’ve done my best.

Needlessly dramatic is perhaps a good way to describe it. Can’t really argue with anything you’ve said here. If Fear wants to press the issue, he can. We’ve already told him it won’t (and can’t) go anywhere, the rest is up to him :slight_smile: . As I said, while I appreciate the effort on my behalf, I’m just not sure it’s necessary or really helpful. We’ll see!

Those changes sound interesting, I look forward to seeing it for myself. Anyway, enjoy your day off, haha.

I’m surprised nobody else said anything yet. Wonder where they are.

I’m holding my breath actually, and can’t wait to be Sunday too. I would also say I’m pretty much curious about how the office will turn out, and how will the gasworks look like in this version (it was already a challenge to make them as good as they were in the first release).

Can’t wait for your new version of ST Uncut!

Well, it’s not Sunday, and it may not even be released today either! I’m working very hard on it but there’s been a lot to do, and I started making some more majorish changes just yesterday evening, which took a lot more work than I thought it would. Definitely worth it though. Lots of little additions and changes which I think you guys are going to love.

So, just be patient. I know you guys are good at that though! Unfortunately it’s looking more and more like I’m gonna have to do a lot more work on both this (and OaR Uncut!) than I’d like to. But, I’m doing what’s necessary. I was hoping to spend 2 weeks and get everything done on both OaR and ST Uncut, it’s looking more like a month minimum, and that’s probably a generous estimate. The end result is gonna be great, I just know it is.

And like always we have complete faith in you :> Good luck!

Feedback not included on the new versions of them…

@TextFAMGUY1

I won’t worry about the quality of your work once released, and I have enough things on my hands to be patient. :slight_smile:
Also, Black Mesa wasn’t built in a day, and the release of the V2 of ST Uncut and OaR Uncut seem closer than Xen’s, so take your time, I have no doubt the result will be worth the wait.

Hi Text. I fixed up the ST Uncut captions a bit.

Changelog:*

  • Removed italics from the hgrunt_gruff_quiet, hgrunt_young_hearthat lines, hgruntvent_gruff_quiet, and hgruntvent_young_hearthat.

  • Changed the hgrunt03_tooeasy01_wav line from “Ha!” to “Ha ha!” to be more accurate to what the HECU marine was saying after attempting to kill you with the satchel.

  • Fixed an error in the grd03_goodweranintoeachother02.wav where it said “You [u]wouldn’t[/u] get into the Lambda Bunker without the proper access codes.” when Barney really said “You couldn’t get into the Lambda Bunker without the proper access codes.”

  • Edit: Added “[Laughs]” to the line “Now I just hope those Lambda boys were smart enough to bring some beer!”

  • Replaced italics with the “clr:128,128,128” code for the ComeInCooper lines.

Here’s a link to the closed captions fix. https://www.dropbox.com/s/v6840d3tmb6mqbf/ST%20Uncut%20Closed%20Captions%20Fix.zip

Edit: Link has been changed to Dropbox. All you need to do is extract it to your BMS folder.

  • = Changelog may change depending on updates for the fix.

Hey don’t worry about it, my Black Mesa is totally borked anyway. I have to reinstall it, and I’m not looking forward to doing that with all the mods and files I have to sort (since most of my mods are customised versions of other mods exist nowhere else). The longer you take, the longer I can put it off :smiley:

Nah but really it’s good to hear you making progress, I’m interested in seeing what you did.

In terms of progress, the maps are basically finished. I just did a test run of the entire set and they’re looking and playing lovely. Really chuffed with how they’ve turned out, and very excited to get the chance to show them off to you guys when I release them. There’s one majorish change and a few small bugfixes left before it’s ready, and I plan on reading through all the feedback and checking it off one last time before release.

This means tomorrow release is DEFINITE. The change I want to do isn’t even terribly serious so if I run into a bunch of difficulties while trying to implement it, I can just drop it. Otherwise, it’s ready. Look forward to it! Even “veterans” of ST Uncut will love it, I hope!

Thanks. Appreciate it.

Uhm, what on earth is that supposed to mean?

Sorry, I’m not using this with my own version, as I’ve already updated the closed captions myself as well as fixing some of the broken sound scripts. If you’d intended for me to use/distribute this, it may have been a better idea to ask first before making it yourself, so you wouldn’t waste your time. If you’d made it for personal use, then cool.

I’m also going to change the choreography for the guard on H, to eliminate the repeated line from F. It’s the last major change remaining on the maps.

Cool, Text! Will play your new version as soon as it is out tomorrow.

I just wanted to help you out a bit by fixing up some errors in the ST Uncut captions. Sorry for not asking you before I did this. I will ask you next time before I do something like that.

No no, don’t get me wrong, it ain’t a problem at all, don’t be sorry. It’s just a shame that you wasted your time a bit!

Sweet. Look forward to playing it.

I know! If only I gave you some notice before I brought it up yesterday.

Funny thing is that I just started using the caption compiler. I know how to edit and compile the captions properly, but I don’t know how to put new ones in. Could you give me some tips on how to do that?

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.