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

1/2 I backtracked after the battle to grab supplies out of the courtyard that I had left there. Dunno how it occurred.

To get 2, I would suggest hopping on the threshold and just get back out of the hole after, I’ll do a demo later.

5’s where if you die (or load a quick save) during a specific part of the scripted sequences, it’ll just keep on repeating it for some reason. Programming error from the jist of it. It could be hard to replicate, hard to say though.

Since when have you seen a snack machine in a stairwell though? Plus they would fuck w/lighting here and ruin the mood, since they’re so bright and cheerfully colored.

please stop multi posting use this https://tinypic.com/ and link the images the multi post thing is annoying. you can put many links.

Demos are uploaded. C2A5I’s bug I can’t seem to replicate, seems to be a one-in-a-million shot for being able to replicate it, no matter.

C2A5G

C2A5H

In order to play a demo, just simply open your BM client and type "playdemo " into your console, let it load and grab some popcorn.

Make sure the files are under the primary directory (… steam/steamapps/sourcemods/BMS) no sub directories (folders).

Anywho, I went to take a few more screens:

This one isn’t your fault in any way, shape, or form…

Scientist zombie torso instead of a security torso with a grenade, is there a spawn flag you can set so it doesn’t spawn another entity when it explodes improperly?

This building I’m pointing at is what I was referring to. Maybe extend it a little and add a room for the player to watch out of, although that would involve the little problem of adding in more entities, that or starting the first wave of the fight earlier.


^ These concrete barriers block the path of the Garg in some cases, Destructible or physics props maybe?

The only problem I have with that angled vent in C2A5I is, because at the position where that angled vent entrance sits, is difficult to enter coming from the pipe without falling in the ground. Sometimes I got stuck in that corner between the angled “tongue” and the wall, and then fell to the ground trying to avoid it to enter in the vent. The parallel entrance like I suggested would solve that problem.

For example, the snark vent entrance in the car shop. Besides being the same pattern of the vent in C2A5I, it don’t suffer that problem because of the boxes position where the player should jump to reach the entrance (the angled vent here cause no problems for players coming from the front… And is good looking in the way it is there). That’s why I not even bothered to suggest a redesign for this case.

But flat vents are good for players coming from places parallel to the wall. A good example (between 13:00 and 13:05): https://www.youtube.com/watch?feature=player_detailpage&v=1Dm5pSU5lgA#t=777s

Anyway TextFAM said he will not change that, so I gave a rest for this particular case. I always respect his final words in his own level design.

I think you’ll need to animate a scene in 3d software, like it has been done with the garg scene in Power Up in order to do that.
https://www.natedgreat3.com/Black-Mesa.asp
Or make fake DMM.

I think this was reported in a post a little ways back, but I too encounter a huge frame rate drop in the furnace room now. Whenever I look in the derection of the furnace my frames go down to like 5 fps and run BM a good 30-40 fps. It wasn’t like like that in the previous version and beleive it has something to do with changing the intensity of the light or fire. Maybe it could be changed back to the “old way” because really I dont see a difference with it being “brighter”.

Feedback For v1.0-RC2-Hotfixed

  1. Rooftop storage room - For reasons of accessibility at all times , I don’t think power panels would be installed where they would be obstructed by an open door, as is the case here when you enter the room. https://imgur.com/CZQ8c
    Please consider the following:
    a) Move the two upper power switch boxes to the right.
    b) Move the two lower power panels to the right and align them on the left edge of the upper power switch box.
    c) Concerning the two lower power panels, raise the right one to the same height as the left one. Looks better.
    d) Confirm that there’s ample clearance from the door, when open. As well, this makes their installation look neater.
  2. Tank yard - There’s a texture problem on the roof of this building (see picture). This roof can be seen from the maintenance hatch roof. https://imgur.com/Pv4Pp . There are two different textures here, with the smaller one having a flicker issue. I suppose both problems will be addressed when the proper texture is applied to this area.
  3. Tank yard - Lighting/texture problem with the cinder blocks in the hole in the wall (see pictures).
  4. Tank yard - Lighting/texture problem found here in this upper corner (see pictures).

To be continued…





Possibly a bug: If you follow Barney out of his room and quickly close the door behind you, it will automatically reopen a second later. If you wait until Barney finishes his scripted movement before closing the door, it won’t happen.

I revisited the furnace room, this time with the Fraps counter running. I don’t think it actually was the fire particles that were causing problems with performance.

Although there’s a dip in framerate for that whole area, the worst FPS came from looking at the new lighting effect- those long shadows being cast by the lamps beneath the grating. There was as much as 40 frames difference between looking in that direction and looking elsewhere. It might be caused by the red glow spilling onto that area from the furnace itself, since standing under the walkway restored performance, but stepping back to see the wall with the flickering light worsened things.

The slowdown begins in the pipe where the red glow starts, so I’d guess the glow is the cause. Something similar might be happening with the “flickering” lamp by the Gasworks security office, which casts light over a large area.

Well I encountered a frame rate drop in the furnace room, but my computer handled it just fine. Was not game breaking for me.

Feedback For v1.0-RC2-Hotfixed

  1. Tank yard - This light above the large door into gasworks throws no light (see picture). The same type of light is used in the TOW yard. I’ve already reported that issue within my most recent group of feedbacks, as item #7.
  2. Tank yard - Water drops from the maintenance shaft’s broken pipes in the water pool at the bottom, pass through this wall (see picture).

Observations 75, 76 and 77 concern making the environment accessible, functional and, ultimately, believable.

  1. Rooftop caged equipment - The gate at the left end isn’t functional here, accessibility wise (see picture). Consider the following:
    a) Remove the gate and associated fencing from the left end of the cage.
    b) Move the cage all the way into the corner, along with the mechanical equipment, avoiding any clipping related issues.
    c) Replace the existing right end of the cage with a gate assembly.
    d) Also, take note that there’s a light bleeding issue under the roof on the right hand side where it contacts the wall.
  2. Rooftop - From a servicing viewpoint, these two electrical units are too close to the front edge of the roof (see picture). Rotate them 180 degrees so that their front panels face the player.
  3. Rooftop - For the same reason, these two electrical units also need to be rotated 180 degrees so that their front panels face the player (see picture). As well, move them to the left, keeping in mind not to lose the “use item” capability needed for the valve on the maintenance hatch, and still maintaining the cover mechanics from the sniper. Hopefully, this change will allow the player to walk around the maintenance hatch on the left side, which he can’t do now.

To be continued…

Feedback For v1.0-RC2-Hotfixed

  1. Tank yard by the jump pad - I’ve mentioned this issue in a previous recent feedback as item #36. Thanks for the changes that you made even before that report. However, the large gap at the rear of the cage still needs further attention. I suggest using the fence and tank grouping that you just inserted into the newly revised gasworks (see picture). This seems to be the easiest and quickest solution. Can the spacing between the tanks be increased? If so, there’s plenty of room to do so.
  2. Tank yard near jump pad - Sparks from the gasworks main floor supply room are passing through this wall (see picture).
  3. Tank yard near jump pad - This switch is too far from the door. Reposition it by halving the distance to the door (see picture).
  4. Furnace room - I know you’ve been struggling with this issue, but I did find 10 seam problems with the furnace. Let me know if you want the pictures posted.
  5. Furnace room - This smaller pipe is sunk half way into the wall for its entire length (see picture).
  6. Furnace room - Quite often, water drops from the maintenance shaft’s broken pipes in the water pool at the bottom, pass through this wall (see picture).

To be continued…

Feedback For v1.0-RC2-Hotfixed

  1. Tank yard - These wall vents do not have corresponding wall vents on the other side of the wall (see picture).
  2. Tank yard - In the drop-down area, there’s a texture seam issue in this corner (see picture).
  3. Gasworks - On the main floor outside the security office, the left end of this ladder clips into the sidewalk (see picture).
  4. Gasworks - The installation of these two sets of three vertical pipes terminating into the underside of the overhead metal walkway are not very believable/functional, nor do they look good (see picture). They also obstruct the view of the areas below the upper platform.
  5. Security office - Make the height of the gun rack on the second floor the same height as the one on the first floor. Sheesh Text, you and your gun racks :smiley:
  6. End of map C2A5H and start of C2A5I - After passing through the large doors next to the security hut, they automatically close. At this moment the door control box shorts out, yet it still displays a green light. Oddly enough, after map C2A5I loads, the control box displays a red light. I suggest that once the control box shorts out, that it not display any colored light.
  7. Beginning of map C2A5I - Comparatively speaking, the light above this door seems abnormally high (see picture). Check instances of other usage and adjust position accordingly.
  8. Tank yard - Reduce the open/close speed of the large doors near the security hut that lead into the start of map C2A5I. Real world, the present speed is too fast for doors of this size. Move the door-closing trigger point further down the room’s walkway, if there’s concern about the player going back into the tank yard before the doors close and getting stranded.

To be continued…

Feedback For v1.0-RC2-Hotfixed

  1. Garg yard - Texture issue with grass clipping through pipe (see picture).
  2. Garg yard - Plant clipping through this pipe (see picture).
  3. Garg start - Add a light above this door to be consistent with the same-type door across the roadway (see picture).
  4. Garg start - All four blue garbage containers near the start of the Garg tunnel are the same model variant, in that they all have their lids closed. Suggest that a different model variant be used for one of the two garbage containers situated at the bottom of the roadway ramp (see picture). This will add some variety. Careful of clipping issues.
  5. Garg tunnel - Remove this wire (see picture). There’s no light above the blast doors, on the outside, so this wire is not needed. One less entity. Hooray!
  6. Garg start - Consider reducing the quantities of some of the map objects in this area. A lot happens here and it’s a little cramped now, as there are a number of other objects, in the immediate vicinity, as well. It won’t impact on the overall look and feel that much, but does reduce the entity count to help with framerates:
    a) Gray garbage bins - there are ten of these, labeled “SSI Schafer”, five on each side of the road. Reduce these to three per side. Although they are not labeled as such, consider them to be recycling bins for plastic, metal and glass.
    b) Blue crates - there are five of these, not counting the two that are stacked. Reduce the quantity to three, placed as you see fit.
    c) Various military crates - I know this area is a HECU emplacement, but consider removing two crates. That still leaves the HECU with plenty of firepower.

To be continued…

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Text, hope you’ve rested up and enjoyed your break!

I went to your ModDB page and noticed this error in the last line of your “bold” text.

“If you have feedback for me, please let me know, I after the final release I will move on.”

==============================================

Feedback For v1.0-RC2-Hotfixed

  1. Garg yard - Grass clipping through rock (see attached picture).
  2. Garg yard - Fence post hovering above ground (see attached picture).
  3. Garg yard - Grass clipping through concrete (see attached picture).
  4. Garg yard - Grass clipping through a tire (see attached picture).
  5. Garg yard - Just to be consistent, grass clipping through the other tire (see attached picture).
  6. Garg yard - Grass clipping through a cinder block. https://imgur.com/RfSKA
  7. Garg yard - Again, just to be consistent, grass clipping through another cinder block. https://imgur.com/GPWqk
  8. Garg yard - Grass clipping through concrete. https://imgur.com/XcQda
  9. Garg yard - Fencing and wires are not contacting the wall. https://imgur.com/siFwW
  10. Garg yard - Grass clipping through a cactus plant. https://imgur.com/pjwAG
  11. Garg yard - Grass clipping through outer front left wall of parking lot. https://imgur.com/IyPZZ
  12. Garg yard - Grass clipping through a buoy. https://imgur.com/Ppdy1
  13. Garg yard - Grass clipping through targeting tower base wall, at location of crosshair. https://imgur.com/vDQcO
  14. Garg tunnel - Can anything be done about clipping issues with vehicles destroyed by the Garg? Here’s one example of an occurrance. https://imgur.com/aqt4v . This vehicle isn’t contacting the railing and is floating above the ground. https://imgur.com/L1ALp
  15. Garg tunnel and yard - Another instance of a destroyed vehicle clipping through the blast doors while being pushed by the Garg… Ooooo, he angry! Following this sequence, the destroyed vehicle launched into the air twice, the same as detailed in one of my earlier feedbacks. https://imgur.com/kyMn9
    Here’s where the destroyed vehicle finally came to rest during that previous instance. https://imgur.com/BBiAj
  16. Garg tunnel - This wire is still clipping into the ceiling. https://imgur.com/CYPaU and https://imgur.com/1nyI5 . The wire doesn’t look good drooped the way it is. Can it be anchored to the crevice running along the ceiling apex? Or, add another light fixture? Light fixture spacing wise, a new one here wouldn’t look out of place.

To be continued… (but soon to be over) Text, how are your “nellies” holding up? :sick:

























Is its possible to remake this quadratic effect by the displacement? It is looks ugly.

suggestion, make the wires along the road where the tank gets lasered break in half… I know it is easy to break things at ent points not middle points. you can simulate them being cut in the middle by connecting 2 lines at the center instead of it just being one.

dadster, USE IMAGE LINK SITES NOT THE ATTACHMENTS, the multi post things are getting very annoying about to start reporting for double posting almost every time.

Sorry darkone, but I do not want to go through the “registration” thing at other websites just for posting images. Unfortunately, I’m restricted by the rules and maximums that the BM website allows. I’ve asked a member how to post more than five pictures per post, that he was able to do, but his reply was censored by a forum administrator. Believe me, I wish I didn’t have to multi-post. My sole purpose is to get feedback to Text as fast as possible because time is running out for the release of v1.0 Final. My deepest apologies. This project is almost at its end, so I ask for your understanding.

Dadster use https://www.imgur.com you don’t have to register at all. Simply go there and click upload from computer and then select all of the pictures you want to use at once and then click upload. It’s fast and easy. Once they are uploaded right click on them and copy the url and then post it here with whatever you have to say above or below the link for each picture. This actually makes it easier to see what you’re talking about too.

To: darkone - As you can see, it’s been done! Now get off my back! :smiley:

To: jessiestorm88 - As you can see, it’s been done! :smiley:

Hi everyone, sorry for the inactivity, but I’m back now. As promised I had an insanely busy weekend which also extended to Monday, but it’s been sped along by the fact that I’m now extremely ill. It’s rather unpleasant and it’s going to slow down the final development cycle a fair bit. But…moving on.

There’s been an absolute tonne of feedback posted for RC2 and I’m grateful for that. I will work to put right anything I see in those complaints that might be wrong in my maps. The sheer amount of feedback is a tad overwhelming, so you’ll understand if I don’t comment on any of it - I’d be here for the next 5 hours just going over Dadster’s 100 points.

You must also bear in mind that I want this project done. So, Dadster, your suggestion of one more RC will not happen. There comes a point where I have to say “this nitpick goes too far”. At this point I don’t personally feel there’s ANYTHING left that isn’t a minor complaint or ruins the maps. The MOST pressing issue on my agenda is actually solving the terrible, terrible frame loss in the furnace. Of course I will work on fixing small details but don’t expect it to be perfect. I’m only one dude. I’m happy with my work, and it needs to be called a day. Of course, I will not release it until I’m personally fully satisfied it’s ready.

Thank you for your understanding. Time for me to get to work!

I havent tried the newest candidate, so excuse me if this has been adressed, but is there a way to help the “bouncing” of the debris at the end of the garg section before the start of forget about freeman.

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