Thanks for letting me know, Dadster. Will fix it soon.
Edit: It’s now fixed.
Thanks for letting me know, Dadster. Will fix it soon.
Edit: It’s now fixed.
To be continued…
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I don’t really like it, how about instead if you don’t destroy the door in 40 seconds after the last HECU dies, the Alien Grunts will just break through it on their own? There could be a loud banging 5 seconds before to draw attention to it, originating from the door and audible through the whole courtyard.
I think the only way it would work is to, again, make a new map for it. A much of ST’s maps end and begin in pipes, I doubt it’d be extremely noticeable if you slipped the canyon map in after the first, second, or third map. You could use entspy to alter the loading and have your map start and end at areas identical to the maps they’re snuck in between. Like OAR, it won’t be that noticeable because of how those areas are set up (crawling through pipes, the most noticeable thing would be the displacements in the “room” ahead).
As for the Helo, I’m pretty sure Health and such is determined by the Mapper. As I mentioned in the LAV-25 debate, the health and damage of certain NPC’s can be altered by the mapper, it’ll reset itself when the next map loads. Failing that, I’m sure there’s other tricks you could use, such as having him be ‘distracted’ by other enemies off screen.
Model problem, nothing a mapper can do to fix that. I haven’t been able to find the texture so I’m not sure if it’s fixable with one or if you’d need to edit the model (which won’t happen).
More to come soon, a couple bugs and suggestions.
Hey text, I’m glad you polish ST Uncut, can you add the subtitle for the radio at the begining of Forget about Freeman ? You forgot it at the last release.
It’s Surface Tension Uncut it has nothing to do with Forget About Freeman.
I believe that there’s an error in the closecaption_english.txt file that’s preventing those captions from showing up even though they are in there.
Even though it is ST Uncut, the first map of FaF is affected and yeah the subtitles are missing in the radio.
[COLOR=‘DarkOrange’]Conclusion Of Feedback For ST Uncut v1.11 Final - Map C2A5H
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[COLOR=‘DarkOrange’]Conclusion Of Feedback For ST Uncut v1.11 Final - Map C2A5I
Really, that’s all I could find! This short feedback list has nothing to do with Text’s blunt post. This is all that I’ve discovered… REALLY!!!
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Not to be rude, but please stop doing these ones. If something doesn’t hang to the wall, that’s okay, but if something is partially in the wall, by a cm, then it doesn’t matter. It’s not something you’ll ever ever notice unless you look for it, and it detracts from the real issues that you do post. Furthermore, it looks unfixable, the light clips by about half a unit, which means the light either floats off the wall by half a unit, or clips inside by half a unit, it’s nearly impossible and absolutely unfeasable to try and fix that.
Thanks for your comments.
I’ve previously reported a plethora of other similar situations, pertaining to this mod and others, and found/confirmed that almost all were fixable. I’ve not reported many, many other instances, because they’re insignificant. I’ll continue to report the ones that I feel are enough of an issue, and let the mod’s Dev decide what action(s) to take, if any.
Actually Dadster, he’s right. I’m glad someone said it other than me.
When something floats by less than a unit, or clips into a wall by a slight amount - it is not an issue. It’s not an issue. Full stop. I don’t care about it. Please get this message. I’ve said it to you nicely several times, as did the Black Mesa devs. They’ve also said it to you NOT NICELY (ban). Please get the message. It’s not helpful. It’s a waste of my time and yours.
When something is clipped ever so slightly into a wall and it causes no obvious visual issues, I don’t care. That’s all there is to it. I have said this before as well. As the BM Devs said, clipping is sometimes a necessary evil for any number of reasons, and sometimes it’s just an accident. If it causes no visual abnormalities (as it does not in MANY of the numerous examples you have listed), who cares? The answer - only you.
As for when stuff floats from the wall by an infinitesimal amount, this is because either the bounding box is slightly misaligned with the prop (as is the case for quite a few Black Mesa props), or I’ve moved it along with the brush it is attached to, which given Hammer’s atrocious quantization, has made it float a tiny bit. Like the slightly clipped props, it is seriously not even slightly an issue unless it causes obvious visual abnormalities. OBVIOUS is a key word here. Absolutely vital. When you have to go roaming around with zoom and weird angles to spot abnormalities, it probably doesn’t matter, to me or to anyone else.
Don’t get me wrong, I like my stuff to be as perfect as possible, but there’s a line man, and it’s really obvious. Use your discretion. There’s no need to overload me with feedback when 1/4 of it is useless. No offense, but that’s what you’re doing. I’m not asking you to stop posting feedback, far from it. You’re often insightful and notice things others wouldn’t. But useless feedback wastes both my time, and yours. It just isn’t necessary, and shouldn’t be posted, full stop. Posting more feedback doesn’t make you a better fan.
I hope I’ve made myself as clear as possible without being rude. I’m being blunt this time. I really don’t want to say anymore about this. I shouldn’t have to. I’m very glad to have you on my side but there’s a limit.
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Right, as for everyone else.
Had my first exam today, which went kind of okayish.
During my exam downtime I’ve done a fair bit of work on the maps, and have so far made a decent amount of progress on G. G is the map I intend to change up the most as it has the most areas I am unhappy with. So far I have remade (to a fairly significant degree, actually) the TOW courtyard and the Helipad and its surroundings, addressing numerous complaints from the past and actually satisfying my current mapping standards very nicely. I’m particularly proud of the massive facelift I’ve given the TOW courtyard, the area which used to contain the gas tankers and composting towers now feels like it actually belongs, and I put a tonne of work into it. The surroundings of the helipad also fit a lot better into the overall themes of Surface Tension.
That’s another reason the very picky criticisms might not necessarily be helpful. They will most likely be gone in the next version as I’m significantly changing those areas on G. I’m also planning on reworking the top floor destruction in the car park (mostly the destroyed ceiling), as it doesn’t look as good as anywhere else in the current iteration.
I’m looking primarily for gameplay concerns, be they minor or major. I’m not gonna lie, minor clipping concerns and visual issues do not bug me ANYTHING LIKE as much as gameplay issues. Clipping concerns and visual issues exist not only throughout the entirety of Black Mesa but throughout any game you can think of. As I have said many times before, I want stuff to play good first and foremost. I’ve already found a few ways to improve the way it plays. It’d be nice to have all that other stuff eradicated too, but given time constraints and the fact that I’m only one man, it isn’t realistic to expect it. I want my stuff to be the best it can be, but there’s ALWAYS a limit.
The next big drive is optimization. I did a pretty good job with what I had available on the previous version, but I can probably do better. There is no magic fix, don’t expect 100FPS where you previously had 20. Much of the poor performance on ST Uncut comes from the very large numbers of active AI I have in various areas, and there really is very little I can do to reduce the performance overheads in that regards. I will try my best and I am sure I can improve it a bit, but don’t expect miracles.
The only other major overhaul you can expect to see from ST Uncut may be the gasworks on H. This will mostly come in the form of the jumping puzzle segment, as I’m pretty happy with how everything else is. Most of the planned changes I have for H are fairly minor so far, as they are for I.
Hey Text! Good to see you again, hope the exams aren’t giving you too much trouble.
As for STU, I look forward to the changes you’ve made, it sounds like you’ve changed things quite a bit. I’ve got some general feedback, some of it might not be relevant anymore, though. I’m going to deliver my feedback as-is, so I apologise if any of it is already fixed, or irrelevant. This time, I’ve decided to mark my finds based on colour, red most important, green least important.
C2A5G:
[COLOR=‘Red’]* Fix the explosion sound in the garage. The multiple stacks of explosion sounds results in severe sound clipping (that static-like distortion).
[COLOR=‘Yellow’]* One of the Marines outside the garage frequently gets wounded or killed by the ambush, you may want to fix that.
[COLOR=‘Lime’]* The Jet should move faster when taking off, it seems to crawl down the runway, then suddenly launch into the air. The Jet is also not very visible overall due to map design.
[COLOR=‘Lime’]* The Humvee outside the garage can be destroyed by gunfire, and is often blown up by the Marines in the area.
[COLOR=‘Lime’]* The M35 often blows up with the garage door, even when not struck directly by the TOW.
[COLOR=]* Is the wall on the left side really needed? You could just extend the ground to the edge of the building, which follows the road seamlessly anyway.
[COLOR=‘Yellow’]* This building appears and disappears as you move along the fence.
[COLOR=‘Lime’]* Maybe reduce the size of the Air Control tower, or change the scenery around it. It looks strange because the pillbox next to it gives us a sense of scale, and thus, that tower looks ridiculously massive.
[COLOR=‘Yellow’]* Take a second look through your Jet props. Black Mesa has 4 jet props in 3 sizes (2 normal, 2 different skybox). I remember you saying the skybox model was much larger than they normally are. Go take a look at models/props_vehicles/harrier_light_skybox.mdl, it’s much smaller (the one you are using is models/props_vehicles/harrier_skybox.mdl, which I think is for the far-away jets seen in FAF).
[COLOR=‘Lime’]* The inside of the Bunker the LAV-25 comes out of makes no sense, it’s just a featureless tunnel all the way through. You’ve probably redesigned that building though.
C2A5H and C2A5I
[COLOR=‘Red’]* Crashing on map load, often either a generic “HL2.exe has stopped responding”, but sometimes with an error similar to this.
[COLOR=‘Red’]* It is possible to get stuck in the rubble if you try to run down the hall just as the Marine gets tossed through it.
[COLOR=‘Lime’]* The Tank ‘glides’ down the hill when it first arrives. I’m not sure if this is fixable.
[COLOR=‘Yellow’]* Have the level change from H to I happen when the door closes, instead of afterward.
[COLOR=‘Lime’]* Flip these vents around, I want to be able to see the LAV and Soldiers below 
Misc
[COLOR=‘Red’]* Improve the way the Marines act. In G and H, they charge directly into battle and end up dying because of it. In G, they intentionally get themselves surrounded at the Helipad. In H, the first squad charges infront of the Abrams and gets blown up, the second squad charges directly into the mass of Xenians and again gets surrounded and slaughtered. I feel they should behave much more intelligently.
Also this is may be a tad unrelated, but I made a shipping container stack texture when I was bored. I don’t actually have any use for it though, but I figured I’d mention it incase you could think of one. It’s only the front, but you could use it in a non-playable area and just cap the visible ends with brush or model containers. https://i.imgur.com/dQOpnSY.jpg https://i.imgur.com/yDKC5qO.jpg https://i.imgur.com/94HR773.jpg
In the meantime, I gotta go gather my mods and reinstall Black Mesa. It crashes so much it’s become unplayable, I can’t even finish my test run through H.
@ Mr. Someguy
This third container picture https://i.imgur.com/94HR773.jpg looks like the Los Angeles dock yards on a very slow day.
Haha, I’m sure! You from LA Dadster? 
I know I ranked this one yellow, because it’s not a gameplay issue, but I think you should look into it regardless, the fix is just a simple model replacement on one model (the hanger jet) (the take-off jet should be fine). It’s probably the easiest fix on my list, really. The difference!
Expanding on this, since I feel I didn’t give enough detail. I don’t mean the Soldiers should win, but they shouldn’t be doing suicide charges. Instead I think they should play defensively and get overwhelmed, rather than stupidly charge into the arms of the Alien Grunts (which they literally do, then the AG punches them and they die). Unfortunately there are AI limitations that prevent them from being good (HG’s tend to wind up running back and forth or cowering when acing AG’s). But perhaps you could experiment with the different AI behaviors, or force them to move to another route so they don’t charge directly into the hands of death. Like, 2 of 'em could come out with the LAV and move left to where the crates are, instead of charging into the middle of the ‘arena’. Just some thoughts.
Aside from that, I only have one lasting issue, I forgot to bring it up in the last post:
[COLOR=‘Lime’]* This lift ramp in the garage does not touch the ground. The fastest fix would be to just replace it with the retracted model the other lift uses.
Another dev question @Text, you spoke of videos that made you consider reworking some of STU? Our of curiosity, could you show us which videos you watched? I want to get a better general idea of what the outer-community thought and what may be changed.
Lastly, I decided to just upload the texture to my dropbox so if you want it, you can just take it and run. It’s 4096 though, there is a 2048 version but it’s incomplete since I favored the larger 4096 version. If you want the 2048 version, I can finish it (it just needs a normal and a vmf, I don’t know how to actually do mipmaps and the like yet). Link here (still uploading at the time of this post). If that’s too big for your liking but you’re still interested, I can still finish up the smaller (though less varied) version, and even scale it down further if you’d want (although then you’d need to manually scale it whenever you use it).
@ Mr. Someguy
Nah. To see where I’m from, look at the details shown below my avatar. It gives specific galactic address details, confirmed by NASA.
I visited LA a few times on business, years ago. Not that I wanted to visit the dock yards, but I saw some of them on a drive-by of one of The Queen Mary ships, that’s permanently docked a short distance away. Oddly, is was clipping into the dock, but nobody would listen to me and fix it. 
Though I still haven’t been making much progress due to being absolutely overloaded with studying for my last 2 exams on Thursday and Friday, things have still been moving along with ST Uncut.
G is and will be the most renovated map by far. I’ve gone back and given the side areas and surroundings in quite a few places a lot of much needed love. It’s much improved in look and feel. Much like I did with H towards v1.0, I’ve also been adding some new side areas and routes to try and make the G map feel a little bit less linear, the section after the Helipad has a few ways to complete it now.
No sense being secretive. It’s presentable, though not finished yet. The next big drive is optimization! I expect it to run about the same or slightly better than it did before. I’ve improved the way lots of areas look (which have made it more graphically demanding), but by improving the optimization I should be able to roughly offset it.
So, without further adieu, I proudly present to you the first Work in Progress screenshots of Surface Tension Uncut v2.0! V2 promises to be really awesome! I’ve been amazed at how much I’ve been able to improve areas I previously thought were the best they could be.
Hope you guys liked the WiP shots. It’s been pretty fun to come back and revisit this. I’m very glad I decided to take a break from working on OaR Uncut. Having had a long time to refresh myself and my ideas for ST Uncut has done a world of good. Maybe the same is possible with OaR Uncut. Expect more updates in a weeks time, when my exams are over! Remember, once they’re through, I’ve dedicated several weeks to SOLELY working on these projects! There’s gonna be tonnes of work getting done.
Let me know what you think of what you’ve seen so far, I hope you like it!
that’s…almost orgasmic
1 suggestion, put some military vehicles in that parking lot that you added to the tow court yard.
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.