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

Is it too late to fix the edges of the gutter like I suggested?
Don’t hit me, just asking, cause I’m not sure you saw what I wrote earlier

I think it’d add a level of polish and form to the roads through the terrain, because to me, them being ontop of the terrain really sticks out.

That doesn’t link to your post, and I’m not sure what you’re referring to. Try again?

You can read the quote he’s put in or click the link.

For future reference, the top-right numbers for each post, you can just open in a tab and open the URL for the specific post.

I believe he’s referring to the fact that the roads are elevated above the terrain.

Well, I’m afraid it’s probably staying that way. It’s A LOT of work to fix it, way more than I think is worth the benefit. Not just because I have to adjust, recut and resew ALL the displacements which are on the map itself, but I’d also have to align the ENTIRE 3D skybox with the terrain, meaning I’d have to rescale it up 16 times, line it up with the edge of the map, sew everything together, reshrink it and put everything back together again. A lot of work.

Version 0.81b is nearing completion, and is much improved on previous versions. Video and release incoming.

BTW I fixed my quote on the end of the previous page if you want to look…
Does sound like a lot of work, wish I could easily adjust an image to give a before and after comparison, because I imagine still that the effect would be worth the effort, giving more depth and polish to the look of it, especially considering the amount of road there is.
Anyway, enough beating the drum.

Can’t wait to see the next revision!

Looking forward to do some more bughunting!

Sorry men for that question but…
do you release the update for unlinked and linked?
And will you update first Post with 0.81b link?
or later if it is FINAL ?

I’ve just discovered an extremely annoying bug in the Garg’s AI which I figure I’ll post here. I’ve fixed pretty much every major problem with him - he will now resume attacking you when you jump off the tower and all that, he even follows you until Forget About Freeman if you don’t kill him with the mortars. But I noticed by accident while I was testing the chase that if you hit him with the Hivehand, it sorta “flinches” (Killing Floor term) him. He pauses for a split second, presumably “reacting” to the pain, but it’s enough to stop him from chasing you momentarily. He then resumes, but it’s enough to buy you 2 - 3 seconds, and considering how fast you can fire the Hivehand it’s a pretty big exploit. This doesn’t happen with any other weapon. Can anyone here code? If someone could find out what the classname/targetname for a hivehand projectile is, I can use a filter_damage_class to prevent him from taking damage from Hivehand projectiles, hopefully stopping that from happening.

New version incoming, I’ve pretty much just feature completed all 3 maps. Expect stuff in a few hours.

Maybe contact the dev team about this!

Garg reacts only to Explosive weapons:

  • granades
  • satchels
  • rpg
  • Hivehand(those seeds that spits out do explosive damage)
    -Mp5 Alt-fire

Everytime the Garg is hit by explosive stuff, starts an animation+ a lament sound.
There’s nothing you can do about it, it’s coded.
It’s not a bug, it’s a feature.

The only issue here it’s the hivehand op-ness.
AFAIK Hivehand code is in client.dll
Devs should nerf it in the next released build of BM.
The firing speed and the recharge speed should be lowered.

Yeah, that doesn’t seem like something you should worry about.

Seeing as there is no ammo pick up this makes it a little harder…

Check the .fgd file in a text editor… Just find hivehand and the ammo class name will be in there somewhere i am on a train at the momment.

And about other stuff i.e. poking about in your maps no offence intended and no not a waste of time i learnt quite a bit… Anyway you should find what your looking for in the bms.fgd

please make sure you move the trigger back away from the second doors face in the garg courtyard so it is only activated by destroying the tower not the front face of the locked door!

And about giving me a credit yes i deserve it i must have blown myself up inside that pipe atleast a hundred times well i survived some of them :slight_smile: it actually did start getting to me after 10 hours of blowing up in that pipe

The hivehand’s OPness isn’t really related to those things I don’t think, if you lower them it will become useless. It’s OPness is related to the fact that the enemies simply don’t react to it properly. They should become very aggressive and start rushing you when you’re peppering them with hivehand shots from around a corner - that way you can’t just sit in the corner of a room behind a box spamming the hivehand over it. Or at the very least they should get very grenade happy when you start doing that. Problem solved.

But yeah there’s nothing I can do about it, sadly.

… actually, if you examine the behavior of you shooting it with the MP5, you’ll notice that it’ll notice you even if its facing away from you.

Perhaps try this? on a trigger multiplr

Npc_gargantua… On hurt or on damage taken… chase player

thats all i can think of to try to overide this directly telling the npc to do something else on damage or on hurt

I’m getting an odd little bug on bm_c2a5h in which objects are clipping through the ground and sinking. This is also causing certain explosives such as SMG grenades and Rpgs to never detonate.

C2A5I is about as good as it can get right now, it’s at the limit of what I can do with it. The Garg nearly ALWAYS behaves properly. Though he’s a little buggy (sometimes stutters or does a weird animation for a split second) he nearly always does what he’s supposed to. He will chase the players back into the tunnels from the courtyard if the player goes in there, and he will patrol the edge of the water sections if you jump into them. He ONLY shakes the tower when you’re on it, and he resumes attacking you if you jump off it. He follows you down the tunnel to FaF if you destroy the tower without killing him.

The ONLY thing I can’t get to work properly is that he won’t patrol the edge of the water sometimes, and I know exactly why. I use path_corners to set his patrol route when you jump in the water, but there’s an inherent limitation in path_corners where if the NPC is more than 500 (or something like that) units way from the path corner it simply can’t find where they are. So if the Garg’s FAR away, and you jump in the water, he will walk over to the tower and wait there rather than patrol the water. It’s not perfect, but it’s a limitation I can’t really overcome. It’s still decent enough. I’m trying a few workarounds now and I’ll see if anything works.

Huzzah for the FaF tunnel! I tested the hivehand too and saw the locking…it doesn’t seem to be too much of an issue as he only slows down a sec. Also, the effect seems to be hit and miss. The garg didn’t really flinch while he was chasing me at extremely close range whereas he did more often from long range. In any case, I reported this bug as well as the Osprey debris thing.

One bug that I did notice was that when using explosives in the tunnel, the MP5 grenade and the RPG will almost always fly/clip through the garg. This seems to be a non-issue once he gets to the courtyard. Perhaps you could fix this.

Clarify.

Congrats on squishing the bugs. :slight_smile: Take your time on working it out, we’re in no rush.

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.