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

No crashes at all here, strange u have so many crashes, maybe a driver problem or another problem system related or steam related

It is not driver related at all, it’s the AI, the very moment enemy sees me in those NPC battles, game crashes, it’s in both maps(maybe even C2A5I), somehow 1st vort in C2A5H don’t crash it, nor do zombies, it happens with Agrutns, HECU guys and vorts who usually participate in these battles, as well as the ones in C2A5G garage, courtyard and VTOL fights.
It may have something to do with new Friend or foe system, as older maps played well, and no NPC-related crashes.

don’t think its a problem with his maps. sounds more like a problem with your game or the computer than it does a map problem.

I have no idea, but other maps play well, his older maps played well, so it may be the new HECU enemy recognition.

I find BM is more likely to crash right after a performance drop, usually when heavy AI activity starts, or simply being around the Garg, having a standard to low end hardware would further increase the chance of crashes

When u have a I7 with 8 gigs of ram like I do (HP ENVY laptop), u have less to none crashes

Vort clip through door, just before the first big fight in garage between Xenians and soldiers:

Easy to tickle him :smiley:

Haven’t finished going through, but I’m loving the new version so far. The different spawn pattern for the Vorts at the start was brilliant and I like the vending machines and newly accessible stairwell door.

When I saw the vending machines, and noticing their proximity to the jump pad, I had to try something. In honour of the classic Snack Master Adventure, I nudged one of the vending machines over the the jumppad in hopes of sending it to space… https://steamcommunity.com/sharedfiles/filedetails/?id=109746589

Alas, it ended in engine error. I’m probably in the minority and not everyone will go escorting the vending machines around with them, but you might wanna put some stones there or something to block adventurous nudgers from crashing :smiley:

Okay, replying time. Long post incoming.

The not noticing the Harrier takeoff is kinda intentional really. It’s supposed to be a very subtle detail. It’s triggered to start 45 seconds after the window breaks, which is ample ample time for a player to get out there and kill all the marines. It’s not designed so that everyone noticed it all the time. I’d imagine you just didn’t notice it, not because you were busy fighting the marines, but because it’s intentionally difficult to notice!

As for the tripmines on C2A5H, I can’t for the life of me figure out why they do that, I’ve tried copy pasting the mines from C2A5E (the warehouse full of them), and the same thing happened, I’ve recreated them from scratch several times and the same thing happened. It’s really damn bizarre. It’s not like I’m using a special magical entity setup like I was with the mortars where things can and will go wrong, it’s literally just a grenade_tripmine entity placed against the wall. That’s it, nothing special at all. It’s how the BM team did it and it’s how I’ve done it. I can’t figure it.

I will probably end up giving the security office a facelift. It’s probably the place out of all the areas on my maps that needs it the most. It will be very tricky however as there’s a distinct lack of matching assets. Inspiration will hit me one day and I’ll be able to do it.

As for C2A5I and the Garg I’ve heard from a few people he doesn’t open the doors properly. As to why, I have no idea, I didn’t change anything related to that. And I certainly haven’t had that bug myself either. I’ll look into it but it will be a tricky one.

Thanks for the praise, firstly.

As to your problem, I’m afraid it seriously eludes me. I’ve never heard this from anyone else either, and there’s no logical reason for it to be that way.

I’m going to go out on a limb here and guess that you either installed it incorrectly, or you did something wrong (are you using an old savegame? That’s a big no no!), or your computer is weird. Not to be rude, but there’s no logical reason as to why playing it with the whole campaign should brick it. To that effect, there’s no reason why playing it in conjunction with the rest of the ST chapter would make the optimization, AI, or anything like that worse. None at all. Level transitions aren’t mystical links between two levels, it’s literally the game unloading one level and then loading another, with the “overlap” being a part of both levels rather than a transition area. Disappearing keypads COULD be explained through the use of global entity names, but aside from that, no. I haven’t heard this from anywhere else, I’ve never come across it in my testing EVER (and I’ve tested it A LOT), and I can’t think of any reason as to why it could happen.

I’ll test it myself a bit later just to be sure, and if it happens to me I’ll eat my words, apologize, and try to fix it, but until then I’m afraid it might be a problem specific to you.

Thanks for the feedback.

I could add the ramps to the other car lifts but it’s a fair amount of work (it requires about 6 entities) for very little reward. Plus entdata (entity/IO data) is at 118% capacity at the moment, I fear adding anything else might brick the level. (I have no idea at what figure the engine considers the entdata to be TOO FULL, seeing as 118% makes no sense, but I can’t see it being much higher than that!)

I can take a look to see what I can do about the orange holes in the vent, I just left that the way it was in Black Mesa by default.

The immortal marine for the satpipe scene was a conscious design decision. I design my levels with the assumption that players are somewhat competent (I don’t like designing levels with the assumption that my players are idiots, which so many modern devs seem to be doing nowadays! That’s not a dig at the Black Mesa devs, cuz they sure haven’t done that!). Assuming a player is somewhat competent here, I’d imagine that most players through instinctive reaction would kill the marine upon seeing him, thus skipping the scripted sequence. If I have a scenario where most players will skip the scripted sequence, there wouldn’t be much point in having the sequence in the first place.

As for the traffic light, a tester pointed out before that having the light by the door suggested it was unlocked the moment Barney pressed the button, which it isn’t. It was misleading.

As to it being an escort mission, I’ve said it several times before, but I’ll say it again, I hate escort quests. And yes, it’s personal. I hate them. That’s why I’ve gone out of my way to make sure there isn’t one here. Sorry if you don’t agree with me, but I feel strongly about this one.

The ladder is a pain in the ass and I’ll probably end up changing it for some boxes in the future.

I don’t know how the Black Mesa devs did the radio filtering for the voices. I decided not to do it because it would make it inconsistent and out of place with the radio later on. It’s not too bad, I don’t think. As to subtitles I have no idea how to do that and I don’t intend to do it either.

As to the chopper pieces dealing damage when touched, I don’t know how to fix that either. It appears to be an engine bug, which makes me powerless to do anything about it anyway. I’m still looking into things I can do but it’s not looking promising.

The zombie not banging on the glass after level transition I know about, and don’t particularly care about. It’s more effort than it’s worth.

As for the Garg no longer smashing through the door, I know about this, it’s been reported a few times, though I have NO CLUE as to what’s causing it, and I haven’t had that problem myself. I’ll look into it.

You’ve done something wrong. Definitely. Or your computer is weird. You’re the only one who’s reported this problem so far, and there’s no plausible explanation as to why that would happen. Are you using an old save game? Because that’s a big no no. And it says so in the readme. Which you’re supposed to read. The hint’s in the name.

I’m not trying to be rude but you’re placing the blame on my “new AI system,” when there isn’t one. I messed around with the AI recognition on the tank battle in C2A5H, and pretty much nowhere else. I actually haven’t had a single crash on my maps since I resolved the bug with the jumppad, and I see no reason for it to happen to you specifically if you haven’t done something wrong. If you haven’t already, check the readme, or try installing/downloading again. I apologize for the annoyance but I assure you, I strongly believe it is no fault of my own!

Thanks for the praise.

As to your vending machine dilemma, that’s really weird. And I never expected anyone to try that. Goddamn Gordon Freeman. First the resonance cascade, now this. I’ll put a vphysics blocker there set to block the vending machines so that can’t happen. Thanks for pointing it out to me, I highly doubt that’d be a bug report I’d hear anywhere else.

Still haven’t finished going through the new version, I’ve had a number of crashes. Gonna set my Black Mesa to debug mode or whatever next time I go on. Aside from the vending machine incident, the game killed itself at the start of the tank battle and just as I dropped down into the pipe where the satchel explosion sequence is. Could be my Black Mesa is dodgy perhaps… here’s what Windows had to say anyway-

Problem signature:
Problem Event Name: APPCRASH
Application Name: hl2.exe
Application Version: 0.0.0.0
Application Timestamp: 470c11ae
Fault Module Name: client.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 504ecc4f
Exception Code: c0000005
Exception Offset: 00362edd
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 2057
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Just a few small notes-
Is there no way to stop the Osprey debris from falling off the helipad? I’ve had to blast it out of the way on every version of your maps.

When I started the second level, it struck me that we’ve seen zombies banging on windows quite a lot in Black Mesa and maybe it’d be more interesting to remove that locked door and have the zombie face off with the vortigaunt (who’s currently just standing with nothing to do in the next hallway). They could duke it out and the player fights the victor :slight_smile:

People have pointed out before that it’s weird to see a toilet with windows. It works fine enough gameplay-wise, but to have it make more sense you could try replacing the windows with a hole in the wall, maybe with some soldier gibs behind it and a grenade lying beside them.

Anyway, great job on what I’ve seen so far. Love all the new little touches like the bloody office you can glimpse inside.

I understand it completely!

It would quite stupid if Barney tells u to kill them all before following u :slight_smile:

But the button he uses acts like a master switch, cause it opens alot of doors :wink:

Oh yeah, maybe a last suggestion:

Where u need to open the hatch (sniper is shooting you), u need to go down, fall in the water, but getting in the pipe takes a lot of effort, possible to higher the ground?

the mines in that security point never made any sense to me, it looks like there was a battle between the hecu and some security force survivors, don’t think they had time to set up mines and a turret. suggestion replace the mines and the turret with 2 ceiling turrets at the far end. also re design it to fit the security point theme, a good example would be the area from on the rail. it may not be a train car point but its a control point for the gas works any way. the security turrets in the top floor could be used to explain how the soldiers died and the guard survived.

The point of this change was to make it appear realistic that the player can’t open the door w/o using the Barney. Moving the light back to the door defeats this purpose.

Just a minor thing:

In the garage where u find the legless zombie, u can look under the stairs (very minor detail)

Cheers for the error report, though it’s of very little use for me. A console debug, as you said you’d do, would be much more useful, but that’s only if the bug is reproducible. As in, you can consistently make the game crash in a certain area or whatever. I’ve never once in my hundreds of test runs had a crash in those areas, so I’m a little skeptical that it’s not just Black Mesa itself being buggy, but of course I’m not ruling anything out. I’d appreciate a console debug, at least we can see what’s causing it and maybe work out if it’s a problem with your game or my maps.

Though having the Zombie fight the Vort is a nice sounding idea, a criticism I’ve received is that my mapset involves just a little too much watching NPCs fight one another, hence why I added a few encounters. I’m not sure adding more there is what the map needs. As to the toilet with windows, you’re probably right. I might try and change it but it’s not a high priority!

Thanks for the feedback.

@TextFamguy1

I’ve just finished to do a complete walkthrough of your awesome maps!
Overall your work is more polished and detailed, unfortunately I have to report:

-2 crashes in a row ,headcrab pop-in and I got stuck in c2a5h
-Gargantua brought outside a car and a weird physics bug in c2a5i

I’ll start with the bug reporting then I’ll write a review of the current build.

C2a5g[/SIZE]
Overall this map is way more stable than before.

it has already been reported the issue with the bullet holes in the car repair area, here’s a pic of the issue.


C2a5h
[/SIZE]

a) the second jumppad(that one in the WC) is a real pain in…
It is quite easy get hurt…
Sugg:Can you rig this one as you did with the other xenian jump-pads?

b)After jumping on the roof(using the jumppad on the roof) I had 2 crashes in a row.
I attached to this post the mdmp files of these crashes.

b)Pop-in: you can see the spawn of the first headcrab in the WC when your are upon the blue pipe.

c) I was smashing the crates at theend of c2a5h and I got stuck:
I inputted(m1+W)
Here’s the pos: setpos 873.737244 3278.120361 -102.491394;setang 2.008130 174.753464 -0.000000[/SIZE]

C2a5i[/SIZE]

a) Gargantua brought a car outside (see img below)


b) Weird physics Bug

As you can see those crates are floating in the sand.


Anyway I’ve saved the console log so It will be easier for you to fix it![/SIZE]

Wow… Ihave written so much and I didn’t start the review of this new build.
I’m a bit tired I’ll write it later or tomorrow.
hl2_4104_crash_2012_11_23T20_2_47C0.mdmp (86.5 KB)
hl2_4104_crash_2012_11_23T19_55_21C0.mdmp (84.5 KB)

ok, i really like the new implementations and streamlined design, but also encountered a few bugs: When the Aliens finished the HECU or the other way around after the Osprey explosion in C2a5G and the LAV is still intact it tends to ignore me and fires continously on a point at the wall…

It also seems you removed the Harrier take-off scene in C2a5G and the marine ontop the left building with the tank battle in c2a5h which is totally your decision but I really liked them. Still, the game crashes in the battle for me… (may or may not load the mdmp, because usually a new installation fixes this)

Hi again!

I’ve played again c2a5h and I had again a crash.
This time, however, I used as start option “-condebug” hence we have a console log.

I’ve created 2 console log, the second one is more interesting of the first.
They are inside a zip file I’ve attached to this post

Look at the end of the second log(name:consoleLog2.txt ) and you’ll find some very interesting lines:

P.s. @Moderators I had to double post, please do not merge these 2 post.
P.p.s. I’ve sent you a copy of these 2 posts via mail @ nitrotomato
ConsoleLog1&2.zip (15.7 KB)

ok just played through the maps again and have some minor suggestions,(one repost of my last post)

first, some praise the maps are epic so far, and love the fact that you took the idea of explosive barrels for the sniper to shoot at if your behind cover, my first experience with the sniper actually hitting the thing was me hiding behind the big thing because I had 23 health and both a-grunts lived, safe to say I figured out do not stand next to the bomb while there is a sniper.

ok now for the minor grips and suggestions.

on the sniper, think its strange that he keeps shooting where the barrel was even after its blown up, think that first trigger should be disabled after the sniper destroys the barrel if it does so misses 9 times out of 10 which is good, as it gives players warning. on the second on it shoots the none explosive one and that normally sends the explosive one flying but still cool, also noted that one aiming bellow the pipe after that and firing randomly, makes the player want to get out of that cover as getting shot in the foot is annoying.

on the soda machines in the parking garage, think one of them should work so the player can use them as a quick health. also in the parking garage the soldier impaled on the metal looks cool but its left arm seems to be floating at least on my plays it was.

On the security station you really should refine and redo the area, it seems empty and well sort of out of place with some of its elements, example the trip mines and turret. the soldiers where in a fight so I don’t think they would have had time to place them especially with the guard right there. I suggest that you replace the trip mines and floor turret with a ceiling turret right above the stairs and one right above the door, also add more computer terminals like you see in the other security points(on the rail has some good ones). this would at least explain the defenses and give a minor action sequence. (hecu enter security area ambush the 2 or 3 guards there, one guard runs down stairs and turns on the turrets which kills everything). also suggest you put a few armory stile gun rack in the bottom floor instead of the table with special ammo, (3 areas for the armory, one has the ammo and a empty rack above it, one has crossbows and ammo, and the other has a revolver and no ammo)

Had another crash right at the end of your last map. I tried to get the Garg to follow me through the doors to Forget About Freeman, since it was so awesome last time. Unfortunately, he just stood on the other side with his head poking through the wall, ignoring me. I was looking for a way to get back on top of the crashed aerial to go meet him on the other side, when suddenly the place started getting shelled and my game froze.

This ended up crashing my whole PC.
I’m not sure if the log I’ve attached here will contain all the info, but it might help.

Apart from that, I still get some framerate problems in battles (I blame the bees) and have been randomly hearing phantom Snarks in the background. I made a short video with the other minor gripes I have: https://youtu.be/azqps97wGyk
console.zip (5.19 KB)

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.