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

Haha, getting closer and closer. Sorry guys, my perfectionism is getting in the way! I’m pretty sure I’m compiling the “final” build for the video as we speak, unless I find any other problems - so it should be ready shortly.

Heheh, I know how that feels, it’s just the little details you spot a bug and you’re like: “myeah, I wanna fix that…” then on your next play through you spot another… and the cycle continues.

I look forward to seeing a play through of the map, all things considered it looks fucking bad ass, and I WILL add those maps to my client when you decide to release. :slight_smile:

I wouldn’t know how to use it, as I said, I’m an amateur when it comes to coding in Source. Your best bet may be to decompile the map(s) in question Half-Life: Source and take a look at the scripts imbedded inside the events and use something similar for Black Mesa, it’s not the EXACT code, but it’s close, all you really need to do is get a feel for how the code is and then just basically mimic the original script with the variables you can in essence get the effects you want.

Don’t ever let anything get in the way of your perfectionism.

Does npc_grenade_frag exist in the Black Mesa FGD?

It did in Ep2, and it was really useful for scripted grenade detonations.

If it exists in the Black Mesa FGD, I can immediately think of a number of setups you can use to create a mock grenade throw, even without the ThrowGrenadeAtTarget input.

EDIT: No it does not exist in the Black Mesa FGD, but that doesn’t mean you can’t use it. The Black Mesa equivalent entity, according to my experiments, is grenade_frag. It doesn’t appear in the entity list, but you can always create it anyway. It will appear with the “obsolete” icon, but when you compile, it will show up in-game as a live frag.

EDIT2: A grenade_frag entity will accept inputs of “detonate”, and “settimer”, both of which are obviously useful if you want a scripted grenade detonation. Upon spawning, a grenade_frag also happens to have a timer set to infinity, which means it will not detonate until picked up. And by the way, it can be picked up, at which point it behaves like any other live grenade that you can throw back at people… so you might want to find a way around that too.

Thank you for taking the time to look at this for me. It will come in handy if feedback suggests I should switch that scene back to its initial version. Heck, its useful for modders/mappers to know anyway!

My video is rendering now, then I will upload to YouTube overnight. You should be able to see it once I wake up and post the link. I am so proud of this work - be nice! I really went the extra mile for all this, I hope you’ll be as delighted with the outcome of my effort as I am. I’m telling you right now that I didn’t think it’d be half this good when I started. It’s still rough around the edges but I think (and hope!) you’ll agree it’s pretty bloody good, especially for a week’s work. Of course it’s only half finished - I’ve for now pretty much completed C2A5G (excluding testing, soundscaping, optimization, cubemapping, AI/Scripted sequence refinements). I will now begin work on C2A5H, which is the second part of C2A5F (the original from HL). This should be significantly easier than the map I just completed, as the setting is simpler (I have no plans to change this segment majorly like I did with the one I’m showing you soonish), there is only 1 real scripted sequence, and I can merge BM’s existing Garg Chase onto the end of it with a few tweaks of my own. I am working very fast towards a first alpha release for the fans.

I apologize in case any of you did happen to be waiting for the video with baited breath, it took a lot longer than I thought it would (blame my perfectionism partly!). I’ve been working on the map since 8pm (it’s 3am right now). I hope the wait (and all my extra effort) pays off and that you love the video.

After you finish these maps, will you proceed to put in the tentacle and Apache chase?

Looking forward to the video, Dosh guy!

Video’s on the way, along with some new comparison shots, everyone. The first video turned out a little boring I guess and I’d like to explain some parts, so I’m recording a new one with commentary, and I’ll release both. Hopefully you can all hold on until then, shouldn’t be long. And don’t worry about commentary! I’m not going to try to be funny or jokey, just informative - explaining some design decisions and problems and so on.

Good!
If you send me the map, I can do a sfm video

Something like this one I made:

https://www.youtube.com/watch?v=V5cU6qNdDHo

The upload has started, and it’s going to take about 3 hours. Once it’s done I’ll link it here - both to the edited (+commentated) and the unedited version as well. In the meantime, I’ve started work on the next half - C2A5H.

A job well done!

Still refreshing… falling already asleep though T_T

It’s got about an hour left to go. It’s going to be a media bonanza though, I have some new comparison shots I’ll put in the OP and in a post, it’s all looking rather splendid. I’m also making good progress on C2A5H.

Press F5, does the same thing…and go to sleep. :smiley:

3 hours?

are you uploading a 30min video @ 720p?

if you use mp4 or h.264 codec doesn’t take so much…

1080p, h.264. The video’s 15 minutes long ha. I kept the quality high so the video’s about 1.5GB. And I don’t have good upload speed here at all - great download, horrid upload. It’s on 70% done though. Sorry guys, but there’s good stuff on the way, promise!

No problem for me.

The higher the quality the less artifacts in the image itself, so we can see the map is his purest form

1080p…wow!

don’t know if you are already aware of it but I’ll tell you anyway:
In order to force youtube to show your video in hd you must add at the end of link &hd=1.
If you don’t do it, your video will be shown @ 480p…quite disappointing!

Patience child!

can’t wait!

Videos are up everyone! There are 2 versions, an edited one with a not-so-fantastic commentary track from me, and one unedited complete playthrough for those who can’t stand my voice/commentary style. Sorry for the really crappy intro - I just threw it together really quickly. REMEMBER TO WATCH IN 1080P!

Be nice, and if you’re going to be mean, at least be constructive about it please! I’m really proud of my work - both how quickly I’ve finished it and how good the quality is. If the response is good, I will attempt to submit it to the dev team. I have no idea what their stance on this thing is, so your guess is as good as mine.

Edited version with commentary

Unedited version without commentary

I’ve also got some more comparison shots which I’ll update the OP with, but will also post here for those not willing to check:


Turret Scene


First sight of Garage


Top floor of Garage


Looking down onto the road


On the road


Garage, straight after dropping down from Snark Vent


Freeman gets ambushed


TOW Launcher in courtyard


Same thing, different angle


Road leading to big battle


Big battle with Manta Ray lasering an Osprey


Observing the devestation

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.