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

Okay, the problem seems to be the ladder itself rather than the trigger entity. If I noclip up the ladder’s path instead of climbing it he goes to shake it just fine. Just climbing up the ladder though, he doesn’t seem to register it. I think it’s possibly because the trigger_multiple doesn’t register the “OnStartTouch” input when you go up there via ladder, because you’re technically “inside” the ladder entity when you climb up it, so instead of registering OnStartTouch like it should it just jumps to OnTrigger (that’s just a wild guess). I’ll see what I can do about it.

EDIT: It worked - EXCELLENT. I’m gonna grab some lunch and then shoot the film/release. The Garg is still pretty buggy - his animations are glitchy and strange, but, unfortunately, I think it’s the best I can do with what I’ve been given by the devs. I think the only way to make him better at this point is to fix his AI, which is beyond what I can do. I think as far as mapping goes, I’ve done all I can to compensate for his weirdness in AI.

Looks like I got more stuff to do later today. :slight_smile: Congratulations, man you work fast.

Good job, that bothered me!
You’ve done a fantastic work with the Garg so far,don’t try to overdo.
I’m looking forward to see the video. :wink:

Well done indeed… Good job

If you coudnt fix that error (maybe because of GargAI), maybe you could just delete the ladder, so the player could implent the use of the jumppads a little bit more since they arent used a lot in the game, and besides i remember there wasnt any ladder in the original half-life, just a ramp and a small cylinder to walk to.

EDIT: Ohh wait, ok its fixed now… we’ll just have to see how that pesky gargantua performs in the game! I cant wait for the video release!

Yep, testing run went fine. Putting them all into final compile now (30 mins to compile all 3 maps), then shoot video/release. So, expect it in a couple hours (boy do I say that a lot, and rarely deliver!)

No Valve Time yet! :smiley:

So this is gonna be the linked version, so no longer the unlinked version of the maps, correct?

Yep. Final compile done - shooting the film now. Does anyone know how Source handles level transitions in demos? Do I have to stop the demo before each level transition to prevent the demos from getting broken or can I just leave it filming?

EDIT: It’s cool, found it out for myself.

So, what does it do?

Thanks!

It auto-creates a new demo for each level transition.

Finished shooting the vid and commentary, just gotta edit it together now. Game crashed during the film though which was annoying so some digital wizardry is in order.

U don’t have any luck with it, do u? :wink:

:rage: Some Force wants u to postpone the release every time! :rage:

Video’s rendering now, but it’ll be at least 3 - 4 GB so don’t expect to see it until tomorrow. I will post the download link on here soonish though.

ok!

Can I ask you something?

how do I setup Hammer in order to use BM assets?
for instance, If I decompile a BMmap how can I setup Hammer in order to modify it and compile it?

Thanks!

https://forums.blackmesasource.com/showthread.php?t=14702&highlight=setting+hammer

so…
Is this another beta or is it the final version?

Beta

There should never be a final version of anything black mesa just yet atleast… I think thats what makes black mesa so special…

I would not say Black mesa is final and I will certainly say that ST uncut is not yet final… But Textfamguy will call it when he thinks it is final… I think that is quite a statement to make though given that black mesa will get updated and well it’s complicated at the momment I feel.

Who knows how long the steam integration will take and so fourth… Things will change with stuff included in Black Mesa it’s very hard to see the future eh :slight_smile:

Even if the maps are availble they could need patching to keep up to date with changes in Black mesa i.e. balancing and new AI tweaks so this all has to be taken in to consideration.

still early days in a way

you could go as far to say black mesa was a well polished beta but theres still a lot to fix with the official release and bug list there… Not to mention the problrm child gargantua who keeps throwing his toys out the pram anyway

@textfamguy found this piece of music and thought it was quite good… Any thoughts on a use for it?

https://www.youtube.com/watch?v=GTPBXAMFeW0

This was an omitted piece that’s also good

straight after the satchel scene the furnace puzzle room springs to mind… But it’s too close to the other piece your currently using it’s more in keeping with the original sound of BMS though which is why I posted it.

Final version!?

That’s a good joke!

But in all seriousness, no. Still beta. The next 3 or 4 versions I imagine will be betas. I’m calling it 081b because I’m expecting it to be in beta for a while!

Whether it’ll EVER actually be “finished” or not, I don’t know. It’ll probably end up “finished” in the sense that I don’t want to work on it anymore, or feel that it is beyond my mapping talents/desires to improve it any further, but this sort of thing is never truly finished if we’re playing with semantics.

Everything’s here and ready, but I’m going to wait for the video to finish uploading (which I’ll do overnight so it’ll be ready tomorrow morning), before I release the maps too. Sorted.

You still working on the map now or are you waiting for the next round of feedback? If it’s the latter, there’s really no reason to delay the release, as the youtube vids are really just ads for the general public. Besides, the sooner you release the sooner you’ll get feedback.

3-4 gigs? If you’re using demo’s, then that must be a large file

If you’re using fraps, get something better

How long is it supposed to be?

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.