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

No offense meant, but the garg is FAR more quick than in HL, it’ll be hounding your ass the entire way and some of us will likely get our asses fried before we even get over that fence. What I do think should’ve been handled a little better is the destructible props laying around the courtyard…

For the mods
Is is possible to create a new thread on Leak-Free for the C2A5G-I alpha test that only the selected testers can access? I think it would be more helpful to post our collective ideas in one place and bounce them off each other to get some sort of consensus rather than flood Text’s inbox privately (there’s finite space for messages anyway).

For everyone else
How do you access the console from Black Mesa, turn on god mode and turn on no-clipping for the purposes of testing? I’ve never used these features before.

~ key is console

sv_cheats 1 turn on cheats
god
noclip

for easy use

bind key “cheat”

none taken… Black mesa is different for sure but i found i had plenty of time as soon as i was out the tunnel… The margin needs to close again by delaying the player allowing the garg to catch up.

I think a valve hatch is probably the one… As you exit the blast doors the garg gets stuck at, the hatch should probably be near the doors you cannot get through on the left… with the courtyard fenced off along the right… another good thing would be so that you can only open the hatch facing the blast doors the garg comes from…use of a railing on a raised concete platform with no railing facing back towards the blast doors That way you see himm get out and start coming for you again…

The fence can be broken off screen while in the pipe when heading for the canal underground in the pipe… Use of sfx and make either a fake fence thats bent an broken on an invisible lift to replace the unpassable one… Or have one section as a prop physics… anyway you never see the garg actually break through the fence as he will be waiting by the canal when you come out the pipe.

@Wangman You need to go under options and click on keyboard and it would be under advanced (lower-left). Check the box that says “enable developer console” then follow darkone’s post.

FamGuy has these options:

1- create a mail account for the project: e.g. ST_uncut@gmail.com .
2- Create a google group
3- create a dropbox account
4- open a bitbucketbug tracker

enable dev console or Right-click on BM, Properties->Set launch options and write -console

(must use sv_cheats 1 )

Cheats

god - enemies are harmless

noclip - fly and pass through walls (this cheat can mess up scripted events!)

impulse 101 - all weapons

give ## - to get the ## weapon: e.g. give weapon_tau

notarget - enemies will ignore you but not other npcs (it’s useful for testing)

Disable cheats
sv_cheats 0

^ Either option will work.

There’s a few inaccuracies and additional info. Notarget will make all NPCs ignore you, not just enemies.

Give will also work for NPCs (so will npc_create). We need an entity list… could go for manually spawning things, just need the entity names for ammo and the like.

Getting there guys, I’m thinking I can release tonight but I thought that yesterday and look how that turned out! I’m doing soundscaping now, and goddamn, it’s so much easier than in multiplayer games! Having been used to making CS maps with complicated buildings, I can safely say that soundscaping for linear single player games is an absolute treat in comparison! I’m thinking a few hours max, though C2A5I still needs some work - not happy with the garg chase yet (though it is already better than BM’s original version, I think).

great news… Are you doing a video?

I’m going to do a big fat media release alongside it and likely a walkthrough of the entire 3 level set, so those who aren’t alpha testers still get to see what it looks like. I am on track, I think. My understanding and ability to manipulate hint brushes is infantile, however, so the maps aren’t going to be brilliantly optimized.

Wait… hold on…I mean Bisasour with a question mark!

Have you fixed the garg chase?

is it accettable for your (high) standards?

Thanks to everyone for providing me w/the console commands!

Text, I think I’m just gonna pm you my suggestions on your BMS account if we can’t get a private thread going…that is if I’m even on the alpha test. Just spent all night finishing my damn literature review paper and I’m going to bed. If you release tonight, I’ll be able to play for sure.

There are some things about the Garg chase which can’t really be fixed by adjusting the mapping. His AI and pathfinding just aren’t that good - no amount of extra nodes and navigational assistance (such as my invisible ramps over the pipes) can fix that. It’s probably a limitation of the Source engine and its AI rather than the devs, I hasten to add. There are 2 things holding back my Garg chase: I can’t get his entrance to be as impressive as I’d like, and he still gets confused (though not as badly anymore) by those damn pipes. Disabling collision on the pipes and adding an invisible clip brush (everything clips on it) in their place seems to have helped a bit. Other than that I’m pretty happy with it.

Mapping’s going…not so good actually. Had a lot of problems with C2A5H areaportals though I think I’ve finally sorted all the leaks and the map is compiling fine. Then it’s soundscaping and cubemapping and that’s C2A5H under wraps for the time being. Then I’ll do C2A5G which should be a bit quicker, and finish off C2A5I.

Quick update: A release tonight is looking increasingly unrealistic, though I am making good progress - C2A5H is basically done. This good progress, though not good enough for a release tonight, DOES however, mean that a release tomorrow is certain. I CAN guarantee that.

Fantastic piece of work ! I am really glad of your progress. Are you going to remake bm_c3a1 or you finish on bm_c2a5i ?

One last request until your update textfamguy in the room the agrunt smashes the hecu through the wall can you encourage use of the crossbow by dropping some ammo in this area… the crossbow is the best weapon here for picking off enemies.

While I do see why you’d think that, I think he could just put a download link here so we could all have a play with it. Because, more people means more criticism, which could make way for improvements.

And because we really want to play it

His proud about his work.

He has choosen a select group of testers.

It’s a common thing people want to test, play, whatever the latest software, drivers, maps, games, even if they are in still in a testing phase…

But it’s also a common thing, there is a lot of negative critisism about those stuff, even if they know it’s still alpha or beta…

Bad impact on those who make it!

More feedback does not equal better feedback. In fact I’ve received plenty of unhelpful feedback in this thread too alongside the useful stuff.

I’ve chosen my testers, primarily based on their contributions to this thread. This way I know who’s going to give me good feedback.

This is a closed alpha. I will not put a download link here so everyone can play with it. I will not make this available to the general public until I am satisfied it is of good quality. I cannot do that without the help of other testers. So no, sorry. I understand that you “really want to play it,” but I don’t want anyone to play it until it’s of acceptable quality. This is Black Mesa, after all, Black Mesa is the DEFINITION of that statement. I’ve kept you guys waiting, what, nearly a month? That’s nothing. I’ve worked hard and very fast, I think the general public can wait another week or two! That’s about how long I foresee it taking before a proper release!

Progress is slow, but I am definitely going to be able to release tomorrow.

And did you implemented military airstrike just before forget about freeman as I asked before ?
It was in Half Life so I think it would be good if I see it in black mesa. Besides radio guy says they are commencing airstrikes but we don’t get to see it in black mesa, so what’s the point of this military information from the radio ?

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.