@ Text,
Wow! What a kick in the teeth. You chipped my tooth, damn it!
Let me start my response by addressing the “waste of time” comment that keeps cropping up. Concerning my time, if I want to “waste” it, which I don’t think I am, it’s my prerogative what I do with my time. It’s. My. Time. Concerning your time, I specifically lay out my feedback in a concise manner with carefully composed screenshots, with the obvious reason being to assist you in disseminating it as easily and quickly as possible. To me, it’s a far simpler process than you make it out to be. The way I see it, it’s read the issue, view the screenshots, decide if it’s valid and worth doing. Simple mechanics, no. A simpler one is not to register an issue in the first place, but that defeats the purpose of what were trying to accomplish here. Besides, you’re not that good, yet. So, either the issue gets rejected outright (which you confirm happens most of the time) or it gets addressed or possibly placed in a maybe category. I don’t see tons of time being wasted, here. Granted, reviewing some 500 issues for OaR Uncut maps A and B alphas can eat up a significant amount of time, I’ll give you that.
You stated that issues 1 through 17 would not be addressed. You also commented that it was a waste of your time because of having to go into the editor to investigate each issue. Let’s have a review here of these issues:
- In the power up room, the arc from this light https://i.imgur.com/VKtGcSJ.jpg originates too far away from it’s body https://i.imgur.com/PqEjzO1.jpg. Also, move the arc point to the end of the fixture, where the terminals are.
Detailed support images clearly showing the issue. Editor not needed. Issue rejected. Next issue.
- In the Carpark level G stairwell https://i.imgur.com/DyWi6r0.jpg, the shadow from the dead zombie can be seen through the stairs https://i.imgur.com/r7ObfS3.jpg and https://i.imgur.com/icz3yy5.jpg
Detailed support images clearly showing the issue. Editor not needed. Issue rejected. Move on.
- The arc from this light https://i.imgur.com/1CQDe7C.jpg originates too far away from it’s body https://i.imgur.com/R7Q1d0e.jpg
Detailed support images clearly showing the issue. Editor not needed. Issue rejected. Next issue.
- On Carpark level 1, can anything be done with these highly noticeable texture seam issues? https://i.imgur.com/nlIIsVn.jpg and https://i.imgur.com/QCk2YHn.jpg and https://i.imgur.com/AMhFa2d.jpg
Detailed support images clearly showing the issue. Editor possibly needed. Issue rejected. Next issue.
- On Carpark level 1, I marginally noclipped into this wall on the left https://i.imgur.com. /pXZeD0W.jpg at which point certain light fixtures and support pillars temporarily vanished https://i.imgur.com/JVb2WKq.jpg. It also resulted in seeing these beautiful vistas https://i.imgur.com/NPh2JJR.jpg and https://i.imgur.com/n3TrZKv.jpg. I was able to replicate the problem. I could still play the level. Running into the vistas brought back the proper textures.
Detailed support images clearly showing the issue. Editor not needed. Issue rejected. Next issue.
The reason I reported issue #5 was because I had never experienced what occurred, either in your levels, the BMS levels or in other games. I was noclipping to confirm that the camera I found buried in one of the support pillars had been removed. Innocent enough. I concluded it was specific to your level and thought it prudent to tell you, as it seemed to be a serious issue, that others may experience.
- On Carpark level 1, sparks from the arcing light above the stairwell window pass through the wall/window into the stairwell https://i.imgur.com/kW5MN2U.jpg
Similar instances previously reported, with almost all being corrected. Editor not needed. Issue rejected. Move on.
- In the Carpark stairwell, consider centering all of the ceiling lights between the wall and the middle support pillar https://i.imgur.com/fEVmYCW.jpg and https://i.imgur.com/1ZRxLyj.jpg
Detailed support images clearly showing the issue. Editor not needed. Issue rejected. Next issue.
- Any chance that the doors in the Carpark stairwell can be made to open towards the wall and not towards the center of the stairwell?
Editor not needed. Issue rejected. Move on.
- In the Carpark stairwell, consider adding a light to illuminate this darkened area https://i.imgur.com/lD1dw9q.jpg and https://i.imgur.com/Wssk6Ec.jpg
Detailed support images clearly showing the issue. Editor not needed. Issue rejected. Next issue.
- In the Carpark, consider correcting the issue with light appearing directly above/behind almost all of the fluorescent lights https://i.imgur.com/Ucau9zV.jpg and https://i.imgur.com/dxrAurp.jpg so that they appear like this https://i.imgur.com/AgmGsJF.jpg and https://i.imgur.com/ywb38U2.jpg
Detailed support images clearly showing the issue. Editor needed. Issue rejected. Next issue.
Rejection of issue #10 should be reconsidered. There is one fluorescent light that closely resembles how a real-world light functions and is visually accurate.
- In the Carpark level 1, there are two instances where the flashlight causes painted lines to become obscured https://i.imgur.com/k15v5jT.jpg and https://i.imgur.com/ywXQqDC.jpg and https://i.imgur.com/OgHSL3M.jpg and https://i.imgur.com/fXnVWfp.jpg
Detailed support images clearly showing the issue. Previously reported and is engine related. Editor not needed. Issue rejected. Next issue.
- In the Yard, consider illuminating the light above door number 3 https://i.imgur.com/7Flp04J.jpg in order for the blue crate tarp to display a nice lighting effect, like at door number 1 https://i.imgur.com/OEGTALb.jpg
Detailed support images clearly showing the proposal. Editor not needed. Issue rejected. Move on.
Issue #12 was a suggestion and not an issue.
- In the Yard, there’s a texture anomaly on the ground to the right of these blue crates https://i.imgur.com/K5pXSqn.jpg and https://i.imgur.com/nQAAbxa.jpg and https://i.imgur.com/jZgGcTj.jpg
Detailed support images clearly showing the issue. Editor likely needed. Issue rejected. Next issue.
- In the Yard, this military crate https://i.imgur.com/UKrlPEO.jpg clips into the blue crate https://i.imgur.com/YhtgUOT.jpg
Detailed support images clearly showing the issue. Editor not needed. Issue rejected. Move on.
- In the Garage, some alien material clips through the ducts https://i.imgur.com/DlyP2Lw.jpg and https://i.imgur.com/qhbfr80.jpg and https://i.imgur.com/9mfRQxN.jpg and https://i.imgur.com/PPnCMkE.jpg
Detailed support images clearly showing the issue. Issue previously reported. Editor not needed. Issue rejected. Next issue.
- In the Garage, can the shadows be removed from these objects? https://i.imgur.com/UZsyi0J.jpg and https://i.imgur.com/rYydY8I.jpg
Detailed support images clearly showing the issue. Editor not needed. Issue rejected. Next issue.
- In the Garage, consider repositioning these large blue crates https://i.imgur.com/RPTn0ag.jpg so that they are clear of the roll-up doors, and don’t block them in any way.
Detailed support images clearly showing the issue. Editor not needed. Issue rejected. Move on.
To summarize, based on my assumptions and the nature/complexity of the issue, editor use was required on 3 out of 17 issues. Not so bad really, time wise. Not so favorable, from an issue-accepted-and-corrected perspective. Was time wasted? Obviously. Was a lot of time wasted? In my view, strictly related to the review of feedbacks, absolutely not.
Now, let me comment on some other observations you made:
- “Any chance that the doors in the Carpark stairwell can be made to open towards the wall and not towards the center of the stairwell?” No. They open both ways to make it less frustrating for the players to both access and leave the stairwell.
You’ve misunderstood me here. I don’t have a problem with the doors opening inwards and outwards. It’s the fact that when the door opens into the stairwell, it should open towards the stairwell wall and not towards the middle/center of the stairwell. As a result, the player does not have an unimpeded, straight line to the stairs leading downward, he/she has to step around the door because it doesn’t fully open. It’s in the middle of the stairwell and in the way. Conversely, if the door opens inward towards the wall, the player has a direct and unobstructed path to the downward stairs. It’s just a more safe, efficient and logical door mechanic, especially when dealing with a large group of people who, for arguments sake, are being evcuated or chased by something. Anything familiar come to mind?
- “In the Garage, some alien material clips through the ducts i.imgur.com/DlyP2Lw.jpg” Unfixable. Do you really think I would have left this if it were not fixable? The Alien moss in that vent is a full, entire model. Because it is a model I cannot edit it in any way. It cannot be repositioned because it’s already in the dead center of the vent. Moving it more to the other side makes most of the moss on the right side of the vent clip all the way through, which renders the model pointless. There’s nothing I can do. It’s a fairly hefty bug, and I’m not happy about it, but it isn’t fixable. The only way to solve it would be to make the vent 8 units thick so it doesn’t clip through, but that would be ridiculous.
It’s a case of the issue being high up and out of the way and me wrongly assuming that it went unnoticed by you. I should know better. But, you have missed even obvious things in the past, so it’s really me keeping you honest. I miss the days when you responded to each submitted feedback issue. Thanks for the explanation.
- “In the Garage, can the shadows be removed from these objects? https://i.imgur.com/UZsyi0J.jpg and i.imgur.com/rYydY8I.jpg” Would you just prefer it that every physics model doesn’t have a shadow? Because I’m pretty sure most people would consider THAT a bug. Let’s reference what your-name-here said:
“Also many of your other bugs are all about shadows. Much of those aren’t due to Text but the engine itself. He’ll disable the shadows and then he’ll get bug reports (from a certain someone) saying certain objects aren’t casting shadows”.
Spot on.
Almost always, I ask that odd/ugly or nonsensical shadows be removed. A good example is three vending machines side-by-side, two have shadows but the third one doesn’t. Non-physics models with different shadow attributes. Same scenario with three large non-movable cabinets. Or shadows that contradict the position of the light source. If you see this often enough, it partially damages the immersion factor. And your-name-here actually missed a spot. To the best of my knowledge, I’ve never asked that a shadow be removed and at a later date ask that it be re-added, and I’ve never asked that an object be given a shadow.
- “In the Garage, consider repositioning these large blue crates https://i.imgur.com/RPTn0ag.jpg so that they are clear of the roll-up doors, and don’t block them in any way.” Why? What would be the point? The other side of the door is blocked already by crates on the other side. Why does that one need to be unobstructed? Again, another pointless report.
Here’s my take on this. When the crates were delivered, would someone working in the garage decide to have them placed where they would be in the way? Not likely, especially when there’s no forklift or pallet hand truck readily available. Do you see either one of these in the garage? I would expect that the number one rule in a garage is “DON’T BLOCK THE DOORS!”. That, and I’m sure no smoking near gasoline is high up on the rules list. Yes, there are two other doors, but I think the mindset is to have maximum options available at all times. The crates and stuff outside the door in all likelihood were placed there after the garage workers ran off, were evacuated or killed. Does all this sound plausible to you? The real purpose of the crates is to serve as cover from fire for the player. Makes perfect, logical sense gameplay wise. Placing them so that they don’t interfere in the day-to day workings of a garage makes it believable real-world wise.
- “In the TOW yard, from a consistency/common sense perspective, consider placing lights above the following doors.” I have a policy of trying to place lights only above important doors. Placing lights over every door would overload already demanding sections of the very open map.
Understood. I’m all for reducing overloaded demanding sections, especially the helipad area in level G. What a performance whore it is. It makes my hi-end computer sweat like a glass blower’s arse.
- “In the TOW yard’s new parking lot, consider shifting these handrails to eliminate these overhangs i.imgur.com/oMGMLMv.jpg” Yet another totally insignificant bug which can only be seen by noclipping. I don’t care how you justify it - if it can ONLY be seen via noclipping, it doesn’t matter in the slightest. No normal person will judge my work for errors which can’t be seen during normal play.
I disagree. In today’s highly competitive job market, I expect that a video game employer, in order to find the best possible candidate, certainly looks at the work done along a level’s beaten path. Extending that mindset to areas away from the beaten path is what gives one an edge.
- “In the TOW yard, consider removing the two angled support legs from this fence https://i.imgur.com/7CP3XET.jpg. The fence’s appearance would look much neater.” It’s part of the model. It cannot be removed. It’s kinda remarkable how much I have to tell you this. I can’t edit models. I’m not a modeller. REMEMBER THIS.
Bad wording on my part. My intent was for you to use a model version that didn’t have the two support legs. I suspect that if one did exist you’d have used it. What about using this fence model https://i.imgur.com/aVna5kI.jpg? Comes in a four-section version like the current fence. Is no barbed wire a deal breaker? Too tall? Clip it into the ground like the current one. Actually, security with the current fence can be easily defeated. All one needs to do is climb up on the adjacent large tank (it’s the same height as the fence) and jump over the fence. Must use the current model for all compound perimeter fencing? Meh. Who’d notice if you didn’t. :rolleyes:
Relating to requesting model replacements, models come in different sizes, lengths and colors. I know you’re not a modeler. It may sometimes appear that I am, but I’m actualy not asking you to model. I’m inquiring if an alternate model exists, that may better suit a scenario. I don’t know what model options are available. Also, I don’t know what the capabilities of the Propper tool are. Also, a model which you consider good may not appeal to others, hence the reason for the feedback. It’s a means to have you consider an alternative option/perspective, especially when there’s numerous requests to do so. In the end, I expect you’ve investigated the alternatives. However, again, it’s read, view, move on. No editor use, minimal time needed.
- “In the TOW yard, the right side of this upper military crate https://i.imgur.com/FCdIQH4.jpg is “floating” above the lower one…” Extraordinarily insignificant, and nearly unfixable due to the way the models are designed.
Which one is it, extraordinarily insignificant or nearly unfixable? Both? That’s not the case. The upper crate is a stand alone model, is it not? If so, then the issue is fixable. I’ve even told you how to fix it, although it’s not rocket science. Shift the upper crate a few inches to the right onto the other raised portion of the lower crate. Tada, issue fixed. Don’t want to fix it? Then extraordinarily insignificant is the real reason.
-
Great to know. I’ll try and keep these points in mind going forward.
-
“At the Heli yard, consider replacing these odd looking access hatches https://i.imgur.com/DDc8B61.jpg with the normal pebbled steel type, or possibly remove them altogether.” This is the standard hatch overlay used throughout Black Mesa. Sometimes it feels like you just make stuff up. They don’t look odd at all.
Yeah, they do. They really do. An obvious difference of opinion. Access hatches are important and should be easily visible. But they shouldn’t stick out like a sore thumb. In a clean and busy office scenario, use the ones that are camouflaged, but in an industrial/warehouse environment or an out of the way seldom traveled location (like a roof), gimme the color-matched good ol’ pebbled metal type. The real reason the camouflaged types are used, is to avoid the extra game coding that’s needed so that the player’s footstep sounds change to “metal-type” when walking or running over one. Save on resources. I can appreciate that.
- “In the Heli yard’s new offices, the amount of blue light emitted by the computer monitor with the BSOD is way too intense. Consider toning it down a lot.” Again, it just comes across as you making stuff up so you can have more points. The light is the exact same as the one found on C2A5F. It’s consistent. If I toned it down I reckon someone’ll have a go at me for it being inconsistent.
I’m reacting the same way others have (at least on two occasions). When I saw your screenshots prior to release, I thought “What’s up with that. A screenshot with texture issues”? There’s no way that in a large room with ambient daylight, that doors clear across the room from the BSOD monitor would have that amount of blue light on them. Even a trace of blue light is pushing it, but I’m reasonable. I simply asked that it be reduced. It’s overkill the way it is now, for the sake of having a cool visual effect, that’s easily visible. I’m all for cool visual effects. Where do I sign-up. I’m sorry, but it doesn’t work for me. I’m certain that even by toning it down (try halving it and see how it looks) you’ll still achieve the lighting mood you’re looking for. This isn’t overkill https://i.imgur.com/5ObLggi.jpg? Really?
- “In the Heli yard’s new offices, sufficiently raise the height of these electrical panels” This is an issue which is present throughout the entirety of Black Mesa, and it’s due to the way the model is designed. It’ll have to be lived with. It’s actually present in lots of Valve games too where they use this model. Besides, if the panels were higher, they wouldn’t be accessible for maintenance, and we know how much you don’t like that!
Raising them up to the ceiling will make them look considerably better than how they look now. You do want a better look, right, especially when it’s easy to attain. The hallway ceiling isn’t overly high, so they’ll be only slightly higher than they are now. And Black Mesa has ladders. I’m certain I’ve seen some. Unfortunately, I’ve found that they’re usually floating above the ground, but that’s another issue altogether that doesn’t concern you. Hey look! Here’s a ladder right next to the electrical panels that we’re talkin’ about https://i.imgur.com/xRl0r4N.jpg, but yours isn’t floating above the ground. @Text: Good work! 
- “In the Heli yard’s new offices, this office divider https://i.imgur.com/8CkYQFH.jpg hovers substantially above the other office equipment i.imgur.com/Ygez901.jpg” Physics. Interactions.
Well, seeing another pile of furniture which looked perfect, I thought you could do something about the one in my feedback.
There really shouldn’t be a reason to jump into the editor for the majority of my feedbacks. Actions, if any, can be easily determined by viewing the detailed screenshots. Again, it should be a simple process. Read the issue, view the detailed images, accept or reject, correct the issue or move on to the next one. Heck, I’m sure there have been occasions where you don’t even finish reading the issue, let alone view the screenshots. I highly doubt that there has been or will be a major amount of time used within the editor when my feedbacks are reviewed/considered. It doesn’t merit it, or is necessary or makes sense to do so.
Concerning my multiple feedback submissions for the same issue, it comes down to guarding them from falling through the cracks, coupled with your previous admissions of forgetfulness/oversights. God knows you’ve got a lot on your plate, both real life and gaming related. With that in mind, I want to ensure that each issue reaches your eyes for consideration. There was a time when you provided a response for each issue that was submitted. Understandably, those times are gone. Your projects have grown too large for that level of response to continue.
Relating to requesting model replacements, models come in different sizes, lengths and colors. I know you’re not a modeler. I’m not asking you to model. I’m inquiring if an alternate model exists, that may better suit a scenario. I don’t know what model asset options are available. Also, I don’t know what the capabilities of the Propper tool are. Also, a model which you consider good may not appeal to me/others, hence the reason for the feedback. It’s a means to have you consider an alternative option/perspective, especially when there’s numerous requests to do so. In the end, I expect you’ve investigated the alternatives. However, again, it’s read, view, move on. No editor use, minimal time needed.
Speaking of time, I’ve spent enough of it in formulating this response. Let me wrap this up. Please accept my apologies for the angst, consternation and the additional work that I’ve caused you. It certainly was not my intention to be more of a hindrance than a benefit to you. I’ll take your latest statements to heart and will endeavor to provide you with the more useful feedback, the kind that you’re looking for. It kinda pains me to do so, but you have spoken and I should (want to) cooperate. You’ve created something very special works here, and I’m grateful and cherish being a part of it. I enjoy our rapport and highly value our friendship and the working relationship we’ve established, and hope that it continues.
I’ll be momentarily concluding my feedback for ST Uncut v2.0 beta (save for one issue that I’ll submit separately) and look forward to your release of v2.0 final, and later on, the release of materials related to OaR Uncut.
Onwards and upwards! Continued best wishes for your ongoing project developments.
