I’m assuming that bug has something to do with the areaportal not working properly for some people. I can’t remember if the areaportal was something that was already on the map which I reused after decompiling it or if I made it myself. Areaportals get messed up in the decompiling process, so just to be sure I’ve remade and moved it a little bit. I’ll upload a hotfix - those of you getting the problem can download it and see if it helps. Stand by. Should be 10 mins or so. I’ll address other feedback when I post the hotfix.
Heh, no worries. So far, superb work. I didn’t get the short stick with a large horde of aliens to deal with after any of the fights between NPCs.
I don’t have any peeves, besides the bug with the door (and plausibly some issues with optimization).
Edit: Forgot I noticed some clipping issues in the furnace room:
^ The thing sticking out of the floor is the rubble pile outside.
^ These don’t look like it, but they are. Best bet would be to move the entire thing to the left by a few units so they aren’t flush against the wall.
^ That’s inside the furnace pipe.
Hi TextFAMGUY1, again, wonderful work ! But I’m sorry to say I have to be a little mean… As I point some bugs and some little details. I will be a little perfectionnist :3. Let’s go !
c2a5g
https://i.imgur.com/wS5AU.jpg
As you can see, I don’t have major problems with this door but it “mix” a bit with the wall… Maybe you can make the wall thicker ?
https://i.imgur.com/02Yzc.jpg
I suggest to turn off this sign or to break it as we think it’s the exit… and that’s not… But you could also let it like that to trick the player.
https://i.imgur.com/fDlO5.jpg
This problem has not been solved… Did you forget it or can’t you resolve it ?
https://i.imgur.com/KiPkg.jpg
The texture is a bit missed as it is in three parts… I imagine you can’t do anything…
https://i.imgur.com/EYXYZ.jpg
https://i.imgur.com/hcI8S.jpg
As you can see, it doesn’t touch the floor… Can you resolve it ?
https://i.imgur.com/9Sh1E.jpg
The takeoff of the plane is really weird :
- First : when the plane is waiting, the nose point the sky. The plane should be horizontal.
- Second : The plane doesn’t accelerate to take off.
- Third : The animation of the take off is a bit messed as it isn’t fluid.
You should increase the volume of takeoff sound. We can’t really hear it.
https://i.imgur.com/ePYiu.jpg
I had this strange bug after nocliping and return to play normally at the beginning.
c2a5h
https://i.imgur.com/jhydl.jpg
Can it be less smoke ? We can’t really see what the script…
https://i.imgur.com/QetyD.jpg
You should remove this light. We could think it’s the exit.
https://i.imgur.com/UdWrg.jpg
See the metal bar I point with my visor ? You should remove it, it’s difficult to be fast and take cover easily with it.
https://i.imgur.com/Qtopg.jpg
It’s a shame that the door is opening by itself… There is a like a lever on the door, maybe we could open it ? Or the soldier to check if we are dead (he should so shoot us immediately) ? Or maybe the door could be blast by the explosion (you will need a modeler…)
https://i.imgur.com/zjmHR.jpg
I prefer you former version. I like the fact that the wheal is hidden and you have to find it (behind barrel, etc…)
https://i.imgur.com/k2efx.jpg
That’s a good idea but the room is a bit too tidy for a room where a pipe exploded…
https://i.imgur.com/VfZlc.jpg
https://i.imgur.com/Yu7Bt.jpg
Here I find a bug ! It’s seems that something is missing like a piece of pipe or something…
https://i.imgur.com/KIZCj.jpg
The stairs don’t touch the floor. Maybe you could a little step in concrete.
https://i.imgur.com/wxJiq.jpg
The pipes aren’t enough large. It’s seems we can’t jump here (but we can).
https://i.imgur.com/IyRJm.jpg
Weird bug I had with the guard. It couldn’t move anymore… I don’t know if the cause is your map, the BM team or just Source.
c2a5i
https://i.imgur.com/gUFzX.jpg
I think there is one light which shouldn’t be here…
https://i.imgur.com/4bHxo.jpg
During the script, The garg sometimes go through the door. I don’t know if you can change that
https://i.imgur.com/w1kfz.jpg
https://i.imgur.com/VAPT2.jpg
The mortar doesn’t do explosion sprite which a bit weird.
https://i.imgur.com/7QPOb.jpg
https://i.imgur.com/HSiPt.jpg
There is some annoying clipping at this point.
https://i.imgur.com/pQ8NC.jpg
This debris doesn’t touche the floor…
Some suggestions which are only bonus
First :
I suggest to had more destructibles object with the mortar like the towers, the door that the garg open if you don’t kill it… walls…
Second :
As I work in the french translation team, I am a little concerned by subtitles. And there is three places you edit where there is no subtitles :
- The vent before the garage when you can hear the marines.
- The radio on c2a5i : https://i.imgur.com/lpnEW.jpg
- The radio at the beginning of FaF : https://i.imgur.com/UojAT.jpg
A patch made by tsl16b is available for the same problem in other maps like Inbound or On a rail : https://bmtranslate.darkbb.com/t200-subtitles-of-inbound-train-ride-and-vox-system
You should contact him to see how he did. You also can just check the patch, maybe you’ll understand by yourself.
HOTFIX HERE. Can people who were getting the bug with the first door showing the sky on C2A5G download this and see if it still bugs out?
That’s weird, they took damage from vorts in my test playthrough.
And the LAV is a troublesome fucker. It’s a pain to get him working and he’s really inconsistent currently. However, him moving without shooting isn’t SUCH a big deal anymore, because he doesn’t move very far when he comes out. And on MOST test runs (75%) he does fire while moving. I don’t know what causes the problem, I’ve tried all the workarounds I can think of. He’s buggy in general in BM to be honest - the problem is also present in other LAV’s in Black Mesa - but the difference is they scripted it so that the LAVs are ONLY moving when they’re far away from you (so you can’t see their bugs), and you’re their only enemy so it doesn’t cause a problem anyway. It’s a shame. I’m not sure I can do anything about it though I will try.
People keep saying that about the orange doors but there are plenty of orange doors in C2A5D and C2A5F (dev developed) which you can’t open either. I tried having the exit sign broken and it didn’t look good - the green lighting really improved the look and feel of the area. It might mislead the player a little bit but it’s only 5 seconds extra effort.
4 Grunts at once in the TOW courtyard was my intention. If you set up the tripmines/satchels/turret and TOW like it’s fairly obvious you should, you won’t have any problem with it at all. In the video I started that bit with 50 health and still managed to escape with 35, and I’m not even that good.
There IS a working sentry gun in that truck, you just have to pick it up.
The disappearing I hadn’t actually noticed though I did try to script against that eventuality. That’s annoying. I’ll fix it for the next version. I kinda assumed it would disappear behind the building and nobody could see it.
The stuff flickering seems to be a problem with the way the models accept lighting. Don’t know what on my map could be causing it, I think it’s a problem with the models. When I get to a much later build I will compile using static vertex lighting rather than the simple final setting I use currently (which makes compiling lighting go from taking 10 minutes on final to an hour or more). It might fix it, it might not.
I have never had a problem with the entrance to the water tank and I’ve never heard anyone else have a problem with it either. Just crouch and walk into it. Your problem might be because you’re shooting over the hole because you’re walking too fast.
There is a window outside the security office to Barney. It gets destroyed by an explosion about 20 seconds after you enter the gasworks. Take a closer look. It’s a bit of a cue as to where to go. I deliberately made it so that you can’t open that door til Barney does. I don’t think it’s a biggie, just reinforces the idea that the Barney has opened doors for you.
As for the falling down bit, on your picture, there is a rock on the left. I put that there in case players fell down there. Crouch jump onto that and then out. It worked during my testing. Unless I somehow messed up the terrain or the rock.
I didn’t “leave the door open again” it’s not a mistake or an error. It’s how I wanted the scene to be. He opens the door again once the satchel has detonated. I designed it like that, it’s not a mistake. In the original HL1 you walk up to the door and open it from the other side, which didn’t make any sense at all seeing as the door is sealed by a valve. You can’t open those from the other side, it doesn’t work. Him opening it doesn’t make much sense either, but it makes MORE sense. He could be plausibly waiting to see if you come out alive or something. Plus it lets the player know that that’s where they should be heading, rather than through the pipe into the furnace.
There’s a fair amount hidden, but it could probably do with a little more, I agree. I’ll add more for the next version.
It is, I don’t like the idea of it breaking, but I’ll see. It’s not difficult to do, at all.
I’d be very, VERY loathe to put crashing down to my mapping - from my experience it is DIFFICULT to map stuff like that which causes the game to crash. Not saying it’s impossible, but Black Mesa crashes a lot anyway. It does for me at least.
One crash that is DEFINITELY attributable however, is the lump 37 error people keep getting, which is the lump in the BSP file for HDR. I don’t know why that’s crashing, but I’ll investigate it. It doesn’t happen every time.
If you get a crash and you’re using the Windows 7/8 OS, go to the bottom and click for additional details, if it says “client.dll” in there then you’re screwed, it’s not his map (generally), it’s the engine code.
And if you get the crash, be sure to post the details here, so he or the rest of the community can figure it out. Some of these issues are not obscure, you just need to Google them and search for some additional info.
Gonna re-play with the hot-fix (prolly record as well) just gotta spend about half an hour transferring the supplies from one area to the other (the part on c2a5f is NOT easy with my modded .cfg, but I need them if you watched the demo(s))
For those of you who watched the video, I have something amusing to show you.
At the end of the video where I get the Garg to chase me into Forget About Freeman, you see he keeps on burning me when the level transition occurs? And as I go through the door and shut it, it keeps going on? You can hear him still firing as I walk away from that area. When I finished filming I went back to see why it had carried on, and it was still going on! So I opened the door, and the Garg’s doing this:
He completely ignored me when I walked into the room, and just carried on burning the walls, floor and ceiling.
So it seems even Gargantuas can get bored and throw temper tantrums! I found that hilarious.
The one about lump 37 seems to be pretty common. It’s HDR related, I need to try and figure out what’s causing it.
Thank you for your feedback, you’ve spotted a lot of issues which both I and other testers have never seen/reported before! Some of the worse/obvious ones I fixed immediately upon seeing your screenshots, and had never seen/considered before, so thank you for being so detailed. I will try and address as many of the bugs as you’ve listed as possible for the next version, though some are less important than others.
As for subtitles, they’re not a priority for me, sorry. It’s a lot of work in a very unfamiliar area of gaming for me. If someone else wants to take a crack at it, be my guest. I actually have no idea why my work would have messed with the subtitles, but it did.
EDIT: On the subject of the light you said “shouldn’t be there,” I have to ask myself: “HOW THE FUCK DIDN’T I NOTICE THAT?” It’s so damn glaringly obvious and I’ve never noticed it ONCE! Not once! No other testers have pointed it out either! It was on the previous version too! Seriously what?! This is why I need testers like you from the community! I must have played through that map HUNDREDS, literally HUNDREDS of times, and I never noticed it once! Thank you for pointing it out. What an embarrassing error.
EDIT 2: Can anyone who’s got the hotfix let me know ASAP if it has worked or not? I want to get this resolved sooner rather than later, as I need to repackage the whole thing. So I have to know if it works first!
I had a lump 53 crash in ST(BM stuff c2a5a or b)
as you can see it’s quite common.
If you search on these forums “lump” you’ll find a lot of people with this problem.
so… can it be related to bm assets?
You’re welcome =) . I just forget to mention that the wheels of the tank in the last battle in c2a5g continue turning for at least 5 secondes despite the fact that the tank don’t move…
I skimmed this thread and didnt see anyone mention thsi issue so I;m gonna post it, hopefully i’m not just repeating:
sorry for the garbage in the beginining, skip to 0:20 to see the glitches
https://www.youtube.com/watch?v=RhXg29YEUE4
the video pretty much explains itself but in summary… in the gas room thing, the big door is see through (just like the one at the start of the map, however this door didnt become invisible until after this 81b, was fine in the previous release, should help narrow that one down atleast) and another glitch is the steam, I’m pretty sure those are supposed to hurt me right?
[COLOR=‘Red’]Does the hotfix work for anyone? Does it fix the bug with the first door, for anyone who had it with the previous version? Pretty please, I really want to know ASAP!
Thank you for reporting that. That’s really weird, I don’t know why you’d be getting either of those bugs. I checked my version and that door’s definitely there, and the steam definitely does damage. The SDK version shows the trigger_hurts exist, and that the door is there.
Anyone else getting that bug?
I know this happens. There’s nothing I can do about it. It’s the way the tank behaves in BM. It happens on official maps too, but like I said on those maps you’re far away so you can’t see it.
I applied your hotfix then I played your map.
I tried to reproduce the bug with both buttons(tried different to press E in many different patterns) but I wasn’t able to see it.
It seems that your fix works.
If you wanna be sure wait for ChickenProtector and Hecu marine test
You’re having this bug too…
AssKickulater play c2a5g and press the button that opens the door of the car park area and then try press it a lot…
If yes take a screenshot(woulb be better if you film it) and then try to apply the hotfix and test it again
the hotfix fixes the missing door in the beginning of your maps? if so then i was one of the people with the issue and i think i have a save back there, I can check real quick if i do…
Yes, it SHOULD fix the issue, I’m fairly confident it does. But don’t use an existing save, because that can cause problems when you’re using a different version of the map with an older save.
Install the hotfix.
Open the main menu and type “map bm_c2a5g” into the console, that should put you at the start of my maps. Then just go and take a look to see if it fixes the door problem.
Thank you for helping me with this.
Could be the campaign. Gimme a few minutes.
Myeah, figured that was the issue, likely it’s the engine not compiling the inclusion of your new map properly. Do NOT load a save from c2a5f, start a new campaign with the map or changelevel command(s).
Case and point.
Before (with a save from before the integration):
After (with a new one started with the “map” command):
yep, the main door in the beginning is fixed!
as for the team bug and such, is there anytihng i can give spec wise that could help narrow it down to anything?
About the “exit” signs and the lit lamps above the doors: I don’t know why people are misunderstanding so much these assets with gameplay aspects of the game. There are a lot of them in the game, and plenty of them doesn’t mean that THERE is the place you must go. They are only details to bring more feel and atmosphere to the game.
So, some things that people are complaining here about that subject doesn’t make much sense, IMO. People are confusing so much well-made gameplay with just plain babysitting.
The beauty of Half-Life is that you must think to solve puzzles and find the correct path until beat the game. Of course some cues are necessary, but let’s not exaggerate in this aspect.
/rant
Now, TextFamGuy, amazing job you’ve made. The level evolved quite nicely since the beginning of the project. Keep up that good work.
I have some feedback to you, but I’ll make it when I get some screenshots to show.
also, i forgot to post this with the steam and missing door:
meant to walk by there in the video, completely forgot about it though
Container floating in air:
But several vehicles float in the air aswell, they are some where those Gargantuas follow u, just before u leave the building where u can set an airstrike
Erm, your version of the game doesn’t seem to be processing triggers properly.
There are no triggers there in my version when I look at it in the SDK. But that looks like triggers not being processed properly to me. You’re only supposed to see them in editor, not in game.
How have you loaded up the map? You did use the console to load it up right? Chickenprotector just determined that using old save games doesn’t work.
Have you tried reinstalling it? I’ve never seen that error before and it’s never been reported, but it seems very much like an installation bug or an engine bug or something. It’s definitely not processing triggers correctly - they’re in the wrong place AND they’re visible, and neither of those 2 things should be happening.
Thanks for the kind words my good sir, I really appreciate it, and I look forward to the feedback. ANYTHING which improves my maps is welcome, and I’m getting a lot of new stuff already!
Thanks - fixed those the moment I saw the pictures. Those used to be physics crates which I switched for metal ones after I got some feedback. They were floating in the air originally because they’re physics crates - they’d just drop to the ground immediately upon spawning. Now they’re static metal crates, that can’t happen, of course. That’s why it’s like that. Fixed now.
EDIT: Updated the OP with the fixed version of C2A5G. It now comes bundled with the other maps, I repackaged the whole thing with the fixed map.
Possible to add a headcrab in the vents, not everywhere but here and there?
Not possible to place the enemies randomly, cause they are set of fixed places?
I know in BM they have fixed places aswell, but after a while, u exactly know how to react and if they just spawn on other places than before …