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

Where Barney needs to open the door:

  • three green lights (purpose?), I think one at the door is enough :slight_smile:

Where soldiers shoot on the vent (garage with cars on lift):

  • They shoot holes in it, so u see little yellow marks coming through the vent, the vent falls down and the marks are still there and fade away

Refer to this… A little more clarification on that, don’t try to load it from a save (before integration of the map) on bm_c2a5f.

Well just went to install the maps and don’t know if it was media fire or what but got the federal computer crime unjt virus scam i had seen it before went to remove it and my computer is glitching out and practically dead as i was having to force shutdown and well bad news for me so won’t get to test it this time round will be fixing or getting a new bundle was due an upgrade anyway so perhaps not too bad it will force me to upgrade but the video looked good or the laptop

so will keep track via my phone for now

I hate that shit> :frowning:

You can use an antivirus version for cd or usb and then boot it.
This should solve your problem.

If you need more help ask…

Edit: Ronster,I usually check everything I download with antivir and Malwarebytes and there was no problem at all with TexFamguy1’s files

It is possible to make the hatch-door fly off the pipe and fall on some place of the room as a result of the pressure of the satchel explosion? Sounds more reasonable than an openable inside, I guess…

(example: Do you know The Matrix movie? There is a scene which Neo and Trinity put a bomb inside an elevator shaft, and when the explosion happens, the elevator door flies off the place when everything explodes. Unfortunately I didn’t find the video to ilustrate the example.)

I think the problem is that the hatch door is opening by itself… Like a ghost open it…
I don’t like the idea we could open it from the inside as it isn’t logic. I propose to extend the script : the soldier open the door, throw the satchel, close the door, wait the end of the explosion, and open the door to check if Freeman is dead, he see you and start to shoot at you.

So how are you supposed to get through with him camping the pipe?

Shoot at him through the pipe, throw a grenade. Shouldn’t be too hard.

Also I’ve been meaning to ask, this thread isn’t called just ‘Surface Tension Uncut’ and I don’t remember exactly, but that implies you’ll be doing extensions of other chapters too. I could be totally wrong but I was just wondering if you were planning on doing anything else once ST is fully finished?

Lots of comments been posted here and I’m working to get a new version out the door by the end of the weekend, and there’s so much I simply can’t address things point for point. So I’ll go over general stuff.

Firstly, thanks to Conti for his incredible photoshop mockups and some fairly decent points. Then also thanks to Wangman for being so damn detailed.

I will definitely make the early Vort fight at the 50 cal more challenging (though I left it how it was in Black Mesa anyway).

I will also make it so that the HECU starts shooting at you when he opens the door for the Satchel Pipe scene, it just makes sense- he’s checking to see if you’re alive. It may be a little brutal for the player, but so be it. It’s easier than redoing that part of the scene. I will also move the boxes back to their original position and have it as a jump up puzzle. This should kill 2 birds with 1 stone -the HECU will no longer have cover, so should die to the aliens, and the ladder problem is gone for good.

I’ll address much of what Wangman has said as he’s been a constant in this thread - and he’s reiterated much of what others have said:

C2A5G/General

On the issue of the roads blending in, I will not change it. I never thought it was a big deal and I still don’t. Having just spent 5 minutes looking through C2A5D, C2A5E, and C2A5F, it is rarer for the devs to blend the roads than it is for them too to have them elevated about the ground. Most of the roads on D, E, and F are elevated like mine are - because it’s an easier solution. Plus it’s simpler - the displacement alpha blending makes it difficult to line the textures up. It’s far too much work for far too little a reward - and it is already currently consistent with much of Surface Tension ANYWAY.

On the subject of my maps being messy in the editor - again that’s going to be hell to clean up and it’s not worth the trouble. It’s not shockingly messy. Everything still fits on Grid 1. C2A5E is actually similar in messiness to my maps.

I will try and stack the battles more in favour of the aliens as the HECU DO win too much now - but it’s hell to balance these things. So many variables involved. I have fixed up the LAV scene now and it looks/plays much nicer.

The Harrier’s takeoff is just FUCKED. Plain and simple. I’ll do what I can but it’s not easy to do stuff like that in a 3d skybox where you’re working with very confusing scales.

You keep bringing up optimization problems Wangman, but I’m pretty sure it’s a placebo effect/bad luck. I’ve done NOTHING whatsoever that could harm optimization, or even impact it. In fact, I’ve DELETED props and brushes in quite a few places to streamline the experience. There’s probably another explanation.

C2A5H

There is a dead grunt torso by the wall. It explains the explosion.

Again the FPS drop is probably a placebo effect - I REDUCED the number of NPCs and altered nothing else optimization wise.

You say the door to the guard house by the end door should be locked as well, but that doesn’t really make sense. It’s just supposed to be the place where the guard can sit and monitor traffic, and seeing as it has 4 great big windows I don’t see why it would be locked anyway. I will however make them broken windows as it might look quite cool. I’ll also put some security controls in there.

The blue door at the end needing to be unlocked by Barney is a bit of a moot point, seeing as you can climb out the window you came in. You don’t get trapped in the room. I may or may not address that.

C2A5I

The Garg’s clipping issues with prying open the door are BM’s issue, not mine. They designed that scripted scene. Moving it back causes more problems than it solves.

The Garg’s patrol paths have ALWAYS BEEN, and probably will always be messed up, due to the way path_corners work, and due to how screwy his AI is. There isn’t much I can do about it. I have already explained this.

I cannot improve the effect of the shells hitting the water. That is BM hardcoded, nothing to do with mapping.

As for your complaints about the line on the tunnel leading to FaF, that’s how it is on Black Mesa’s version. As it’s not my intention to mess around with those areas, I won’t.

Overall

I’ve been addressing minor bugs as I’ve read them in the thread, so I won’t really go into that. My biggest concern now is balance, and making sure that all the sequences work properly and consistently. The helipad encounter seems to be the one which ends up screwy for most people, due to the LAV being so goddamn uncooperative. I’ve already taken steps to alleviate that.

Once I get the new version out it should also be quite an improvement over 0.81.

A Harrier can take-off vertically, maybe possible to change it to this?

Thanks!

you could just replace the harrier take off with a group of helipads and 3 ospreys… would make more sense that the copters are taking off from near the base than the jets. also would be easier.

Hey Text thanks again for your hard work.

I’m editing together the two videos I recorded that make up my traverse of c2a5g so the first of three parts should be up later today.

However I want to share screenshots…since you know that’s my thing…of an experience on c2a5i which was rather unexpected and humorous.

You see I was taking awesome screenshots of the Garg chasing me through the tunnel by moving backwards to get nice shots of cars explosions and garg when I realized if I didn’t get serious the garg was going to toast me…so I turned and sprinted for the exit and he was right on my butt…and my HEV was gone and my HP dropped to 4 - but I had made it. He had to pry his way through the doors which gave me time if I so desired to use the pad or ladder to get the health packs.

Except I heard something rather bloody ominous…and turned to find THIS!

Now take a look at those doors in the background and the Garg wastes my ass in glorious fashion.

That’s right they’re closed apparently the Garg leapt on my shoulders for a ride through the doors or something.

And then he did this…

Epic my man…epic.

Look forward to finally sharing a vid from gameplay on my dying Compaq Presario later. Once again…fantastic work.

Okay, that’s quite hilarious, but also very strange. How the heck did he get through there? I’m gonna have to try and reproduce that to see what causes it, he’s supposed to be grabbed by the scripted sequence the moment he reaches that door.

Did you do anything…strange when you went through that door? It doesn’t sound like it. Did you notice anything weird?

In other news, I’ve addressed most of the minor feedback from testers, and I’m currently working on optimization. Hoping to squeeze some frames back into existence with the next version. So far I’ve come up with an INSPIRED occluder placement for C2A5G, so I hope there’s more to come.

Mm, I noticed a few crashes. I think it has something to do with the entity targeting as each time the Grunts spot me and aliens spawn in, the engine crashes. (4th occurrence – it’s in the fight just outside the parking structure)

jsut a note that bug with the door has nothing to do with your additions to the chase. I have had it happen 2 times both of which where before adding your map pack, think its something messing with the script for it prying the doors open, something interrupts it and instead of blocking it on the other side its just TPed to the court yard. think it was done on purpose incase the player some how breaks the scripted sequence.

Nope all I was doing was sprinting my ass off and hoping I didn’t die.

Unfortunately this is not an instance where I was recording whilst taking screenshots. So the video from c2a5i (I’ll hopefully post tomorrow) while appropriately epic will not shine any light on the situation.

Currently uploading my c2a5g vid to youtube will link when it’s ready.

Hi Text!
I had finally a chance to make a full playthrough of this build of your work(hotfixed).

I started from c2a5f in order to test the transition with the new map(I used noclip).
I made also a save game of c2a5f just before the transition with c2a5g so anyone else can test the transition(it should not cause any problem):
I’m gonna attach it.

C2a5g[/SIZE]
Problem with transition
During the transition I noticed this:

END OF c2a5f


Beginning of C2a5g

You forgot to leave the door open.

About .50 cal fight in c2a5g
There’s always a smarter vort that hides himself behind the corner and you have to leave the .50cal zone to kill him otherwise the following wave of vorts doesn’t spawn.
Can you place an invisible wall only for Vorts?
I haven taken a pic of this smart guy

Leg-less zombie ambush in car park area
I had a pop-up with the spawning of this zombie

hl2.exe crashed in the 2nd scripted fight
I was walking toward the broken wall to watch the second fight between Hecu and aliens( in the courtyard).
After few seconds BM(hl2.exe) crashed.
I’m gonna attach the mdmp file.

Ragdoll hecu
In the car repair area, where are the hecu, I’ve seen one of them(that one nearer to the vent) for a very small fraction of a second in a ragdoll position then he started to move properly.
It seems an error of Source but could be related to the way you have mapped this part.
Sorry I have taken no pics about this glitch but it happened so fast.

Well about the last scripted scene(Osprey fight) I’ve seen issues that ther testers have already reported:

  • LAV shoots but remains still.
  • The only 2 npc remaining were a vort and the LAV:
    The vort stood in front of the LAV shooting his green beams(but he can’t kill it!) while the Tank could not kill him because the vort was under its range of fire(.50 cal).
    This scene lasted a while then kill them.

I have to say that this version of c2a5g(hotfixed) is less stable of previous build.
Sugg: Can you reduce the number of vort and replace them with some AlienGrunt?
You would be able to wipe out the hecu easily and you would also reduce the cpu stress.

C2a5h[/SIZE]

This map seems more stable than c2a5g.

Massive Scripted fight
The fight is not clear, there’s too much fog and this fog has a strange visual effect on the aliens.
Could your reduce it?
In this fight you have a frame loss but I guess you know it.

Visual glitch in with the water
Here’s some pics that explain the problem(look at gordon’s arms and shotgun)


There’s just more thing I have to say about this map:
In terms of gameplay this map is your masterpiece!


c2a5i[/SIZE]

This map works quite well It’s stable.

As other testers have reported there are 1 or 2 hecu that are still alive after the Garg roars and starts to chase you.
Sugg:Can you script their death when the Garg appears:
it’s full of smoke, so this script should work properly.

Table visual glitch
For some reason I have a regression.
In this version of c2a5i and in the BM version of the Garg chase I have a very bothering flicker on the tablet(it’s a known and common issue).
In the previous version of your map, there wasn’t the flicker.

I hope that this very long report will help you.

Edit: Can’t upload the savegame I’ll send you at nitrotomato
hl2_4104_crash_2012_11_16T18_37_15C0.mdmp (84.3 KB)

Why change that vort? It is cool to see at least one of these smart guys on the alien side. I wish I could see more of those in the chapters!

that and they have to come out to attack. so the smart vorts aren’t much of a problem, just stay on the gun.

As I pmed you about the osprey parts, something to do about the physics system.

@eli:

Door
That’s left over from the BM dev team, the door can’t be open or you’ll see the skybox. Best bet would be to put a level transition in the tunnel before the .50 cal fight for the previous map.

Water
That’s an engine bug e.g. it occures in Half-Life 2 as well. Not much he can do about it besides lower the water level by a few units.

Edit:

Same bug occurred with me as well, I suspect it’s something to do with the npc warping past the scripted point or a load (from a save) occurring when the scripted event is supposed to take place. Just a hunch, as I loaded and the garg slipped through the doors without breaking through them.

About the choreography in the security room on c2a5g: I don’t feel the need to write up a crudely drawn paint or photoshop of the area, but why not put up a map of the facility on the wall and have the security guard point at that while he’s talking about the garage and and the bunkers? It’d make more sense and make him more believable.

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.