[COLOR=‘Red’]Update: Released![/SIZE]
Latest Version: 1.11 (Hotfixed) - Final Release. Download here.[/SIZE]
Right. This is the finished. Final. Release. Done. Dusted. Over. Finito.
A few major(ish) changes from RC3 but nothing too serious. Several bugfixes and graphic fixes, but don’t expect it to be too different. My involvement with this project is now over. I will no longer continue to update it or work on it, except for when the Black Mesa team updates their mod, where I will patch any breaks it creates.
Thank you everyone, again, for helping me along this wild ride. I’ve learned a lot about mapping and the mapping process from all this and hopefully OaR Uncut will be much less painful. I’ve made many mistakes here which I don’t think I’ll repeat again. I’m going into this new project with a lot more knowledge under my belt. Thank you community, you’ve helped to make this little “mod” of mine great.
My plan is as follows: I’ll leave this 1.1 final, sitting here for a little while. I’ve already run a “dry test” (with no prior installs) with a friend, and he had no problems whatsoever. Once I’ve got reports from a few people on here saying everything works fine, I begin my media campaign. I’ll be posting this in the Cafeteria, on various other gaming forums and places. I want to spread the word now. The time has come, the work is ready. Any backup you guys are willing to provide will be appreciated. I want people to take a look at this, to enjoy it. Thanks! I’m also about to update the OP with new screenshots and information, as some of it’s fairly outdated.
06.01.13
==1.1 Final== <-- Surface Tension Uncut - Finished Edition
Assorted/General
-Numerous bugfixes/clipping fixes.
-Actually reworked a few small details, did a bit more than I thought I would but it’s made things better.
-Probably lots of misc fixes which I forgot to note.
C2A5G
-Probably lots of misc fixes which I forgot to note.
-Added battle sounds to the Garage which play after you flick the switch in the side room. Makes it more obvious you’re meant to be going that way and makes it so that the sounds no longer magically start when you open the door.
-Re-did ALL the model based destruction for the two holes in the garage. There should be literally NO Z-Fighting anymore. It should all look good now.
-Re-aligned and increased scale (from 16 to 8) the lightmaps for the ceiling on the ground floor to fix weird lighting abnormalities on the ceiling (particularly between the destruction and the fixed part of the ceiling).
-Moved the light by the ground floor exit sign down a little bit to make the lighting consistent.
-Fixed some of the tight curves by the ramps so that they no longer have visible texture/lighting seams. They still exist due to the unavoidable nature of the way curved textures work, but they should be FAR, FAR less noticeable now.
-More lightmap fixes on the top floor to make the shadowing less abrupt.
-Managed to address most (but not all) of the lightbleeding on the top floor walls.
-Fixed a pretty serious areaportal bug in the drop-down vent which caused the sky to be rendered for a few seconds on dropping down.
-Fixed up some more railings near the TOW courtyard.
-Hopefully fixed a few seams in the big red wall leading to the helipad.
-Fixed up pretty serious (yet somehow unreported!) texture seams at the edge of the map, between the rock, rough sand, and smooth sand. They were actually really bad.
-Fixed the sides of the raised walkway by the helipad so they no longer got merged into one face by VBSP, making the railings look like they were floating from certain angles.
-Fixed up the Laser Manta’s approach path so he no longer does a really awkward L motion.
-Reduced the hangar door’s openings a little bit.
C2A5H
-Probably lots of misc fixes which I forgot to note.
-Added blood to the Barney desk at the start.
-Fixed up the hole a bit so it’s less possible to get stuck on it.
-Edited the sound script at the start of the map to match that I used on C2A5G. Much better, (and less annoying) system.
-Fixed some Xen Moss clipping through the vents near the bathrooms.
-Lowered the pipe in the satpipe to reduce the “bounce” effect a little bit. It’s still present, sadly, but a bit less apparant (physics engine bug).
-Edited the Furnace Room layout a little bit. Moved the fire extinguisher next to the fire alarm, added some more pipe/valve systems to where the extinguisher used to be.
-Added another headcrab and adjusted HECU positioning and node positioning a bit. Battle should favour Zombies massively now, though it doesn’t really matter too much if it doesn’t.
-Many misc. artistic edits around the gasworks, most too minor to warrant a mention. Trialed a system where some of the lights in the ceiling were off/ruined, but it made the lighting/shadowing in the gasworks look awful.
-Fixed a stupid gap in the railings in the gasworks.
-Swapped the control panel in Barney’s Room for one similar to the one used in the security hut.
-Fixed a pretty serious (and very, VERY dumb) bug where the door was 1/4 clipped into the ground at the end of Barney’s Room.
-A few misc fixes by the end of the level.
C2A5I
-Probably lots of misc fixes which I forgot to note.
-A few miscellaneous clipping and seam fixes around the garg chase hallway.
-Moved around some of the fencing near the end to eliminate clipping with the electric fences.
-Painted even more rocks in the Garg courtyard to reduce the instances of VBSP procedurally placed plants clipping through pipes.
-Made the Crownvic near the end of the map destructible by the mortars. It exhibits really horrid bugs when it’s destroyed (Devs fault, not mine, it’s a bug in the physics engine), but it’s probably better than it being indestructible.
-Fixed a bit of blue debris near the end of the map (hopefully).
Final
-FINISHED THIS PROJECT! ON TO GREENER PASTURES!