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

The changelog’s already written so that ain’t a problem at all. I wouldn’t be amazed by the new feature if I were you, it’s a small touch, and it’s why I’ve been saying it’s not worth it. It’s annoying, I basically could have released it yesterday after I fixed the jumppad bug if not for this little feature, and it really isn’t worth all the effort I’ve gone to, to get it working. I’m a little annoyed that I caved to popular demand on this one!

Anyway, I think I may have fixed it. Doing a test run now.

EDIT: Yep, fixed it. Starting up final pre-release test run in 5 minutes.

EDIT 2: Test run went very well, better than I thought, but I found a few problems on G and H meaning I’ll recompile them. Shouldn’t be very much longer at all, they’re all fairly easy to fix. The vertex based lighting (new system I’m using) looks REALLY nice on some props, but not so good on others (it causes 1 or 2 lighting bugs in places), so I’ll see if I can correct that.

Awesome. Looking forward to seeing the new lighting and how the parking garage turned out.

After a long wait, I’ve finally released the latest version!

Latest Version: 0.82 Beta. Download here.[/SIZE]

As always, please report any game-breaking bugs (such as missing textures, bugged areaportals, etc, etc) to me immediately so I can prepare a hotfix if necessary.

DO NOT USE OLD SAVEGAMES TO TEST MY MAPS. IT WILL CAUSE PROBLEMS.

BACK UP YOUR OLD FILES.

Changelog here:

==082b==
Assorted/General
-Changed the lighting from origin based to vertex based. This adds significantly to the filesize but makes props look much nicer, at no performance cost. Please let me know of any weird lighting anomalies.
-Attempted to make the mapset more combat oriented, by adding a few new enemy encounters against the player. This means less watching, more playing!
-Attempted to address optimization concerns.
-Gave all the assorted dead marines on the map bodygroups so that it no longer seems like they went into battle with no gear at all.

C2A5G
-Added some weapon spawns which only appear when the player has loaded the map through “map bm_c2a5G”. Makes it so that players no longer have to use cheats/impulse 101 to play the maps.
-Fixed a very small gap behind the door at the start of the map where you could see the skybox
-Moved around the Vorts at the start of the map so that they now pose a bit more of a challenge to the player.
-Fixed a recurring crash happening during the first parking lot fight. It was caused by a property of the jump pad which is now fixed.
-Replaced the marines in the parking lot with their nightvision goggled variants. They’re only used once ever in default Black Mesa, it made sense to have them again in a dark parking lot.
-Made major adjustments to the parking lot. Changed the entrance to have a nicer looking door which doesn’t clip through the wall. Completely re-did the first floor destruction to make it more professional and also better optimized. Added a road running around inside of the parking lot. Small details - floor numbers and parking bays/pedestrian crossings. Added several doors around. Added vending machines to allow a bit of variation in lighting colour. It feels much more “alive” now.
-Added a small encounter with some aliens on the top floor to make the car park a bit less boring.
-Revised the street fight outside the parking lot so that it’s 70/30 in favour of the aliens. Did this by making one of the marines rush the aliens rather than them all hanging back in cover.
-Resolved a regular crash which happened here.
-Added some more small details to the vent. The player now makes a loud thump when they drop down onto the Snark eggs, which is what the soldiers remark on hearing.
-Fixed a dumb bug with a car’s glass not moving with the car on the lifts in the garage.
-Several large optimization fixes involving occluders. Performance in most areas of the map, particularly the TOW courtyard should be significantly better.
-Improved the Harrier take-off so its nose on longer faces upwards prior to lift off.
-Put the turret for the TOW scene on its side on top of a box so it doesn’t accidentally get destroyed/activated by the player.
-Added a little radio transmission on a receiver by the TOW. “Semper fi my ass”. Lets the player know the marines are already CONSIDERING pulling out, and provides an explanation for why they run away on the next encounter.
-Removed an MP5 grenade from the back of the M35.
-Played around with the scripting for the LAV fight a lot. The Marines now rush out faster and the tank only moves a small distance now so it gets into full action quicker. Balances the fight better, but aliens still win. Balance here is still very much a work in progress, it’s a little too alien biased still.
-Changed the placeholder landing gears on the Harriers in the hangar for better looking gear.
-Removed a few of the orange lights by the end level door. Made it less blindingly obvious and ugly.
-Fixed a weird bug where the flying aerial vehicles disappeared before reaching the ends of their paths.
-Changed some of the generic crates near the end of the level for some supply crates. One battery in the crate now.
-Small detail fixes to the helipad area.

C2A5H
-Messed around with some of the early map soundscaping. The MP5’s firing rhythm in the background should be far more random now. Should also sound more distant.
-Rebalanced the street fight heavily. 80/20 chance of Alien victory now.
-Changed the AI/Player relations so that fighters on the street are actually “allied” with the player while they’re fighting one another. They’re set to turn against the player the moment he starts attacking them, however, or the moment all of the aliens are dead.
-Reduced the smoke present on the street during the battle by a fair amount, but it’s still there! Players should be able to see the encounter much clearer now.
-Changed the guard house for one which resembles the one in C2A5D, for consistency purposes.
-Lowered the gun rack in the Guard House to human level.
-Added a headcrab to the first (non destroyed) bathroom for a bit of a surprise moment.
-Added some explosive barrels on the roof by cover which the Sniper can shoot if you’re hiding for too long.
-Fixed some of the water particles effect clipping in the water tank.
-Made the fire from the satchel in the pipe less “smokey” and more “firey”.
-Made it so the Marine who throws the satchel at you now comes back to see if you’re dead when he opens the door.
-Moved some signs in the furnace room to look less out of place.
-Moved the valve you’re meant to attach to the top floor rather than the bottom. Less easy now.
-Added a few more ambient sounds to the furnace room.
-Removed the explosive barrels from the furnace room.
-Expanded the janitor’s closet a bit so it’s less cramped and looks a helluva lot better.
-Damaged the janitor’s closet by the gasworks heavily so it looks like a gas pipe actually exploded now.
-Fixed the enemy pathing and placement in the gasworks slightly. The enemies which are there by default should be way less dumb now. (SHOULD be!)
-Fixed a pipe which had no texture on its end.
-Replaced the black 90 degree pipe for the second jump in the jumping puzzle with a thicker, more obvious one. Should make life easier.
-Added a second alien encounter in the gasworks, set to appear near the end of the jumping puzzle. Another fight for the player.
-Added a sentry turret to the laser trap area. Good luck.
-Removed two of the “traffic lights” from Barney’s office, to improve the appearance.
-Changed it so that the end of the level no longer takes you through the small doors in the guard house, but the big doors. Makes it clearer to the player.
-Changed the end of the level to add some stairs and some small supplies. As you head towards the transition to C2A5I, the door autocloses and jams shut (shown by sparks appearing by the control panel). Not the best fix in the world, but it is NECESSARY for serious optimization reasons with C2A5I.

C2A5I
-Fixed up the Garg’s entrance a bit. He now throws debris from the door everywhere, and the door breaks mid animation rather than before his animation.
-Fixed a bug where you could walk through the blast doors at the end of the Garg chase.
-Added a scripted sequence where the Garg can force his way into Forget About Freeman, if you don’t kill him beforehand. He CAN now follow you all the way, so be ready!
-Fixed the Garg’s pathing slightly so he doesn’t just walk in circles when patrolling the water’s edge.
-Fixed a bug with the mortar screen where the top of it was black because I was too liberal with nodraw.
-Fixed an occluder which blocked the view of objects you were supposed to be able to see. The BM team didn’t actually design the occluder like that, it was an engine bug (though it was present in their version too!). The occluder shared the same plane with a trigger brush which extended quite high up into the sky, and the engine was merging them together into one plane, making the occluder much higher than it was supposed to be. Fixed this by moving the trigger brush back one unit.
-Added an occluder to the central tower which should help performance ever so slightly.
-Changed the water LOD range so that it’s not ALWAYS rendering expensive water (the BM dev team had deliberately set it up so it ALWAYS renders expensive water, I’m not sure why). I adjusted the water LOD range on this map from 3000-4000 (BM default) to 512-768. There’s no visible/perceptible difference in water quality as there’s never any water visible after 768 units, but it should improve performance a bit.
-Made it so that shit gets real when you start to enter the tunnel to Forget About Freeman. Airstrikes start to happen outside. Early days, not very developed just yet. It’s a start. THIS TOOK A VERY, VERY LONG TIME TO implement.

C3A1A (SURPRISE!)
-Made it so that the Garg doesn’t bug out if he gets carried through to Forget About Freeman.
-Fixed an areaportal bug near a hidden room by the cog puzzle, where the room wasn’t rendering properly.

Zip is corrupt.

Uh, no it’s not.

I just downloaded and checked it myself to be sure.

It works fine.

You didn’t click an ad masquerading as a download did you? I got a devious popup ad pretending to be one of those “your download will be ready in X seconds” pages. The real download works fine.

That’s what I call a very detailed changelog :open_mouth: Kinda a weird question since final is rarely final, but do you feel like you have to improve it even more significantly or (just slightly?) before it’s ready for release v1.0?
EDIT: no video this time? T_T

I’ve never released anything before, so I wouldn’t know.

I guess the simplest answer would be when I post an update and I hear nothing but “great job!” from everyone. That’s when I’d consider it truly ready.

But that’s more of an ideal than anything else, it’ll never happen. So I don’t know. I’ll probably decide it arbitrarily. I’ll probably perceive the maps crossing the invisible “ready” barrier when you least expect it. I am a pretty heavy perfectionist so I don’t really know when that will be. With my very limited powers of prediction given the circumstances, however, I’d say no more than 3 or 4 iterations from now (given the same timeframe I’ve been using for iterations - roughly 1 week each).

As to how much I think I’m going to have to change it in the future, the answer is not a great deal, but still a fair amount. I reckon it’ll mostly be to fix bugs at this point. As far as I’m concerned bugfixing is all that’s really left to do. I’ve done everything gameplay, graphic, and environment wise that I set out to do. Sure there’ll be minor tweaks here and there, and I’ll probably end up overhauling an area at some point on a whim (basically what I did with the parking lot, I had no forward plan to overhaul it, it just sorta happened), but for all intents and purposes, I consider it close. Not very close, but close.

As for the whole no video thing - though I did make A LOT of changes to the mapset and it certainly is worth another download and playthrough, it’s not worth the hours and hours of effort it takes to make a video, especially with the fact that my day from hell - Friday is upon me. Spending hours upon hours filming, commentating, rendering, uploading the video for the sake of bugfixes (you normally never see bugs on my videos anyway because I play the game in a specific way I’ve got used to for the sake of demonstration) just ain’t worth it.

Wow you really outdid yourself this time. The new lighting looks amazing and I really like the added combat throughout the maps. I used a lot more weapons this time and I think the maps fit in a lot better with the rest of the chapter. Also you are a god for adding the mortars outside once you go into the forget about freeman tunnel. I think the start of FaF makes a lot more sense now. I only did a quick play of the maps for now, I’ll do a detailed review later tonight or tomorrow with some things I spotted and want to bring up. Good work as always.

Edit: Actually, I will bring up one major change I think could be made for the better that isn’t a bug fix or a glitch. When you leave the end gargantua alive and have to use the lever to open the door I think it is a little messy and not that great the way it is now. Firstly, you have to miss the part of him breaking through the wall because your back will be turned trying to turn the lever to open the door. If you don’t do this and wait around not knowing what will happen you’re going to be toast. I know it’s kind of a cool feeling of rushing at this part, but you can’t really properly see how far the door is even opening from where the lever wheel is and also nine times out of ten you only turn it enough for you to get through and not the garg which kind of defeats the purpose of it being scary. It simply takes too long to open it all the way for him to fit as well, by that time he is on you toasting you. Also it just seems weird that he breaks every other wall/door down, but he can’t break that one.

here is what I propose:

  1. make this lever a use once and it opens all the way on its own kind of thing. this way you have time to turn around and notice the garg breaking the wall and also both doors will open all the way so he will chase you to the end of the tunnel every time.

  2. get rid of the lever and the second door and make the first door something you have to blow open with the called in artillery like the original HL. maybe put the same kind of explosive crates in front of it that are by the radio tower you knock over. once this is blown open let the garg fit and chase you all the way down the tunnel.

Thanks for a very detailed reply, I appreciate your work and effort.
I also like your voice “shy” that’s why the commentaries are enjoyable to listen to.

Thanks for the praise, first and foremost. I appreciate the kind words, really helps to keep me going, ya know?

So does the criticism, however!

About the door thing, it’s the way it was in Black Mesa by default. In Black Mesa’s version you have to turn that handle to open the doors. I never really understood it myself either. Making it into a door you have to blow open is almost certainly a heckuva lot more work than it’s worth, mind you, but I may change it to you just having to push a button to get those doors open.

I really liked the feeling of rushing to turn the crank to open the door, but I understand the problems it has as well. Having your back facing the Garg probably isn’t worth the trade-off, now that you mention it. I will probably change this for the next version.

Heh thanks. I appreciate the advice and dedication some members of this thread have shown too. Even though I’m designing the levels entirely on my own, this is definitely a community project in spirit! Wouldn’t be half as good without all the contributions I’ve got from this thread.

And about my voice…thanks? I will do more videos, but perhaps I’ll save it till the next version.

EDIT: On that extremely positive note, I go to bed. I’m going to assume the lack of people commenting on invisible doors and maps not loading is a good sign. I’m afraid any seriously broken issues with the maps may have to wait until tomorrow evening now. Until then, enjoy!

All in all, newest maps, all I gotta say is: Damn. Fine piece of work. Not much to say, just a few bug fixes (mostly minor stuff) but over all, pretty damned good.

C2A5G:
No bugs, still couldn’t notice the Harrier takeoff. Why not tie its take off to the deaths of the HECU outside? After a certain interval of time’s elapsed from when the (human) Grunts die, it takes off.

C2A5F:
Just one bug. The trip mines for some inexplicable reason decide to detonate after loading the level (I have no idea why, they did this in Half-Life: Source as well).

Though the security room (and subsequently the Guard’s choreography) could go for a face lift. Why not have some maps on the wall of the near-by area that he points at during his dialogue?

C2A5I:
Besides the blatantly obvious patrol bug(s) for the Garg, he doesn’t open the parking gate outside anymore. Perhaps move the trigger for big blue and ugly to force open the double doors for the second parking structure down a little farther to prevent AI mixups?

Wow text, you have done an amazing job recreating these maps. I just played through your latest version twice and just want to point out a few things. I played it the first time by starting at the begining of Surface Tension, playing through and getting to your maps and noticed many bugs, missing key pads, poor optimization; very laggy (might just be my computer), and screwy AI, mostly with the garg he walked right through the blast doors into the courtyard like they werent even there. Also his partol around the water was very off, he mostly stayed in one spot, finally when i destroyed the tower he wouldent even open the double doors to chase me into FaF. He stood outside and just looked at the sky, and all that happened becuase i started from the begining of Surface Tension. Now! when I start your maps again for the 2nd time at the begining on c2a5g through the use of the console; I noticed everything and mean everything! worked flawlessly, from keypads to the gargs AI, everything fell right into place.

Bugs only seem to form when you start at the begining of ST or any map leading into yours, but not if you start your mags directly from the console. Can anyone else confirm this.

PS. amazing job again.

You’re a good man. Time to test…

I’ve played the latest iteration… its great! i love it, how you added vending machines in the garage… very very great! looks like the rest of black mesa now… superb… absolute excellent…

many many great improvements… i like the janitor room in the gasworks now… very gloomish… very good… had fear of that fire…

but in c2ai the tunnel at the end should collapse a little bit, when the airstrikes start… like in original half life…

very very perfect work… but the hangar in the distance in c2ah doesnt look good… and in earlier versions the garage windows in c2ag were dirty i think… that was better… make it so again please.

greetings

First and for all, I love it when I see things changed I suggested before!!!

And the maps are bugfree, for me, didn’t notice something game stopping and such

Five little suggestions and that’s all I need to say:

  • in the garage with those cars on the lifts, just add ramps to the two other ones, to make it more realistic

  • in the same garage, the soldiers make holes into the vent, nice light coming through and such, but the vents do fall down, but the orange marks on them disappear a bit later, possible to make them disappear a bit earlier?

  • I know it’s a scripted event, but when I shoot on him, he’s immortal, possible we can stop him before he throws it IF we shoot him?

  • I know u removed two of the lights where Barney needs to open the door, but can u move the remaining light (red/green) next to the door, instead of the wall?

  • So Barney opens the door and both of u run on the courtyard again and the door is already open on the backside, possible to make it a protection mission, so u need to protect Barney so he opens the door at the backside of it instead of being open, when he dies u need to restart that part again…

He can say: thanks for protecting me, I own u a beer! :wink:

If developer commentary mode is available in Black Mesa, I suggest that you put one in. :wink:
Airstrikes!!!

When I let the gargantua go to FaF, he’s pretty mad and burns everything!

Still loving this shot…

Just played version 0.82

-Still getting the weird auto-hop after climbing that ladder up to the vent, minor
-New radio voices need filter like airstrike voice, also subtitles, couldn’t understand what they were saying
-TOW is still a bitch to re-engage during heat of battle, but it’s easier to pick up shells and reload than before
-Broken pieces of the big chopper still deal damage when touched
-Zombie stops banging on the window after level load
-Not a fan of the tank getting destroyed by the stingray, first time through (before v0.82) I destroyed the tank myself before the stingray got a chance, I reckon either have the stingray destroy the tank before the player gets a chance to, or remove the stingray all together, (haha, stingray :stuck_out_tongue: )
-Glass shards are still black
-Metal on the hand dryer appears black
-Two barrels on the roof appear black now, the other ones in the furnace don’t any more
-The sign on the pipe is perfect, now remove the other one on the wall
-The new Alien grunt and vorts at the steam puzzle were a bit over the top, change to headcrabs, more fitting imo, they’re the best enemies to have when the player doesn’t want to fall
-Garg no longer smashes the door open, he just slides through somehow

small suggestion:
at the start of the steam puzzle, have a headcrab try to crawl towards the player, through the steam and die, a nice warning, and halarity

Here the Garg smashed on the door and broke it

The current version is nigh-unplayable for me, since EVERY time I make an eye contact with HECU in garage, or TOW courtyard, my game crashes.
Also, the fight on 3rd floor of garage crashes game constantly because of vorts trying to shoot me/me shooting vorts.
On other note, I liked that you have one HECU impaled to rail, implying he tried to use the jump pad, only to get killed by it. a suggestion would be adding his MP5 beside him.

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.