OaR - Loop Mod


#181

Dadster already pointed that one out a while back. Can’t do anything about it.

And for future reference, if you’re adding feedback after I’ve done replies, just make a new post. I don’t want to go looking for an old post each time.


#182

Alright. I’ll do that for now on starting with this post.

On a Rail Loop Mod RC (continued)

  1. In the same area as #8 of my previous feedback post, there’s a little bit of z-fighting right here. http://i.imgur.com/mr1Ps0n.jpg
    Close up: http://i.imgur.com/lCmOcVx.jpg
  2. Texture for the wall past the side hall is a bit off. http://i.imgur.com/5NZRusq.jpg
    Close up: http://i.imgur.com/RujZYWh.jpg
  3. Z-fighting on these parts of the rail switch controls. http://i.imgur.com/x1Sr4It.jpg http://i.imgur.com/dexjPr1.jpg
  4. These parts of the track should be darker as there is no light on those part of the track. http://i.imgur.com/enPmAAA.jpg http://i.imgur.com/vri9swt.jpg
    15.There is a issue with the sound effects for breaking crates. I have 2 videos comparing your loop mod map to TextFAMGUY1’s A1 map to get an idea of this issue.

Edit: I’m sorry for editing my feedback post so much. It’s just that I’m not sure about some of my own feedback I’m been giving to you such as passing through that sign at a couple of places (here & here), the rail switches clipping into each other (here & here), and the switches near the end of the map clipping into each other (http://i.imgur.com/RyuFWNN.jpg & a close up of the same area. http://i.imgur.com/I7JxKdq.jpg).


#183

Don’t be. Every single bit is crucial. Even if it’s something I can’t do anything about or already have gotten to, communication is key. How will you know if I’ve noticed something or not if you don’t speak up?

  1. Fixed. The rail was improperly placed.
  2. Fixed.
  3. Dadster also brought that point up a while back and I just can’t do anything about that.
  4. I’ll have to see what I can do about that. I can’t promise anything though just by the fact that static props take lighting very oddly.
  5. Uh, I dunno. I have wondered if it’s something to do with the amount of entities that are being spawned. Because those crates drop a lot of physics props. I’ve had to tone that kind of stuff down.

I think the signs are supposed to not have collision, since that’s what their properties are in Hammer.
The rail switched in the bridge control room I have been able to do, since there’s no set space to work with.
And again, can’t do anything about security room switches. Curvature is a beeyatch.

[COLOR=‘Red’]In other news[/SIZE]
The final for Loop Mod is going to be delayed a week. The reason for this is that I have Final Exams this week and I should be allocating my time to studying and doing that last bit of homework. In fact, as it stands now, I’ve barely gotten anything done within the past week because of all the stuff I have had to do.

So stay tuned everyone. Hopefully on Friday I will have a much more comprehensive report as to where things stand. Cheers!


#184

Here’s the last of my feedback for your loop mod.

On a Rail Loop Mod RC (continued)

  1. I found a little gap right here. http://i.imgur.com/W95F9wI.jpg
    Close up: http://i.imgur.com/Wiv7OJJ.jpg
  2. In this area, the track is not quite aligned. http://i.imgur.com/zDiqCBD.jpg
    Close up: http://i.imgur.com/fNAwWbA.jpg
  3. In the same area, there is some Z-fighting on the track at the end of the room. http://i.imgur.com/FG9K0ol.jpg
    Close up: http://i.imgur.com/CYNFT3F.jpg
  4. This needs to positioned a little higher so that one part of it connects to the wall like this one.
    Close up for 1st picture in #19: http://i.imgur.com/Cgs63B4.jpg
  5. As Dadster said before me, these blocks are physics props when they should be static props like these.
  6. From here to here, these rails on the right side have z-fighting.
    a) http://i.imgur.com/A3LDbgI.jpg
    b) http://i.imgur.com/DqmGe9g.jpg
    c) http://i.imgur.com/EHBnhCi.jpg
    d) http://i.imgur.com/1UyTrKv.jpg
    e) http://i.imgur.com/x8fePWJ.jpg
  7. One of the signs on the right side are not quite aligned like the ones on the left side. http://i.imgur.com/z6tSII5.jpg
  8. In this area, part of the ladder clips into part of the surface underwater. Maybe you could modify the surface to cover up the bottom right side of the ladder? http://i.imgur.com/e2xt7k2.jpg
  9. In this area, the texture next to the track is not aligned properly. http://i.imgur.com/qgfCZha.jpg
  10. In the very beginning of the map, the door on the left is pitch black while the door on the right is lit up. http://i.imgur.com/MRcU9BF.jpg
  11. In the beginning of your loop mod, there is some z-fighting over here. http://i.imgur.com/aI3XMmX.jpg
    Close up: http://i.imgur.com/ibKjrl2.jpg
  12. Not sure if you can do anything about this, but there’s a little bit of z-fighting here at the end of the map. http://i.imgur.com/4DaU9eN.jpg

#185

I know this is off-topic, but what classes are you taking? I’m really curious.


#186

I LIVE. AND I HAVE NO IDEA WHAT I AM DOING.

Also important announcement…

[COLOR=‘Red’]RELEASE CANDIDATE DOS[/size]

You can find it here: https://www.dropbox.com/s/q8ik53e37wgefxt/LoopMod.zip[/SIZE]

LET ME KNOW STRAIGHT AWAY IF THERE ARE ANY MISSING TEXTURES OR MODELS.

Welp, I finally got the time to finally get back to this project. I honestly never expected I would be away for it so long. However, I had exams last week and with school over I could get back to it. …Still no excuse for this week though, because I had nothing going on this week. :stuck_out_tongue:

But yeah, can you all imagine that it’s been an entire month since the last update? Yeah, me neither. And that’s with a little bit of alarm as well. This is actually the reason why this is not being called the final version just yet; it’s just been too long and I’m sure I missed something. My intention is to get through this as quickly as possible so that the Final can be along within the next day or two. Think of this as the last minutes checks before it goes to rest forever.

So, as always, be sure to go over the readme. It contains important installation instructions. I will not be helping you if your game breaks and it is apparent you didn’t follow the readme.

Why, I study computer programming. This last semester I had html, visual basic, and also a computer hardware class. Not big surprise. :slight_smile:


#187

YAY!!


#188

Awsome job RK, I did one normal play through and I didn’t find anything that stood out graphically I’m sure others will find things though.

Just couple things:
1.??? doesn’t really fit I think, but if its your node for something comical…ok they have cats in QE so I gues it works

2,3,4,5: Deal with the overall brightness of your map compared to OaR uncut. I feel yours is a little too dark. The pics show before and after level transitions between your map and Uncut. Its not really a problem and I suppose you could say to your self its the lowest part of the tram system and its meant to be dark but maybe brighten it up?






#189

Great job with the 2nd release candidate of your loop mod! Now it’s time for me to give you some feedback.

Feedback for On a Rail Loop Mod (Release Candidate DOS)

  1. In this area, there is a little bit of z-fighting over here. http://i.imgur.com/leOH2FC.jpg*
  2. Nice job positioning this, but this little rectangle needs to be positioned a little higher as well. http://i.imgur.com/YlbDCXO.jpg
  3. I know this may sound redundant, but in this area, there is some z-fighting over here. http://i.imgur.com/ryiEypD.jpg*
    Close up: http://i.imgur.com/V1ALrQ7.jpg*
  4. [COLOR=‘Red’]This area is now too dark. I suggest you turn the light on the left side of that area back on.**
  5. These switches are clipped into each other.*
    a) http://i.imgur.com/UepVq7k.jpg*
    b) http://i.imgur.com/PfFnayG.jpg*
  6. I noticed that a picture of a dog is in this room. I laughed when I saw this. Please keep that picture.
  7. In this area, there is a little bit of z-fighting on this rail. http://i.imgur.com/QS9Hbfp.jpg*
  8. In this area, the HEV suit charger has a little bit of green on it for some reason. http://i.imgur.com/oDcB8HQ.jpg
  9. From here to here, these rails on the right side have z-fighting. Not sure if you can do anything about this though as the area is near the end of the map.*
    a) http://i.imgur.com/A3LDbgI.jpg
    b) http://i.imgur.com/DqmGe9g.jpg
    c) http://i.imgur.com/EHBnhCi.jpg
    d) http://i.imgur.com/1UyTrKv.jpg
    e) http://i.imgur.com/x8fePWJ.jpg
  10. As Dadster mentioned before me, one of the pipes has unfinished textures. Is there a way you can duplicate the first pipe so that the second pipe looks just like first one? http://i.imgur.com/XgXSSz1.jpg
  11. In the beginning of the loop mod, there is some z-fighting on parts of these rails.*
    a) http://i.imgur.com/5qVyXHE.jpg*
    b) http://i.imgur.com/u9p5oj8.jpg*
    c) http://i.imgur.com/9QJZP7A.jpg*
  12. In the same area as #7, part of the track is not quite aligned properly. http://i.imgur.com/kCwwNw1.jpg
  13. From this area to the area with the flickering light, the texture next to the track is not aligned properly. http://i.imgur.com/8VH6GO8.jpg
  14. Could you remove the blood from the rocks at the end of the side hall? It just doesn’t look quite right to me.
  15. Z-fighting on this part of the track. http://i.imgur.com/S97u04S.jpg
  16. In the same area the texture next to the left side of the track is not quite aligned properly.
  17. In this area, there is a little bit of z-fighting on this part of the track. http://i.imgur.com/lxAgNYz.jpg
  18. Some parts of the surface holding on to the TVs are not quite aligned in several areas.
    a) http://i.imgur.com/YQQmTUP.jpg
    b) http://i.imgur.com/zvsa7r9.jpg
    c) http://i.imgur.com/Ik5aDuO.jpg
  19. I noticed that on each of that these things (this, this, and this) have a rectangle piece around the bottom part of it. These 3 however (this, this, and this) do not. Please add that in for those 3.
  20. In this area, part of the ladder clips into part of the surface underwater. Maybe you could modify the surface to cover up the bottom right side of the ladder? http://i.imgur.com/e2xt7k2.jpg*
  • = Repeat from my previous feedback post.
    [COLOR=‘Red’]Red text & ** = Never mind about this.

Cool. This semester I took Fundamentals of Programming and US History II. My major is computer science.


#190

Greetings .RK !

Here is my feedback for OaR Loop RC DOS. Some issues are in areas that are part of the BM Devs original design. If they are easy enough to fix, please consider doing so, as it improves the overall look of BMS.

In the hallway where the cave-in rubble is, there are too many unjustified blood spray decals. How about clipping bodies of a dead scientist and guard into the rubble so that only the lower portion of their legs are visible? Add some appropriate pools of blood. Try and see how it looks.

Feedback For OaR Loop RC DOS

  1. On the long ramps leading up to your security office, a part of these electrical boxes http://i.imgur.com/dkNhrJR.jpg does not contact the wall http://i.imgur.com/O0tEttJ.jpg. Position them higher to correct the problem.
  2. In this area here http://i.imgur.com/mo2bPY7.jpg, sparks pass through the wall/doors http://i.imgur.com/JAIGnZw.jpg
  3. On the right side of this opening http://i.imgur.com/XgPB9dX.jpg, replace the existing wall cladding http://i.imgur.com/F8itAz2.jpg and curb http://i.imgur.com/bs4eVCJ.jpg with the angled edge type, as is used on the opposite side http://i.imgur.com/RyA9yrY.jpg and the other three similar openings found in this area.
  4. Just before the beginning of your specific level, move the right garbage dumpster forward, as its left rear corner clips into the wall http://i.imgur.com/05VqHXv.jpg and http://i.imgur.com/o71ssNZ.jpg
  5. Exterior vertical portions of the security office window frames, do not display their proper textures http://i.imgur.com/Kif4kTz.jpg and http://i.imgur.com/L3rPS2p.jpg
  6. At the blast door with the flickering light http://i.imgur.com/rmsidZE.jpg, the red light above the blast door clips into the wall http://i.imgur.com/UatO4ns.jpg
  7. The light above the elevator http://i.imgur.com/iEaSQOY.jpg, does not contact the wall http://i.imgur.com/hJMWXIi.jpg
  8. Consider removing the shadows cast by these two filing cabinets http://i.imgur.com/FMwGTZv.jpg. It looks odd, because other adjacent large objects don’t cast any shadows.
  9. Slightly raise the origin of the arc for the fluorescent light in the security office http://i.imgur.com/mKlkcC5.jpg, closer to its body.
  10. Hidden behind this electronics console http://i.imgur.com/QN7gi4p.jpg is a CD/DVD ROM drive http://i.imgur.com/7348Dmf.jpg. I don’t know if this is a result of a houndeye blast or not.
  11. Can anything be done with the abrupt change in lighting on the upper part of this wall face? http://i.imgur.com/DLp94lZ.jpg and http://i.imgur.com/ZNOcraK.jpg
  12. On the metal walkway above the pool of water, for consistency with other similar doors used in your level, this door model http://i.imgur.com/FaZf8Dt.jpg has hinge hardware on both sides. Change it to the door model that has all the hinge hardware on the same side, like the one at the opposite end of the walkway http://i.imgur.com/2esfh6p.jpg

That’s all for now, .RK


#191

@ PCGameCrazy

Great feedback reports.

I’d like to suggest that to more clearly show the issue that you’re reporting, and to assist the mod DEV as much as possible, although you do this most of the time, try and remember to select the crowbar weapon when taking screenshots, as it provides the most unobstructed view.

Keep up the good work!


#192

Thankfully I’ve been able to locate everything though. Thanks guys. Will be putting up replies in a few.

Do bear in mind that I probably won’t be doing anything about z-fighting.

  1. There aren’t lots of options in terms of pictures, unfortunately. Ah well.
    2 - 5. I don’t think that’s necessary. For one, the lights used in the loop mod are the exact same as the ones used in the dev map. And for as awesome as Uncut is, the dev material takes precedence, especially with this mod.
  1. Bleh.
  2. Oopsies. Fixed. http://i.imgur.com/YlbDCXO.jpg
  3. I don’t really see any z-fighting there. That is a displacement.
  4. It’s hottttt in Topeka. It’s hot. Hot hot hot. Hot hot. Hot in Topeka. I’m a hot toe picker.
  5. Yeah, unfortunately. The only solution to that would be model work. …I really don’t want to do any modeling.
  6. And it’s oddly appropriate too! I think some people have referred to Houndeyes as “Dogs” in the past. Wrongly, but they have. And guess what you fight in this office? :smiley:
  7. I… could fix that one, but it would probably take an hour of work. Not a really good tradeoff in my opinion.
  8. Lol I don’t know what’s doing that.
  9. Meh.
  10. There’s a couple reasons why I won’t be changing this. The main one is that I want the pipes to be unique to each other, and not have the same textures. There are only three other types of pipes. There is a yellow pipe (YUCK) and two dirty pipes. The former is ugly in this environment, and the latter two are too contrasting. I could use the latter two but they would be nearly identical.
  11. That’s kinda what happens when you put the arches on the corner like that.
  12. Fixed. Turns out the track was too low.
  13. Fixed. http://i.imgur.com/8VH6GO8.jpg
  14. I could definitely give it a shot. Decals have some odd behavior, and they apply themselves to every surface within their bounding box. Shouldn’t be more than a matter of moving the rocks back slightly.
  15. Yes.
  16. Fixed.
  17. I didn’t really find anything here, but I doubt I would be able to do anything about it anyways.
  18. That’s textures for ya.
  19. Ahhhh! I can’t believe I missed this! Fixed.
  20. Fixed. Mostly. It should be acceptable now. I really wish there were more variation on ladder models. I dunno.
  1. Fixed.
  2. Uh, I dunno lol. http://i.imgur.com/JAIGnZw.jpg
  3. Fixed. Was nothing more than a simple carving issues. Took me no more than five seconds to solve it.
  4. Fixed.
  5. I just don’t know. I haven’t gotten that problem on my end though as of yet.
  6. Actually, if you look closely, it’s not. I double-checked this in Hammer and it’s exactly where it should be.
  7. Woop. Fixed.
  8. Fixed. I had removed some of the shadows but didn’t quite finish the job.
  9. Done. Hopefully it will still act correctly. I’ll have to see.
  10. It’s a houndeye blast. Top score!
  11. I think it’s a lightmap issue. Tentatively fixed, will confirm later.
  12. It’s actually funny that you bring that up. The door itself is a model, but the frame is brushwork. So far I’ve solved it with a slightly hackish method (I won’t say what that is), but I can pretty much fix this.

#193

@ .RK, hang in there, you’re in the homestretch now and all of this tedious polishing will soon be over. Great work!!!

a) Concerning my feedback issue #6 for the red light above the blast door clipping into the wall, you’re right. Sorry, my bad.

b) For PCGameCrazy’s feedback issue #3, there IS a z-fighting issue there, as shown in the attached images below. Sorry for interceding on your feedback issue, PCGameCrazy. By the way, nice find!

c) I have to agree with PCGameCrazy, concerning the two large pipes. The one on the left, although somewhat acceptable, is too pristine. The texture for the one on the right appears too bland/unfinished. That’s my $0.03 worth (inflation).

d) Concerning all the unjustified blood sprays at the cave-in, for some reason when I loaded your map there was all these blood sprays but no bodies. After rebooting my computer and reloading your map, the two bodies were visible and the blood sprays were more reasonable and justified. It’s also the reason why I suggested having the bodies’ legs clipping out of the rubble. Nevermind.

==================================================

Continued Feedback For OaR Loop RC DOS

  1. Just before the start of your level, consider adding an illuminated light above this door http://i.imgur.com/4TCAaZq.jpg as this alcove is far too dark http://i.imgur.com/otVg2Jb.jpg. At the very least, add a defective light as, real-world design wise, I think one is justified. Maybe a flickering light (not arcing) would produce a nice effect… yeah… that’s the ticket… a slow, moody flickering light!
  2. The houndeyes in the security office still don’t react, until the player is almost next to them. Here I am standing in close proximity to them and they are oblivious to my existence http://i.imgur.com/Y0p4fxh.jpg. Do they react normally/differently for you?
  3. The wording on the big display board is very difficult to read http://i.imgur.com/P3wFIc8.jpg, even with the flashlight on http://i.imgur.com/7DYEeXA.jpg. At least it is for me.
  4. Consider removing one of the metal shelf units from the security office. There’s more than enough other items that fly around when the houndeyes release their blasts.
  5. In the first dead-end tunnel on the left side just past the security office, can this wall cladding seam be better aligned? http://i.imgur.com/KmuCWe6.jpg and http://i.imgur.com/WWj8C2M.jpg
  6. At the bottom of the descending ramp past the security office, on this curved wall http://i.imgur.com/Psyr6vF.jpg, there’s a texture seam issue http://i.imgur.com/5VpGms7.jpg. The map position is: setpos 3439.748535 -6.736819 816.031250;setang -16.599371 -165.837738 0.000000

  1. The player can clip through this sign post http://i.imgur.com/msK3nFR.jpg and http://i.imgur.com/FYrIQ6F.jpg. The map position is: setpos 3142.541504 -924.754272 816.031311;setang 3.514960 -176.777039 0.000000
  2. Just after the level starts, at the base of the first ascending rail ramp http://i.imgur.com/6XNXLJ0.jpg, the player can clip through the vertical sides of the tunnel support frame http://i.imgur.com/N4grTlE.jpg
  3. Just after the start of the level, in this area http://i.imgur.com/TAE9y4r.jpg, please center the light above this door http://i.imgur.com/JpCx8eN.jpg. It also does not contact the wall http://i.imgur.com/va1ncgT.jpg. Instead of the light being high above the door on the wall, can it be placed just above the door, on the wall cladding?
  4. Just after the start of the level, where the two ascending rail ramps are, there’s a couple of issues with these two tunnel support frames http://i.imgur.com/qsy8pES.jpg and http://i.imgur.com/uxhpk8T.jpg. The map positions for the two tunnel support frames are:
  1. Just after the level starts, at the base of the second ascending rail ramp http://i.imgur.com/FPWUUlr.jpg, replace the multi-angled edge on this wall cladding http://i.imgur.com/eJtwV06.jpg to the normal single-angled edge.
  2. Just after the level starts, at the top of the second ascending rail ramp http://i.imgur.com/uHGf7Tb.jpg, the bottom of this concrete/metal beam http://i.imgur.com/ITpdLk5.jpg is missing its texture. It can be seen when the player is below it on the adjacent ladder http://i.imgur.com/5IjmVjZ.jpg and http://i.imgur.com/xEga1Ae.jpg. The beam on the opposite side, has a texture on its bottom http://i.imgur.com/ZkgI5kt.jpg
  3. Just after the level starts, at the base of the second ascending rail ramp http://i.imgur.com/aelVITq.jpg, there’s some floor trim that needs consideration for correction:
    a) Please extend this floor trim http://i.imgur.com/TITyzW9.jpg to the edge of the concrete wall http://i.imgur.com/uBkY9la.jpg
    b) Please shorten this floor trim http://i.imgur.com/KQTc72i.jpg so that it doesn’t extend past the edge of the concrete wall http://i.imgur.com/Yyw8Qzt.jpg. This will also correct the issue that the portion that extends beyond the concrete wall does not have a rear texture, so you can see through it http://i.imgur.com/ySRZLvF.jpg
  4. In this area http://i.imgur.com/eoiRxz4.jpg, these three lights are not attached to the ceiling http://i.imgur.com/Idw22BX.jpg. Take note of their circular mounting discs.
  5. At the end of the level, just before the tram elevator, please reposition these electrical boxes, as they clip into the wall http://i.imgur.com/DfU2ZxE.jpg. The vertical pipe should be fully visible. You can see the pipe’s lower mounting bracket clipping through the wall cladding http://i.imgur.com/r8z9sFi.jpg. Here is what this asset grouping should look like http://i.imgur.com/k8Lll0I.jpg. Also, the red light seriously clips into the wall http://i.imgur.com/WB5xPsc.jpg.
  6. In the office at the start of the level, the underside of this table http://i.imgur.com/OeD6VWU.jpg does not have a texture http://i.imgur.com/FfvYnhE.jpg
  7. At the start of your level, just past these doors http://i.imgur.com/TCo4W50.jpg, this light http://i.imgur.com/9dffNyj.jpg does not contact the wall http://i.imgur.com/8vAAGQL.jpg
  8. Here http://i.imgur.com/5OejOpp.jpg, this light http://i.imgur.com/Ax1AvxL.jpg does not contact the wall http://i.imgur.com/eqdmAmI.jpg and this PA speaker unit http://i.imgur.com/As5BJHv.jpg also does not contact the wall http://i.imgur.com/VBhHskj.jpg. The map position is setpos 100.146149 -932.646851 817.086731;setang -11.447110 139.344894 0.000000
  9. In this area http://i.imgur.com/CtTgbhx.jpg, this light http://i.imgur.com/hjjV8Ya.jpg seriously clips into the wall http://i.imgur.com/O0aaQKW.jpg. The map position is setpos 581.415466 -1159.143799 817.457886;setang -1.419953 -150.764206 0.000000
  10. In this area http://i.imgur.com/co9qEft.jpg, this light http://i.imgur.com/3HwLojM.jpg seriously clips into the beam http://i.imgur.com/c2zIfjD.jpg
  11. In this area http://i.imgur.com/j7csRdY.jpg, this light situated just above the lower flooded area http://i.imgur.com/yCklN3V.jpg, isn’t contacting the wall http://i.imgur.com/kKDZBFm.jpg. It’s waaaayyyy out there!
  12. At the electrified water, consider placing a defective light above this door http://i.imgur.com/fX8UmMV.jpg. Comparatively speaking, there should be one here.
  13. The area where the second rail ramp is located http://i.imgur.com/iMiEsrc.jpg is overly dark. Currently, there’s a light on only one of the vertical wall beams http://i.imgur.com/AgKxB3x.jpg. In order to better appreciate/see this area, consider adding a light to this vertical beam http://i.imgur.com/FhJv2Vb.jpg that’s across from the one that presently has one. Considering the size of this room and the fact that the BM personnel needed to negotiate the numerous stairs here, the area should be better lit. This will better illuminate the area/stairs, and also addresses a lack of room symmetry issue. Maybe put a light on all of the vertical beams, three per wall? They don’t all need to be illuminated. Or maybe just on the three vertical beams that face the stairs.
  14. In this area http://i.imgur.com/Z41rupM.jpg, this light in the dead-end tunnel http://i.imgur.com/AZXhOlT.jpg clips into the wall http://i.imgur.com/Zokwmqb.jpg
  15. Just before the electrified water http://i.imgur.com/FQoSxU9.jpg, please correct this problem http://i.imgur.com/tZntSuT.jpg. Confirm that all of the asset’s components contact the wall.
  16. At the electrified water, this submerged red light http://i.imgur.com/uBWv2HC.jpg, clips into the steel beam http://i.imgur.com/6sxS8dg.jpg

  1. In the security office, is there a reason why the fluorescent light above the track control switches throws so little light? http://i.imgur.com/eiVxGYH.jpg. I would think you would want ample light here, so that the player can easily read/see the control switches. Has this been discussed/mentioned before?
  2. Just before the security office, the player can clip through this sign post http://i.imgur.com/uobZv7a.jpg and http://i.imgur.com/PlaPIwz.jpg
  3. From the start of your level http://i.imgur.com/vtahogi.jpg, the player can clip through almost all of the tunnel support frames. This image is at the very first tunnel support frame http://i.imgur.com/zPEzv83.jpg.
  4. In this area http://i.imgur.com/A5vXZcB.jpg, the light clips into the wall trim above it http://i.imgur.com/TFzfhHY.jpg
  5. Across from the security office http://i.imgur.com/41OrUKT.jpg, this light http://i.imgur.com/sMa9Ql8.jpg does not contact the wall http://i.imgur.com/9jSuUrf.jpg
  6. Just past the security office, this light http://i.imgur.com/9yeY1gF.jpg doesn’t contact the wall http://i.imgur.com/ZlwGGi5.jpg
  7. At the dead-end tunnel with the flashing light http://i.imgur.com/xxalg8Q.jpg, remove the shadows immediately below the two wall lights, as they shouldn’t exist there http://i.imgur.com/mxLslr6.jpg and http://i.imgur.com/KjXkvpN.jpg
  8. At the dead-end tunnel with the flashing light, can the wall below this wall cladding be brightened up at all? http://i.imgur.com/pZQWVdt.jpg. It seems overly dark.
  9. Across from the security office, this light http://i.imgur.com/hsWDfqD.jpg clips into the wall http://i.imgur.com/B6q97bP.jpg

Note: These issues are not all as a result of modding work done by .RK. Some are in areas originally designed by the BMS Devs.

To be continued…

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#194

I have a little more feedback for your loop mod.

Feedback for On a Rail Loop Mod RC DOS(continued)

  1. One of signs on the right side is not aligned properly like the ones on the left side. http://i.imgur.com/OueJ9eW.jpg
  2. Please center this light as it is a little bit too far to the right. http://i.imgur.com/KN4ZSle.jpg
    Close up: http://i.imgur.com/GUBlgfN.jpg

Alright. I’ll remember that when I make a future feedback post.

Also, thank you for your compliment on my feedback reports.

I don’t mind at all and thanks for helping me with that particular part of my feedback post.

I know this is off-topic, but that’s from Foster’s Home for Imaginary Friends, right? I haven’t watched that show in a long time.


#195

Please ignore this post.

Forum moderator, please remove this post.

Thank you.


#196

I had also reported this issue in one of my earlier feedbacks a while back, found on page 6, post 112, item #4.
.RK adjusted their positions, but he did not want both sides to be exactly identical. He wanted some differences between them.


#197

Oh. Thanks for letting me know about this.


#198

Hey there. Love how this is progressing, the cave-in turned out pretty well.

I don’t know if you’re going to do another pass on the lighting, but I feel that the corridors next to the room with the track switches are a real departure from the surrounding tunnels. It’s pretty jarring going from dark, brown lighting to stark white/blue ambiance. I’d recommend lowering the brightness of that area’s lights, or punching out a few of them. Maybe just leave one light on above the entrance to guide the player. If you could get flickering lights to work for the bullsquid passage, it’d also help give the feeling of this area being unstable and tie nicely in with the rockslide whilst looking cool as well.

I’ve got a simple suggestion to make the switchboard diagram easier to read- change the text colour to white. That’d make the writing show up perfectly clear against a black background. Is there no way to make the glass covering it breakable, btw?


#199

And now for some replies. Obviously this hasn’t been as quick as I had hoped, but oh well.

c. Nah. I like it the way it is. If it’s any consolation I can completely justify it; the pipes that had been before were so bad that the facility had to replace them alltogether. Boom. Solved.

  1. I can at least add a light fixture there, but it won’t be on. I don’t really have any interest in making any changes to the lighting of the area, and to add another flickering light would be slightly overdoing it. I do agree though that it would make sense for one to be there.
  2. For now I’ve turned the first one around so he’s more facing you when you enter, because otherwise there isn’t much I can do. I can’t give the houndeyes themselves names (and thusly can’t script them) because they are children of xen portal entities.
  3. It might be the glass. I don’t know.
  4. Really? Because if you ask me, there isn’t enough stuff to throw around. I mean, at what other time in the game, outside of scripted sequences, do you get the chance to see houndeyes really destroy an enclosed space? It’s just a shame though that placing more physics props would actually do more harm than good.
  5. Just a tad, yes.
  6. Fixed.
  7. They can clip through all the posts. The signage is non-solid in the dev areas.
  8. Yeah.
  9. Done.
  10. A – Done. B – Well, poo. Although other they wouldn’t really block player movement. But even if I needed them to, I can’t do anything about it because apparently the physics collisions for that support are correct.
  11. Done. Again, a simple carving issue.
  12. Eeyup, Fixed.
  13. Done and done
  14. Fixed.
  15. According to Hammer, it was one unit too north. Fixed.
  16. While there was a time where I was nodrawing everything that I could… I don’t think this one is my fault. Fixed, at any rate.
  17. Fixed.
  18. Fixed.
  19. Fixed.
  20. Fixed
  21. Fixed! And to think I never noticed that one either.
  22. Put a light there. It isn’t on by any means because, again, I don’t have too much interest in changing lightings.
  23. Gamewise, the brightness seems fine. Your correct though in that those stairs would realistically be more lit. So I’ve put a light prop on the opposite beam. Off, of course.
  24. Kinda fixed. It’s an angled area, and one that’s not on-grid at that.
  25. Fixed as per PCGameCrazy’s item #2
  26. Fixed.
  27. This was brought up before but not really elaborated on. At some point, Text pointed out that there was no lighting variation within the security office, so my solution was to introduce both an arcing light and a defunct light. Originally the arcing light was above the rail panels and the defunct was above the door, until you testified that maybe putting the arcing light there might distract players from the rail switches. So I switched the two so that the arcing light was above the door and the defunct light was above the switches. As for getting pointed, I think the lights on the rail console itself will suffice.
  28. Just like the others.
  29. Yeah, and there isn’t anything I can do about it. All of them are set to respond to vphysics, which is the default. That tells me that there probably isn’t a mesh. When it comes down to it, they wouldn’t really block the player, but eh.
  30. Boogers. I was hoping no one would noticed. Now I have to spend all of five seconds fixing it. ._.
  31. Fixed. Also centered, because that light somehow wasn’t aligned properly.
  32. Fixed.
  33. Can’t do that without removing all shadows generated by the light. …Which considering it isn’t doing that anyways, isn’t an actual problem.
  34. I don’t think so, since usually the light from the opposite wall would be illuminating that area, and that particular light is busted.
  35. …Eh. That light is on an angled surface. So I’m going to let that one slide. Besides, it’s hardly noticable.
  1. Yeah, pretty much. Although looking at the two signs on the right at this moment, I can tell the difference it too much. No poster putter-upper is so perfect, but no poster putter-upper is that sloppy either… It’s actually kinda funny in a way because the bottom poster was shifted to the left by one unit and one unit only.
  2. I think this is fixed.

And yes! That’s from Fosters Home. I think I thought of it because of the red text. I don’t know. :3

I think the lighting for the halls is good as is. For one you see these bluish lights in other areas of the map, those of which are right next to the tracks sections. The departure is fine.

As for the breakable glass… That’s perfectly possible. I think I’ll do that.


#200

@ .RK

Thanks for addressing all of those feedback issues.

Concerning item #15, would changing the color of the wording on the large status display board from red to white make it more legible, as suggested by MrSnaztastic?

Can you please reconsider item #35. Having the light you added, to the vertical beam facing the stairs, illuminated, would go a long way in adding to the aesthetics/realism for that area. Having a little more ambient light doesn’t hurt either.

Concerning item #47, the clipping light is actually on a straight section of wall, not a curved one, but that’s fine.

==================================================

Revisiting an older issue from a previous feedback for your Beta release that I submitted in post #130, page 7, issue #32, what’s the latest status? For your convenience, here is a re-post of the originals and your replies.

My original posts:

  1. The area where the track switch control consoles are is too dark http://i.imgur.com/bp5auSm.jpg
  2. Consider placing a light between these two existing ones http://i.imgur.com/SwgF5ue.jpg, for better signage illumination, and to assist the guards that would normally be monitoring/viewing this area through the windows http://i.imgur.com/vR99ujM.jpg

Your responses:

  1. Those panels are being illuminated by the tunnel light just outside. If it’s really important (which I could see why it would be to have those illuminated instead really), then I’ll fiddle with the tunnel lights in that corner so they bleed onto our rail panels instead.
  2. That sounds plausible. Will have to keep in mind what’s going on with issue 9 though.

==================================================

For PCGameCrazy’s feedback issue #21, concerning wall signage, I hope you find a good poster taker-downer to help you fix it. :lol:

==================================================

Continued Feedback For OaR Loop RC DOS

  1. In the side hallway, this red light http://i.imgur.com/WDRCX33.jpg clips into the wall http://i.imgur.com/vUUPzdz.jpg
  2. Just before your pool area, this red light http://i.imgur.com/7NrPVix.jpg clips into the wall http://i.imgur.com/iZRtNDd.jpg
  3. Just before the start of your level, these three lights http://i.imgur.com/TgSxNFN.jpg need to be raised so that their circular mounting discs contact the ceiling http://i.imgur.com/De6vOnr.jpg
  4. At the electrified water, the left side of this control console http://i.imgur.com/5USfm3F.jpg is sitting on the adjacent floor trim http://i.imgur.com/DtqK11I.jpg, causing it to float above the floor http://i.imgur.com/kcOXVFk.jpg
  5. At the electrified water, this upper pipe and light http://i.imgur.com/8GaaE6q.jpg don’t contact the wall http://i.imgur.com/Ozum2Ai.jpg
  6. At the electrified water, the texture on the lip of this floor trim http://i.imgur.com/Hlx7axT.jpg keeps changing http://i.imgur.com/btZxbJw.jpg and http://i.imgur.com/XADpnlg.jpg. It should not be the green pebbled metal texture.
  7. At the electrified water, in this area http://i.imgur.com/KvFla4T.jpg there’s a texture glitch. See pictures 1 and 2 attached below.
  8. At the electrified water, these handrails http://i.imgur.com/4Nky5bY.jpg clip through the wall into the security office. One handrail appears below the table http://i.imgur.com/YoKLkPt.jpg. The other one is obscured (clever BMS Devs) by this electrical box, which doesn’t contact the wall and looks odd where it is positioned http://i.imgur.com/VA6K1yi.jpg and http://i.imgur.com/2F1CxyF.jpg. Please raise the position of the electrical box up off the table as high as possible without revealing the clipping handrail, and remove the clipping handrail from below the table.
  9. At the electrified water, there’s a wall texture glitch on either side of the blast door. See pictures 3, 4 and 5 attached below.
  10. At the start of your level http://i.imgur.com/oc1orqb.jpg, consider centering this upper wall vent http://i.imgur.com/sk6RWFu.jpg.
    It looks odd being off to one side.
  11. At the start of the level, these pipes http://i.imgur.com/FPJDocO.jpg do not contact the wall http://i.imgur.com/zF3jjZ9.jpg and http://i.imgur.com/ilwU7ty.jpg
  12. At the start of the level, consider replacing this light http://i.imgur.com/Kc1fyqx.jpg with the type that’s used throughout the rest of this tunnel http://i.imgur.com/T9GZF4n.jpg.
  13. At the start of the level, can you do something about this valve wheel clipping into the wall? http://i.imgur.com/HwnxhfS.jpg
  14. At the start of the level, for consistency/symmetry, place a light directly across from this light http://i.imgur.com/ovY9y4p.jpg
  15. At the start of the level, almost all of the wall lights in this tunnel http://i.imgur.com/SPspuHS.jpg clip into the wall http://i.imgur.com/ob9ySZM.jpg. For a very few, it’s necessary because they’re on a curved wall, but the vast majority are on straight walls. Could you please tweak them.
  16. At the electrified water, consider repositioning this right pipe http://i.imgur.com/XIox1hm.jpg so that its lower flange is at the same height as the left pipe http://i.imgur.com/amDqcAD.jpg
  17. This maintenance hatch is missing a part of its texture http://i.imgur.com/JbdiiEF.jpg. Are you seeing this issue too?
  18. In this area http://i.imgur.com/UczMbuW.jpg, there are two handrails with texture glitches. In both instances the problem involves a post and attached handrails, upper and lower. The first one is here http://i.imgur.com/dMqctlW.jpg and http://i.imgur.com/BpF9Gr9.jpg. The second one is directly across from the first one, here http://i.imgur.com/GOu71Xn.jpg and http://i.imgur.com/gLRmu99.jpg
  19. The mounting brackets for these pipes http://i.imgur.com/bW79JDq.jpg don’t contact the wall http://i.imgur.com/ce350rY.jpg
  20. The mounting brackets of the upper pipe http://i.imgur.com/0vfdqGS.jpg don’t contact the wall http://i.imgur.com/bD4QKMF.jpg
  21. The mounting brackets of these pipes http://i.imgur.com/cdxmLZ8.jpg don’t contact the wall http://i.imgur.com/f0ngQ13.jpg
  22. The mounting brackets of these pipes http://i.imgur.com/ut9ttVT.jpg also don’t contact the wall http://i.imgur.com/p8HX5gC.jpg
  23. At the electrified water http://i.imgur.com/ZapDM2b.jpg, consider inserting a section of handrail, here http://i.imgur.com/Sot8yiK.jpg from the ladder to the signpost. The rest of the platform has handrails, except for this section. It makes sense to have one, from a staff safety and consistent design perspective.
  24. On the left side of this area http://i.imgur.com/eOIMNMk.jpg, there are noticeable changes in the lighting on this wall cladding http://i.imgur.com/y7ot9oJ.jpg
  25. In this area http://i.imgur.com/OXYTaXe.jpg, the corner of this blue crate http://i.imgur.com/DAbvQ9O.jpg clips into the wall http://i.imgur.com/ElQOWUm.jpg
  26. At the level start, can this wall vent lighting be corrected? http://i.imgur.com/DSJnN2k.jpg and http://i.imgur.com/RVQ9f3K.jpg.
    The way it appears now is odd, and more typical of when a light is positioned directly above the wall vent, like so http://i.imgur.com/98lUxKn.jpg, and not to one side of it.
  27. At the level start http://i.imgur.com/FwUtoHd.jpg, lengthen this wall base trim to eliminate the gap http://i.imgur.com/ERGEis9.jpg
  28. At this location http://i.imgur.com/V7Ve2xh.jpg, this wire clips through the tunnel support frame http://i.imgur.com/7iAZ2Vy.jpg and http://i.imgur.com/aDWzPUq.jpg. Map position: setpos -768.046326 716.853455 816.031250;setang -45.703827 -40.088104 0.000000
  29. In your pool area, consider centering the two upper wall vents over the tunnel openings http://i.imgur.com/t4RATjk.jpg and http://i.imgur.com/TG0SLG5.jpg. I think they would look better there.
  30. At the elevator http://i.imgur.com/GaPwjkV.jpg, the direction indicator panel doesn’t contact the wall http://i.imgur.com/tIn4uWV.jpg
  31. At the level end http://i.imgur.com/JjJVpmQ.jpg, this military crate http://i.imgur.com/J8NUHgA.jpg clips into the curb http://i.imgur.com/sOFUxlt.jpg
  32. At the level end, the wall cladding surrounding the tram elevator has numerous texture seam issues. Here are some of them http://i.imgur.com/r83hTUo.jpg and http://i.imgur.com/3hhjq2Y.jpg and http://i.imgur.com/bO2bHsQ.jpg and http://i.imgur.com/NEo2Lgp.jpg and http://i.imgur.com/3wLXSfL.jpg and http://i.imgur.com/QoFXSdL.jpg and http://i.imgur.com/rXTdlNz.jpg. Visit the area and do what you deem as necessary.
  33. Throughout the level, there are three track signal light units http://i.imgur.com/UlcjC9Q.jpg that clip into the curb, either the base or the body and the base. For simplicity sake, here are their map positions. Please visit each one and adjust their positions accordingly.
    a) setpos 2877.958740 -1140.876465 816.031250;setang 19.658319 -140.484451 0.000000
    b) setpos 490.649963 -1119.406006 816.031250;setang 22.304951 -167.178436 0.000000
    c) setpos -771.278503 1176.176514 816.031250;setang 29.450771 102.572304 0.000000
  34. At this location http://i.imgur.com/HP2akoc.jpg, this metal trim texture seems to be washed out by the concrete wall texture http://i.imgur.com/OrJKsjE.jpg. Here is what the facing side looks like, which is fine http://i.imgur.com/GOToJKz.jpg. The opposite side of the room http://i.imgur.com/8Ojuiey.jpg suffers from the same problem, on both sides http://i.imgur.com/oomYBSO.jpg and http://i.imgur.com/Yix3yi0.jpg
  35. Similar to issue #43, in this alcove http://i.imgur.com/3cMFbJV.jpg, does this light also need to be centered? http://i.imgur.com/XAeFhMg.jpg. It looks a little left of center.
  36. In this area http://i.imgur.com/rRYzzBp.jpg, can this sudden change in lighting be resolved? http://i.imgur.com/9XzQYGV.jpg
  37. At the electrified water, these pipes http://i.imgur.com/C0NElny.jpg seriously clip into the wall http://i.imgur.com/8vYriIo.jpg.
    It seems that these pipes were supposed to be mounted on a wall without cladding. Consider repositioning these pipes below the wall cladding. It appears that there’s enough room to do so.
  38. At the electrified water, a leg from this light http://i.imgur.com/zIX6P5F.jpg clips into the curb http://i.imgur.com/S1IeUVa.jpg and http://i.imgur.com/DSDzoBd.jpg
  39. The mounting brackets for this pipe http://i.imgur.com/TJGjTTv.jpg do not contact the ceiling http://i.imgur.com/NWIQ9rt.jpg and http://i.imgur.com/kPhT1J8.jpg. This will result in the pipe partially clipping into the tunnel support frame, but it won’t be overly obvious.
  40. All of the props in the side hallway are hovering above the floor http://i.imgur.com/sOQwpkJ.jpg and http://i.imgur.com/KIIBCWt.jpg including these two skids http://i.imgur.com/64OYGqr.jpg. The same applies to some of the military crates and the ammo tins, in the elevator hallway http://i.imgur.com/Yty0S6O.jpg and http://i.imgur.com/pam93R9.jpg. In the security office, the two metal shelves, the water cooler, the chairs, the brown file box, the coffee table and the waste basket are floating above the ground.
  41. In this area http://i.imgur.com/jNKxf9q.jpg, these electrical boxes need to be raised higher http://i.imgur.com/vAnobdM.jpg because the thermostat unit doesn’t contact the wall http://i.imgur.com/Bhuk574.jpg. It should look like this http://i.imgur.com/85u7XTg.jpg. Apologies if this issue has been previously reported.
  42. There are two texture seam issues on the underside of your pool area, on the right side. The first one http://i.imgur.com/W42m5vS.jpg and http://i.imgur.com/FREqy1g.jpg. The second one http://i.imgur.com/My2d4Ux.jpg and http://i.imgur.com/yLk5B7K.jpg
  43. In your pool area, these two ceiling lights http://i.imgur.com/b0pgxvB.jpg clip into the support arch http://i.imgur.com/SFTitej.jpg and http://i.imgur.com/T37om5i.jpg
  44. In your pool area, the bases for these electrical panels http://i.imgur.com/PqZg7jV.jpg clip into the floor http://i.imgur.com/Pspjkwm.jpg. There’s ample room to raise these panels higher. Bases for other similar panels, in other parts of the level, are fully visible.
  45. Consider centering this group of electrical panels http://i.imgur.com/0AducYB.jpg on the wall that they are on. The left side upper cable http://i.imgur.com/gUu3PKm.jpg clips into the metal frame http://i.imgur.com/52YW8cz.jpg
  46. In this area http://i.imgur.com/togjHsb.jpg, these two ceiling lights http://i.imgur.com/0Zohi3M.jpg don’t contact the support arch.

Note: These issues are not all as a result of modding work done by .RK. Some are in areas originally designed by the BMS Devs.

[COLOR=‘DarkOrange’]Conclusion Of Feedback For OaR Loop RC DOS (I think/hope so. I know, you do too!!! :sick: )
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