OaR - Loop Mod


#161

Make all guard corpses with vests and some must have no helmets.
Make two maps, one connected with OaR Uncut while the other is connected to c2a2b


#162

Quote from .RK. “Compatibility – As I am sure many of you know, there is currently another mod for On a Rail named Oar Uncut. If you haven’t checked it out already, do so. It’s an excellent mod. If you have installed his mod or are planning to install it, I will be providing support for the mod. At release, I will also release a version of the altered map that will link seamlessly to his maps.”


#163

[COLOR=‘Red’]Quick update![/size]

Loop Mod is now on ModDB! And so quickly too! http://www.moddb.com/mods/black-mesa-on-a-rail-loop-mod


#164

Half-Life’s mod? Not Half-Life 2?


#165

It’s supposed to be an HL2 mod .RK. :stuck_out_tongue:


#166

Black Mesa; On A Rail Loop Mod
fix that


#167

I really enjoyed your release candidate of your loop mod. The side hall looks really good. Here’s a little bit of feedback for it.

Feedback for On a Rail Loop Mod (Release Candidate)

  1. This light near the side hall needs to be turned on. http://i.imgur.com/tyfXRtk.jpg
  2. In the same area, this part of the track was not quite lit up properly. http://i.imgur.com/oRK3sKI.jpg
  3. Z-fighting on this part of the track. http://i.imgur.com/hAhr7JF.jpg
  4. Some other tracks are not quite lit up properly. http://i.imgur.com/8BLrmAu.jpg http://i.imgur.com/LYhlhSA.jpg http://i.imgur.com/cv8Ag0l.jpg
    Edit: Added one more picture for #4.
  5. I noticed that the surface for the rail switches is not quite aligned properly in some parts. http://i.imgur.com/otNz8Bq.jpg http://i.imgur.com/oG7bxS9.jpg http://i.imgur.com/mUzAQRg.jpg http://i.imgur.com/14vkDLS.jpg
    Edit: Added one more picture for #5.
  6. Computer, keyboard, and fan floating in midair. http://i.imgur.com/6Rl7DTX.jpg

#168

And now for some rehplehs~

That was my fault. But strangely enough that’s been fixed, even though I didn’t do anything to it. Weird. :expressionless:

The problem is you can’t give vests to ragdolls. I’ve tried.

All fixed now. I specifically remember not typing it that was so I have no idea why that happened.

Glad to hear!

  1. Not necessarily, there’s dozens of lights that are off in the tunnel. What’s one more?
  2. I think I know how to fix that.
    2 & 4 I didn’t really place info_lightings on these because hypothetically they should be sampling light correctly. Those are fairly big models though so there’s room for error. I think I will substitute for smaller rail segments for better light division.

#169

Loved the mood/look of that flickering light at the blast door. Superb!

Feedback For OaR Loop Mod - Release Candidate 1

  1. Odd shadow still cast by these double doors http://i.imgur.com/wTUFq0t.jpg
  2. Align seams for floor tiles http://i.imgur.com/jGr5wRX.jpg
  3. Houndeyes in office sink into the floor http://i.imgur.com/vS9tGNu.jpg and http://i.imgur.com/rcywUhP.jpg. Their battle script needs some work, as they tend to ignore the player.
  4. Spacing wise, center the middle fluorescent light between the other two http://i.imgur.com/qYB9Aow.jpg
  5. This fluorescent light needs to be moved slightly to the left, so that its mounting rods are on the ceiling tile frame, like the one adjacent to it http://i.imgur.com/dv2BxF0.jpg and http://i.imgur.com/647cbaS.jpg
  6. The large pipe on the right seems to have an unfinished/inferior texture, when compared to the one on the left http://i.imgur.com/PRa9Quk.jpg and http://i.imgur.com/WcV3HBO.jpg
  7. The pipe of this electrical panel does not contact the floor http://i.imgur.com/DH9x4KW.jpg and http://i.imgur.com/eBliLmW.jpg
  8. In the office leisure area, use the table from your first release, as this one is too large and sits too high http://i.imgur.com/xOCbXVm.jpg.
  9. Across from the security office, consider changing this blue crate to a wooden one, or another appropriate asset http://i.imgur.com/mzxYqMY.jpg. It’s too large/heavy to be situated here.
  10. Just past the security office, this area is bereft of light fixtures. I know you want to keep this area dark, so consider placing a defective one above this door http://i.imgur.com/8CsxZrI.jpg
  11. The arc from this fluorescent light needs to be moved slightly closer to its body, and also closer to its end, where the terminals are located http://i.imgur.com/KVCVbi9.jpg
  12. Is there a reason why the hi-fi system in the security office was removed? I hope not. I didn’t see it in my playthrough.

To be continued…
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#170
  1. Will work on it
  2. Tiles are aligned to walls of the room they are in.
  3. Hrrrm, that’s not good. I’ll look into this issue.
  4. Fixed. I did sort of approximate the position when I centered it, but it should be within acceptable bounds again. …Sustaining sequence.
  5. Fixed
  6. I don’t know what to do about this, all of the other pipe textures are dirty and grimy.
  7. Fixed
  8. They both sit at the same height. I’ve reverted back to the circular table for now
  9. After looking through all three maps of On a rail, I have found that these crates are very common. I will not be changing this.
  10. Fixed
  11. Fixed
  12. No… it should still be there. Did the houndeyes kill it or something ???

I actually find it kinda funny that in picture four your flashlight is on the wall (instead of at the lights). Which is actually a good thing because it’s made me realize how bare that wall is. It needs some decoration.

Right now I’m considering placing some sort of poster there. I think it would make the wall less boring, and it would make a good deal of sense to have something like that in the lounge area.

Also fixed an issue where a visible face as textured with nodraw.


#171

Concerning the screenshot for issue #4, that was the only way I could show all three lights. I forgot to turn my flashlight off. To decorate that bare wall, a couple of posters would be better than a bulletin board.

Yeah, both of the large gray/blue pipes in the hallway across from the security office are too clean/new/pristine.

Feedback For OaR Loop Mod - Release Candidate 1

  1. I found the stereo system on my second playthrough. Notice that the pieces clip into each other http://i.imgur.com/NOojCA6.jpg.
    I picked up one of the speakers and placed it on the floor. Seconds later, all three pieces that comprise the stereo system disappeared??? http://i.imgur.com/LUev8aq.jpg. That’s the reason why I didn’t see it on my initial playthrough.
  2. On my second playthrough, there was only one houndeye in the security office, instead of two. I was basically right next to him/her before he/she reacted to my presence.
  3. Can the shadows be removed from this filing cabinet http://i.imgur.com/j1jCfdl.jpg and this electronics console http://i.imgur.com/daKW8Mm.jpg. Their orientation to the room’s light sources is wrong.
  4. Consider lowering the position of these signs, as they seem to be a little bit too high http://i.imgur.com/72bRtIe.jpg
  5. Can anything be done to address the parts of these pipes http://i.imgur.com/EW8peHl.jpg that are darkened in appearance? http://i.imgur.com/EIwMBph.jpg and http://i.imgur.com/fga7Hw6.jpg and http://i.imgur.com/w67DHPm.jpg and http://i.imgur.com/jptG9bV.jpg
  6. I wanted to point out a difference in the lighting on the side lips of the two doors in the hallway across from the security office. This one, near the double doors, is fine http://i.imgur.com/nXqWDiQ.jpg and http://i.imgur.com/87lO1D3.jpg and http://i.imgur.com/qtKo152.jpg. The other one is not http://i.imgur.com/X1SaoGP.jpg. The lighting on the right side lip is somewhat dark, but acceptable http://i.imgur.com/hjsMrPW.jpg, but the left side lip is overly dark http://i.imgur.com/IzdFNzu.jpg and http://i.imgur.com/bufWUr3.jpg
  7. Consider adding some ceiling mounting brackets to this air duct http://i.imgur.com/a89z5y6.jpg and position it closer to the wall behind it.
  8. Consider darkening the hallway area just outside the security office, in order to present a darker mood, and to somewhat conceal the barnacles. Maybe do the same in the hallway across from the security office.
  9. There are a couple of lights that clip into the wall. This one here http://i.imgur.com/VYxHNts.jpg and http://i.imgur.com/oWQ6DjR.jpg and this one here http://i.imgur.com/tufokDy.jpg and http://i.imgur.com/Xrw8mQa.jpg
  10. These two skids can be moved by the player http://i.imgur.com/Tyc8VsV.jpg and http://i.imgur.com/AABfm11.jpg. Normally, in other parts of BM, these are static props that can’t be moved.

To be continued…
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#172

@.RK I added a little more feedback in my previous post.


#173

Not really replying in full but…

I have fixed/am going to fix these.

What you don’t notice is that in item six, the wall in the background has a seam issue where you can see straight through it.

Sigh.

Since there isn’t really much else to do to the map in terms of design, I’m going to go ahead and completely redo that curved wall. It will look the same - rest assured - but it will be much better in terms of game function. Right now it is incredibly buggy.

I really tried taking the mathematical approach with it, since there’s so much segmenting going on. Trying to get the windows to be equally spaced (and braced; the metal frame that holds them is equal size) was what really did me in. I had the angles all figured out and everything but in the end there was some severe decimal loss that I can’t get rid of.

At this moment I’ve isolated the corner wall into a separate file and have been building it from scratch. I’ve been making slices using the clipping tool and then taking it into notepad to make fine adjustments to the brush faces (yes, I’m using command-line to convert the vmf into a text file, it’s insanely useful). I’ll probably be bouncing the file between these two for a while, and I am not sure when I will be done with it.

So apologies in advance Dadster if I don’t respond to anything of yours just yet. I’m just really fed up with this wall. Hopefully though it will act much better in the future. I also don’t know if the seam problem is still there outside the office but if it is, this should kill it for good.


#174

That’s perfectly fine .RK

I know, first hand, from my earlier feedbacks, that you have every intention of responding to me, and others, in a timely manner, be it a few hours or days. I have every confidence that you’ll do so when it’s convenient for you.


#175

On a Rail Loop Mod RC (continued)

  1. I noticed that I can see through this air vent after passing through the side hall. http://i.imgur.com/62LMbsy.jpg
    Close up: http://i.imgur.com/vWTJ3f4.jpg
  2. Z-fighting on this part of the track. http://i.imgur.com/wzzNOMP.jpg
  3. Z-fighting on the track near the end of the map. http://i.imgur.com/cxwfJdE.jpg
  4. Z-fighting on the track in the beginning of your loop mod. Also, the track is slightly misaligned. http://i.imgur.com/tnXFkGu.jpg

#176

This is a great observation and very useful feedback. Nice discovery, PCGameCrazy. Well done!


#177

Thanks Dadster.


#178

No problem. It’s very gratifying to us “feedbackers” when someone discovers an obscure but obvious problem. We don’t want this kind of issue to be missed or overlooked. This is where our valued support of a mod Dev comes into play.


#179

Fucking finally had time to get back to this project. School is a mess. I’m typing this up in the little time I have at this moment.

  1. Eh, physics objects. I’ve actually tried lessening the amount of physics objects that are added with Loop Mod to prevent stuff from disappearing. I don’t know if it’ll work though, but I have to hope…
  2. Done.
  3. Fixed. I think the signs were as high as they were because I had been measuring from the doorway and not the hallway that they were actually in.
  4. I can probably try. Hopefully some info_lighting will be good enough.
  5. Have to blame that on vrad unfortunately. Aside from placing light sources and maybe controlling their color and brightness, I have no control as to how the map is lit. That’s up to the compiler.
  6. Done.
  7. While I won’t be doing this for the elevator hall (because I kinda want players to be able to see these barnicles as per HL), that might be a good idea for the side hall. It would at least explain how the scientist and the guard managed to get shot.
  8. Fixed.
  9. Fixed.
  1. Dadster’s right, that’s always a good thing to point out. Actually, I happened to come across that within minutes of the release candidate. Obviously I didn’t hotfix it. :stuck_out_tongue:
  2. Fixed. The track wasn’t in the right position to begin with.
  3. I could not fix this issue without extending the length of the room. Considering the geometry… that would get messy very fast. And since it’s dev section, blame it on them!

#180

@.RK I have added 1 more piece of feedback in my previous feedback post.