Black Mesa

Black Mesa

The Definitive On a Rail (Loop Mod + On a Rail Uncut)
Showing 11-18 of 18 entries
< 1  >
Update: 29 Dec, 2019 @ 12:34pm

- A map: fixed music. This came at the cost of some other sounds in the map (as there were too many, causing some sounds to not play): the ventilation system in this sector has been shut off and some pipes have been closed.
- G map: fixed music (.ogg -> .wav)

Update: 12 Sep, 2019 @ 12:35am

Reverting to initial Aug 15 patch while also fixing the graphs issue; the graphs were not included, this has been fixed.

Update: 15 Aug, 2019 @ 7:45pm

Music on the A map is broken and a few navigation graphs are not current for some reason. Reverting for a bit.

Update: 15 Aug, 2019 @ 6:45pm

A map
- Updated switchboard texture

C map
- Removed some physics objects to help performance / prevent crashes
- Fixed monitor in security office

E map
- Changed light fading transition in turntable room to instant transition for better performance
- Affected some drawing optimizations

F map
- Affected some optimizations for better performance / ensure the whole world is drawn

G map
- Minor fixes

Update: 6 Jul, 2018 @ 2:44am

This iteration takes into account feedback on the Beta 1 and Beta 2 versions of On a Rail Uncut. Most fixes involve small tweaks in prop positioning, geometry, and texture alignment. The patch highlights are as follows:

B map
- Affected some drawing and physics optimizations
- Minor fixes

C map
- Fixed headcrab ambush at the beginning of the map
- Affected some drawing and physics optimizations
- Fixed .50 cal
- Minor fixes

D map
- Rotated the rocket and mast 180 degrees so that it matches the orientation on the G map

E map
- Affected some drawing and physics optimizations
- Made elevator in turntable room non-spammable
- Improved freight elevator behavior immensly, including fixing call buttons and making them non-spammable
- Removed a barnacle which, based on current map design, is not meant to snag the player
- Moved the transition to F backward a short distance
- Improved turntable room lighting behavior, which will lead to better performance
- Fixed .50 cal at turntable room
- Fixed marines falling through the elevator in the final area on death
- Minor fixes

F map
- Added tripmines to the opening tunnel
--This helps the boxes spawn in the subsequent room
--Is canon to HL1
- Made freight elevator in the warehouse non-spammable
- Added a small delay in sound for the skybox flare, accounting for speed of sound
- Fixed the dual .50 cals
- Solved an issue where the world would sometimes disappear
- Minor fixes

G map
- Rotated the indoor silo 180 degrees so that it matches the orientation on the D map

Update: 30 Jun, 2018 @ 6:27pm

- Reverted to using ogg file format for music
- *Actually* fixed sound / music this time
- Improved vision on a security camera in the C map
- Packaged missing scripts that reinstate VOX lines
- Affected some optimization on F map, possibly improving performance
- Fixed a buggy transition between F and G.

Update: 29 Jun, 2018 @ 6:44pm

Update: 29 Jun, 2018 @ 1:08am

This combo pack contains various fixes from previous versions of both Loop Mod and On a Rail Uncut.

On the front of On a Rail Uncut, the naming convention has been moved away from the previously-established a-a1-a2-b-b1-b2-c to an a-b-c-d-e-f-g convention. This is to facilitate a possible re-seperation of mods in the future. It is also for this reason that the a map of Apprehension is also packaged.

On a somewhat general note, the custom songs have been shipped as mp3 files, even though the maps take ogg files. It works. Why that is, I don't really know. It just do.

The following is a changelog between previous versions of both Loop Mod and On a Rail Uncut:
A -> A
- Fixed some coloring
- Updated the console at the electrical pool puzzle
- Fixed a broken decal at the final lift
- Improved tram behavior at bridge
A1 -> B
- Added some clips to prevent players from getting stuck
- Adjusted some prop placements so that player movement is not blocked
- Fixed sounds not playing
A2 -> C
- Added logic to a locker to prevent players from getting stuck inside it.
- Rebalanced Vort vs HECU fights at both the beginning and end of the map to improve their longevity / provide more reasonable fight outcomes
- Fixed sounds not playing
B -> D
- No changes
B1 -> E
- Fixed an elevator not returning to its original position on moving back down
- Fixed sounds not playing
- Moved an autosave at the beginning of the map to prevent a situation where turrets would always be tripped on autosave
B2 -> F
- Fixed music not playing
- Improved collision on a curb that previously blocked player movement at walk speed
- Fixed sounds not playing
- Improved behavior in the box transit room; boxes now appear quicker
C -> G
- No changes