Half-Life: Alyx

Half-Life: Alyx

Glorious Gloves
160 Comments
Epic  [author] 28 May @ 5:17am 
Thanks for the feedback, no need to apologize :) Let me know once you've played a few levels with the Gloves if you still think this would be a helpful feature? I haven't felt the need for a toggle with how the gesture controls work & activate; but if you find after playing you'd still prefer something like that then, I may add it as an accessibility feature when I (eventually :lunar2019piginablanket:) work on the bug report from the previous comment.
EddieBaledy 28 May @ 5:06am 
This is soooo sick..
I hate to be one of those people who request/suggest something but would it be possible for a version of this where when pressing the arm grenade button with an empty hand would toggle this on and off?.
I still very much love the satisfaction of the Russel's themselves but would love to be able to switch mid battle..
If not is all good, cannot wait to use these nevertheless.. ^u^
Epic  [author] 25 Apr @ 2:20pm 
Thank you for this bug report. I have reproduced the issue, and Frost and I (pretty much all Frost!) have identified the conflict. The codebase for Glorious Gloves is showing its age, and could do with some reorganization.

I haven't touched Source 2 or the Lua programming language in half a decade, so this will be a While™ before I am able to dedicate the time and context-switch back into HLA development to address it. I don't want to just push a haphazard fix, out of fear of breaking something else in the process without proper focus/review.

So unfortunately, we don't have a workaround for you in the interim; Until we post an update otherwise, Glorious Gloves and certain AlyxLib mods (namely Body Holsters and Resin Watch) are incompatible - but AlyxLib is an awesome library and I intend to address this issue (albeit at a slow pace).

(For the curious, we both define a class in our code called `Input`, and that causes a collision between the two mods)
BLACK SANTA 25 Apr @ 7:09am 
Hello. I want to offer you to meet with FrostEpex and fix conflict between "Glorious Gloves" and "Body Holsters and AlyxLib". When I start with Init Support, Gloves, Body, Holsters and Alyx Lib - Gloves working, Holsters - not. Without Gloves - working. Without Gloves, with Init Support - working. So I found the conflict between this addons. It's super great if you'll cooperate to fix this. Thank you)) (I send a some logs in vconsole to him if you need and I can to help later if you ask) (Oculus Quest 3, Steam Link, 25.04.2025)
Epic  [author] 1 Feb @ 8:44am 
Hey Lilibud Gaming - Because of the way I built the gloves from the ground-up, adding the models back isn't as straightforward of a feature as you might expect, so I favoured functionality over aesthetics. It is technically possible, but out of the scope of my familiarity with Source 2. There's a longer answer from Jun 21, 2021 earlier in this comment section (about page 6 as I'm writing this) if you are interested in more details :)
Lilibud Gaming 31 Jan @ 10:00pm 
Am i able to revert the hand models back to the originals? i prefer how they looked before

really great mod tho!!
FlashbackGames 17 Jan @ 9:51pm 
wait I havent tried that lol
Epic  [author] 17 Jan @ 9:37pm 
Hah - I opted to not include an aim assist so that punting in combat became something to physically master :) As for the grabbity tutorial, I'm not sure what the problem is there since I cannot reproduce the bug. You may need to validate the integrity of your game files, or un- and resubscribe to the mod.

Also, as a creative workaround I think you should be able to punt the padlock to break it? I wonder if the game will still progress if you go into the train car without having the pistol, haha...
FlashbackGames 17 Jan @ 9:18pm 
I decided to just load the next chapter and re enable the gloves, everything else works fine except for how hard it is to aim the punt lol
FlashbackGames 17 Jan @ 9:17pm 
I have no other addons that affect the gloves or objects, I have a gun replacement and the jump mod, but thats about it, it's just when russel asks me to "grip the object, flick my wrist and grab inb mid air"
Epic  [author] 17 Jan @ 9:09am 
I just booted up a "New game with addons" with only Glorious Gloves enabled from Chapter 1. Everything worked as expected for me with Russell. Do you have any other addons active? If it's still an issue, feel free to start a Discussion thread or send me a friend request.
FlashbackGames 17 Jan @ 8:33am 
yes I am doing a normal grab, but I tried both, a lot of things actually and nothing worked
Epic  [author] 16 Jan @ 6:57pm 
Hey FlashbackGames - For the story to progress at that point, I believe it needs to be a "normal" grab with the gloves (not a levitation). Are you still having this problem when you grab like the unmodded gloves?
FlashbackGames 16 Jan @ 6:53pm 
can't get past beginning russel part with glove tutoriel, he keeps asking me to grab the item mid air, but when I do that, no matter what I do, it doesnt register
stoneghostus 25 Jun, 2024 @ 1:33pm 
The power of the gravity gun in the palm of my hand...
Epic  [author] 15 Jun, 2024 @ 5:29am 
Hey NinjaFramer - The gloves are largely gesture-controlled, rather than button controlled. It can be helpful to think of grabbity working like the normal gloves (flick of the wrist with a closed fist/trigger to "tug" the object towards you), levitating will happen if you keep your fist/trigger closed as the object is being grabbity'd towards you, and punting will occur when you have a closed fist/trigger (with or without a levitating object) and you punch in the forward direction. Let me know if that works for you?
NinjaFramer 11 Jun, 2024 @ 2:34pm 
Nice gloves but I can't get them to fire. I can pick up items but sometimes they fling the item away. It actually just works like the regular gloves for me. I would love it if they could be used as a weapon. I am using the oculus 2. I have tried different buttons but they just drop if I release the trigger. any help?? thanks
Timerider 26 Jan, 2024 @ 5:51pm 
I appreciate all the work you've put into this.
It's a shame Valve hasn't put as much into supporting modding on this like they did in previous games. There's still a some bugs in the base game they haven't fixed yet.
Epic  [author] 26 Jan, 2024 @ 7:35am 
(1/3)

Hey Timerider! Thank you for your kind words :lunar2019piginablanket:

There are variables in my code which currently place a 45% increase of emphasis on gameplay items, and their weights could be increased further; but I never got around to exposing any of them in the console. If I do touch this feature in the future, perhaps I could also add a de-emphasis on small items so they don't get in the way as much.

As for performance, the solution I've thought of would be to simply put a limit on how many items the gloves are allowed to scan per frame. They could then process through the most likely candidates based on aim and distance, and target the best one once its reached its query limit. This approach would probably not significantly impact the user-experience of accurate targeting ( maybe with the exception of being able to tug on far away objects when there are a lot of physics objects in the way), but would significantly stabilize performance.
Epic  [author] 26 Jan, 2024 @ 7:34am 
(2/3)

And for the glove models... Yea I wanted to do that (and tried briefly), but it was opening up a whole new can of worms to learn Source 2's animation and attachment system. This mod codes the behaviours from the ground-up for full control over thier functionality, so I'd have to implement the glove models into my codebase from scratch. The one hacky workaround I did implement was that for supporting Vort energy , I reverted the gloves back to the originals and then Frankensteined my codebase to overlap with them when the user is near Vort energy nodes ... It's not the most stable thing in the world, and I think you lose a lot of the more unique Grabbity abilities of the mod when this is active (like pulling heavier/distant objects, manhacks, doors, etc), but still retaining the Levitation and Punting capabilities... But perhaps exposing this feature through a console flag one day would give people some aesthetic joy.
Epic  [author] 26 Jan, 2024 @ 7:33am 
(3/3)

Life's been busy, but all of these points are on my to-do list if I ever do make the time to get familiar with Source 2 again and make some tweaks :) If you stay subscribed to this thread, you'll occasionally get pinged from others posting a comment, but I also will comment here if I do one day release an update addressing these concerns. Thanks again for your feedback - it warms my heart to know people are still enjoying this mod, warts and all :p2cube:
Timerider 25 Jan, 2024 @ 7:48pm 
This is an extremely impressive first mod. From my run so far:
The biggest issue I've run in to is the difficulty targeting ammo, resin, or other needed items near physics objects. Is there a way to prioritize targeting of those?
The aforementioned CPU spikes. Would they be any better if, say, only one glove was active at a time (like, whatever one you clicked the trigger on last)? Would filtering out certain objects help, like tiny wood splinters, cigarette butts, etc., or would that just result in more calculations to figure out what not to grab?
Is it possible to use the existing gravity glove model instead of the bare gloves?
Epic  [author] 24 Sep, 2023 @ 2:14pm 
:lunar2019piginablanket: @Unorthodox_fox - I'm glad you are appreciating the more environmental interaction features! Once you get a hang of the gesture controls for the Glorious Gloves, it's quite easy to intentionally choose whether or not you'd like to use the more dangerous punting (or as you called it, "op laser stuff" :B1:)! For your case, that would look like not holding your hand shut when pulling things towards you (ie. keep grabbing things just like the original game's gravity gloves), and not punching the air/objects around you :) Thank you for the kind words, and enjoy!
Unorthodox_fox 22 Sep, 2023 @ 11:13am 
bro this looks so sick. im def gonna have to use this after beating the game a couple times, would be cool if there was a less deadly version of this without the op laser stuff just to make exploring easier. no breaking my arms on doors and stuff just cuz the game hates me haha
bennodxb 19 Mar, 2023 @ 6:08pm 
Thanks for the reply mate. I appreciate the confirmation, at least I dont have to try more tweaking :)
Epic  [author] 19 Mar, 2023 @ 7:36am 
Hey @bennodxb - You are correct, this mod is poorly optimised in its current state. There's no cap in the code when it's calculating valid physics objects, so when you aim your hand in the direction of a large number of physics objects the CPU will really start to drag. I'm not able to devote the time necessary to cap this behaviour right now, but generally speaking if you keep your hands pointed down when not using the gloves, that should reduce the CPU spikes as less physics objects will be targeted. I hope to address this issue at some point in the future, and would be open to any pull requests on GitHub in the event anyone reading this would be eager to contribute code to the project :)
bennodxb 18 Mar, 2023 @ 8:51pm 
I really like this, so thanks. I have 1 issue though that i cant see mentioned for anyone else..
1. Running the game with this on leads to massive cpu spikes and reprojection. When i move my hand around and an object highlights the cpu spikes like crazy. I spent hours trying to figure it out (im slow). Its not unplayable but its frustrating. I have a decent system, 3080, 10900k
Epic  [author] 6 Mar, 2023 @ 4:34am 
:p2cube: :lunar2019piginablanket:
SenseiJamesX 5 Mar, 2023 @ 6:27pm 
Oh it's definitely been a blast. Honestly, no clue why I didn't just do a reinstall at the beginning. This mod has hella enhanced the experience.
Epic  [author] 5 Mar, 2023 @ 6:05pm 
I'm glad a full reinstall worked for you! I hope you enjoy the mod :)
SenseiJamesX 5 Mar, 2023 @ 11:26am 
alr, did a full reinstallof the mods and it worked
SenseiJamesX 5 Mar, 2023 @ 11:07am 
@Epic, booted up chap2 from new game w addons and I still cant seem to levitate anything. I can still see theoriginal glove models
SenseiJamesX 5 Mar, 2023 @ 10:19am 
I did start a new game with the addons, but I'll load up a new game on the chapter I'm on after first acquiring the gloves to see if it fixes the issue. The gloves are supposed to NOT have a model, right?
Epic  [author] 5 Mar, 2023 @ 8:42am 
Hey @SenseiJamesX - Are you starting a new game with addons enabled? Most of these mods will only be loaded on new games, not previously-unmodded saved games.

At first glance, it looks like all mods should be compatible with Glorious Gloves, especially since Dismemberment and Brutal Blood are also using Scalable Init Support. Another thing to be aware of is that the Glorious Gloves are only activated if the level you're playing is supposed to have the original gravity gloves in it. A consistent way to make sure this mod is working is to load up a new game with addons with one of the levels from the middle of the original campaign. Let me know if this information doesn't resolve the conflict for you.
SenseiJamesX 5 Mar, 2023 @ 12:14am 
Is this mod compat w/ Dismemberment, Brutal Blood, and USP Match?
SenseiJamesX 5 Mar, 2023 @ 12:11am 
I have a feeling the mod might not be working despite having the dependencies.
Epic  [author] 8 Feb, 2023 @ 6:16pm 
Sorry to here that @jacegm :( I don't have a Quest to test with, but it looks like @kedar9 in the comments below was able to get it working by using "the trigger, the grip, or both". You should be starting out with your hand open (ie. not pressing the trigger or grip), and then to tether to an object you press the trigger or the grip, and pull towards you like you would with the original gravity gloves. If you're interested in troubleshooting further, feel free to add me on Steam and I can see if there's any additional help I can offer.
RubberyDucc 7 Feb, 2023 @ 2:46am 
hey @Epic im using the quest 2, i did not find a fix for this so i used a different mod. :steamsad:
KungFucius 15 Jan, 2023 @ 1:22am 
I think I've had the same thing happen as @kedar9 I've got a Quest 1, so basically same controllers. I figured it was just my hardware being a bit wierd, considering the game is made using Index Knux
Epic  [author] 9 Jan, 2023 @ 1:17pm 
Copy that, and thank you for your feedback! I haven't been active on development for this mod in a while, but I'm adding to my list for future edits to explore a longer time window before grabbing :) Enjoy the mod!
kedar9 9 Jan, 2023 @ 11:09am 
Hey @Epic - Thank you for answer.I came to a conclusion that when I close my fist very shortly after pulling there will be livitation and when I will grab half second later it will be normal grab. So it is possible to mangae but is difficult :-)
Epic  [author] 8 Jan, 2023 @ 5:57pm 
Hey @kedar9 - Sorry about the late reply. I'll start by saying that I unfortunately cannot test on any Oculus hardware, so I won't be able to reproduce your situation. With that said, I'd still like to try and help.

The way that the levitation/beam appears is if you keep your fist closed (or more specifically, whatever your "Grav Glove Lock" input is in SteamVR) after pulling an object towards you. So if you keep your fist open (typically by letting go of the button you used to "tether") after pulling an object, then it shouldn't activate the levitation or punting. That said, perhaps there are some complex ways you can set up the SteamVR "Grav Glove Lock" input action to be based on both of those buttons? Please let me know if you need me to clarify anything I've explained here!
kedar9 5 Jan, 2023 @ 11:45am 
Sometimes when I want to grab normally e.g. ammo, the beams appears and my ammo fly far far away... I'm not sure how to use it correctly on Oculus Quest 2 controllers. It works when I used only trigger or only grip button or both... In the heat of battle I often fire the ammo instead of picking it up. I think it would be best if the GG appears only when I hit both action butons - trigger to aim and a bit later grip button to hold/grab.
prandiumdeus 2 Jan, 2023 @ 6:43pm 
now you just need to make those super mega gloves from HL2
Epic  [author] 2 Jan, 2023 @ 6:27am 
Hey @jacegm - What controllers are you using to play with? I have been able to test this on Valve Index controllers and Vive wands. To use the Glorious Gloves, you should be able to interact with the world the same way that you used the original gravity gloves (so if you used a specific button to lock onto an object and pull it towards you in the base game, I believe the same button should work to "close your fist" for punting with the Glorious Gloves). On the Index controllers, I found it more comfortable to rebind the "Grav Glove Lock" input action to being a closed fist rather than the trigger so it feels more telekinetic :)
RubberyDucc 1 Jan, 2023 @ 8:05am 
i keep my hand closed but the game automatically opens my hand. and i can't even select the lock model to slam it, am i missing something, like am i supposed to hold a key or something
Epic  [author] 26 Sep, 2022 @ 9:22am 
@Force in Unison - If you try hard enough, I do believe it is technically possible to beat the campaign without ever firing a gun :B1:
Epic  [author] 26 Sep, 2022 @ 9:21am 
@EpicScorpion - It should "just work" whenever you start a new game with addons with Glorious Gloves and Scalable Init Support enabled! It upgrades the functionality of the Gravity Gloves, so it will only be working when you play a map which equips the Gravity Gloves. Check out the features list above in bold if you're looking to understand how the gesture controls work :)
Force in Unison 25 Sep, 2022 @ 7:14pm 
prob don't need ammo
Sowa 25 Sep, 2022 @ 7:38am 
How do you get it to work?