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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^
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)
really great mod tho!!
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...
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.
Hey Timerider! Thank you for your kind words
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.
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.
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
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?
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
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.
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!