Half-Life 2

Half-Life 2

Leet Rebake - HL2 Maps Polish (Renamed)
198 Comments
Sungazer  [author] 19 Jul @ 12:37pm 
@AAzeem
> the wire disappears once the Combine APC gets destroyed but the game thinks that the wire is still connected to the APC so the Force Field remains active and it never gets disabled, preventing me to progress. Please fix this.

Can't confirm. Never seen anything like that. Unless used scripting mods like "Dynamic Light (Projectiles)", which causes it even on vanilla maps.
AAzeem 19 Jul @ 9:54am 
@Sungazer Hey I think your addon breaks a level in the Highway 17 chapter. There is a level in which you get the Crossbow and have to disable the Force Field that is preventing the Scout Car to move on. You have to push the Combine APC (to which the wire of the Force Field is connected) into the water in order to disconnect the wire and destroy the APC. I destroyed the Combine APC many times yet the wire never got disconnected and the wire disappears once the Combine APC gets destroyed but the game thinks that the wire is still connected to the APC so the Force Field remains active and it never gets disabled, preventing me to progress. Please fix this.
AAzeem 19 Jul @ 9:41am 
@Sungazer "Multiscript loader handles script conflicts. My mod does not use any scripts, its pure maps. DFG is pure scripts and has issues with airboat on vanila by itself. That is not a compatibility issue."

Oh I see.
DrXtale 15 Jul @ 10:30am 
Ah, I never knew, good to have that Knowledge I suppose.
Sungazer  [author] 15 Jul @ 9:02am 
@DrXtale
> Canal_01a, seems to spawn the APC inside the wall,

It is an issue with hl2 in general. It's the same on vanilla map with no mods. If you reach the trigger for second apc first time loading a map, it will work. If you load a save on this map, it will not. Nobody ever figured it out. Map setup seems ok, so, probably engine bug. I've managed to work around it and will fix it in the upcoming update
DrXtale 15 Jul @ 8:19am 
A main issue seems to be that map reworks, like this here, one issue in particular, Canal_01a, seems to spawn the APC inside the wall, the one you see passing by after fleeing the first APC firing Rockets, it confuses me, and if it's an issue with my collection, rather than your map or the APC itself.
Sungazer  [author] 15 Jul @ 3:04am 
@LarrySBM
> actually it's not that it's a new chapter it just doesn't work starting a new chapter for "a red letter day"

"a red letter day" in particular is bugged
LarrySBM 14 Jul @ 8:05pm 
actually it's not that it's a new chapter it just doesn't work starting a new chapter for "a red letter day"
LarrySBM 14 Jul @ 7:33pm 
I tried the mod again while just playing base hl2 and for some reason it doesn't even start the new chapter now
Skeletondudeofficial 14 Jul @ 8:57am 
good to hear!
Sungazer  [author] 14 Jul @ 4:22am 
@Skeletondudeofficial
> any updates on this addon?:steamhappy:
Im in the middle of the final testing pass
Skeletondudeofficial 14 Jul @ 2:14am 
any updates on this addon?:steamhappy:
Sungazer  [author] 13 Jul @ 3:47pm 
@LarrySBM
> pretty sure this caused my game to load hl2 chapters in the episodes

Correct. No idea how to fix it and have rebake maps be loaded from the menu at the same time
LarrySBM 13 Jul @ 3:37pm 
pretty sure this caused my game to load hl2 chapters in the episodes
Sungazer  [author] 11 Jul @ 8:35am 
@AAzeem
> I think you need Multiscript Loader, that way those addons won't conflict with each other

Multiscript loader handles script conflicts. My mod does not use any scripts, its pure maps. DFG is pure scripts and has issues with airboat on vanila by itself. That is not a compatibility issue.
AAzeem 11 Jul @ 5:10am 
@DrXtale I think you need Multiscript Loader, that way those addons won't conflict with each other
Sungazer  [author] 6 Jul @ 5:12am 
@DrXtale

> Seemingly it was "Dynamic Fire Glow." Unfortunate they aren't compatible.

Unfortunately, DFG mod requires switching to hl2_episodic 1 version of engine which is different in a lot of ways and causes a whole bunch of issues with vanilla maps as well. I liked it and tried to fix some of them on the map side. Currently, I'm working on update that will fix 1) the bug with stationary machine guns and 2) the airboat. There are other problems I gave up on, but mostly not so gamebreaking.
DrXtale 6 Jul @ 4:53am 
Seemingly it was "Dynamic Fire Glow." Unfortunate they aren't compatible.
Sungazer  [author] 24 Jun @ 9:34am 
@DrXtale I had no such problem with this mod alone. Are you using "Dynamic Fire Glow" mod maybe ? hl2_episodic 1 causes such bug.
DrXtale 24 Jun @ 3:55am 
I dunno if this is either the Airboat Remaster or the level, but when the Vortigaunt is gluing on the Chopper gun on the airboat, it seems it doesn't load in the weapon, leaving the mudskipper without weaponry.
Sungazer  [author] 23 Jun @ 11:07am 
@Skeletondudeofficial
> actually i once tried it with no hdr and bunch of maps were fullbright so yeah idk if you can fix it

That is possible for some maps, and I will not intentionally ensure all maps have ldr lighting, since I dont see the point, besides the case when you switched to it by mistake

> lighting is compiled for LDR too, cubemaps as wel

Actually, now that I remember, there are no cubemaps build for ldr, I stopped doing it at some point
Skeletondudeofficial 23 Jun @ 10:41am 
actually i once tried it with no hdr and bunch of maps were fullbright so yeah idk if you can fix it but ill try enable hdr since with that on makes the screen look darn and unable to see.
Sungazer  [author] 23 Jun @ 10:05am 
@Skeletondudeofficial It's not single map, it's all of them. It should work, lighting is compiled for LDR too, cubemaps as well. But whats the point? This mod is about getting the best out of lighting, and you dont get this with ldr, some places will look worse, dark as hell
Skeletondudeofficial 23 Jun @ 9:41am 
will this map work without hdr?
Sungazer  [author] 23 Jun @ 8:22am 
@Garn47 Seems like, the list of mods in workshop represents priority, so, this mod should be below other asset mods.
Sungazer  [author] 23 Jun @ 5:32am 
@Garn47 It's all good, don't worry about it. I'd really like to know the answer to your question myself though. It would help everybody. The lack of documentation frustrates me. Like, are the upper mods have higher priority or do they load later? Wtf is this. I tried to test it and figure it out just recently, but already forgot. And not being a native speaker, I may sound not exactly the way I mean to.
Garn47 22 Jun @ 9:19pm 
@Sungazer I apologize if I got on your nerves
Sungazer  [author] 22 Jun @ 6:33pm 
@Garn47 This mod "Should be overwritten by asset mods". Does this mean it should be above or below ? If never figured out how this works here
Garn47 22 Jun @ 6:15pm 
What's the recommended mod order, if you don't mind me asking?
Skeletondudeofficial 21 Jun @ 11:08am 
oof sorry to hear that:steamsad:
Sungazer  [author] 20 Jun @ 4:33pm 
@Skeletondudeofficial Thanks a lot! I'm doing great, hope you do as well! Just a little dark humor with reference to citizen quotes on the topic of project that is taking a lot more than I initially planned.
Skeletondudeofficial 20 Jun @ 5:26am 
ay man hope u doing good:dsham:
Sungazer  [author] 13 Jun @ 8:30am 
This is how it always starts, first you're trying to fix one small final bug, then have to re do all the maps
Sungazer  [author] 13 Jun @ 8:25am 
When is it all going to end...
Sungazer  [author] 13 Jun @ 7:56am 
I discovered another new cool thing to add, eta +2 weeks
Xeno 10 Jun @ 1:40pm 
@sungazer
Thanks for the tip!
Sungazer  [author] 10 Jun @ 1:28pm 
@Xeno
> Just letting you know, this seems to break the episodes, if you try to load them with this installed it just loads the base game again.

It is a known issue, one way to solve it is to use the other version https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3443977433 but it most probably outdated and broken by official updates
Xeno 10 Jun @ 10:23am 
Just letting you know, this seems to break the episodes, if you try to load them with this installed it just loads the base game again.
KAKAIN 28 May @ 10:30am 
кто из вас съел королевский торт
finlandslim 27 May @ 5:11am 
Hey @Sungazer, no pressure and take the time you need.
Looks like the update is going to be massive!
Sungazer  [author] 26 May @ 4:32pm 
btw eta on currently wip update, hell, idk, 2 weeks ??
Sungazer  [author] 26 May @ 4:31pm 
> You'd have to unpack both mods and merge .lmp files for the maps.
That could be a ton of work, to simplify it, you can get delta between cremator mod and vanilla and embed it in this mod.
Sungazer  [author] 26 May @ 4:20pm 
@FloodRisk2007
> is it possible to add support for the cremator mod? When I load this one, it removes the cremators, I think it's because they use the map files. Any fixes?

This mod is focused on enhancing vanilla expirience. But it's possible to create a patch, supporting other mods. You'd have to unpack both mods and merge .lmp files for the maps.
FloodRisk2007 26 May @ 1:04pm 
is it possible to add support for the cremator mod? When I load this one, it removes the cremators, I think it's because they use the map files. Any fixes?
Sungazer  [author] 21 May @ 11:03am 
@finlandslim

Since last estimation I finished a full pass, started final testing playthrough, then decided to redo d1_town that I didn't touch before, then add envmap to more materials in canals, meaning I also had to redo cubemap work around.

Then I saw a mod "dynamic light for burning stuff" and decided to better support it, then there was "dynamic lights for projectiles" mod, that I'm planning to support better.

Now I'm in the middle of another testing playthough, but looking how thing went last time, I'd say ETA a week.

Thing is, it's faster and has more sense, to deliver the whole thing at once. And I want this to be the final update.
finlandslim 18 May @ 1:55pm 
How's the update going? Waiting for peak mod here
Sungazer  [author] 10 May @ 5:41am 
> It would be neat if this were added https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3437387395

I've fixed gaping skybox seen from rd1_canals_06 in the place of rd1_canals_07, but I'm not sure about being able to see the other way around a very distinct puzzle from 06. Space in hl2 is confusing and often it's intentional, making world feel bigger despite engine limitations.

> Waiting for the update!
It's getting closer.
Sungazer  [author] 10 May @ 5:41am 
> fair but it would be neat to see some of the map additions made by it in maps like the sewage pipe that's added in Route Canal

Consistency makes a mod less confusing for players and simplifies decision process for the developer. And for the sake of consistency, I must reject hl2u in it's entirety. I don't mind. This mod is not about adding things that stand out from a well remembered world of hl2. But rather about hiding things that should not be noticeable.

In this particular example water running out of a pipe in hl2u's d1_canals_01 seems out of place. It would be quite suitable in the recent crater or something like that, but is atypical for soviet city planning. Other additions from hl2u that were not mentioned I dont remember and will not play it to recollect.
finlandslim 8 May @ 3:34pm 
I didn't like HL2 Update either but I'm loving this one. Waiting for the update!