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> 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.
Oh I see.
> 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
> 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
> any updates on this addon?
Im in the middle of the final testing pass
> 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
> 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.
> 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.
> 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
Thanks for the tip!
> 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
Looks like the update is going to be massive!
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.
> 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.
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.
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.
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.