Half-Life 2

Half-Life 2

Dynamic Fire Glow
95 Comments
eninem (spc) 19 Jul @ 9:46pm 
This has a bug where Alyx gets super clingy and starts asking where you are because your flashlight is off, which is only supposed to happen in the dark.
Ryxis 14 Jul @ 12:06pm 
yellow
LarrySBM 10 Jul @ 2:30pm 
as Doar un tip din zăpadă said, this does break a lot of scripts in the main game, like in ep2, when we arrive at the radio station alyx says nothing, car sounds don't work, and alyx doesn't even get out the car, there's also some weird glowing areas sometimes
Justplayer 1 Jul @ 5:16am 
Hope this mod is compatible because it breaks some parts of the game
Fry McFly 27 Jun @ 10:10am 
Well, that's a nice start. But actual dynamic shadows EVERYWHERE in the game would be much cooler!
Sungazer 23 Jun @ 5:38pm 
I wonder is there a way to enable buggy's ammo crate with episodic behavior ?
Doar un tip din zăpadă 6 Jun @ 12:05pm 
Even tho this is a pretty nice visual mod, this breaks a lot script actions on some maps. Example on Ravenholm, some parts of the map don't load correctly, and the elevator you need to use to get down after Father Grigori gave you the shotgun, just doesnt come up. In highway 17, the big glass window you need to break through with the scout car, doesnt break at all. The glass panes do, but some parts of the wood just can't be destroyed. I tried using grenades or anything explosive, it just doesn't work. Hope the map edits adressed in the description will fix this.
Tyler 5 Jun @ 10:45am 
When i look at a glowing fire it lags me
idk gaming 27 May @ 5:05am 
why did i start glowing?
Kato 26 May @ 7:27pm 
for some reason this mod make the emplacement gun usless
but good mod
giorgibob152 23 May @ 3:27pm 
Is he burning 🥵?
Civilian 23 May @ 11:01am 
yep that episodic behavior ruins buggy physics (can't break window after the crane and can't jump over the bridge(also after the crane))
Hds46  [author] 21 May @ 5:55am 
@adidores1054
This enables Episodic behavior which in turn adds jalopy emergence headlights and rearlights. I have edited buggy model to set their attachment points out of bounds to hide them.
adidores1054 21 May @ 3:47am 
is there a reason why a buggy car model is included in the mod?
Hds46  [author] 20 May @ 10:09pm 
@The Postal Dude
I'll look into it
The Postal Dude 20 May @ 8:31pm 
There is a bug, when using the rocket launcher, the light does not go away and stays stuck to the player
rev 16 May @ 1:54pm 
Hello, could you port your Dynamic Light mods to the HL2 VR workshop , it's pretty much the same base.
lucia 16 May @ 5:05am 
nice! thank you for all the work you do for the community! :D
Hds46  [author] 16 May @ 4:55am 
@lucia
Hey, man. I've fixed this issue. EP2 maps should no longer crash. Btw if you want to load HL2 map with func_tank on it, you have first type "hl2_episodic 0" in the console. Loading into such maps from map transition should work normally, there's should be no issue with mounted machine guns but dynamic fire glow will still be disabled in hl2 maps with mounted machine guns(func_tank) becuse they are completely broken if episodic behavior is enabled.
Hds46  [author] 14 May @ 10:41pm 
@lucia
Thanks for reporting this issue. This was due to hl2_episodic 1 concommand breaking mounted guns in HL2 campaign. I've updated it but in turn it broke ep2 maps with antlion workers in it because they spawn while hl2_episodic is set to 0. I'm working on a fix right now.
lucia 14 May @ 6:47am 
I guess to add onto my comment, I tried playing ep2_outland_04 and it worked at first, then I disabled a random addon (condensed hud) and it didn't work again with the same error. So it might be a weird thing going on with my half life lol
lucia 14 May @ 6:42am 
From some testing I have found this mod to crash ep2_outland_01a, I have no other mods enabled but this one and script multiloader. I have tested both having Script MultiLoader at the top or below. This happens when ep2_outland_01a is loaded through console or through entering it through the last map as per usual. The error being a precaching error referring to antlions, for whatever reason lol. Hope this helps! :D
gaming_noob 13 May @ 2:45am 
ok thank you.
Hds46  [author] 13 May @ 12:24am 
Type "hl2_episodic 1" in console
gaming_noob 12 May @ 11:57pm 
how did you enabed Episodic behavior?
Hds46  [author] 12 May @ 8:56pm 
=====================Update=====================
+Fixed Dynamic Fire Glow disabling episodic behavior in Episode 1 and 2.
Dynamic Fire Glow will now work on episodic maps without issues, fixed Alyx and other episodic behavior on Episode 1 and 2 maps.
PurposeLess 12 May @ 12:33am 
I see. Thank you.
Hds46  [author] 11 May @ 8:48pm 
Though just having this mod should be enough
Hds46  [author] 11 May @ 8:46pm 
Yes
PurposeLess 11 May @ 4:55pm 
I see. So if I set this mod to max priority, any mod that requires episodic behaviour will function properly?
Hds46  [author] 11 May @ 4:54pm 
It's already enabled by this mod by default but you can enable it yourself with this console command "hl2_episodic 1".
PurposeLess 11 May @ 1:09pm 
I'm a little confused here, what does "Episodic behaviour" mean and how do I enable it?
Civilian 9 May @ 2:11am 
Wow you actually fixed it great work
Ateş Bozkurt 8 May @ 11:08am 
what about muzzleflash glow like in Half-Life 2 Beta
Hds46  [author] 7 May @ 7:44pm 
@Sungazer
I've uploaded such version but currently it's unlisted. Can you accept my friend request?
Sungazer 7 May @ 5:08pm 
> I haven't found any way to fix stationary machine guns with cfg scripting other than diasbling dynamic fire glow on any map that has them.

How about creating a version of this mod, that assumes func tanks are patched in maps themselves ? Because, I'm working on a mod with lighting enhancements and bugfixes where maps are recompiled https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3437059847 . If you don't mind, I could try making and posting such version myself.
Hds46  [author] 7 May @ 12:12pm 
@Sentry
Did you install this mod first?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3367265657
If so this has to be issue with other Script MultiLoader script mods. Try to disable them to find which one conflicts with this mod.
Hds46  [author] 7 May @ 12:10pm 
Only way to fix combine machine guns while preserving dynamic fire glow is to edit any HL2 map that has them but it will increase mod size considerably and will not be compatible with mods that has map changes.
Hds46  [author] 7 May @ 12:08pm 
@Sungazer
I haven't found any way to fix stationary machine guns with cfg scripting other than diasbling dynamic fire glow on any map that has them. I also removed EP2 car lights from HL2 buggy.
Hds46  [author] 7 May @ 12:06pm 
Update:
Fixed AR2 alt fire combine ball not playing any sounds.
Disabled Dynamic Fire Glow on any map that has "func_tank" present on map to fix emplacement guns no longer working in HL2 campaign.
Removed EP2 buggy headlights and rearlight by placing their attachment points out of bounds.
Sentry 7 May @ 10:09am 
just doesnt even appear
Sungazer 7 May @ 7:26am 
I too am having a bug with missing sound for ar2 alt fire and stationary machine guns not firing projectiles. Probably because in eps they are expected to have "ammo type" specified.
Justplayer 7 May @ 4:07am 
Have you tried using the alt fire of the ar2 the energy ball doesn't make the sound when it explode when I off this mod the sound is back
Dante 7 May @ 3:11am 
stop adding unecessary things to the mod just make it seperate
Sungazer 6 May @ 11:12pm 
> +Buggy will now have blinking headlights and rearlight
No thanks. Why not make a separate mod ?
awchris11 6 May @ 11:05pm 
@Hds46
Causes a bug where the ar2 turret emplacements don't leave behind a bullet trail.
JackOof 6 May @ 5:15pm 
Checked this after a few days, neat to see that the Alyx thing was figured out and that things have been added :D
Hds46  [author] 6 May @ 8:16am 
I've noticed that combine soldiers are now more accurate with AR2 due to episodic behavior in HL2 campaign.
Hds46  [author] 6 May @ 8:12am 
@Justplayer
No problems, thanks for reporting crucial issues