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Rapporter et oversættelsesproblem
> Why would valve make dynamic muzzleflashes in older beta source engine but cut it out later?? Are they stupid???
If muzzleflashes worked exactly like light_dynamic, the would not look good with prop_static. It would looks something like this: you mount a machine gun on d1_canals_01a, start firing AND ALL THE 9 STORY BUILDINGS AROUND YOU START FLICKERING. So they decided to cut it out
Whoever worked on the engine stuff might be. GldSource had muzzleflashes but they cut it out of HL2 release build.
I was permabanned in Gamebanana back in 2013-2014. I was suprised as the only stuff I did there was to make a video showcase for a mod my friend made. The reason was "account duplicate" and they listed an account I never saw before.
> bug with the gun for the airboat.
For some reason, this mod causes prop_vehicle_airboat "global_newgame_spawner_airboat" to not pass the level transition, the airboat persists, but the entity can't be referenced
I will fix it in my map mod
Confirm
> In Ravenholm:
> 1.The elevator doesn't work.
Confirm, does not happen with my mod though
> 2. In some doorways in Ravenholm, there are graphical bugs - blurring of layers or something like that and it's hard to enter.
Can't confirm
> 3.The lever for activating the platform where you need to jump doesn't work.
Can't confirm
As the guy wrote below - a bug with the gun for the airboat.
In Ravenholm:
1.The elevator doesn't work.
2. In some doorways in Ravenholm, there are graphical bugs - blurring of layers or something like that and it's hard to enter.
3.The lever for activating the platform where you need to jump doesn't work.
I'll see what happens next
The "cutscene" in d1_canals_11 when you reach a Rebel Hideout and the Vortigaunt is supposed to give your Airboat a gun is broken because the latter doesn't actually give you the gun. This only happens when you bring the Airboat from a previous map but doesn't with the Airboat that spawns upon loading the map through the console.
I tried disabling the only other mod I've had for the Airboat, which to begin with doesn't require Script Multiloader (Which I am subscribed to) and the cutscene only worked the moment I disabled this mod. Wouldn't be surprised if it's actually something else as I mod my game a lot, but I need at least a confirmation that I'm not going crazy lol.
Removed RPG light still being present after launching at wall with close range.
Reduced grenade light size.
Improved compatibility with other scripts.
Combine ball light will now work properly with other addons.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3367265657
You need this addon. Also check in the ingame workshop menu, if it's not disabled then enable it. Additionaly could be addon conflict
Maybe...
That is an unfortunate design decision on Valves part. I thought, ability to define arbitraty variables in some sort of base config file and to reference them from everywhere was the standard.
> can be the ar2 alt have like a bluish color?
Current color is fine, if anything, that thing looks orange, but there's already an orange rocket light.
The bluish should be used for manhacks if that's possible.
Not possible to make functioning cvars via cfg scripting. Only aliases are possible to use as console commands. And I'm not really fond of entering aliases to console after every map load.
The only way to make cvars creates dummy cvars that cannot be attached to anything.
https://developer.valvesoftware.com/wiki/Setinfo
ent_fire dlight_cball kill ; ent_fire dl_grenade_light kill ; ent_fire dlight_rpg kill
would help with that
Or after ball left the func_combine_ball_spawner
ah sorry, I forgot to say picked and released by gravity gun. For some reasons dlights applies for them only after they are released but in the script it should apply to them if they are close to player.