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Thank you so much for this ton of feedback!
I'm really sorry about the lost progress. The reason why saving is disabled, is - as you described - the situation in which the car begins to spin uncontrollably - it is a bug in Alyx, related to Save/Loading not properly restoring all the entities/scripting in a map, which as a result can cause things either not working or behaving unexpectadly like in this case(it is a common issue that most maps with custom mechanics face - basically every time someone recommends against loading saves/disables them, it's because of this).
I originally left saving enabled together with putting warning to the map's description, but even after this I still kept recieving numberous complains about the broken car(after loading) and eventually I realised I just had to disable it, because not everyone reads the description or perhaps they missed it. But, I still made sure there's at least few autosaves in key events(like the player planting the bomb to trigger the final sequence).
So I'm really sorry that in your case it's limiting. If you want, you can enable saving through the command "ent_fire Player_health SetEnableSaving". But be aware that loading will most likely break the car(but the rest should be fine). Luckily I also implemented a Respawn system, so dying shouldn't be a problem here.
The reason why the car after leaving Junktown got weird, is I caused by restarting the map by loading it. Did you reload the map from the first(and very likely only) save that is made after starting any custom map? If so, you should reload the map from the menu or use the command "addon_play on_a_run"
As for the issue that forced you into loading itself - I honestly have no idea what happened. My guess would be something like lost tracking for a short while and then being moved to wrong position; or maybe the system that handles leaving the car had some problem. I'm really not sure, but I hope it's not going to happen again, it might be rare - but if it isn't, let me know.
As for the teleporting out of the car sometimes to the previous position - I'm aware of this. Previously I've had issues with the game's unstuck feature teleporting the player out of the car and causing the car then ride away, or after some changes the other extreme of you "leaving" the car while still inside of it(causing it to suddenly stop). After some changes this is where I've settled and I believe that while inconvinient, it shouldn't be big deal. It's definitely something you'll encounter during every playthrough, but I hope it's bearable - if not or if it happens way too often, let me know.
Also, I'm not entirely sure by what you mean by picking up not working sometimes. Were you having troubles with gravity-grabbing the materials(metal/wood)? Or was it something else?
All in all, thank you so much for bringing up these problems, I'll see what I can do with fixing them further.
I'm very glad you enjoyed the mod - if you're looking for similar experiences, you can check my other maps too(should be linked in a collection on On A Run's workshop page)
"ent_fire Player_health SetEnableSaving"
But be aware that loading saves will most likely cause the car to stop functioning(it will spin as you described)