安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









Thank you so much!
Really appreciate you taking the time to share this.
I think we might be missing something… On the SOLUTION tab on this page you can see my playthrough, although the “fork in the road” section isn't there because it only happens if you die.
1. “Sometimes the button doesn’t work” — I’m not sure what happened there. Did you first flip the power switch at the end of the hallway?
2. “He doesn’t throw the street crowbar” — When you die and there’s no street fight, the crowbar will be on the hood of the car. If you don’t die and there is a fight, he will throw it. If it doesn’t reach the ground within a certain timeframe, it should then spawn on the hood.
Please let me know if you had to watch the Solution video and whether it was helpful.
I don't remember exactly, but it's definitely during those moments when there's a fork in the road in the headcrab's dreams.
The scene with the door and a bunch of keys, the ghost chase (sometimes the button doesn't work), the fight where Russell throws us ammo (he doesn't throw the street crowbar). It's a shame you can't save where you want. I understand that this would otherwise break the entire mod, but sometimes reverting to a save doesn't help.
Hey Kerry, I appreciate the honesty.
This mod is rated hardcore in terms of difficulty.
I wanted to lower the bar a bit, but working solo on such an enormous project has been really exhausting.
Could you please share the “soft-lock” moments you ran into?
Stuck in many moments (also soft locksa)
Thank you very much!
The main problem with this mod is that it was mostly built in a vacuum, with only 5 playtesters during 2 rounds of testing (unlike Valve’s approach - several NEW testers after EACH modification). This, combined with the brave choices I made (e.g., hyperrealism with no hints, elevated difficulty, and very novel, never-before-seen mechanics), was a recipe for disaster-and yet, to my surprise, most people still enjoyed it, at least most of it.
1. The screwdriver is standard. It has built-in “hand poses”: if you hold it by the end, Alyx will grip it with the tips of all her fingers. Too bad many people never tried to do this.
2. When Russell calculates the throw, if a tree branch or other collision is in the way, it becomes an invalid throw. I know it’s annoying. These are just two of about a million small problems I had to deal with.
I appreciate your thoughts—thanks again!
- The screwdriver: can you make it so you just have to hold it up to the screw or perhaps increase its "hitbox"? I get you're going for realism but because of how the hand snaps to the screwdriver it was such and awkward movement it was hurting my wrist.
- Strider fight: there's a bug where Russel keeps messing up his throw and the mags accumulate behind the car, under his window. The freezing time mechanic is really cool and I was initially amazed but soon found it to just not be very fun. I know this isn't very constructive cause I can't quite elaborate further.
Overall I enjoyed the mod (especially the trippy dream section, absolute cinema) but it could use some polish here and there.
There were things that would have been impossible to accomplish without AI.
Which, in turn, would make it even harder than it already was.
But...
I am still working on the final update.
I really appreciate it! It's the first song I've ever recorded - one of the few without AI. Just a $250 guitar on free VST plugins (also acting as a bass), and some free drum plugins.
I'll upload the early version of the full soundtrack soon!