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Valid advice
True, but I was not able to fix it. Replacement version does not have this issue however it still overrides some textures making them look wrong with ep1\2 shaders. So I'd still suggest to disable my mods to play them.
> Highway 17 chapter where I wasn't able to progress because the forcefield didn't shut down
Yes, it is a known Dynamic Fire Glow bug. Unfortunately it breaks a lot of things, I fixed some of them on the map side, but eventually gave up.
> found a bug in d1_trainstation_05 where the kleiner starts the teleporter thing and the blue light doesnt go away after alyx teleports.
That is strange. I added some changes, turning blue light on second time when Gordon starts to teleport to compensate for how dark the room gets with hdr and screen effects, but right after Alyx teleports it should go out, so, I cant confirm it the way you put it.
https://images.steamusercontent.com/ugc/12131785160070974096/8BFA0DC4999A6637C7DB95DAA6EDF691902CBA97/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Oh well, try reloading materials, restarting the map, etc, resubbing to something, usually a mod conflict
And if it turns out not to be compatible, you can use manual install and replace my materials
> is this compatible with this?
As I see, it does not alter maps, so it can be compatible in theory, but 1) I also alter some materials and there might be conflicts 2) some world textures may be stretched when using custom materials
The best way to find out is to try it out
> didnt you said that would be difficult for you to work on ep1 cuz its hard to look at?
Honestly I don't remember what exactly I said what I meant by that, but those thesis are not necessarily connected.
Looks are a spectrum. If it looks really good, it's difficult to find things to improve if it looks really bad, it's difficult to fix all the issues and somewhere in between there is a local minimum of difficulty. At different points in time I suggested ep1 could fall on either sides, but now that I took a closer look, I think it's manageable.
Actual and pre-update versions, aren't actually so bad and not too far apart. But there are definitely some lighting bugs worth fixing.
> Would you be able to do something similar to the Afternoon Sandtraps mod that recently got uploaded?
In theory I could, but I wouldn't.
1) I wouldn't want to change the feel of the game, it's very nostalgic to me. So I mostly focus on updating the technical execution.
2) The time that I have for modding I would spend on ep1 ep2
> The fence you crouch through on the staircase in d2_prison_02 is flipped and now impossible to proceed without using noclip
Can't confirm. https://images.steamusercontent.com/ugc/11643205626507666909/635E88D0C7D60DE8EE17CF8CD8775791A6E119CD/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
> Is there any way you could make it compatible with the 4x ai upscale texure mod?
Asset mods should have higher priority in the load order. Or are there any issues still present with such a setup ?
What exactly? The lighting mismatch pm the concrete, the npc standing there or the way npc is lit ?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3537892916
> I'm partially confused by the three different versions, what are the differences?
1) "Renamed" - maps are starting with prefix "r". Maps are loaded from chapter selection.
Pros:
- Does not conflict with other map mods or official lump updates.
Cons:
- Saved don't have pretty chapter names in them.
- Some map-related hardcode may be off. The one known example is that the guy in the lighthous meating you after gunship says nothing.
- Overrides chapter selection in the episodes
2) "Campaign" - same as renamed, but is launched from the workshop campaign selection, instead of main chapter selection
3) "Replacement" - map names are the same as the original
Pros:
- the most seamless integration with everything
Cons:
- Might get broken by other mods, or by official map updates and will require patching
- Is not yet updated
> This mod looks great
Thank you!
> Have you ever considered using water reflections
I tried using water reflections for floors, didn't work out. Maybe I did it wrong ?
> or parallax corrected cube maps on wet floors
As far as I know, this is not supported on the engine level. Maybe eventually, I will find time to make a mod with altered engine, there are a couple of things I'd like to change. But I believe I wont be able to post it on the workshop.
> Apparently this bug is caused by spawning citizens in the map
You mean, spawning them how ? Manually ? Interesting.
Have you ever considered using water reflections or parallax corrected cube maps on wet floors like in point insertion?