Half-Life 2

Half-Life 2

Leet Rebake - HL2 Maps Remaster (Renamed)
258 条留言
Sungazer  [作者] 11 月 15 日 上午 4:46 
> if you want to play the episodes turn off this mod before playing
Valid advice
hukgaz23 11 月 13 日 上午 9:43 
if you want to play the episodes turn off this mod before playing
AAzeem 10 月 28 日 上午 1:00 
@Sungazer Okay! Thanks for responding!
Sungazer  [作者] 10 月 27 日 下午 5:09 
> Hey, your mod causes conflict in starting Half-Life 2: Episode 1. Instead of starting Episode 1, it just starts Half-Life 2. I had to disable your mod just to make it work.

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.
AAzeem 10 月 27 日 上午 8:33 
Also, about the problem that I had few months ago regarding Highway 17 chapter where I wasn't able to progress because the forcefield didn't shut down, even after pushing the Combine APC off the cliff, I found out later on that the Dynamic Fire Glow addon was causing the issue and it wasn't your addon. That addon does break certain sequences in the game and people have pointed it out. So yeah my issue was solved there.
AAzeem 10 月 27 日 上午 8:15 
Hey, your mod causes conflict in starting Half-Life 2: Episode 1. Instead of starting Episode 1, it just starts Half-Life 2. I had to disable your mod just to make it work.
Sungazer  [作者] 9 月 20 日 上午 6:26 
@Skeletondude
> 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
Skeletondude 9 月 20 日 上午 2:11 
found a bug in d1_trainstation_05 where the kleiner starts the teleporter thing and the blue light doesnt go away after alyx teleports.
Meme guy 9 月 14 日 上午 10:38 
this is completely unrelated to what the mod does but that lambda cake looks delicious, i would eat that... and eat it again
justdeltaxd 9 月 11 日 上午 8:30 
Can I send a link of my modpack so you can help me find out the issue
Sungazer  [作者] 9 月 10 日 下午 3:14 
@justdeltaxd > mod caused missing textures i think, im gonna disable it and see if it worked
Oh well, try reloading materials, restarting the map, etc, resubbing to something, usually a mod conflict
justdeltaxd 9 月 10 日 下午 3:08 
mod caused missing textures i think, im gonna disable it and see if it worked
Sungazer  [作者] 9 月 10 日 下午 2:56 
@justdeltaxd you can sub but disable the mod in the game menu :devilskiss:
Sungazer  [作者] 9 月 10 日 下午 2:53 
lmao
justdeltaxd 9 月 10 日 下午 2:49 
yeah i was planning to unsub to this one (no offense), it was gonna be one of the major mods in the modpack im making
Sungazer  [作者] 9 月 10 日 下午 2:43 
@justdeltaxd But please don't unsub from the winter mod after manual installation, we don't want to make the creator of winter mod sad right, I liked it
Sungazer  [作者] 9 月 10 日 下午 2:39 
@justdeltaxd the simplest way would probably be to download the textures mod, find its archive on your disk, unpack it and place in "custom" folder. Textures from custom would override all workshop mods. It's the general idea. The exact step-by step instructions should be easy to google, or to LLMogle
justdeltaxd 9 月 10 日 下午 2:33 
how do i do that? im not experienced with manual installation
Sungazer  [作者] 9 月 10 日 下午 2:31 
@justdeltaxd
And if it turns out not to be compatible, you can use manual install and replace my materials
justdeltaxd 9 月 10 日 下午 2:27 
:steamthumbsup:
Sungazer  [作者] 9 月 10 日 下午 2:24 
@justdeltaxd
> 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
Sungazer  [作者] 9 月 8 日 下午 3:19 
@Skeletondudeofficial
> 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.
Skeletondude 9 月 8 日 下午 1:18 
didnt you said that would be difficult for you to work on ep1 cuz its hard to look at?
Sungazer  [作者] 9 月 8 日 下午 12:49 
@ChadScript
> 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
ChadScript 9 月 8 日 上午 2:59 
Would you be able to do something similar to the Afternoon Sandtraps mod that recently got uploaded?
Skeletondude 9 月 1 日 上午 8:40 
ay nice update!
Sungazer  [作者] 8 月 23 日 下午 1:26 
@Skeletondudeofficial Wow, that sounds disgusting, but I don't judge. You could use a manual install and pick the maps you want
Skeletondude 8 月 23 日 上午 10:04 
before you say anything, yes theres an addon for that it exists but it doesnt overwrite it sadly so yeah
Sungazer  [作者] 8 月 23 日 上午 7:23 
@adidores1054 update description updated
adidores1054 8 月 22 日 下午 7:57 
What changes do you put in today's update?
Dominant Gamer 8 月 10 日 上午 7:05 
very odd, thanks
Sungazer  [作者] 8 月 10 日 上午 6:38 
@Dominant Gamer
> 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
Dominant Gamer 8 月 9 日 下午 7:23 
The fence you crouch through on the staircase in d2_prison_02 is flipped and now impossible to proceed without using noclip
Sungazer  [作者] 8 月 8 日 下午 2:22 
@Pepsimaxguy
> 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 ?
Pepsimaxguy 8 月 8 日 下午 1:58 
Any way you could make it compatible with the 4x ai upscale textures mod?
finlandslim 8 月 3 日 下午 5:09 
in my opinion it looks better in your picture @Sungazer
Skeletondude 7 月 31 日 下午 11:13 
weird.
Sungazer  [作者] 7 月 31 日 下午 2:18 
@Skeletondudeofficial If you're curious, with vertex lighting it looks like this and I have no idea, why lighting voxels are calculated this way https://images.steamusercontent.com/ugc/14996233416495055880/E4A8A61C9BF9D8845E217F1439D27FBED6452EB9/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Skeletondude 7 月 30 日 下午 5:32 
oof atleast you tried
Sungazer  [作者] 7 月 30 日 下午 5:05 
@Skeletondudeofficial it looks the same as the original. Though I tried, I was not able to fix everything
Skeletondude 7 月 30 日 下午 4:36 
@Sungazer the lighting mismtach on the concrete not the npc sorry for the confusion lol
Sungazer  [作者] 7 月 30 日 下午 3:14 
@Skeletondudeofficial
What exactly? The lighting mismatch pm the concrete, the npc standing there or the way npc is lit ?
Sungazer  [作者] 7 月 28 日 上午 9:29 
@DrXtale
> 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
Sungazer  [作者] 7 月 28 日 上午 9:19 
@Pepsimaxguy
> 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.
Sungazer  [作者] 7 月 28 日 上午 9:13 
@adidores1054
> Apparently this bug is caused by spawning citizens in the map

You mean, spawning them how ? Manually ? Interesting.
DrXtale 7 月 27 日 下午 12:02 
I'm partially confused by the three different versions, what are the differences?
Pepsimaxguy 7 月 27 日 上午 7:36 
This mod looks great
Have you ever considered using water reflections or parallax corrected cube maps on wet floors like in point insertion?
adidores1054 7 月 27 日 上午 4:47 
Apparently this bug is caused by spawning citizens in the map