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






Anywho, fair enough. Though I have another question to ask... Do you plan to release any VMFs for this in the future?
> Would you consider adding some of the additions from Half-Life 2 Update in ravenholm? (Such as the added buildings to make ravenholm look bigger than it is, also it looks objectively better with them added)
The closest thing to "looks objectively better" what we got is doing MRI to a lot of people looking at something. It's a thing and it's called neuromarketing. One of the general rules of thumb that comes from this field is that people tend to perceive as more beautiful the simpler things, that take brain less time to process. That's why corporate logos got so simplified in the recent years. It's the good old "less is more".
Alright, jokes aside, I generally don't like the Update. The additions that I've noticed look out of place, and the ones I've missed probably would not be noticed by most of the players. Either way, I'm done with this mod, it took me a year. There are still things, that bother me personally and I'm planning to fix eventually, but those are minor
> would you ever have a gamebanana page for this in folder form?
Idk. Should I? It does not seem to be more convenient in any way
> I was able to fix the transition bug by re-installing the mod manually
I'm not sure this what actually happened. Previous version of the mod had transition bug. If you to install that version manually, the bug would still be there. Probably between runs, game and the mod updated to last version with the fix which you then installed manually.
> d1_canals_07 is completely broken, see the discussion thread for details.
Can't confirm. Sounds like lump conflict with other mod
> I'm also getting the transition bug between d1_eli_02 and d1_town_01
This was fixed. Try resubscribing to the mod to get it updated.
Loading game from //MOD/save/rd1_town_01a.HL1...
ERROR: couldn't open.
Loading game from //MOD/save/rd1_eli_02.HL1...
ERROR: couldn't open.
Level transition ERROR
Can't find connection
> the transition that didn't work was from Eli's Lab -> Ravenholm. I then tried to just start at Ravenholm and then I couldn't progress past the first zone either
Yep, I've messed up town_01 in the previous update, fixed in the last one. Resubscribing and starting from eli_01 would fix that.
> @Sungazr pog
Confirmed, fixed
> Weird, it just completely breaks my level transitions. Either it doesn't transition and I'm stuck there, or kicks me back to the main menu.
Where does this happen ? What maps? Exit or enter? Could you name examples where a) it doesn't transition and you're stuck there b) it kicks you back to the main menu c) everything works fine
How may occurrences of each case have you witnessed ?
> will you ever plan to do the episodes?
Doing ep1 now, considering ep2
> map d2_prison_01 is fullbright. I have turned fullbright off and it still has no lighting. plz fix
https://images.steamusercontent.com/ugc/13580535331635625404/ECECC259A9DBF88FBEF47466033FF6D81497D553/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Cant confirm. Are you sure you had hdr on ? If at some point you did not, turn it on and restart the game.
> In any case you need me to assist in something to find or fix this, I will gladly help!
The current known solution is to recompile maps with modded textures and that is not really practical, so, if you figure out another way, that would be interesting. For now, I did everything I wanted or physically could with this mod.
In any case you need me to assist in something to find or fix this, I will gladly help!
> has always been an issue even before. For over 10 years.
I would like to fix this, and it sounds interesting to tackle, but I would not be very optimistic about it.
> Then the recent big update for this mod did something to the compatibility of custom textures.
So, it is an issue with modified textures. Materials are sometimes backed in the .bsp . This causes conflicts with materials defined externally. Can't do anything about it. Before Update: 23 Aug @ 3:59am most maps were not recompiled. Now all of them are. You can revert to the previous version if you want.
> https://www.youtube.com/watch?v=muwkZHa5DDo&ab_channel=Dr.SourceCode
Yoooo, thats weird. Thank you. Never seen anything like that and have no idea why
UPD: Now I see it too wtf. And without the mod as well. But it does not always play out the same, she sometimes goes back then forth and then closes the door. And theres an npc clip brush placed by valve and enabled before she supposed to close the door but it does not stop her. This is really weird.
Has this always been the issue with vanilla ? Or is it resent ?
> could you please fix alyx walking back into prior room when she is closing door in d2_prison_08, it looks really bad.
You sure its d2_prison_08 ? Haven't seen anything extra weird there
> in point insertion, after you get off the train, the floor with concretefloor_39a texture is more stretched than default, I checked turning on and off this campaign replacement
Can't confirm.
> who knows how many surfaces have been altered in some way
Oh, there are a lot of surfaces that were modified. But this is not supposed to be a problem if you don't use texture mods. Are you ?
> "the sun is leaking"
Confirmed. Fixed
Long story short, large complex organisations are not good at making small things.
> i know about lights.rad trick, i wonder why valve implemented this feature but did not use it in the game even after orange box update
To see the effect they'd have to also enable shadows for all props in the game that use this feature. But then it wont always look good right off the bat. They'd have to do testing. To go through the whole game and look for stuff. That's exactly what I did. Driven by... idk. And it took a lot of time. If valve were to do it, multiply it by at least 10 for number of people involved in the process, and average valve salary.
-StaticPropLighting -StaticPropPolys -TextureShadows commands are truly magical, when I found them existing in vrad of slammin' hammer i just had to recompile all of my maps with these commands on because of how much they add to the map
I can't rightly say. I'll give it a try later, but I haven't had any issues like this before. I'll let you know.