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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!
I was debating whether to leave the project as is or push the final updates, which would require another round of testing, but I won't be home for at least another 5 weeks, sorry
Glad you liked at least some of it :)
Even though this mod didn’t go the way I planned,
God willing, I’ll make it better someday.
Thanks, I know, the whole thing was designed to be 'unconvecional' right from the start, because I got tired to do the same thing over, in the other mods, Then I took it too far, It's way too brutal and unforgiving, but if you are seeking something new and horrendosly difficult this might be it, otherwise it can be a case study on how not to make a video game ;)
Thanks a lot for the detailed feedback! You're absolutely right. The new update included some voice-over that should help guide the player. Also, the new (and much better) tutorial was about 95% finished, but the mod stopped gaining new players, so I lost motivation. Now it's gaining traction again - probably due to the school break - but unfortunately, I won’t be home for about a month to finish it. Anyway, I really appreciate any criticism, and I’m sorry for the inconvenience.
The elevator buttons at the start of the tutorial act as a level selector. Press and hold the number corresponding to the level you would like to play for 3 seconds.
I swear I've changed it up like five times to make it feel right, but it's still too difficult to some:(
You've got to take a moderate swing and do it fast - just be sure not to hit anything in your real environment.
I have seen λrokh doing it in 3 hits. Nothing seemingly special about it either. So I just don't get it.
What's the trick?
I'm sorry you had a bad time.
If I get around to it, I'll make a better tutorial and maybe add a bit of developer commentary about the thought process behind the whole project.
Please elaborate on "a boss stood in place."
In the meantime, feel free to watch either λrokh's playthrough or check out the SOLUTIONS thread with my old playthroughs.
Also, what's with chapter 2 and its repeating segment(I stopped playing up because I didn't want to endure that same set of cutscens followed by being jumped by the worst enemy in HLA(Antlions) and a boss that just stood in place.) is it supposed to do a full loop or is there something I'm screwing up?
There are a lot sound effects, some AI music, Voice Over was transformed using AI, also I've used the StableDIffusion to make some textures and upscale the old ones.
Ok??
It's meant to be like that lol.
Just take of headset of her head...
I'm encountering an issue in the tutorial section of the mod. Right after the first elevator scene, where Alyx is putting on the VR headset, I see a large number of spinning "ERROR" entities scattered around the environment.
I've already tried disabling all other mods, and I’ve redownloaded and reinstalled the addon, but the issue still persists.
Any ideas on how to fix this? Thanks in advance!
Thanks for the info, I am glad it worked, but it's not ideal as it never happened to anyone this far.
interesting...
so you are stuck in place and not being pulled forward like here:?
https://youtu.be/SLpjB6EU1rc?t=1448
no, I just play it in VR without any other mods enabled. I really don't know whats wrong and it'd be unfortunate if I can't play the other chapters.
Hi,
Do you play with no VR mod?
Biohacking doesn't support it....
used the flathead?
The elevator scene got me this time but I managed to get the "good" ending.
Made a playthrough here (version from April 20th): https://youtu.be/SLpjB6EU1rc
Even with the bugs, I'm still putting this mod at like... peak of peak. Up there with Bioshock.
Let's face it, having only 5 playtesters ( Alyx veterans btw ) for a scale of scope was way too risky.
But that's all I managed to get.
I am making turret section WAAAAY easier now, but throwing nade at it will not work this time.
Check out the Solutions Thread, you can find many tips there how to make generator section much easier!
Those tips will work with the new version also
Oh dear, I've got no idea.
I've been stresstesting this section so hard, on ultra quality, preserving as many zombies as possible-all while recording gameplay, and it never failed. Not even once!
THAT IS VERY DEPRESSING!