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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.
> If you do not install these optional maps, some textures may look stretched. This is because some texture material files are embedded in the map files.
Interesting, I never knew that about Source.
So, if map has such issues, using a manual install you could choose releet or upscaled maps on per map basis.
If 1) I'd really loved upscaling mod 2) had a lot of time, I could make a version of Rebake intended to be used with upscaled textures, but neither is the case. I think it's good, upscaling definitely went a long way, just not my cup of tea. And the next hl2 project on my list was fixing ep1 but as of late I'm not entirely sure I will ever get around to that having a new job.
Thank you for the detail, but I don't understand how that happens. On one of the screenshots is an area where I've may have used modified materials, on the other I didn't and on the third I didn't touch anything. There are a lot of ai 4k texture mods and I don't know which one it is to test with. And finally, I'm sorry, but I've never intended to shift focus from getting the best vanilla look to providing support for asset mods.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3545519608
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3545517142
@Sungazer as you can see on these screenshots in some areas the textures are broken and look like the picture is zoomed in or something
> 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 ?