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(The script loader is in the proper position at the top of the list)
1) The Ravenholm tram rides stops working (the first platform ceases to move so you can hop on it to the next roof, and the Tram ride across to meet Father Gregory will never arrive.
Doorways on the first roof when you get the shotgun are buggy because you can no longer see the outside game world when indoors.
2) The Vortigaunt can never attach the gun to the air-boat.
3) The dune buggy cant get through the bridge force-field because even after destroying the vehicle power-source, the force-field remains on.
...etc, most scripted events no longer function.
I love the grenade dynamic light the most - if you can please fix / clean the script of whatever is causing these conflicts / problems - I would happily endorse! This dynamic light really IS beautiful!
This mod MIGHT be breaking d3_c17_12b. A pillar will sometimes prevent the ramp to the second floor from dropping.
Nice! Props to you man!
I'm done with HL2 workshop modding myself but it is still nice seeing people still doing stuff for this game.
- adds lights to combine balls fired by elits or taken out of ball spawners
- adds lights to rockets fired by APC's (except for one in d1_canals_01a)
- fixes bug with airboat gun
> Why would valve make dynamic muzzleflashes in older beta source engine but cut it out later?? Are they stupid???
If muzzleflashes worked exactly like light_dynamic, the would not look good with prop_static. It would looks something like this: you mount a machine gun on d1_canals_01a, start firing AND ALL THE 9 STORY BUILDINGS AROUND YOU START FLICKERING. So they decided to cut it out
Whoever worked on the engine stuff might be. GldSource had muzzleflashes but they cut it out of HL2 release build.
I was permabanned in Gamebanana back in 2013-2014. I was suprised as the only stuff I did there was to make a video showcase for a mod my friend made. The reason was "account duplicate" and they listed an account I never saw before.
> bug with the gun for the airboat.
For some reason, this mod causes prop_vehicle_airboat "global_newgame_spawner_airboat" to not pass the level transition, the airboat persists, but the entity can't be referenced
I will fix it in my map mod
Confirm
> In Ravenholm:
> 1.The elevator doesn't work.
Confirm, does not happen with my mod though
> 2. In some doorways in Ravenholm, there are graphical bugs - blurring of layers or something like that and it's hard to enter.
Can't confirm
> 3.The lever for activating the platform where you need to jump doesn't work.
Can't confirm
As the guy wrote below - a bug with the gun for the airboat.
In Ravenholm:
1.The elevator doesn't work.
2. In some doorways in Ravenholm, there are graphical bugs - blurring of layers or something like that and it's hard to enter.
3.The lever for activating the platform where you need to jump doesn't work.
I'll see what happens next
The "cutscene" in d1_canals_11 when you reach a Rebel Hideout and the Vortigaunt is supposed to give your Airboat a gun is broken because the latter doesn't actually give you the gun. This only happens when you bring the Airboat from a previous map but doesn't with the Airboat that spawns upon loading the map through the console.
I tried disabling the only other mod I've had for the Airboat, which to begin with doesn't require Script Multiloader (Which I am subscribed to) and the cutscene only worked the moment I disabled this mod. Wouldn't be surprised if it's actually something else as I mod my game a lot, but I need at least a confirmation that I'm not going crazy lol.
Removed RPG light still being present after launching at wall with close range.
Reduced grenade light size.
Improved compatibility with other scripts.
Combine ball light will now work properly with other addons.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3367265657
You need this addon. Also check in the ingame workshop menu, if it's not disabled then enable it. Additionaly could be addon conflict
Maybe...