Half-Life 2

Half-Life 2

Dynamic Light (Projectiles)
82 Comments
HaelStorm 29 Aug @ 8:48am 
this mode and the fire light mod ( lits up area near a fire ) breaks the game bad , avoid both mods at any cost, learned this the hard way. :UpsideDown:
HaelStorm 29 Aug @ 8:46am 
Nice mod to have to its Bugged :csgox:. perma Red light spots will appear after changing areas where you throw nades also , you become a ligh bulb after using the rocket launcher.
nitrogensh4rk 25 Aug @ 3:17pm 
@Tenshihan_Quinn another one to the list; You start glowing after using the rocket launcher.
Nyakuza Kiddo 11 Aug @ 12:36pm 
great BUT... fuck up the game...
ShadowD 8 Aug @ 3:37pm 
what folder is this in? i wanna test this in hl2vr
Tenshihan_Quinn 2 Aug @ 5:34am 
Several default game scripts cease to function with this otherwise beautiful mod,
(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!
F1st Br34k3r 1 Aug @ 1:10pm 
Alongside the problem with the ramp, the strider is supposed to block off the door back to d3_c17_12. The invisible walls spawns, but the explosion near the door and the debris don't. If you defeat the strider and go back, the only thing stopping you is an invisible wall.
F1st Br34k3r 1 Aug @ 1:04pm 
I'm assuming this mod has its own version of 12b that's broken? Seeing as going back and forth wipes the slate for the map (every NPC respawns, every script resets).
F1st Br34k3r 1 Aug @ 12:44pm 
I'm unsure, but...

This mod MIGHT be breaking d3_c17_12b. A pillar will sometimes prevent the ramp to the second floor from dropping.
Hds46  [author] 23 Jul @ 4:12am 
@Sungazer
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.
Sungazer 21 Jul @ 8:10pm 
I've made mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3437059847 that if combined with this one
- 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
Sungazer 2 Jul @ 5:54pm 
@Civilian
> 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
Civilian 1 Jul @ 3:15am 
@finlandslim cool pfp dude
finlandslim 1 Jul @ 3:06am 
@Civilian
Whoever worked on the engine stuff might be. GldSource had muzzleflashes but they cut it out of HL2 release build.
MyDude 30 Jun @ 6:15am 
A little bit buggy, but very cool regardless.
Civilian 30 Jun @ 5:04am 
Why would valve make dynamic muzzleflashes in older beta source engine but cut it out later?? Are they stupid???
Richie 30 Jun @ 3:30am 
Shame, but thanks for trying
Hds46  [author] 29 Jun @ 5:11pm 
I tried woth muzzleflashes and no, it's not possible tp do with basic scripting.
Richie 29 Jun @ 5:56am 
So no muzzle flashes? :steamsad:
Monki 20 Jun @ 6:21pm 
The same thing happens to me with the airboat bug, does anyone else also have the bug where the buggy can't break the large window before fighting the gunship on the road? The energy walls on the bridge at the end of the Highway 17 chapter are also not deactivated.
Biggity Swigger 18 Jun @ 2:40pm 
airboat bug is still a thing, for anyone still suffering from it you can you this command in the meantime to fix it: ent_fire prop_vehicle_airboat enablegun 1
⛧Megalomaniac⛧ 17 Jun @ 3:38pm 
didn't the original quake also have this? it's so weird that HL2 didn't have this now that i think about it.
Hds46  [author] 15 Jun @ 10:34pm 
@Green Guts
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.
Green Guts 15 Jun @ 1:59pm 
Can you make this a mod on Gamebanana?
Sungazer 9 Jun @ 10:48am 
Is it possible to add rgp light to rockets fired by APC ?

> 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
idiot 8 Jun @ 8:53am 
what about the flares in nova prospekt
YokiKuTotoso 7 Jun @ 4:18pm 
i just want conquest:steammocking:
Sungazer 7 Jun @ 3:38pm 
> bug with the gun for the airboat.
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
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goran2424200324 4 Jun @ 1:39pm 
bro
Cheesey 2 Jun @ 12:40pm 
this causes the rpg light to be permenantly stuck in front of me, which i also think lags my game too :(.
UnShu 2 Jun @ 10:06am 
@Kuppelcryger All of this will have to be played with Noclip to play even halfway. I have Noclip bound, and I'd say it's not a big issue anymore, at least for me.
Kuppelcryger 29 May @ 6:11pm 
Cool mod (seriously)
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
idk gaming 27 May @ 8:21am 
why am i glowing?
B-TO480 25 May @ 2:49pm 
Thanks 4 updating thi2 mod!:cleanfloppy::cleankey: Love the diminished grenade light strengh, it was too much for a grenade, now it feels more grounded and easy on the eye. This simple light makes me want to grab enemy grenades more often since you can see them more clearly, such an indirect buff for the gravity gun:Fistofdosh:, shame for the long time to deploy and use the Ggun.:lunar2019crylaughingpig:
MNC 23 May @ 3:48pm 
Hi there, I think I found a bug. I'm not sure if it's a compatibility issue seeing as this breaks when using certain custom script mods, but at the same it doesn't make any sense to me how does this mod in specific breaks such a seemingly unrelated thing but:

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.
Evil pediatrician 23 May @ 2:10pm 
Do you have a list of addons this doesn't work with?
Hds46  [author] 22 May @ 3:58pm 
Update:
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.
Hds46  [author] 22 May @ 12:29am 
I'm aware of the problem. I'll try to fix it soon
Sungazer 21 May @ 6:22pm 
A suggestion: the problem with light remaining after source is no more could be solved with a timer, cleaning up lights after some time since the last one was created long enough that the source could not possibly be still there.
bitgen 21 May @ 11:02am 
THE SUN IS LEAKING
1v4n94 21 May @ 9:41am 
Explosions, flashlights, muzzle flashes... I remember when I suggested Black Mesa devs that explosions would be much better if they had their own light generation, when finally implemented, they looked way cooler and realistic that way. In Half-Life 2, those lights were never added, so mods like this are very much appreciated by men like me.
ждун... 20 May @ 12:47pm 
niceee
Hds46  [author] 20 May @ 9:40am 
@Wheatley the moroun
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
nova_prospekt_guy 20 May @ 9:26am 
it dosn't work for my why?
Hds46  [author] 20 May @ 9:20am 
@ProgramKT
Maybe...
ProgramKT 20 May @ 9:17am 
I need muzzleflash light please.... :bms_crowbar:
Gordon Freeman 19 May @ 4:49am 
it will support ez2 mod animation?
Chain 19 May @ 1:53am 
cool
Sungazer 18 May @ 7:37pm 
I don't think dynamic lights can look good with long living objects that player cant see all the time, because it shines through world geometry seemingly ignoring "Maximum distance". Is that correct ? If so, probably worth a separate mod.