Half-Life 2

Half-Life 2

Half Life 2 - Leet Rebake
16 Comments
Sungazer  [author] 3 Sep @ 5:13pm 
@Linkup
> -chop 1 -maxchop 1
This gave me return code 0xC0000005. But with value of two it ok and... I guess it does look better, sometimes. Sometimes worse. So, it will require adjusting lightmaps. I'll probably use it for ep1. Thanks!
Sungazer  [author] 23 Aug @ 1:34pm 
@aziz thank you, thats what I've been aiming for. You can consider it an anti-mod
aziz 22 Aug @ 8:12pm 
there's barely any difference:steamsad:
Bunter_punter 29 Jul @ 8:09am 
thank you Sungazer
Sungazer  [author] 28 Jul @ 9:08am 
@Bunter_punter
> does this conflict with dev commentary?

This version does not have them.
The replacement version does, but its outdated at the moment https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3443977433
Bunter_punter 27 Jul @ 4:56am 
does this conflict with dev commentary?
Linkup 26 Jul @ 2:05pm 
-chop 1 -maxchop 1

It will increase compile time especially if you don't have a 32GB RAM system, but it will make the lighting a tad nicer.
Spagootnoodels 25 Jul @ 10:50am 
Thank you again! I'm gonna write these down in case I need them later. Good work on this mod btw. It's exactly how I'd want to play the campaign.
Sungazer  [author] 25 Jul @ 8:10am 
@Spagootnoodels Another thing is
4) npc sleepstate tend to decompile wrong, causing them to wake up too early
5) and\or also the GagEnable flag, causing them to talk in the ambush
Spagootnoodels 25 Jul @ 4:08am 
Thank you for the response. That is helpful
Sungazer  [author] 24 Jul @ 6:22pm 
@Spagootnoodels

> Can I ask how the process went on a technical level? What did you use to decompress the original maps and did it cause issues, or did you simply use leaked VMF files?

I decompiled maps and did my best to fix issues caused by decompilation. I don't belive in "leaked VMF". The ones I've seen have typical decomp issues. And those are, to begin with

1) clip\player clip\npc clip\nodraw brushes being mixed up. (critical) Fixed by hand, with the help of r_drawclipbrushes 1.

2) Cubemaps get attached to wrong surfaces. Fixed by hand. I was refactoring cubemaps anyway.

3) Overlays get attached to wrong surfaces.

> I don't think I should ask for your fixed maps' VMF files or anything, buuut it's a possibility I guess.

Well, this project took me about a year. I am so done with it, like, 7k done.

If you're planning to do mapping, fixing decomp vmsf would be a worthy learning exp. Btw, most maps decomp fine. This wont take as much time as it took me to do everything
Spagootnoodels 24 Jul @ 5:18pm 
Can I ask how the process went on a technical level? What did you use to decompress the original maps and did it cause issues, or did you simply use leaked VMF files?

Asking because I want to work on editing the existing Half-Life 2 campaign (silly changes to levels, u know how it is), but the "leaked" VMFs I found look odd when I compile them; lights being too bright, props being lit weird, and so on. I want them to look accurate to the real maps. Do people normally fix all these inconsistencies themselves, or am I doing something wrong? Is it because I'm using ancient VMFs and anniversary maps might just look different? Should I decompile the anniversary maps? I heard decompiling causes a lot of issues... never tried it myself though.

I don't think I should ask for your fixed maps' VMF files or anything, buuut it's a possibility I guess. I haven't found any real source for HL2 campaign map VMFs other than the 10 year old leaks.
Sungazer  [author] 23 Jul @ 4:21am 
Looks like I've accidentally messed it up and then accidentally fixed it
Dr. SourceCode 22 Jul @ 3:49pm 
ok now it's working. wtf?
Sungazer  [author] 22 Jul @ 2:20pm 
@Dr. SourceCode
> I try to launch it and it doesn't work, how to get to work

Have you tried "main menu > extras > workshop > campaigns > double click on the icon" ?

Just tested, works fine
Dr. SourceCode 22 Jul @ 1:50pm 
I try to launch it and it doesn't work, how to get to work