Technical problems in Half-Life 2 v.2 (Half-Life 2)
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I bought the same license, I decided to pereproyti and there is trouble: Gordon goes walking, no buttons that don't change accordingly, I at the beginning can't even get away from TH.
Were anyone is or how the thread can be corrected via the console or cfg?
In my opinion, it's all right, so be it, these changes happened after the latest update of the engine. After receiving the costume, the movement speed will be normal by default Shift will give the acceleration (in costume, of course), if not, then check subingen do you have running in the keyboard properties, and on which key. Binding acceleration via console:
bind SHIFT +speed
You can specify in the config.cfg (should already be) or autoexec.cfg.
Also you can speed up the movement even without a costume, if you can learn to jumping backwards, but this is madskillz, usual player unnecessary.
I'm at the beginning can't even get away from TH
No need to throw in the FIRST-person jar. If you're talking about running around in the house - that's your problem. practice. Try to escape by jumping, although I'm not sure on the new engine it will give speed. Or start from the second Chapter, if you can't (sv_unclokedchapters 2 to help).
Still can cl_forwardspeed to check the default of 400 should be.
xDDGx
If you're talking about running around in the house - that's your problem.practice.
So the game I'm not the first time, and before any problems was not - come and go
And the option I have is 450, it seems like it should, but still nonsense turns out, I'm going by the shortest path, jump, and still have on migration ladder they I'm catching up - what a bullshit
I tried to change it on 900 - nothing happened - how were braided and woven
Yes, this parameter measures the speed and does not change. The speed changes hl2_normalspeed and hl2_walkspeed (if I'm not mistaken, the standard — 230 and 190, sootvetstvenno).
I think there is something wrong with the scripts on the map or even code Gasnikov.
Try to fill up the hallway stuff, that is... )
Cvoxalury
Thanks for help, those settings were like 190 and 150 respectively. Put, like you said, everything seems OK, though HS still somehow walks slowly, although this may be unaccustomed.
And annoying that after the button has been released gg some time moving and not ostanavlivaetsya instantly, it is possible as thread to correct, but something like a cow on ice?
I think it's because of the properties of the material. Basically, if you want to, you can find (or unzip) material hl2\scrpits\surfaceproperties.txt find the floor material (wood, most likely), change the friction parameter closer to unity.
And Yes, what was the hl2_sprintspeed? If it is just 230, I just messed up and your values are the standard, then the problem is not with them. But in any case, if it helps, this is the way it is...
>>and still have in the span of a ladder they I'm catching up - what a bullshit
>>still somehow walks slowly
It's really strange. Today I tried Lostcoast the Incentive - movement speed doesn't seem too different from regular HL2, and jumping provide the acceleration... Requestyou video.
The speed changes hl2_normalspeed and hl2_walkspeed
Right, I forgot about them. cl_ do not allow to increase the speed, but, as I thought, they could save, so I was advised to check whether the reduced default.
And annoying that after the button has been released gg some time moving and not ostanavlivaetsya instantly, it is possible as thread to correct, but something like a cow on ice?
This is all very strange, really not broken the game? If there is time and opportunity - I recommend to remove it and to put anew.
I just messed up and your values are the standard, then the problem is not with them
Default values in Source 7: 150, 190, 320. The Incentive is later look.
xDDGx
Requestyou video.
I'll try to do never bother
Here's a video of the beginning, as you come out of the station, these unfortunate 10 meters trailing 15 seconds. Parameter values - the default
This is all very strange, really not broken the game? If there is time and opportunity - I recommend to remove it and to put anew.
I will try, maybe it will help
Prescribe sv_alternateticks 0 in the console and say thank you Valve.
Proof: http://steamcommunity.com/app/220/discussions/0/810925580000787328/
Just bear in mind that the team is reset after exiting the game, write it as a startup parameter, RMB on the game in Steam library - Properties - Set launch options.
Prescribe sv_alternateticks 0 in the console and say thank you Valve.
prescribe it as a startup parameter, RMB on the game in Steam library - Properties - Set launch options
Since mid-July have not played HL2, and now I started again and faced with this problem. Sv_alternateticks 0 helps, but despite the fact that I gave this command in the startup options every time you start the game, Gordon's still the same slow. CANT?
Help! A Chapter of a sand trap(when you need to bring the buggy into the garage and to protect the village from enemies arriving) does not activate the script after I shot down flying a flier. When I get him to approach the man in the lighthouse, and he, apparently, needs to open some door in the basement of the lighthouse, but he's just standing still and not going anywhere. Load the latest save doesn't help.
This is the first teoi a bug in a cemetery in Ravendale the priest did not want the gate to open( 2 times I had to replay the level).
Maybe there is a patch that these bugs will fix? Or is there anyway through the console to activate the script?
simmerr
If this man already sasparilla and is in the lighthouse, you can register in the console ent_fire ss_lighthouse_exit beginsequence.This will force the insurgents to run to the basement.
The problem here is with the object, which monitors the distance between the rebel and GG, it is quite often buggy in HL2. In performing its specified conditions (the presence of the player at minimum radius from the rebels, to hear his dialogue) runs the scene in the basement, use the same command bypasses it and starts the scene directly. Should work.
Cvoxalury
No, not helps, still nothing happens, he just stands next to the stairs.
When I descend from above and come to him, he said: over Here Dr. Freeman. While we spotted the attack, go on a mountain trail., and all(sometimes he makes a single move), nothing happens.
When I go down to the basement, he says, Dr. Freeman, come with And then there will be one more., and all, then nothing happens.
Maybe like that you can open the door yourself?
Well, Yes, it is. ent_fire lighthouse_secret_door open opens the door to the basement.
But I would be happy if in the interest of science was checked:
1) ent_fire lead_player_to_exit deactivate
2) the above ent_fire ss_lighthouse_exit beginsequence
Just first check if it works.
Cvoxalury
The door opened! Thank you very much!
And the other two commands do not change anything, nothing happens.
I think my console is somehow not working properly(not all commands work). For example, noclip does not work too.
And what do those two teams, if not a secret?
simmerr
The first command disables the script that monitors the distance between the rebel (this particular) and a player. More specifically, it is disabled (but not removed permanently) the logical (i.e. not having any "physical shell") object at the level of the class ai_goal_lead, which ensures that between the rebel and the player (or any two NPC in General) was a maximum of X inches, if it becomes more — goal-lead (rebel) will have to wait and/or call slave (of the player).
As it is updated every tenth of a second or ecologo, he, in theory, consistently blocks what does the second command (because I was hoping that this feature will help)... she, in turn, triggers a scripted scene (scripted sequence, hence the name ss_), which causes the rebel to approach the panel in the basement, to speak the dialogue and open the door.
The teams in both cases are built on the same pattern, which is parsed here. Briefly, the first part ent_fire is a common type of command that takes the object x of a certain signal-command Y. the Middle part of it myself X — unique object name, which can be viewed in the level editor or unpacker card (or, if the object is "real", i.e. a NPC or a door, etc., can sight to it, enable cheats and enter impulse 107 (does not always)), but the last is Y. If translated command to the door in Russian, so something like: logcommand macromanager Open.
spectre from TM
entered sv_cheats 1 cheats steel work)
Cvoxalury
clear...
Only now I have another problem appeared: when I kill a giant beetle, again, nothing happens, the script is not activated again)))
What really zabagovanny CL caught), Even in Shadow of Chernobyl v.1.0000 I have so many bugs were not
simmerr
And it is about... a license? I ask because this does not clear the license can be very bagovannaya.
If the Repack, then what?
Yes, the problem was formerly very common, but on modern Repack, as a rule, more or less smoothly.
What specifically is not happening? After a boss kill, nothing at all, or Messi Arsenal Christmas special (alien) runs out of the door, and then — nothing?