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TL;DR solution worked for me. Except, upon repeating the process several times to confirm that it worked, I don't think the script is triggered by the cop who rolled the barrels down from the top of the stairs, but rather by his partner who immediately starts chasing you.
I noticed that, off in the distance, the train isn't even visible until "chaser cop" gets near the railroad tracks. And the train didn't freeze (i.e. no glitching happened!) if chaser cop is allowed to run to the other side of the tracks and start shooting at you from there.
TL;DR for my blabbing:
So the step-by-step solution is:
1) Get the chaser cop to notice you.
2) Allow him to move to the other side of the tracks and start shooting at you from there.
3) Make your way to where barrel cop (who should be safe to kill at this point, if not during the entire time) pushes barrels from.
4) After the train passes, kill chaser cop if it didn't dispose of him.
No command console, no cheats, no changes to graphics, no worries!
Could it be triggered by the multicore rendering thing then? I don't know much about the inner workings of the source engine but this sounds a lot like some weird race condition to me. And obviously it must have been some recent modification to source, if the bug had existed at release we would have heard about it I presume.
Does Valve have some kind of bugtracker for reporting that issue? Half Life 2 is pretty much their flagship game, I'm sure they'd be interested in patching it.
I'm no programmer but I'd take a guess and say that it *might* have something to do with the multi-core rendering, or there was a change in how the Source engine handles events and triggers in such a way that the way they were doing it back in release doesn't match how its being done now (with delays, and different, more logical script/trigger logic). They could very well fix this, as they have been known to fix bugs on numerous older games (though to be fair, most of it was engine-based fixes, or graphical-related, not gameplay-related; so then again they might not). I don't recall them having a bug tracker for Half-Life 2, but I do recall several console commands tied to sending them bug reports. I don't remember the exact commands but you can try googling for them, not sure if they still work though! Anyways, I'm thinking they may have higher priorities than Route Kanal but hey, we don't really know for sure
By the way, a previous saved game or staying near the railway until the train pass, where the cop push the barrel , seems working.
This worked for me, thanks!
There is a bug tracker for Source 1 games at GitHub, although it no longer seems to be very active (there were a lot of bug reports and fixes around mid-2013). Actually, the "train bug" has been reported there a number of times, see this issue and the ones that reference it: https://github.com/ValveSoftware/Source-1-Games/issues/853
Also, I can reproduce the bug with multi-core rendering disabled, so that is probably not what is causing it.
Interestingly, depending on whether the train stops before the force field, one of these two warnings is printed to the console when it reaches the point where it tends to get stuck:
Bad SetLocalOrigin(-117.107117,16555.400391,348.589874) on prop_dynamic - good case
Bad SetLocalOrigin(-2166.396973,17076.070313,348.589905) on prop_dynamic - bad case, the train gets stuck
If you activate "noclip" and go the way the train comes from, there is a long area outside the map with wooden floor (go to 0,15000,122 with "cl_showpos 1" enabled). Initially, the train floats here until triggered by the barrel-rolling cop. In the "good" case, train parts will reappear here at an odd angle, while in the buggy case they spawn entirely outside the map. I could not find out what determines which one happens, it seems to be random just standing at the "barrel rolling" stairs and watching the train come in god mode. Therefore, I am not sure if the "cops spawning inside the train or debris getting into the way" theory is correct. However, I did not encounter the bug yet when playing normally, so it must depend somehow on the player's actions.
By the way, the scripting here can be exploited because the cop never rolls the barrel (and starts the train) until you look at him. So, you can grab the two non-explosive barrels looking the other way all the time, stack them where the explosive barrels are (exploding them first from a safe distance), and then climb up and bypass the train entirely. There is no real gain from doing this, though.
Alternatively, if the train gets stuck, you can go back for a non-explosive barrel, and use it to climb over the lowest part of the train. This is a slow, but safe and non-cheating solution.
The "long area" where the train is located is there because models cannot be placed outside a maps' boundaries ("in the void", in mapping terms) so they must be placed within a seperate isolated section of the map. Likely it is that once the train rotates in that area in such a way as to go outside the bounds (either entirely or partially), that may be causing the next trigger to not go off properly (not sure on the exact reasoning behind that). The reason behind the awkward positioning is the way the train entity works in correlation with the model/object; it's rotation is independant of the models' rotation so in order to correct the way the train is facing, it needs to be turned 90 degrees depending on the direction of motion.