Half-Life 2

Half-Life 2

Ver estadísticas:
MaxT2 7 AGO 2013 a las 12:45
Route Kanal Second Train Stuck
I don't know if any one else is having this issue but I just reinstalled Halflife 2 on my computer and everything works fine execpt the second train in Route Kanal. When the train spawns I can see it moving toward me, but when it hits the second electric fence it just stops. So when you get to the point when you have to walk across the tracks down into the canals theres a train in the way. Anyone know if there is a fix for this. I have opted in and out of the beta thingking it would fix it but no luck.

Im ruinning 64 bit Windows 7.
< >
Mostrando 46-60 de 101 comentarios
Shaheen 1 ENE 2014 a las 9:40 
Thanks Hugging the wall works
DyingStar 1 ENE 2014 a las 11:18 
What got it working for me was the idea about the triggers, didn't matter what I changed graphic settings to the train kept getting stuck. I waited for the guard to roll the barrel all the way down the stairs and for it to explode, and it immediately triggered the train whistle and the train came all the way through.
Última edición por DyingStar; 1 ENE 2014 a las 11:19
MaxT2 1 ENE 2014 a las 12:14 
Im not so patient so I never figured out that waiting would fix the problem lmao
simias 1 ENE 2014 a las 15:20 
Heh, good thing the thread popped up during my google search, it was driving me insane, I had no idea what I was supposed to do. Valve should really patch this.
dattomcat89 2 ENE 2014 a las 19:17 
Publicado originalmente por ㄒ٥ㄚ٥ Iㄑ٨:
From what I gather, this bug arises from one of several potential issues. The train is controlled by triggers spaced out through the tunnel. One of these triggers happens to be the trigger to start the train (there are actually 2 of these triggers for the train, one is not accessible). This trigger relies on a script to activate and do its thing. The problem may be that the trigger to activate the script (which is the cop rolling the barrel down the stairs) possibly does not activate properly. This can also include the possibility that having multiple triggers/scripts happen in a short time without a delay can cause the game to buckle and not properly activate some sequences (such as the train continuing). This is just my theory as I observe the map in Hammer though, so I could be totally wrong!

TL;DR In short, take it slow! Don't try and speedrun this :P

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!
Ṭoyoka 2 ENE 2014 a las 19:48 
Glad to hear it worked! Actually the script is activated by a trigger prior to the cop at the stairs (that triggers the cop to roll the barrel, and the barrel continues the rest of the sequence, oddly enough). Much like running DOS game on todays' computers; some of them are clocked to the computers' clocking speed, so computations are sped up (and in the case of the Source engine, the engine can't handle some of the computations despite the several updates over the years). A simple 0.1 second delay to the triggers would have sufficed for the mappers to fix things! :ccskull:
Última edición por Ṭoyoka; 2 ENE 2014 a las 19:49
simias 3 ENE 2014 a las 3:54 
Publicado originalmente por ㄒ٥ㄚ٥ Iㄑ٨:
Glad to hear it worked! Actually the script is activated by a trigger prior to the cop at the stairs (that triggers the cop to roll the barrel, and the barrel continues the rest of the sequence, oddly enough). Much like running DOS game on todays' computers; some of them are clocked to the computers' clocking speed, so computations are sped up (and in the case of the Source engine, the engine can't handle some of the computations despite the several updates over the years). A simple 0.1 second delay to the triggers would have sufficed for the mappers to fix things! :ccskull:

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.
muj of the shire 3 ENE 2014 a las 5:27 
ggg
Ṭoyoka 3 ENE 2014 a las 8:01 
Publicado originalmente por simias:

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 :tdealwithit:
NOCTURNE 4 ENE 2014 a las 9:10 
I have contacted steam support about this bug. I sent a video about the problem, forum topics, ect. So lets hope they will fix it.
By the way, a previous saved game or staying near the railway until the train pass, where the cop push the barrel , seems working.
Última edición por NOCTURNE; 4 ENE 2014 a las 9:18
lynxair 24 ENE 2014 a las 20:31 
Publicado originalmente por Tanavin:
Had the same problem. Without the code you can still jump across the track, then crouch and move slowly hugging the wall on the right until you pass the front of the train. No damage.
Works - no re-starts, no cheat codes, no settings changes. Many thanks
Última edición por lynxair; 24 ENE 2014 a las 20:34
BiltongBoer 4 FEB 2014 a las 13:26 
Publicado originalmente por MachineHead:
Encountered the "Death by unmoving train" problem myself. Hugging the wall on the right and taking it slow there did the trick for me.

This worked for me, thanks!
syronくらい 8 FEB 2014 a las 4:19 
I ran into the same issue (max graphics settings) - restarting and doing the part with the barrel roll realllllllly slowww (and killing everyone) fixed it for me
istvan_v 8 FEB 2014 a las 7:58 
Publicado originalmente por ㄒ٥ㄚ٥ Iㄑ٨:
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.

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.
Última edición por istvan_v; 8 FEB 2014 a las 8:00
Ṭoyoka 8 FEB 2014 a las 9:27 
Thanks for the GitHub link, didn't realize they had a repo for the legacy Source engine stuff!

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.
< >
Mostrando 46-60 de 101 comentarios
Por página: 1530 50

Publicado el: 7 AGO 2013 a las 12:45
Mensajes: 101