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Never experienced it or my playtesters when making the Update.
The only issue I know is that vort tends to fall thru the ground after save-load as seen here:
https://youtu.be/UOtzc1eG6mg
However in the update I have increased the ground collision mesh so this would no longer happen.
But to have the vort coming out and make no action it never happed to me. Unless you play with a mod or something.
Let me know if you can replicate it.
Thx for bringing this post up. I just noticed it :D
Please let me know if you're able to share the save files. You can find them in the steamapps/half-life 2 update/hl2/save directory. archive it and upload on some file sharing site.
Did you kill the antlion guard with the harpoon?
There are some rusted harpoons scattered on the sand near the house/rocks area. Using the Gravity Gun to kill the guard with one of these will instantly eliminate him and prevent the Vortigaunt from spawning. I’ve patched this issue to some extent, but if you mentioned that normal gunplay allows the door to open, it means the scene was triggered. However, something may still prevent the Vortigaunt from resuming its sequence. I’m not entirely sure what causes this, as I’ve never been able to reproduce it consistently—it seems to be a rare occurrence. This issue still persists in the 20th Anniversary Update.
As for the Barney issue, I’m not familiar with that one.
If you manage to trigger it again, that would be helpful. However, even after playing it 100 times, you might not encounter it again. :\
CSceneEntity lcs_vort_interrupted unable to find actor named "!target2"
CSceneEntity lcs_vort_interrupted unable to find actor named "!target2"
CSceneEntity lcs_vort_interrupted unable to find actor named "!target2"
CSceneEntity lcs_getgoing unable to find actor named "!Target1"
This was the error showing up in console when I commented on this. As for replicating it I still haven't gotten the chance to play, but I was smart enough to send the console errors to my friend over discord. I'm sure it'll help more once I can send my save though.
vort_intrerrupted reffers to the scene where the 2 vorts are chatting and would say something if freeman steps between them. It's not from the main vort that would start the scene when guard dies.
However seems someone just posted this bug on reddit: https://www.reddit.com/r/HalfLife/comments/1heic6j/why_doesnt_the_vortigaunt_talk_to_me_after_i_kill/
I have inspected the map file and seems this "go to player and speak" scene activates when the door if "fully opened". There are some following posibilites here:
-Door might not get fully open and bump into something?
-Too may save-loads via player death and entity forgets the player entity location thus no longer recognize the player on the map?
-Has the player gone back to previous map, and back then back again?
-Radom code bug?
Having a save file I would be able to check if that scripted scene was activated or not. However from the previous reddit video it seems vort have been walked out a bit and stopped. Even if using mods it should not be relavent since script is activated to "go to player and start speaking > the freeman must follow".
If someone can replicate or break the scene let me know.
Just like I have mentioned above:
if you're able to share the save files. You can find them in the steamapps/half-life 2 update/hl2/save directory. archive it and upload on some file sharing site.
Thanks for the save files, I have somehow find the issue relaying in the physics system that affects all entities. The only fix is to use game console and input the "restart" command to restart current level. One of the ragdolls burned corpse model also look distorted and if you shot at him game will crash. So probably something failed to load properly on the physics side that affects entities. Not sure how i can replicate it, unless you did something specific on this map or previous map/s :\