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When i was wandering around, thinking about bug 2, i noticed that this crate is unbreakable with the gravity gun, (it should be breakable), while it's still breakeable with crowbar
http://steamcommunity.com/sharedfiles/filedetails/?id=462617401
Bug 2:
map: d3_c17_03
Loading from the autosaved point from the start of the map lead to a bug.
two of the three rope are not attached to two of the three citizen. View the screen to see what i'm talking about.
http://steamcommunity.com/sharedfiles/filedetails/?id=462606294
Viewing the scene without loading from here don't trigger the bug.
Bug 3:
map: d3_c17_04
http://steamcommunity.com/sharedfiles/filedetails/?id=462804596
This metal plate have a strange shadow behavior on the other face. explose the bareel and see what i mean.
Half-Life 2 2004: 3 + 2 combine soldiers
http://s57.radikal.ru/i156/1507/35/a42b23ab6f64.png
http://s019.radikal.ru/i618/1507/ad/0d9cf66bafe3.png
Half-Life 2 Update: 2 + 1 metrocops
http://s017.radikal.ru/i417/1507/02/b93dab8623a6.png
http://i072.radikal.ru/1507/1f/3ab1fc53b776.png
also in the original Half-Life 2 http://s018.radikal.ru/i520/1507/2d/df3eee9adc67.png
----------------------------------------------------------------------------
at the beginning of map d3_c17_06b
Headcrab Shell
Half-Life 2 2004: 6 headcrabs
Half-Life 2 Update: only 3 headcrabs
Area :
http://imageshack.com/a/img538/9087/l9MWvr.jpg
http://imageshack.com/a/img911/8518/ityY72.jpg
There is overall a problem with scripted scenes. Some audo files are overlapped or sounds cut on end. This problem is Half-Life Update Bug because there are no following problems in the original Hlaf-Life 2 (i mean the current steampipe version)
Overallped Dialogs:
map d1_trainstation_01
1.1 a) Metrocop - "Need any help with this one? "
1.1 b) Byrney - "No, I'm good. "
1.2 a) Citizen a - "Dr. Breen again? I was hoping I'd seen the last of him in City 14. " - no overlapping but aloso no pause between this two dialogs -
1.2 b) Citizen b - "I wouldn't say that too loud. This is his base of operations. "
Cut Dialogs on end:
map d1_canals_01a
1. Metrocop - "Anyone else pickup a 647-E reading? "
map d1_canals_03
1. Matt - "Get in here! Hurry! "
map d2_coast_03
1. "Damn! Let me just send a warning to Lighthouse Point, then I'll come right up to lend a hand! " - is OK, but the next one is full cut - "N.L.O. to Lighthouse Point. N.L.O. to Lighthouse Point. Come in. This is Colonel Cubbage. Come in, please. "
there are to many of them... I can spent a week for comparing this two verions of games
Many dialogs are not synchronized with animation (or gesticue)
I think the best way is that you compare the scene Triggers or other thigs in your sources.vmf with the original decompiled Half-Life 2 maps and makes it same! This is much more easier for you to find this differences and very copmlicated for us as users.
Your update is greate and i use it since the release of 2.0 version.
But now i have to choose between the buggy Update 3.0 with very beautiful HDR with other sweet thigs that you have made (the commentary system for example)
and
the orginal Half-Life 2 without this bugs but more buggy and without this beautiful enhancements.
I am dissapointed because after 11 years there is still no copletly perfect Half-Life 2. :(
PS: sorry for my bad english
Bug: The flat city skybox placed to high up in final citadel levels
I'm afraid that there will never be a "perfect" Half-Life. From my experience there is always something that needs fixing. Most of this is because of the Source engine or some hardware issues on the user side.
You can only find some workaround like you did in the most visible areas. I noticed it at the begenning. But once you move the object, well shadows visuals bugs are back.
Was shadows realistic at that time when they created HL2 ?
Because this shadow problem is a bit enormous imo.
How they didn't see it ? Or maybe they couldn't fix it at that time dunno...
I know that the audio files are the same and scenes too.(I have dicomiled the scenes.image from your Update and the not updatet version of the game. VCD-s are the same.)
But i think the problem is somewhere else.
I also have dicompiled the map d2_coast_03 from your update (sorry me for that) and the same map from valve-version. Then i have loaded this maps in Hammer and compared the properties of the scripted scene with Odessa Cabbage in front of the radio. And there are some differnces in "Delay", "Trigger", etc
Odessa should cyclic tell "N.L.O. to Lighthouse Point. N.L.O. ..."
and then, after Gordon kills the gunship he should say "Well, that's that. "
but he says us "Well, that's that. " immediately after
"Damn! Let me just send a warning to..." (first bug)
and therefore "N.L.O. to Lighthouse Point. N.L.O. ..." is cut. (second bug)
Another example is a dialog in cardoc (map d2_town_05)
Leon: "Who's hurt? "
Rebell woman: "Winston's been hit. "
They speak at the same time. Normaly the woman should wait and then answer him that Winston is hurt.
I think there should be an Event.
Somethig like ---> if ("LeonQuestion.VCD") finished run ("RebellWomanAnswer.VCD")
I also have
1. Retail Half-Life 2 (gcf-verson)
Protocol version 6
Exe version 1.0.1.0 (valve)
Exe build: 12:18:31 Nov 2 2004 (2187)
2. Protocol version 15 (gcf-verson) - you have made your update 2.0 for it.
3. the current steampipe version.
All this vesions including Update 2.0 are OK and have this bug not!
If you need the 1. and 2. version of hl2, i can upload it so you can use it for comparing and debug.
May be you have modified some little parts of Source Engine source code, especially the sound system part and the problem is there.
I wish you good luck and I hope you can figure out and fix this issue! :)
I had no problem at all with thoses part, cuddage is fine for me on my PC, same for winston, same for matt, barney, or the two talking about breen cast.
I never encountered those problems when i tested on both games.
From what i remember, i never encountered bad sync about gesticule or mouth when i played the update 3 month ago.
What is your OS ?
Also have you tried to do a validity check ? sometimes steam download can corrupt files.
This problem maybe related to you.
Still, you are right for one bug, i confirmed it on both update AND normal game (last steampipe version) and so should be fixed :
map : d1_canals_01a
Metrocop - "Anyone else pickup a 647-E reading?"
Dialog is cut at the end, by the next sentence "check for miscount", we don't here reading at all.
Filip Victor.
Sorry. The game is OK. The problem was on my side!