Half-Life: Alyx

Half-Life: Alyx

|Portal 2| The Courtesy Call
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Opdatering: 25. juli kl. 21:31

Map changes:
• fixed lifted arrival elevator in intro3

Script changes:
• fixed SkipRide button not working in the settings menu

Opdatering: 24. juli kl. 0:08

Map changes:
• fixed being able to get stuck in robot arm collision at the end of a2intro
• fixed clipping through platform at the end of intro6 if you're a tall boi
• added an unskippable hint in intro4 to teach picking up cubes with the portal gun
• if trying to pick up Wheatley after he falls with your hands, a hint will remind you to pick him up with the portal gun instead
• moved the equip/unequip hint to intro5
• due to occasional discomfort, the first few elevators aren't at top speed anymore. The first one is the slowest, next one slightly faster, etc.

Script/settings menu changes:
• the in-game settings menu now lets you choose between no effect when approaching a portal, a blur, or a fade
• added haptic pulse to accompany certain hints

Opdatering: 21. juli kl. 10:31

Map changes:
• added a logic_relay that allows for skipping the container ride in intro1

Script changes:
• added a button to the in-game settings menu that triggers the SkipRide relay in intro1 (only visible in intro1)

Other changes:
• added Hungarian translations for some hint text, courtesy of Krotter

Opdatering: 16. juli kl. 11:57

Created |Portal 2| The Courtesy Call.



These are the changelogs from beta development -- pasting them here so you can see the history :)


Update: Jul 15 @ 3:04pm
Script changes:
• disabled default portal color - particles are now created on first fire
• added haptics and particle removal when going through a fizzler
• changed default highlight to white
• don't refresh highlight while holding an object
• clear last fire color on fizzle
• force blue highlight on unactivated cube
for the menu:
• disable category button creation - Menu should appear as a single page as long as other tabs aren't created
• lower button presses from 5 to 3

Map changes:
• fixed being able to skip part of intro5
• the elevator in a2intro should now move fast if you go into it after Glados is done speaking, but still slow if you go in while she is still speaking
• in intro4 and intro7, fixed some particles being able to overlay their projected decals onto each other and creating a dark stain on the floor


Update: Jul 11 @ 12:04am
Script changes:
• fixed script formatting to resolve errors.. again
• specifically, fixed out of order parameters that caused cascading errors

Other changes:
• created showcase video for in-game menu


Update: Jul 10 @ 5:51pm
Script changes:
• fixed script formatting to resolve errors

Other changes:
• updated thumbnail


Update: Jul 8 @ 4:37pm
Map changes:
• adjusted the "crows flying" particle effect position so that they fly through the fog more consistently in intro2

Script changes:
• Update AlyxLib scripts


Update: Jul 2 @ 3:46pm
Map changes:
• freshly compiled maps, now with 8k lightmaps
• freshly compiled steam audio reverb

Other changes:
• due to 8k lightmaps, file sizes are larger. A new required addon has been created named required_maps2
• Total download size for all addons is ~8.7 GB (potentially looking into a "lite" version with 4k lightmaps, 2k res cubemaps)


Update: Jun 14 @ 6:19pm
Map changes:
• made "grab pillow" hint simply say "Sleep". You were able to grab anywhere on the bed to "Sleep", so now the hint reflects that.
• made no teleport zone in intro6 only active when the player isn't on that platform
• fixed another issue in intro6, hopefully not introducing 2 more
• fixed being able to teleport past the barrier in the a2intro end hallway
• added post processing effect when getting closer to a portal

Script changes:
• increased equip radius, again - this time to 1024

Other changes:
• added Polish translations for some hint text, courtesy of PeterJ


Update: Jun 8 @ 4:11pm
Map & Script change:
• new portalgun_prop script allows for offhand pickup of the portalgun and full equip when picking up with primary, similar to how vanilla HLA weapons work

Map changes:
• added more and missing autosaves
• fixed weird jittering that happened when turning off/on the body in the in-game settings menu
• fixed being able to grab the ramp in intro5 with the portalgun
• fixed some foliage in wakeup
• fixed a rogue water splash sound at the end of the wakeup sequence
• now freeze the player during the breaker room elevator due to being able to clip out of bounds accidentally
• fixed not being able to fire orange portals in a2_intro when reloading a save
• fixed some teleporting issues in the credits map
• overhauled the lighting in the credits map (it wasn't baked before, intentionally, but that led to issues so they are baked now)

Script changes:
• fixed pickup particles not restarting when re-equipping the gun while holding Wheatley


Update: Jun 3 @ 3:32pm
• A bunch of map changes/bug fixes that I didn't write down because I forgor
• Fixed a see-through seam in destroyed motel room door
• Moved the end-of-ride teleport down a bit so the player doesn't float after the ride
• Fixed the collision of a wall in intro3 so the player can actually walk through the portal
• Added puzzle finished chime for some chambers
• Fixed a visbox error in intro3 (hopefully)
• Added functionality to in-game settings menu

Portal script changes
• Added pickup look at function
• Save pickup distance between games
• Added pickup particles
• Shoot audio plays from gun
• Fixed lingering hold particles and sound when unequipping gun
• Equip search radius 64 -> 256, fixes gun not equipping properly
• Increased portal exit offset
• Debug commands now only show when using -dev launch option
• Removed distracting prints
• Fixed various errors when a held object gets fizzled
• Organized the in-game settings menu and added functionality


Update: Apr 17 @ 1:39am
• forgot to rename the addon resourcemanifest :)


Update: Apr 17 @ 1:28am
• Fixed instance of starting the wakeup sequence without the player being in the breaker room
• Fixed arms not being visible in sp_a2_intro
• Fixed weird movement jittering after cutscenes
• Functional camera now "blinks"
• Hopefully fix camera views being upside down in intro6
• The fade out at the end of the wakeup sequence has been restored, it was too buggy to drop the player
• Fixed instance of overlapping dialogue in sp_a1_intro7
• Other map bug fixes and changes

Portal script changes
• Simplify physics ignoring tracing
• Stop dumping particles to console
• Fix pickup breaking if item is killed
• Add custom haptics (some yet to be implemented in maps)
• Cleanup scripts
• Load haptics


Update: Apr 15 @ 3:30pm
• Portal close particle (seems too dark using default colors)
• Convar for instant pickup teleport distance
• Keep entity picked up when unequipping gun
• Fixed pickup item gun collisions
• Custom inventory colors
• Hopefully fix box highlight not appearing
• "Probably other stuff"


Update: Apr 15 @ 3:05pm
• play dialogue To Local Player, rather than from !player
• physics for portalgun
• implement portal bumping
• portals can't be shot through transparent materials
• fix not being able to close specific portals
• Wheatley faces the player when held
• Don't allow portalgun pickup while an object is already being held
• fizzler blocks portal gun shots
• shooting surface under camera now detaches camera
• object pickup outline changes based on various factors
• objects no longer spin on occasion after being let go
• added hint for equip/unequip gun
• new portal open animation
• added portal close particles
• portalgun shimmy animation when going through fizzler only if portal(s) are currently open
• fix save/loading issues (currently testing)
• objects now get teleported to the gun if further than 128 units away
• a plethora of map bug fixes and changes


Update: Mar 30 @ 10:35pm
bug fixes and portal gun improvements


Update: Mar 30 @ 11:44am
entity only map compiles


Update: Mar 30 @ 11:35am
rename resourcemanifest


Update: Mar 30 @ 11:28am
bug fixes


Update: Mar 26 @ 10:22pm
bug fixes


Update: Mar 22 @ 11:05pm
Created The Courtesy Call - beta