Thunder's Leaves is a modification about Combine technologies and their usage by rebels
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Bugs and glitches | Locked | |
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May 21 2021 Anchor | ||
Here you can share founded bugs, glitches and also suggest any improvements. |
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May 21 2021 Anchor | ||
the supply capsule just not work.I'm pressing the walkie-talkie but just doesn't work. edit:my bad, it works now Edited by: danskartb |
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May 22 2021 Anchor | ||
Приветствую. Я некоторую часть написал в обзоре, но повторю и тут. В некоторых субтитрах имеются некоторые ошибки по типу "стридеры", "альянс", "Комбайны, комбайны". Во время основных диалогов при включенных субтитрах вмешиваются фразы обычных повстанцев. Некоторых зомби спаунятся в немного странных местах, где их недолжно было быть, ибо, пройдя первый этаж и поднимаясь на второй, на первому можно увидеть зомби, которых вообще по логике недолжно быть. Вот скhин - Imgur.com Edited by: Union_of_Universes |
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May 22 2021 Anchor | ||
В thunderleaves_11_03, во время приседания в темном участке под мостом, фонарь при отведении в правую сторону затухает но продолжает работать! Youtu.be Edited by: IDDQD_1337 |
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May 22 2021 Anchor | ||
Хотелось бы видеть в обновлении мода: 1) пофикшенную перезарядку комбайнской AR2 (наподобие такой, как в MMod или Snowdrop Escape) 2) на мой взгляд, в моде не хватает охотников Альянса, они же мини-страйдеры. По сюжету они появляются в Эпизоде 2, т.к. за счёт быстроногости используются Альянсом для боевых действий, разведки и патрулирования в сельской местности, где как раз происходит действие Thunder's Leaves. Особенно широкий оперативный простор для охотников в локации с радиовышкой, ветряками, ЛЭП и солнечными батареями. |
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May 22 2021 Anchor | ||
If you destroy Combine Dropship's soldier crate, they'll stuck on their fly path And at thundersleaves_14_4, the allies won't follow me to the tunnel for no reason edit: the second is not bug, my fault, sorry Edited by: Koishi_Komeiji_1984 |
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May 23 2021 Anchor | ||
Koishi_Komeiji_1984 wrote: About the npc stuck. I'll find out what's wrong, thank you, I'll definitely try to fix it. For now, I recommend to start the last chapter (Sacrifice) from "new game" to avoid this bug. Edited by: Andrey_Gorkin |
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May 23 2021 Anchor | ||
Koishi_Komeiji_1984 wrote: How do I destroy it?
For me this bug never occurred. Union_of_Universes wrote: Цитирую обзор. 1) Я попросил автора сделать аддон (он будет состоять из server.dll и client.dll, т.к. для этого надо внести изменения в код), который исправит скорострельность дефолтного СМГ в руках игрока и вражеских солдат на дефолтную. 2) Написал автору модов Entropy: Zero, где в демке второй части анимации стрельбы с подачей патронов и перезарядки AR2 пофикшены, с просьбой дать контакты моделера/аниматора, работавшего с этой пушкой. Может, он разрешит использовать и даже любезно поменяет держащую за магазин левую руку на руку повстанца в перчатке-беспальцовке. Кстати, левую руку не мешает добавить и на AR2-R. 3) AR2-R стреляет теми же импульсными патронами, что и стандартная AR2 (но повстанческая скорострельнее, что компенсирует отсутствие подствольника), потому спрайты и эффекты попаданий у неё такие же (не знаю, почему патроны в ленте AR2-R выглядят иначе, возможно, будет доработано). 4) Было бы проблемно вводить в игру ещё и комбайнский дробовик, тем более, что в модах на ХЛ2 убойность оружия соответствует типу боеприпасов, и два дробовика тупо не отличались бы по геймплею. В бета-версии мода были солдаты Альянса с повстанческими дробовиками, что смотрелось глупо, потому от них отказались. Edited by: HEVcrab |
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May 23 2021 Anchor | ||
В ангаре, где мне дают машину, говорят используй электрохак. Нажимаю С, слышу треск, ничего не происходит. В консоли пишет "env_beam: unknown entity "manhack2"" И я так и не разобрался на тренировке, как его использовать. Щелкал С, он сверкает, а что делает не понял. Можно поподробнее как его правильно использовать? UPD: разобрался. Надо было его из машины сначала достать. А судя по звуку, я думал что он не заспавнился. И нужно подвести его к щитку и нажать) Edited by: Aynekko |
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May 24 2021 Anchor | ||
I've just finished the game (release 1.0), it's was nice but I had a lot of issues. I think you should add in the HUD the compass that tells you where is your car, just like Half-Life 2 Episode 2 when you had to fight all the striders at the end of the game. Edited by: maxime-n2 |
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May 24 2021 Anchor | ||
Hello, I finished playing the mod today and I have to say that it has been quite cool ( especially the atmosphere, great vibes ). ( Disclaimer: Wall of text ) -The training chapter should be set as optional prologue, so you can either choose this or play directly the first chapter. -The overcharge feature is tied to places rather than willingly unleashed, which kinda makes it disappointing. It would have been better to store them on batteries and then used when pressing a key ( this way one can also avoid accumulating more "charges" ). -Respawning enemies on places you already cleared / behind you is a hard no. At least do stuff like them breaking down walls and other rather than *teleports behind you*. -What's the point of deploying a Suppressor on an open space? One can just attack their drones from far / unreachable areas. -The mod doesn't have the Dropship gun fix ( Developer.valvesoftware.com ), so you can spawnkilling the soldiers without any issue. Weapons in general are a disappointment: The MP7 and AR2 variants. What's the point?: -It is easy to miss it, but the crowbar is actually buffed. It can kill way faster enemies than in vanilla HL2. Perhaps some kind of "hint" that makes you be aware of it ( like, "no living thing can resist 1-2 whacks on their head" )?. Mapping is superb, the vibes are excellent. These CS:S / L4D prop vehicles modified to be abandoned-wrecked? *chef kiss* ( impressive that no mod did this before ). -It seems that not all the fonts are loaded, because for example the ammo picking icons or the flashlight doesn't show. -Not all the NPC chatter has subtitles, and some either are different or sound strange. -The mod really should have a warning for flashing lights. There's so many flashes and white fades. Why the rebels have to go through an abandoned and infected section to reach another area? Don't they have secured corridors in between? Why we are knocked down and with several flashes when the Suppressor gets deployed? ( aside from the obvious "we need to hide it spawning" ). In Ignition, apparently the Combine generated an energy pulse which made all generators to explode and start fires, and either break down or "rehack" drones and turrets...yet no effect appears ( only the final white fade ), and the generators aren't destroyed, but in red. The cassettes could have more "lore" and a way to replay them, since after all they are their own entities. -The "electrohacks" could be more than just a "glorified EMP hack that you can't control directly", they could zap / stun enemies around ( this is also a custom entity btw ). -( This is just a personal thing ) it bothers me that you must use the crowbar to both open power boxes and get charged. I would like to "+use" as well. -The second half of the mod with the vehicle is much better, especially once you have to power up the radio tower, as that entire level is almost like an open world. -The final boss, well gotta admit that the concept of an EMP Strider is interesting, but on each energy wave it should strip you out from energy, rather than magically spawn explosive manhacks. I didn't like that is so buffed up to the point that even after exhausting your RPGs, grenades and SMG nades, is still alive ( forcing you to go around the arena while awaiting the RPG rounds to respawn ). -The explosive manhacks should explode on approach rather than upon sight, because very often they will explode very far from you. -The ending with the tower, I see where you wanted to go but ended a bit anticlimactic, perhaps a gunship or rappelling soldiers having to shoot you while you climb would make it a lil better. |
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May 30 2021 Anchor | ||
Игра c некоторой вероятностью может вылететь, если задавить на машине зелёного антлиона(тот что наносит урон при смерти), возможно это связано с тем как работает послесмертное облако урона, когда игрок в машине. Играл на патче 1.05 Edited by: SellFace |
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May 30 2021 Anchor | ||
SellFace wrote: У меня вылет тоже был, когда я давил такого с места, а не на скорости. |
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May 30 2021 Anchor | ||
Вот именно да. Может дело в том, что игра при их смерти пытается заспавнить рэгдолл вместо гибсов? Я не разу не видел, чтобы они умирали без расщепления на куски, что и должно быть по задумке. Видимо, рэгдоллы у них не работают, соответственно любая смерть без гиббинга крашит игру. Тут наверное дело в том, что если нпс умирают от урона транспорта, то обязательно спавнится серверный рэгдолл, чтобы они не пролетали сквозь машину, скорее этот прикол и оказался более приоритетным, чем код, который заставлял их гибаться при любом количестве урона. Edited by: SellFace |
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Jun 4 2021 Anchor | ||
Right after I killed the strider at the end, the middle gate opened but the one to the radio tower didn't, and neither did the citizens follow me. I had to noclip the gate to continue the game. This also happened right after the player is knocked out by that pulse and everything is on fire later and the captain rescues you, he climbs over a ledge and can't come back to the node path. Also, I forgot to write down where (but took a pic Media.discordapp.net), but there is one part where a rogue manhack comes down from a vent (right when they start acting like enemies) and you can see the void from that vent. |
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Jun 11 2021 Anchor | ||
I cannot finish this mod due to a bug : I have to hack the gate with a "flying machine" (sorry, don't remember the name) in order to leave with the car but : The gate does not open. Any solution ? |
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Jun 12 2021 Anchor | ||
danyD wrote: Make sure you get your equipment from Colbert. Also, you may not have activated the electrohack. Press "C" to hack the electrical box. |
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Jul 20 2021 Anchor | ||
I had the same issue, go to the back of the car and activate a friendly manhack, then try to hack the panel egain. Electrohack doesn't work for me unless I have the electrohack sentry marker on the screen. I guess it wasn't obvious for me that having the little guy out was necessary! Edited by: jpfabre |
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Feb 8 2022 Anchor | ||
Edit - no problems. Edited by: SmashBob |
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May 22 2022 Anchor | ||
it's not working, as soon as i open it crashes... |
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Jul 5 2022 Anchor | ||
Alexplosion_ITA wrote: Have you set Source SDK 2013 singleplayer to Upcoming branch? |
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Sep 4 2022 Anchor | ||
I have installed Source SDK Base 2013 Singleplayer on upcoming. |
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Sep 6 2022 Anchor | ||
Sodium_abobium wrote: Have you restarted Steam? Do you see the mod shortcut? |
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Oct 27 2022 Anchor | ||
Every time I get this, and put it in the source mods, it never appears anywhere, what am I doing wrong? |
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May 11 2023 Anchor | ||
Steam input doesn't seem to work on Thunder's Leaves, as well as controller support in general? Like not even that the general Source action binding options don't come up, but all mappings whether to keyboard, mouse, or controller inputs just aren't received. It reminds me of what happens when I tried skipping the intro for Entropy Zero 2; if the launch intros are skipped with -novid, Steam Input never binds. Controller inputs seem to be received only after those vids have played, and this mod doesn't have any. |
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