Raising the Bar: Redux: Division 1.1 Update - HERE AGAIN
Experience Half-Life 2 like never before. Return to City 17, held within the iron grip of the Combine and the Consul. Reunite with old friends, and enemies, and some of them brand new. Immerse yourself in a revitalised combat system featuring old arsenals made new again, with added features to raise the bar in gameplay.
You've been waiting for quite some time, now. It's time to climb aboard.
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Update features a nice changelog of changes, also seen on the ModDB article:
Graphical
-Refined Gman, Consul, and Mossman materials – reducing phong in particular due to complaints about “plastic-like” light reflection
-Hi-def Gman face – previously using the low-resolution background G-Man facemap
-Refined bullsquid materials – Reduced sheen and iridescence to make it look less moist
-Improved medkit and suit battery textures – Consistency between medkits and facelift of old assets
-Fixed and improved Metrocop particles – Fixing particles leaving the stunstick during melee animations and adding some other particles in too
-Replacements for some Breen graffiti to be the Consul – consistency across design
-Revamped both charger materials – facelift of old materials using more advanced techniques
-Improved both charger animations – adjusting the older and less refined charger animations
-Improved cubemaps on the piston models – previously too shiny
-Improved soldier and elite soldier materials – reducing sheen to better reflect material of clothing
-Revamped teleport interior – facelifting very old and grim textures
-Remodelled Consul Statue – consistency with new consul model
-Fixed wonky cubemap in trainstation on AMD cards – old VTF version
-Fixed very minor material error with the revolver's materials – EOF keyname error throwing up meaningless but annoying errors in console
-Fixed cremator face textures – broken UVs before, now fixed on eyes and ‘snout’
-Fixed up some leak props – some texturing of props that only have UV lines for their textures, some alternate skins for more utility
-New weapon particle effects – for pistol, SMG, and revolver. Currently using same particle awaiting code changes to give each weapon a unique particle effect
Sound
-New combine radio sound – styled after the beta’s radio cut-off sound
-Fixed combine soldier, guard, cremator, and metrocop footstep sound effects – previously only made material walking sound, now makes gear movement sound effect. Guard has added beta sound effects for his thumping around. Cremator makes the walking sound effect from the beta
-Cremator has added idle sound effect – previously lacked one. Due to code setup using sentences, currently has some minor playback issues, but these will be recoded at a later time
-Redid the soundtrack for most maps – reorganised the soundtrack due to change in direction regarding the score for the mod. You can check out some of the new tracks over on our Soundcloud in the album Vector Error!
Maps
-Fixed critical crash between Lab01 and Industrial – previously was possible to skip the transition point, walk back into it, and crash the game
-Added moving pistons to Industrial – Previously the pistons in Stenographer’s chasm were static
-Initial pass of trainstation – Particularly the centre of the atrium, with minor lighting improvements elsewhere
-Initial pass of terminal – Mostly the buildings in the combine march area, and minor lighting and detail changes throughout
-Initial pass of free TVs – Replacing brush lampposts with models
-Initial pass of Industrial -Stenographer’s chasm improvements, and also changed progression post-zombie-warehouse so instead of a convenient vent it’s a corridor
-Initial pass of lab01 – Lighting changes in basement area
-Initial pass of lab02 – Changes to detailing in Kraken base and post-destruction lab
-Initial pass of construction01 – Some changes in the starting area for progression and minor visuals
-Initial pass of construction02 – Redesigning progression area with vent leading down to the basement area to be less gamey, small tweaks throughout
-Initial pass of arcade – Significant visual change in “combine basement” area
-Initial pass of underground – Reorganised lighting to better highlight progression path
-Initial pass of consulplaza01 – Small detail updates
-Initial pass of consulplaza02 – Small progression and detail updates
Miscellaneous
-Optimised a lot of files for overall mod file size (about 200 MB) – Downscaling a lot of textures that didn’t need to be in 2k down to 1k, removal of some unused/duplicate files
-Menu background art – Drawn up by Allessandro (concept artist on the team) – replaces gaussian-blurred fade-in for loading. This’ll be used going forwards for future chapter backgrounds
-New intro video – More to-the-point intro video, will also be used for future YouTube video
-Removed bonus map selection screen – Leftover feature from internal builds that use this menu for easy access to zoo maps and the like
-Reorganised file name convention from playtest to release – No physical change as the name had nothing to do with the contents (it was the most tested and refined build after two months of testing, not just the build that was given to playtesters originally), but worth clearing up anyway
-Divided up the mod’s maps better – A new menu chapter now begins later in the mod so people can choose to begin at G-Man, at Trainstation01, or at Construction01 to skip narrative altogether. Chapter One release is being named to Division One – “Division” essentially meaning “Part” in this case, and smaller chapters will be within each Division.
-Menu colour scheme and elements have been adjusted to recreate old steam UI schema – A small visual change in menus and loading screens to improve immersion
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Don't forget to join our Discord to give feedback on the demo and also take part in the community: Discord.gg
Check out our Twitter for periodic snapshots into development: Twitter.com
Take a listen to our Soundcloud to hear more of the soundtrack that'll feature in future releases: Soundcloud.com
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To install:
1. Download Source SDK Base 2013 Singleplayer
2. Right click in your library and select properties
3. Navigate to the "betas" tab and select the branch as "upcoming"
4. Unzip the downloaded zip file
5. Drag the RaisingTheBarRedux_Release folder and its contents into your Sourcemods folder in your root steam directory
6. Restart Steam
7. The mod should now appear in your Steam library.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Here we go bois!
I'm having a problem with the game not showing up in my Steam library.
Source SDK Singleplayer 2013 is set to upcoming, folder is in sourcemods, and I restarted Steam, but it still won't show up. I redownloaded the playtest version from a few weeks ago and it installs just fine.
do you have all the half life 2s?
I realise this is a rare occurrence and likely to never happen BUT i am making a note anyway just incase, in further development of this mod the player encounters a large number of NPC's they can approach/interact with. I found that, in the beginning area where you see that group of combine walking along a road, it is possible to 'jam' them up by either standing in their way, or getting an item over the invisible wall.
Now again, i know this is unintended operation , your not supposed to be able to enter this spot without cheats but the point i am making is if in further development the player is able to pass by/interact with a large group of scripted NPC's? It seems possible to break their pathfinding and what this does is cause a literal pile-up if the NPC's are scripted to keep spawning. The developer console is then eventually flooded with [BUFFER OVERFLOW!] warnings and the game comes to a crawl.
the most of the weapons are glitched and the unice (sorry of my english) weapon that are working is the revolver
It's not showing up in my library, I followed all the steps and I have all HL2 games installed.
same
Every time I try to launch it, it always quits out after the dev title card. It shows that it's loading then it just quits, what can I do to fix this? Thanks ahead of time.
sdk base 2013 singleplayer to upcoming
I already had it installed, it still doesn't work.
you need to go into the properties and set the beta branch to upcoming
I want to admit one moment: "Drag into your Sourcemods folder in your root steam directory ". I have 2 drives, so my steam is installed on /C and most of games and SDK2013 on /D, I have 2 sourcemods folders aswell , BUT in my steam library it shows only on when mod is on drive with steam.exe on /C drive... (might be helpful for someone)