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I had to use Windows compatibility settings to get this to run on the correct monitor (I have 2 non-eyefinity linked displays), and changing resolution didn't seem to work, I had to disable virtual super resolution, otherwise it just kept resetting to 4k when I set it to 1080p
I was able to fix the issue with the skybox by adding the following line to my liblist.gam file
However there are more various glitches in the mod that I wasn't able to fix
I don't know if it's the remod or the original TH code at fault, but the skyboxes are seriously buggy when played in the Xash3D engine. Most other mods, and most of your remods work fine. Any tips to improve it?
Ok, will play the updated version and offer my thoughts on it shortly.
Crashes to desktop on map load with the following error:
"FATAL ERROR: Could not load script file 'maps/demo.hps'!
demo.hps (1321, 3): Err : Expected ';'
If that was the answer I'd have done it already. I run all mods at the same resolution.
Due to the levels of health they had earlier in the game and the way the base game only renders them killable with explosives left that a bit unclear, I thought I was meant to run away from it, but yes I ended up working out that was what you were meant to do.
What the hell are you supposed to do in the massive outdoor courtyard type area? I released the Garg, then the scene played out with the container breaking open after acquiring the Egon, and after that I just couldn't progress. Either this map is badly designed or I encountered some sort of glitch that stopped the solution being revealed.
This is still annoyingly bugged out.
With the DLL installed, the time portal (Egypt, Rome, Confederate) works, but the part in the confederate timeline with the cannon doesn't work (moving the barrel into the correct place doesn't work, the cannon doesn't fire). Without the DLL installed the cannon fires properly but the trigger for the time portal doesn't work.
On second thoughts I was able to make the error messages in TH go away by changing a convar but the visual glitches persist. Oddly though they appear on first load of a level but a quicksave followed by a quick load resets the skybox to normal.
I know Poke 646 works in Steam, but they just run more smoothly in Xash, that's why I prefer using it.
Your tips did fix the problem with Timeline and They Hunger so thanks, but pressing ctrl and + in the mods with the grey bar problem didn't change the size of the screen, it changed the cl_showfps variable from 1 to 2
I've encountered a couple of minor issues with mods I was wondering if you had possible solutions / config tweaks to resolve. Most mods work perfectly but there are small bugs I was hoping could be fixed
Poke 646 / Poke 646 Vendetta / Escape From The Darkness (original versions and Zikshadow's remods): grey bars appear across the bottom of the screen
Afraid of Monsters DC / Zikshadow's remod: visual glitch on some ground textures
Timeline II (Original and Zikshadow's remod): On map ice28 a few seconds after the plane lands something causes the level transition to fire prematurely, and after it does the next map loads with the character a long way outside of the map:
Skybox glitch and OpenGL errors in They Hunger (Original and remod):
I prefer your engine as some mods (most notably AoMDC) perform pretty badly on the Steam version of goldsource, so any advice fixing these bugs would be appreciated.
When I play this (and your Poke 646 remods) with Xash3D there are grey bars at the bottom of the screen throughout the game. This doesn't happen in any of your other remods. Any ideas?
Is there any way to disable the DOF effect, I'm not particularly keen on the look? That detail aside this is a nice improvement upon the original mod.
There seems to be a bug, not sure if it's the remod or the original but reloading weapons seems to remove some of the ammo from the player's inventory
Was playing in Xash3D, can't say if it happens with the original engine as well but all of your other remods work properly in Xash.
This mod is totally broken, the Steam version of half-life won't load the client.dll and if you replace the mod's one with the latest version, you can't edit the key mappings.
Anyone still having problems getting the mod to work, I was able to fix it by deleting the client.dll and server.dll in the mod folder in \SourceMods\project-beta\bin and replacing it with the newest client and server .dll and .dylib files from \SteamApps\common\Portal\portal\bin
Ignore the nay sayers. What I have seen suggests you are doing a really good job, and Portal 1 will look great with the updated Portal 2 graphics. Keep up the good work!