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- Original Cutsceneless mod v1.0 made by Toxiuice
- Updated Cutsceneless mod v2.1 made by chili_n_such (05/15/2018)
- --What is this?
- Cutsceneless mod is a pack of replacement maps edited to allow you to pass through maps without stopping for cutscenes while preserving the maps in their original form as much as possible.
- This pack is meant for speedrunners, meaning that if a cutscene is skippable through glitches (except for propclipping and voidclipping), it hasn't been removed.
- --But I thought Half-Life 2 didn't have cutscenes?
- Cutscenes in this context refer to areas or sequences of the game where you don't have any control over the progression of the game.
- *For original v1.0 changes made by Toxijuice go to pastebin.com/raw/mPEfbLWY*
- --How to install?
- A. Backup your existing "maps" folder in your Half-Life 2 directory and name it something other than "maps".
- B. Copy the all the map files inside the Cutsceneless folder to your "maps" folder inside your Half-Life 2 directory and overwrite the necessary files.
- C. Delete any .lmp files in your maps folder.
- Now you have a maps folder that you backed up containing all the original unaltered maps, as well as the new maps folder containing all the edited maps AND the remaining original maps.
- It is important that whichever folder you wish the game to read must be named "maps" (without the quotes).
- You may also need to delete the corresponding .cache and .manifest files in the maps/soundcache/ folder if you run into any issues.
- inally each map must be loaded once to rebuild the node graphs.
- --Fixes for possible errors
- Pink/black checkerboard reflections: Type "buildcubemaps" in console (without the quotes). If it still isn't fixed try reloading the map.
- Specular reflections not showing up: Type "mat_specular 0" in console; the game will freeze up for a second. Once it resumes, type "buildcubemaps" and then finally once that finishes type "mat_specular 1" (without the quotes).
- Anything else: Make sure to delete the .lmp files in the maps folder
- v2.0 Changes:
- d1_trainstation_01
- -all doors spawn open on the map instead of being completely removed.
- -fixed/removed broken areaportals.
- -fixed various lighting issues and adjusted exposure/bloom.
- d1_trainstation_04
- -door before elevator spawns open instead of being completely removed.
- -added previously removed doors to the top and bottom of elevator shaft. they now open and close automatically instead of being removed completely.
- -fixed/removed broken areaportals.
- -fixed various lighting issues and adjusted exposure/bloom.
- d1_trainstation_05
- -teleport room door now opens once HEV suit is equipped.
- -added post-teleport effects including slowdown, hud effect and teleport sound.
- -fixed/removed broken areaportals.
- -fixed various lighting issues and adjusted exposure/bloom.
- d1_canals_03
- -moved door in manhack matt cutscene room.
- -fixed various lighting issues and adjusted exposure/bloom.
- d1_eli_01
- -fixed exit level change trigger. It occasionally wouldn't change level when hitting it.
- -added previously removed doors to the top and bottom of elevator shaft. they now open and close automatically instead of being removed completely.
- -Alyx now spawns at in the end airlock so she can open the door on d1_eli_02.
- -fixed broken background cutscenes when passing by in elevator.
- -fixed/removed broken areaportals.
- -fixed various lighting issues and adjusted exposure/bloom.
- d1_eli_02
- -removed edited map altogether since a cutscene skip already exists.
- d2_prison_06
- -fixed elevator so it's consistent to trigger.
- -added previously removed doors to the elevator and elevator shaft. they now open automatically instead of being removed completely.
- -added previously removed combine door to the elevator room. it now opens automatically instead of being removed completely.
- -fixed/removed broken areaportals.
- -fixed various lighting issues and adjusted exposure/bloom.
- d2_prison_07
- -removed edited map altogether since a cutscene skip already exists.
- d2_prison_08
- -added previously removed combine doors. they now open automatically instead of being removed completely.
- -added teleport room effects such as: shaking, teleporter sounds and light beams.
- -elevator now opens and teleports you once you step inside it instead of teleporting you by standing in front of it.
- -adjusted teleport sequence to be less abrupt
- -fixed various lighting issues and adjusted exposure/bloom.
- d3_c17_02
- -opened up combine baricade door on map spawn.
- -fixed/removed broken areaportals.
- -fixed various lighting issues and adjusted exposure/bloom.
- d3_c17_06a
- -the rubble blocking the path now explodes when approaching. all the proper effects and sounds are present.
- -fixed/removed broken areaportals.
- -fixed various lighting issues and adjusted exposure/bloom.
- d3_c17_07
- -removed edited map altogether since a cutscene skip already exists.
- d3_citadel_01
- -removed edited map altogether since a cutscene skip already exists.
- d3_citadel_02
- -player now spawns in pod at the end of podride path instead of speeding up the whole map.
- -fixed various lighting issues and adjusted exposure/bloom.
- d3_citadel_05
- -fixed map not becoming timescaled when jumping into first pod.
- -shortended the podride sequence by skipping the 'combine factory' area.
- d3_breen_01
- -fixed terrible alignment of multiple light entities and their corresponding models (wtf valve?)
- -removed timescale in elevator as it is not a cutscene.
- -fixed various lighting issues and adjusted exposure/bloom.
- -added the sourceruns logo in skybox. can you find it?
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