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cutscenelessv2.1 readme

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May 16th, 2018
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  1. Original Cutsceneless mod v1.0 made by Toxiuice
  2. Updated Cutsceneless mod v2.1 made by chili_n_such (05/15/2018)
  3.  
  4. --What is this?
  5. 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.
  6. 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.
  7.  
  8. --But I thought Half-Life 2 didn't have cutscenes?
  9. 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.
  10.  
  11. *For original v1.0 changes made by Toxijuice go to pastebin.com/raw/mPEfbLWY*
  12.  
  13. --How to install?
  14. A. Backup your existing "maps" folder in your Half-Life 2 directory and name it something other than "maps".
  15.  
  16. 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.
  17.  
  18. C. Delete any .lmp files in your maps folder.
  19.  
  20. 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.
  21. It is important that whichever folder you wish the game to read must be named "maps" (without the quotes).
  22. You may also need to delete the corresponding .cache and .manifest files in the maps/soundcache/ folder if you run into any issues.
  23. inally each map must be loaded once to rebuild the node graphs.
  24.  
  25. --Fixes for possible errors
  26. Pink/black checkerboard reflections: Type "buildcubemaps" in console (without the quotes). If it still isn't fixed try reloading the map.
  27. 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).
  28. Anything else: Make sure to delete the .lmp files in the maps folder
  29.  
  30. v2.0 Changes:
  31.  
  32. d1_trainstation_01
  33. -all doors spawn open on the map instead of being completely removed.
  34. -fixed/removed broken areaportals.
  35. -fixed various lighting issues and adjusted exposure/bloom.
  36. d1_trainstation_04
  37. -door before elevator spawns open instead of being completely removed.
  38. -added previously removed doors to the top and bottom of elevator shaft. they now open and close automatically instead of being removed completely.
  39. -fixed/removed broken areaportals.
  40. -fixed various lighting issues and adjusted exposure/bloom.
  41. d1_trainstation_05
  42. -teleport room door now opens once HEV suit is equipped.
  43. -added post-teleport effects including slowdown, hud effect and teleport sound.
  44. -fixed/removed broken areaportals.
  45. -fixed various lighting issues and adjusted exposure/bloom.
  46. d1_canals_03
  47. -moved door in manhack matt cutscene room.
  48. -fixed various lighting issues and adjusted exposure/bloom.
  49. d1_eli_01
  50. -fixed exit level change trigger. It occasionally wouldn't change level when hitting it.
  51. -added previously removed doors to the top and bottom of elevator shaft. they now open and close automatically instead of being removed completely.
  52. -Alyx now spawns at in the end airlock so she can open the door on d1_eli_02.
  53. -fixed broken background cutscenes when passing by in elevator.
  54. -fixed/removed broken areaportals.
  55. -fixed various lighting issues and adjusted exposure/bloom.
  56. d1_eli_02
  57. -removed edited map altogether since a cutscene skip already exists.
  58. d2_prison_06
  59. -fixed elevator so it's consistent to trigger.
  60. -added previously removed doors to the elevator and elevator shaft. they now open automatically instead of being removed completely.
  61. -added previously removed combine door to the elevator room. it now opens automatically instead of being removed completely.
  62. -fixed/removed broken areaportals.
  63. -fixed various lighting issues and adjusted exposure/bloom.
  64. d2_prison_07
  65. -removed edited map altogether since a cutscene skip already exists.
  66. d2_prison_08
  67. -added previously removed combine doors. they now open automatically instead of being removed completely.
  68. -added teleport room effects such as: shaking, teleporter sounds and light beams.
  69. -elevator now opens and teleports you once you step inside it instead of teleporting you by standing in front of it.
  70. -adjusted teleport sequence to be less abrupt
  71. -fixed various lighting issues and adjusted exposure/bloom.
  72. d3_c17_02
  73. -opened up combine baricade door on map spawn.
  74. -fixed/removed broken areaportals.
  75. -fixed various lighting issues and adjusted exposure/bloom.
  76. d3_c17_06a
  77. -the rubble blocking the path now explodes when approaching. all the proper effects and sounds are present.
  78. -fixed/removed broken areaportals.
  79. -fixed various lighting issues and adjusted exposure/bloom.
  80. d3_c17_07
  81. -removed edited map altogether since a cutscene skip already exists.
  82. d3_citadel_01
  83. -removed edited map altogether since a cutscene skip already exists.
  84. d3_citadel_02
  85. -player now spawns in pod at the end of podride path instead of speeding up the whole map.
  86. -fixed various lighting issues and adjusted exposure/bloom.
  87. d3_citadel_05
  88. -fixed map not becoming timescaled when jumping into first pod.
  89. -shortended the podride sequence by skipping the 'combine factory' area.
  90. d3_breen_01
  91. -fixed terrible alignment of multiple light entities and their corresponding models (wtf valve?)
  92. -removed timescale in elevator as it is not a cutscene.
  93. -fixed various lighting issues and adjusted exposure/bloom.
  94. -added the sourceruns logo in skybox. can you find it?
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