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09 May 2013 - 08:54 PMI'm pretty sure HL2:Episode 2 has been moved to steampipe due to the new linux update. Try checking the common folder for episode 2, if adding the content is just opening the GCF and extracting it then you'll be able to do the same with the VPKs.
11 April 2013 - 08:44 PMCould you check you maps folder in steamapps/username/synergy/synergy and see if there are any files with a name resembling d2_coast_08? If there is, try renaming it to something else such as "d2_coast_08_old" if not try validating game cache files. It might fix the problem, if it doesn't then you can try making an EDT file that tells Synergy not to create the greenwall.
-whoops didn't mean to stretch the page with the long EDT code-
Save and rename the file changing the .txt to .edt, it is the exact same as the EDT Synergy uses for that map only with the backtracking greenwall removed which is what I suspect is preventing you from going back to coast_07 to cross the bridge. Note that when you do this there is absolutely nothing stopping you or other players from going back into the previous map, so make sure the gunship is killed and the button is pressed before returning. I would only try this as a last resort if renaming the maps folder, validating game cache files, and other general fixes do not work.
Also note that I'm not 100% sure if only the server owner needs the EDT file, but it's likely. Make sure to delete the EDT file if it doesn't work as it is a good idea to keep the backtracking wall in to keep players from getting stuck in previous, normally inaccessible parts of maps.
EDIT: I apologize, I was going to post a possible solution that changes the synergy EDT file so that the backtracking wall doesn't appear, but it stretched the page so I'll only post it if renaming the maps folder and validating the game cache file of both HL2 and Synergy doesn't work.
11 April 2013 - 01:21 AMThat "green wall" is actually an implement that basically stops "rushers" or people who make it to the end of the level before anyone else and stops players from backtracking into previous levels. It might get a bit bugged sometimes with players spawning behind it or it not detecting some players in vehicles. Not quite sure about the locked door, I have a limited knowledge on how the doors in HL2 work and what could cause them to glitch, so your guess is as good as mine. Anyway, if you look in the changelog for the latest update you'll see some console commands that will disable the antirush system and (maybe) fix the door problem.
QuoteNotable new ConVars: mp_antirush_percent, mp_teleport_disable, mp_doors_openonly ... Antirush Mode (mp_antirush_disable): Option to disable the progression prevention methods at the end of many levels. NOTE: Not all scenarios are accommodated for as of yet.
I'm not certain if mp_doors_openonly will fix the locked door issue you are having but it's worth a try, otherwise set mp_antirush_disable to 1 which will cause the green wall at the end of levels and checkpoints to not appear at all (haven't tested this, although, maybe the greenwall you are experiencing is the one that prevents players from backtracking into prev. levels.)
If it disabling antirush doesn't remove the greenwall then you could try editing the EDT of the map found in the synergy content GCF file so that the wall that prevents backtracking doesn't appear. So, deleting the section of the EDT concerning backtracking (May cause problems, again I haven't tested this.)
06 October 2012 - 05:58 PMAlright, cool, we have a possible solution of making a... presentable Black Mesa appear in Synergy.
But I've been wondering, about how much work would it take to make it so that when you join a server running a Black Mesa map, you'll spawn with the Hud, footsteps sounds, and weapons from Black Mesa? Currently, (atleast on that server.) you get the HL2 equivalents.
04 October 2012 - 01:14 PMCould you be a bit more specific on what folders to put in /synergy and what to download? Thanks.