
I reached out to Valve on the same GitHub tracker last year to no avail. I installed it tonight and that fanmade HEV arm texture is still there, artist's signature intact. Well, I can tell you that as of 2020, Half-Life Source is still using fanmade textures instead of the official Gearbox content. That was the end of the conversation for the HD pack. They pulled the world textures and left everything else. Half-Life Source came preinstalled with a GameBanana texture pack for a week until I told him. This pack included a completely fanmade set of world textures. The artist's name is in this single Steam announcement and nowhere else. To make things a little easier, I linked to a fanmade port of the pack on GameBanana.Īlfred asked no questions and immediately threw the thing into the Beta branch of the game a few days later. After all, the GoldSrc version had implemented that option in its SteamPipe update. So I suggested to Valve's Alfred Reynolds that they implement the HD pack. Naturally, I wanted to help out any way I could. In their announcement, they posted a link to their GitHub Issue tracker. The story begins in 2013, as Valve begins porting the Half-Life 2 branch of Source to SteamPipe.

Well today, I'll tell the story of how I made it worse. Soundevents - list of soundevents in Half-Life: Alyx.You might know Half-Life: Source.

SteamVR/Environments/Adding_Sound/Soundevents - additional reference on soundevents. These steps are only necessary if you have not yet loaded a map after launching the Workshop Tools.Īnother useful way to check the existence of your addon soundevents is by entering the “snd_list_soundevents” console command into the vconsole. Recompile and reload your _soundevents.vsndevts file in the Asset Browser.Launch the Workshop Tools and load any map by using “addon_tools_map.In such cases, to load addon soundevents, do either of the following: This means that if you launch the Workshop Tools and only open Hammer, you will find that your addon soundevents are not yet available in the soundevent picker.
GAMEBANANA HALF LIFE SOURCE FULL
Using resourcecompiler in the Steam directory often requires specifying full paths:Ĭ:\Program Files (x86)\Steam\steamapps\common\Half-Life Alyx\content\hlvr_addons\audio_new_sound\resourcemanifests>"c:\Program Files (x86)\Steam\steamapps\common\Half-Life Alyx\game\bin\win64\resourcecompiler.exe" -i -f "c:\Program Files (x86)\Steam\steamapps\common\Half-Life Alyx\content\hlvr_addons\audio_new_sound\resourcemanifests\audio_new_sound_addon_resources.vrman" Loading addon soundeventsĪddon soundevents are not loaded until a map is loaded in game, or the addon soundevent file is reloaded in the Asset Browser. Use either the Asset Browser or "resourcecompiler", compile all of the above assets. There are several different sound types you can use when creating new sounds:Īdd a specifically named manifest file to the "resourcemanifests" directory to match the addon:Īdd a reference to one or more soundevent files with the manifest: Entries removed to shorten this example, all the files should be referenced here. Place sound files in the "sounds" directory inside the addon:Īdd a uniquely named soundevents file under the "soundevents" directory by prefixing it with the name of the addon:Īs an example, to override some soundevents for zombies:


The entity can be started and stopped with entity triggers. To add new soundevents to a map, a snd_event_point entity is needed in the map. To override existing soundevents, that is all that is required.
