Archief - de grote half-life 2 thread

Het archief is een bevroren moment uit een vorige versie van dit forum, met andere regels en andere bazen. Deze posts weerspiegelen op geen enkele manier onze huidige ideeën, waarden of wereldbeelden en zijn op sommige plaatsen gecensureerd wegens ontoelaatbaar. Veel zijn in een andere tijdsgeest gemaakt, al dan niet ironisch - zoals in het ironische subforum Off-Topic - en zouden op dit moment niet meer gepost (mogen) worden. Toch bieden we dit archief nog graag aan als informatiedatabank en naslagwerk. Lees er hier meer over of start een gesprek met anderen.

fordjah

Legacy Member
D loves gene zei:
thx @ vitabis

maar geef es zo een console command

-----------------------------HALF LIFE 2 BETA GUIDE-------------------------------------
-----------------------Last Updated 10 Oct 03 01:11am GMT-------------------------------


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MINIMUM SYSTEM REQUIREMENTS:
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+ Windows98/2000/Me/XP
+ 700 MHz CPU
+ 128 MB RAM
+ DX6 compatible video card
+ ~3 GB free hdd space

Recommended system requirements:
+ Windows98/2000/Me/XP
+ 2 GHz CPU
+ 256 MB RAM
+ DX9 compatible video card
+ ~4 GB free hdd space


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TIPS:
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Forgotten a command? Put a partial command into the console and hit tab, it will bring
up the closest command, hitting tab again will bring the next and so on......
e.g. ch_create + tab........ you can find out what vehicles are available to spawn

Copying your Counterstrike config file into the hl2/config dir should propogate your
settings to HL2.

Load d1_town_01.bsp. After it's loaded type exec e3_town and all of the AI and scripted
sequences should work.

USE FRAPS for taking screenshots while in game and for FPS counting

Screenshot can also be bound to a key (F5 Default)

'maps' in console allows you to view all available maps and scroll through them

d3_city17 for the infamous city 17 maps

strider is on c17_13 also. have to "exec e3_strider" then go in the big hole in the map. he'll walk out

Apparently performance gains can be had by changing these settings through console:

r_shadows 0
r_3dsky 0
r_dynamic 0
r_lod

I guess its a matter of trial and error.

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SWITCHES:
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-cl_drawhud
-impulse 101
-r_anamorphic 0
-developer 0
-cl_enablehud 1
-cl_showfps 1
-netgraph 3
-mat_preloadshaders
-preload
-console
-dx9
-fullscreen
-width 1024 -height 768
-heapsize 80000
-dxlevel 90
-shaderdll shader_nvfx_ps20.dll
-mouselook
-dx8
-condebug
-toconsole
+map d2_coast_01.bsp

To run Windowed: -sw -startwindowed -window -windowed

For ATI Cards: Run the exe with options -console -dx9 -width 1024 -height 768 -fullscreen
(Providing you have directx9 installed, otherwise replace -dx9 with -dx8)

For Nvidia Cards: -console -dxlevel 90 -shaderdll shader_nvfx_ps20.dll -width 1024 -height 768 -fullscreen

For standard dx9 codepath: -console -dxlevel 90 -width 1024 -height 768 -fullscreen
(unsure what this relates to, stick to the ones above)

You may want to add -heapsize 128000 or 256000 -- the game seems to use a default heapsize of 40 megs.
This is the amount of memory that will be reserved for hl2 in kilobytes.



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CONSOLE COMMANDS:
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impulse 101 = MOST Weapons/Guns (NOT ALL) (all for that map)
impulse 82 = spawns jeep
god = god mode, player becomes invulnerable.
noclip = walk through everything, player becomes non-solid and flies.
buddha = Player takes damage but won't die. (Shows red cross when health is zero)
give itemname = Give item to player
hurtme <value> = Hurts the player, obviously <value> would be replaced by numbers 1 to 100
notarget = Player becomes hidden to NPCs.

give weapon_physgun = that cool weapon from the techdemo :)
-alt fire creates some sort of glue, allowing you to weld objects together
give weapon_flaregun = flaregun is a empty-model weapon that shoots a glowing red spark, if you touch it it sticks to you.
give weapon_hopwire = give weapon_hopwire is a grenade but crashes when you throw it.
give weapon_iceaxe = iceaxe is a very fast attacking crowbar
give weapon_immolator = immolator shoots a green radiation beam, anything it hits takes radiation damage - Thanks to Jurai2
give weapon_irifle = irifle looks fucking cool, shoots flares (apparently these flares will set your enemy on fire) - Thanks to James`
give weapon_manhack = manhack is the spinning blade on those sentinal bots.
give weapon_rollerwand = rollerwand weapon doesn't seem to do anything...
give weapon_slam = slam weapon - throws out some sorta charge
-alt fire remote detonates the charge, although the model is missing - thanks to slackor for this
give weapon_sniperrifle = sniperrifle... guess.
give weapon_stickylauncher = stickylauncher shoots blobs like the physgun and rightclick detonates them
give weapon_stunstick = stuns things, and can be used as a bat
give weapon_thumper = thumper is... weird. It's a firehidron (a yellow one) that spews chemicals, but they dont' do anything either.
give weapon_cguard = combine rifle - Thanks to Jurai2
give weapon_alyxgun = alyx's uzi thing - Thanks to Jurai2
give weapon_bugbait = antlion bait - Thanks to Jurai2
give weapon_extinguisher = fire extinguisher, i think you can make this explode, maybe in fire or something
give weapon_smg2 = sub machine gun that uses 3 round burst (right click to toggle between burst and auto) - Thanks to Jurai2
give weapon_binoculars = binoculars
give weapon_ar1 = ak47 assault rifle (alt fire changes between 5 firing modes)
give item_suit
give item_battery
give item_healthkit

hl2_normspeed
hl2_sprintspeed Changes Character speed?
hl2_walkspeed

phys_gunmass 200
phys_gunvel 400
phys_gunforce 500000 If too high, game crashes
phys_guntorque 100 Bunch of settings so you can edit the ability of the Phys Gun (Shown are default)
phys_gunglueradius 128
phys_timescale 1
phys_speeds 0

If you set gunforce and torque high you can throw stuff, like jeeps over mountains...........

map = Start playing on specified map.
maps = Displays list of maps.
demomap = demomap mapname demoname: start map and start recording .demo
exec = Execute script file.

+mlook = mouselook on (should enable veritcal as well as horizontal)
cl_drawhud 1 = turns hud display on
cl_enablehud 1 = turns hud display on
cl_showfps 1 will show frames per second in game and so will net_graph 3
bind "a" "+moveleft"
bind "d" "+moveright"
bind "s" "+back"
bind "w" "+forward" = binds the w key to moving forward
bind "q" "+duck"
bind "MOUSE2" "+jump" = binds mouse button 2 to jump
+mlook<--- lets you look around the map w/ your mouse (x/y axis)

ai_disable = Bi-passes all AI logic routines and puts all NPCs into their idle animations.
Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate

ai_show_grid = Draw a grid on the floor where looking.

npc_create = Creates an NPC of the given type where the player is looking (if the given NPC can
actually stand at that location). Note that this only works for npc classes that are already
in the world. You can not create an entity that doesn't have an instance in the level.
Arguments: {npc_class_name}

npc_create_aimed = Creates an NPC aimed away from the player of the given type where the player
is looking (if the given NPC can actually stand at that location). Note that this only works
for npc classes that are already in the world. You can not create an entity that doesn't
have an instance in the level. Arguments: {npc_class_name}

picker = Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text
is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information

setpos = Move player to specified origin (must have sv_cheats).
setang = Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).

sv_gravity 800 = World gravity. (edit figure)
sv_stopspeed 100 = Minimum stopping speed when on ground. (edit figure)
sv_friction 4 = World friction. (edit figure)
sv_bounce 1 = Bounce multiplier for when physically simulated objects collide with other objects. (edit figure)
sv_maxvelocity 3500 = Maximum speed any ballistically moving object is allowed to attain per axis. (edit figure)
sv_waterdist 12 = Vertical view fixup when eyes are near water plane. (edit figure)

air_density = Changes the density of air for drag computations.

dsp_explosion_effect_duration 4 = How long to apply confusion/ear-ringing effect after taking damage from blast.

prop_debug = Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all
damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.

sv_soundemitter_filecheck = Report missing .wav files for sounds and game_sounds files.

mat_numtextureunits 0 = Set to 0 to let the hardware/driver decide how many texture units are available.
Set to a positive integer to limit the number of texture units.


----------------------------------------------------------------------------------------
VEHICLES:
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ch_createjetski = FAKE Command (OR at least non working) eg NO JETSKI

Confusion around a jetski being in the game is probably coming from the fact that the airboat
has jetski like stalk handlebars. But there is no actual jetski.
The airboat can be found on the d1_tempcanals_02 map. See SS below.

http://www.burnedalive.co.uk/airboat.jpg
http://www.burnedalive.co.uk/airboat2.jpg

When using the Buggy, press Shift for Nitro/Turbo
ch_createjeep = Spawn jeep in front of the player.
IF ch_createjeep doesnt work use ch_creatjeep
ch_createairboat = Spawn airboat in front of the player
impulse 82 = spawns jeep
jeep_use_mortar = presumeably jeep weapon

Apparently you can edit the vehicles settings, but seems somewhat unsuccessfully as it
screws up the physics and crashes, editing the turbo is great though!

If you look in :
drive letter\hl2 directory\hl2\scripts\vehicles

You will find jeep_test.txt (other vehicle files too)
You can edit all the variables, the best to edit however is:

"delay" "15" // 15 seconds before you can use it again

Change this to 0 and you can effectively use boost all the time...no delay :)

But have a play with the other settings and see what works!


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MULTIPLAYER:
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To start a multiplayer session, you simply run a map with an active connection and open port 27015
To connect to a game, use the good 'ol /connect in your console.

chat bindings: bind t messagemode

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HALF LIFE 1 + COUNTERSTRIKE PORTED TO HL2 SOURCE ENGINE
----------------------------------------------------------------------------------------

To use the HL1 port on HL2: Rename /Bin in your Half-life 2 main folder to bin_orig, then
copy all the info from the port rars into the main dir, then run the game using the cmd
line: hl2.exe -console -game hl1 -dxlevel 80 -heapsize 256000

Its probably best you backup your hl2 beta folder in case you fuck it up.

--------------------------------------------------------------------------

:p

Alexis

Legacy Member
lol .

weet er iemand een site waar je goeie interviews kan lezen of waar je preview-filmpjes kan bekijken ???

Insano

Legacy Member
Ik volg het Halflife2.net forum dagelijks maar voor degene die dat niet doen heeft men een tijdje geleden een Secret HL2 website ontdekt:

http://half-life2.com/secret/pwn3d

username: valve
password: 437N452

Als je de site in source code bekijkt zie je Gordon en een vogel in ASCII.

Men kwam hier achter nadat een member van Halflife2.net naar VALVe was gegaan en juist voor hij wegging een foto had genomen van dit bord.

Voor het heel gebeuren nog eens na te lezen moet je maar eens naar Halflife2.net gaan en bij search 'Secret HL2 website' ingeven.

Evil_Freaky_BE

Legacy Member
saavres zei:
tijd voor de meest gestelde vraag:
wat is de exacte datum van de launche?

1/9/04 (dag/maand/jaar)

ik weet niet of dat ook voor Europa is hopelijk wel.

killgore

Legacy Member
Evil_Freaky_BE zei:
1/9/04 (dag/maand/jaar)

ik weet niet of dat ook voor Europa is hopelijk wel.
sinds wanneer is er een officiële release vastgesteld?

Z!zZ

Legacy Member
Maj, Da van dr pepper is so true =) Die gast coördnineerd hier alles naar zijn behoefte en/of genoegen! SHOOT! Tis ook als die hairy pé op tv komt dat ik game power afzet etc....mijn mening over demos is altijd iets inventiever/intressanter en ni altijd the same scripted blah blah, jank jank , MIAAAUW! Lol soz, heb nen innerlijken degou van dien kerel , Die gast denkt dat hem de king of games is omdat hem lekker veel poen verdiend door telenet een games afdeling te geven.....Of weinig poen, maakt ni uit voor mij, lol Kzen dien btw is tegen gekomen op quake3 server met OGC bot tzzz, die gast doet aan games discriminatie op de koop toe, cheap kereltje

K, Had daar ff zin in. N/O pepy boy, =D

En btw; dezen thread is veeeeeel te vroeg imo! Tegen dat hf2 uit is zijn er al 1001 opvolgers van deze thread geweest =p

Tweak37

Legacy Member
Captain Insano zei:
Ik volg het Halflife2.net forum dagelijks maar voor degene die dat niet doen heeft men een tijdje geleden een Secret HL2 website ontdekt:

http://half-life2.com/secret/pwn3d

username: valve
password: 437N452

Als je de site in source code bekijkt zie je Gordon en een vogel in ASCII.

Men kwam hier achter nadat een member van Halflife2.net naar VALVe was gegaan en juist voor hij wegging een foto had genomen van dit bord.

Voor het heel gebeuren nog eens na te lezen moet je maar eens naar Halflife2.net gaan en bij search 'Secret HL2 website' ingeven.

uhm

werkt niet (meer)

pass incorrect lijkt me :)

bollie69

Legacy Member
pass werkt hier ook niet.
wat heb jij dat wij niet hebben? :)

Insano

Legacy Member
D loves gene zei:
hoe lees je een foto in source-code
Met rechtermuisknop klikken op de foto ==> Bron weergeven

Tweak37 zei:
uhm

werkt niet (meer)

pass incorrect lijkt me :)
Je moet het een paar keer proberen. Dan werkt het zeker.

*EDIT* Na 2 keer lukt het normaal gezien, maar je mag geen spaties gebruiken in het begin of het einde van het paswoord of het werkt niet meer!

wolfen

Legacy Member
geziet wel nieveel hé op die site ?? ...

of moet ik ergens op klikke want bij mij komt der gewoon foto'ke op ze int zwart wit


:(
Het archief is een bevroren moment uit een vorige versie van dit forum, met andere regels en andere bazen. Deze posts weerspiegelen op geen enkele manier onze huidige ideeën, waarden of wereldbeelden en zijn op sommige plaatsen gecensureerd wegens ontoelaatbaar. Veel zijn in een andere tijdsgeest gemaakt, al dan niet ironisch - zoals in het ironische subforum Off-Topic - en zouden op dit moment niet meer gepost (mogen) worden. Toch bieden we dit archief nog graag aan als informatiedatabank en naslagwerk. Lees er hier meer over of start een gesprek met anderen.
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