Unofficial Half-Life FAQ
v11.27.1999
By: HQH
E-mail: HQH51
Format: HTML
Viewing area: Maximized window, 640x480 or higher
Searching: For quick result(s) for your desired information(s), use the Find
command in your text viewer and search for it or find the info by looking for
the section number(s) in the table of contents and click on the section
number(s) to lead you to your desired information(s).
[TABLE OF CONTENTS]
[1] INTRODUCTION
[1.1] About
[1.2] Accuracy
[1.3] Contact
[1.4] Credits
[1.5] Foreword
[1.6] Notices
[1.6.1] Disclaimer
[1.6.2] Distribution
[1.6.3] Trademark/Copyright
[2] FAQ: HALF-LIFE
[2.1] General
[2.1.1] Audio Music
[2.1.2] CD Key Location
[2.1.3] CD Related
[2.1.4] Configuration
[2.1.5] Console
[2.1.6] Content Control
[2.1.7] Cuts From Game
[2.1.8] Definition Of Half-Life
[2.1.9] Frames Per Second
[2.1.10] Game Engine
[2.1.11] Game of the Year Edition
[2.1.12] Graffiti/Spray paint
[2.1.13] Half-Life Demo
[2.1.14] Half-Life For Mac
[2.1.15] Half-Life Game Launchers
[2.1.16] HL.exe/HLDS.exe
[2.1.17] How Many Levels/Maps
[2.1.18] Linux Version
[2.1.19] Location Damages
[2.1.20] Playing/Recording Demo
[2.1.21] Requirements
[2.1.22] Running Custom Levels
[2.1.23] Screen Shots
[2.1.24] Symmetric Multiprocessing (SMP)
[2.1.25] Weapons
[2.1.25.1] About
[2.1.25.2] Descriptions
[2.1.25.3] Gauss Jump/Fall
[2.1.25.4] Secondary
[2.1.25.5] Underwater Usage
[2.1.25.6] Weapon Calling
[2.1.26] What's My Half-Life Version
[2.1.27] When Installing
[2.1.28] Whole New Game
[2.2] Multi-Player
[2.2.1] Bots
[2.2.2] General
[2.2.2.1] Beginners Information
[2.2.2.2] Cheats
[2.2.2.3] Getting Started
[2.2.2.4] Map Cycles
[2.2.2.5] Models/Skins
[2.2.2.6] Observer Mode
[2.2.2.7] Orange Bar
[2.2.2.8] Talk While Playing
[2.2.2.9] WON.Net
[2.2.3] Hosting Server
[2.2.3.1] About
[2.2.3.2] Half-Life Primary Server
[2.2.3.3] Kick Players Off
[2.2.3.4] LAN and Internet players
[2.2.3.5] Linux
[2.2.3.6] Tracking Statistics
[2.2.4] Lag/Latency/Ping
[2.2.4.1] General
[2.2.4.2] Yahn's Explanation I: Latency Vs. Ping
[2.2.4.3] Yahn's Explanation II: Why HL/TFC Slow?
[2.2.4.4] Yahn's Explanation III: Laggers Creating Lag?
[2.2.5] Modes
[2.2.5.1] Co-op
[2.2.5.2] Deathmatch
[2.2.5.3] Teamplay
[2.2.5.4] Team Fortress Classic
[2.2.6] Options
[2.2.6.1] Internet
[2.2.6.2] LAN
[2.2.6.3] Modem To Modem
[2.2.6.4] Serial
[2.2.7] Proxy
[2.2.7.1] Wingate
[2.2.7.2] Winroute
[2.2.8] Team Fortress Classic
[2.2.8.1] Classes
[2.2.8.2] Maps
[2.2.8.3] FAQ
[2.2.9] Testing Multi-Player Maps Offline
[2.3] Single-Player
[2.3.1] 3rd Person View
[2.3.2] Autosave
[2.3.3] Barneys
[2.3.4] Cheats
[2.3.4.1] How To Skip Level
[2.3.5] Fun Things To Do
[2.3.6] High Jump
[2.3.7] Learn How To Play
[2.3.8] Long Jump
[2.3.9] Man In Blue/G-Man
[2.3.10] Preserving Saved Files
[2.3.11] Saved Games
[2.3.12] Walkthrough
[2.3.13] Who You Play As
[3] HALF-LIFE ADD-ONS
[3.1] Commercial
[3.1.1] Opposing Force
[3.1.2] Team Fortress II
[3.2] Modifications
[3.2.1] Action Half-Life
[3.2.2] Classic Capture The Flag
[3.2.3] Cold Ice
[3.2.4] Counter-Strike
[3.2.5] DMPlus
[3.2.6] Firepower
[3.2.7] Jailbreak
[3.2.8] Kenders That Kill
[3.2.9] Lambda Arena
[3.2.10] Oz
[3.2.11] Rocket Crowbar
[3.2.12] Sven Co-op
[3.2.13] Science and Industry
[3.2.14] Team Fortress Classic
[3.3] Total Conversions
[4] HALF-LIFE EDITING
[4.1] CFG Files
[4.2] Creating Custom Levels
[4.3] Crosshairs
[4.4] Pak Files
[4.5] SDK
[4.6] Worldcraft
[4.6.1] General
[4.6.2] Installing
[4.6.3] Mailing List
[4.6.4] Tutorials
[4.6.5] WC Editing FAQ
[5] HALF-LIFE OFFICIAL RELEASES
[5.1] Extras
[5.1.1] Maps
[5.1.2] Models
[5.1.3] Multi-Player Modes
[5.1.4] Valve Multiplayer Package
[5.2] Patches
[5.2.1] v1.0.0.6
[5.2.2] v1.0.0.8
[5.2.3] v1.0.0.9
[5.2.4] v1.0.1.0
[5.2.5] v1.0.1.3
[6] TROUBLESHOOTING
[6.1] Before Getting Started
[6.1.1] Readme.txt
[6.1.2] Scan/Defrag
[6.1.3] Update Files
[6.2] Bugs/Errors
[6.2.1] Icons Being Moved
[6.2.2] Installing/Running Game
[6.2.2.1] Bad Surface Extents
[6.2.2.2] Can not find 'vids:cvid'decompressor
[6.2.2.3] Cbuf_AddText: Overflow
[6.2.2.4] CD Key
[6.2.2.5] Could not exec 3dfx/opengl/joystick.cfg
[6.2.2.6] Crosshair Messes Up
[6.2.2.7] Dial Up Connection
[6.2.2.8] Doesn't Support Raster Operations
[6.2.2.9] Gfx/shell/btns_main.bmp
[6.2.2.10] Got A Velocity Too Low On Gib
[6.2.2.11] Invalid page fault in module HW.DLL
[6.2.2.12] Kb_keys.lst not found
[6.2.2.13] MCI File Playback:### MMSYSTEM ##
[6.2.2.14] Overflow 350 Temporary Ents
[6.2.2.15] SZ_GetSpace
[6.2.2.16] Unable To Validate CD
[6.2.2.17] Your HL Executable Has Been Modified
[6.2.2.18] Your HL Installation Corrupted/Outdated
[6.2.2.19] Z_Malloc: Failed On Allocation Of xxx Bytes
[6.2.3] LAN
[6.2.4] Multi-Player Mode
[6.2.4.1] .hpk has a bogus # of directory entries
[6.2.4.2] Attempting to connect to Won
[6.2.4.3] Bad Protocol
[6.2.4.4] Can't Swim In Water Using Jump Key
[6.2.4.5] Client.dll
[6.2.4.6] Custom file missing wad3 id
[6.2.4.7] File Mechwine Not On Server
[6.2.4.8] Host_Error:CL_Parseserver Message
[6.2.4.9] Pldecal.wad
[6.2.4.10] Stuck On Elevator
[6.2.4.11] Stuck On Ladder
[6.2.4.12] Using Decal ### Without A Name
[6.2.4.13] Warning: U_Remove on full update
[6.2.4.14] Wonau_w95.dll/Woncr_w95.dll
[6.2.4.15] Wsaenotsock
[6.2.5] Patch/Update Half-Life
[6.2.5.1] Corrupted Installation Detected
[6.2.5.2] Not a valid previous version
[6.2.5.3] Your HL Is v1.0.x.x And You Have v1.0.x.x
[6.2.6] Single-Player Mode
[6.2.6.1] Barney Dies
[6.2.6.2] Stuck/Die On Elevator
[6.2.6.3] Uninstalling
[6.2.6.4] Zoom
[6.2.7] Timedemo
[6.2.7.1] Demo Protocol Outdated
[6.3] CD Key
[6.3.1] CD Key In Use
[6.3.2] Editing
[6.3.3] Lost CD Key
[6.4] Copying Half-Life On CD-R/RW
[6.5] Direct X
[6.6] PC Hardware
[6.6.1] CD-ROM
[6.6.1.1] Audio Music
[6.6.2] Controller/Joystick
[6.6.3] CPU
[6.6.3.1] 3DNow!
[6.6.3.2] MMX
[6.6.3.3] SSE
[6.6.4] Modem
[6.6.4.1] WinModem
[6.6.5] Sound
[6.6.5.1] A3D
[6.6.5.2] Audio Music
[6.6.5.3] EAX
[6.6.5.4] Losing Sound During Gameplay
[6.6.5.5] Repeating Sound Loops
[6.6.5.6] Sound Blaster Cards
[6.6.5.7] Stuttering
[6.6.6] Video
[6.6.6.1] 3dfx
[6.6.6.2] 3DWarning
[6.6.6.3] Blue Water
[6.6.6.4] D3D
[6.6.6.5] Decals
[6.6.6.6] Matrox
[6.6.6.7] Multiple 3D Cards
[6.6.6.8] Open GL
[6.6.6.9] Screen Not Aligned
[6.6.6.10] Slow Menu
[6.6.6.11] Nvidia
[6.6.6.12] Video Tearing
[6.6.6.13] Video Too Dark
[6.6.6.14] Visual Enhancements
[6.7] Virus
[7] PERFORMANCE TIPS
[7.1] Enhance Sound Effects
[7.2] Half-Life Tweaks
[7.2.1] Autoexec.cfg
[7.2.2] Multi-Player
[7.2.3] Parameters
[7.3] PC Tweaks
[7.3.1] Bandwidth
[7.3.2] Windows 9x
[7.3.2.1] Defrag
[7.3.2.2] ScanDisk
[7.3.2.3] Turn Them Off
[7.3.2.4] Virtual Memory
[7.4] Updates
[7.4.1] Drivers
[7.4.2] Half-Life
[7.4.3] PC
[8] INTERNET RESOURCES
[8.1] Forums
[8.2] Utilities
[8.3] Web Sites
[9] HISTORY
CHAPTER [1]: INTRODUCTION
[1.1]: About
Welcome to v11.27.1999 of the Unofficial Half-Life FAQ. v11.27.1999 is the
fourteenth revision. 'Unofficial' means that
this FAQ is not supported by Valve nor Sierra. FAQ stands for: (F)requently
(A)sked (Q)uestions.
Revision classification works something like this: it goes by the date. Plain
easy and simple. Forget about v1.xxx to v2.xx. Those are just a hassle to keep
up. I rather use the date as the version of the document. Date versions are
easier to keep up with, because it's easy to tell when it was released and from
what date it was.
This is how it's laid out: v.<day>.<month>.<year>. Isn't that easy? The version
denotes the date, in which tells you that every information in this FAQ document
is as accurate as possible, up to that date, which is the version.
This HLFAQ is and shall be updated regularly on a regular basis on my terms of
when it should be updated. The only time that this HLFAQ would be necessary to
be updated, would be when a patch for Half-Life would come out. Always expect
the HLFAQ to be updated a few days after the patch is released. I need a few
days after the patch is released because I want to gather as much information or
if there are anything needed to be said about the patch.
This FAQ was done from resources of the U.S. (English) version of Half-Life and
Windows 98. Some parts of this HLFAQ would vary in platforms and countries.
Beware for those of you that do not live in the U.S.A. Some parts may not apply
to your country, nor do I not note about it. Proud to be made in the U.S.A.
Any following updates to this HLFAQ can be access at:
http://members.xoom.com/HQH51/ Please always check to see if there's an updated
version of this HLFAQ as I tend to add more solutions and information about
Half-Life.
[1.2]: Accuracy
I'm trying to be correct and accurate as possible. Please don't hold me for
accuracy, because everybody has to make some mistakes sometime in their lives.
If you have any information, or any further information on what is in here, then
please provide them to me and I'll be sure to place them where they should be
and for accurate future reference.
If you find any instructions wrong or solutions that are incorrect, then please
let me know. I pulled these solutions that were found on the internet and other
resources, so don't hold me for accuracy. These solutions are provided as is.
Also remember that every information found in this HLFAQ is as accurate when the
FAQ was published. So anything found after the HLFAQ's release would not mean
error in the HLFAQ. The HLFAQ just needs to be updated.
[1.3]: Contact
If you have any relevant information to contribute, then please provide me with
the best grammar, and understanding English so that I could place them where
they should be and for accurate future reference. Any submitted information will
be under review and be kept as my own property. Please only send legitimate
answers. I don't want rumors or false solutions in this HLFAQ. Only valid and
correct solutions to the problems.
If you have any questions related to Half-Life and its solutions from this
HLFAQ, I would be sure to answer any, if I can, with my knowledge in certain
parts that is, what is limited to my experiences with the game and its solutions
given. But please try what solutions are given in this HLFAQ first before coming
to me. Don't be surprised if I say that the solution is in the HLFAQ. So, read
this HLFAQ before asking any help from me.
I do not do the following, but not limited to:
-give walkthroughs/help with single player mode, because it's been a long time
since I played it
-give any CD-Keys, so go buy the game
-make any mods/levels for you, so learn how by your own
-send Half-Life to you, so go buy the game
-answer any mods, like TFC, etc... questions, so visit their mod site and bug
the authors
-answer Opposing Force questions, as I do not have the add-on pack
Also, I would not give out "direct" acknowledgements or credits to solutions
given. Please read section 1.4 to find out why. Even if you say 'give me
credits' in any message sent to me, I will not give you direct credits. Don't
bother doing this.
Last but not least, any comments/suggestions for the author is acceptable
(hopefully not a lot of flames/threats). No SPAM please. Also, messages have to
be in English for me to understand of course. Anything other than English will
be trashed.
My e-mail addresses are:
HQH51@aol.com (primary; use this prior to secondary e-mail address)
HQH51@hotmail.com (secondary; if primary address no longer available)
You could also reach me at this newsgroup: alt.games.half-life
For e-mailing me, it is wise to email to both of my accounts to make sure that I
may get your e-mail.
[1.4]: Credits
Credits go to most of the people on alt.games.half-life and many other different
sources on the internet. Also, a big credit goes to Valve for creating a kick
ass game for PC and Sierra On-Line for publishing it. And last but not least,
anybody who contributed to this FAQ.
You see, I can't really give "direct" credits to people who gave me solutions or
help me out on the HLFAQ. Because I'm taking precautions not putting down names,
because if I do, there will be people who would send in solutions already, when
someone else already gave me the solution, and when I do publish the HLFAQ, they
would wonder why they aren't getting the credits that they deserve. So that's
why the above says it all about giving out credits.
All I want for me is credit on gathering all these information and putting it in
the HLFAQ. That's it. I don't want to claim most solutions found in this HLFAQ,
because most of them aren't mine.
[1.5]: Foreword
Please read through the whole HLFAQ if possible. You might not know until you
try something on accident and fix things that make Half-Life all better. You'll
never know until you find out. This HLFAQ is on its fourteenth revision. Also I
might add that around this time, it's Half-Life one year anniversary. An add-on
pack is also released - Opposing Force.
[1.6]: Notices
Just a few words of notices.
[1.6.1]: Disclaimer
The purpose of this FAQ is to aid the public regarding questions about Half-
Life, by Valve. In no way should this promote suicidal, killing others, killing
in any other fashion, or result to violence.
I, the author, claims no responsibility what so ever, if anything from this
HLFAQ corrupts, damages, screws up, faulted with, created errors, or do anything
else that harms your computer, creating data lost, or anything with you or with
the world for all I care, I claim no responsibility!
[1.6.2]: Distribution
I. Sending copies
A. The copies are exact and complete
B. The copies give credit to the author
C. The copies are in the original form
II. Distributing this work
A. Remains original from work and should not be edited
B. Does not charge a fee for copying or distribution
III. Distributed form includes the author's notes and information
A. The distributed form is not in any magazine or within software
(permission may be obtained from author)
If you have any questions about distributing this HLFAQ of any kind, don't wait
on it - contact me. We'll discuss it.
[1.6.3]: Trademark/Copyright
Half-Life:
(c) 1998 Sierra On-Line, Inc. or Valve L.L.C. All rights reserved. (r) and/or
(tm) designate trademarks of, or licensed to Sierra On-Line, Inc., Bellevue, WA
98007. This product contains software technology licensed from id Software, Inc.
("id Technology"). id Technology (c) 1996-1998 id Software, Inc. All rights
reserved.
FAQ:
Me, myself, and I, the author of this FAQ!
CHAPTER [2]: FAQ: HALF-LIFE
If this HLFAQ doesn't provide you the solution you're looking for, you may try
at these websites:
Won.net's Trouble Shooting Guide
Sierra's Tech Support Knowledge Database
PC Game's Half-Life FAQ
[2.1]: General
Half-Life was released around Thanksgiving of 1998. It was named game of the
year. The game is great, especially the single player mode.
[2.1.1]: Audio Music
Half-Life has some cool sound tracks on the CD. Sound tracks are playable from
track 2 through track 28. Most of them are just background sound FXs, but there
are some that are techno like music. Audio tracks 15 and 25 are one of the best
ones. Try those tracks. You'll love them.
[2.1.2]: CD Key Location
If you're looking for the CD Key for Half-Life, the CD Key is on the back of
your Half-Life's jewel CD case. It's a 13 digit
number in this format: xxxx-xxxxx-xxxx. It runs down the side vertically. The CD
Key is printed on a King Quest advertisement. For foreign countries, some are on
a sticker. If you find that you do not have the CD Key anywhere found on the
jewel CD case, return the game back immediately and get yourself a new copy and
this time, you should get one with a CD Key included.
[2.1.3]: CD Related
How many CDs does Half-Life come in?
-Was rumored to be two, but only one CD. Valve compressed the files so that it
can fit all under one CD.
Is there any pirate protection?
-Yes, there are two kinds: CD check and CD Key.
How much space does the game takes up?
-Full installation; about 366 MB on FAT32 or 460 MB on FAT16. There are no other
alternatives. If you don't have at least 500 MB of free space, then you're
doomed and "Shit Out-of Luck" (SOL). I say 500 MB free space, because take the
save games into account, which the save games are over 1 MB per each saved games
and add-on maps in the near future for downloads. See what I mean?
What's installed on my HDD?
-Everything except for the music sound tracks.
Is there any options to cut down the installation? It takes up too much space!
-No. No options are given. Full installation is the only option. But you can
remove some of the movie files that are useless (well, sort of) in the Half-Life
folder. Dig deep in all of the folders in Half-Life and look for any files that
has an extension of .avi or .mpg. Those are the movie files. There should be
about four of those movies taking up a lot of space. Delete them.
Can I share the game with my fellow friends?
-Yes and no. Yes: You can if you want to. No: If you do, and if your friend
tries out the multiplayer part of the game, then you're SOL,because you can't
play because your friend just stole your entire internet access identification
for Half-Life.
Once I install the game, do I need the CD to play?
-Yes, it checks the CD if it's there, and if you're gonna play audio music from
the CD (not sound effects), then you need the CD. The only time that you do not
need the CD is playing multiplayer mode.
Does multiplayer mode require the CD?
-No, you can play without the CD. No patches required to do so.
Is there background music for Half-Life?
-Yes there is, but only at certain times. It doesn't play background music in
loops. Certain spots can only call on the background music, and it won't loop.
So, you will only get to hear it once, and it'll all go quiet again.
[2.1.4]: Configuration
To configure Half-Life, launch Half-Life-> Configurations-> Controls. If you
edit a file called config.cfg (v1.0.0.9+), then do not do it anymore. Half-Life
regenerates that file every time Half-Life is executed. You will lose everything
changed in that file. See section 4.1 for further details.
[2.1.5]: Console
To be able to use the console in Half-Life in single player mode, you must do
one of the following:
1. Start Menu-> Run-> type in: <x>:\<hl dir>\Hl.exe -console
x=HDD
hl dir=Where Half-Life's directory resides in
2. Create a shortcut of Hl.exe, then-> (right click on the created shortcut)
Properties-> Shortcut tab-> Target box-> put in " -console" after hl.exe.
Example: hl.exe -console
3. Update the game to at least v1.0.0.9 and the console option will be listed in
the main menu.
4. Update the game to at least v1.0.0.9 and go to Start Menu-> Programs->
Sierra-> Half-Life-> Half-Life Console.
After enabling the console, you could access the console throughout the game by
pressing the [~] key (near the [Esc] key). In a multiplayer game, the console is
already accessible. Just hit the [~] key and it should bring down the console.
For some foreign country keyboards, try the [`] key, next to the [1] and [Esc]
key.
To get more information on the console, visit:
http://halflife.pcgame.com/console.htm
To assign another key to access the console, issue this command in the console:
bind "<key>" toggleconsole
[2.1.6]: Content Control
Are there people out there that feel that your kids shouldn't be influenced by
all these blood and guts or if you feel that some of the aspects of Half-Life
may not be appropriate, then do the following to reduce the violent visuals in
Half-Life: Launch Half-Life-> Configuration-> Content Control-> Check the box
'Active content control' and put in a password. Make sure you know the password,
or you may need to uninstall the game to remove the content control.
[2.1.7]: Cuts From Game
When Half-Life was released, some of the models and weapons that were found in
reviews on the internet didn't make it. They were cut at the final version, but
still embedded in the game, but not all the way finished. Here's a quick look at
some of what was cut out from the game: http://www.contaminated.net/half-
life/lifeforms3.shtm
[2.1.8]: Definition Of Half-Life
Half-Life can be defined as: the time required for half of a sample of
radioactive atoms to decay. For an example: The radioactive isotope Iodine
([mass]131/[atomic #]53) of 1 gram, has a half-life of 8.07 days period. So,
starting off with 1 gram, there is no half-life (0 day). After one half-life
period (8.07 days), Iodine is now only .5 gram. After two half-life periods
(16.14 days), Iodine is now only .25 gram. This process keeps repeating on and
on... The time increases as the mass of the radioactive isotope shrinks. Half-
life of radioactive ranges from seconds to many years. All radioactive samples
have different half-lives.
[2.1.9]: Frames Per Second
There are a few ways to get frames per second (fps):
1. During mid game, type the following in the console:
developer 1
host_speeds 1
This should provide real-time fps during game play.
2. Use the -gamegauge parameter. Check it out in section 7.2.3 Parameters. It
will tell you how to use it.
3. Record a demo or get one, then within the console, type the following: gg
<demo's name>
You do not need to type the demo's name with the three letter extension. Just
the file name, that's it. Check out section 2.1.20 to know how to record your
own demo. You may not need to type in cl_gg 1. Also, when running gg (Game
Gauge), Half-Life will dump a file call fps.txt in the \Half-Life\Valve\
directory. Open that up and it'll tell you your fps records.
4. During mid game, type this in the console: timerefresh. Although to me, this
is very unrealistic number, can't be trusted.
5. Record a demo or get a demo, then type this within the console: timedemo
<demo's name>
Do not type the demo's name with the three letter extension. Just the file name,
that's it. Check out section 2.1.20 to know how to record your own demo.
[2.1.10]: Game Engine
Valve originally licensed the source for Quake from id Software and they began
working on that code around October of 1996. Between that time and the time they
finished Half-Life in October of 1998, they modified/removed/created something
like 70% of the code.
[2.1.11] Game of the Year Edition
The only difference with the original version of Half-Life and the Game of the
Year Edtion of Half-Life is the program's version, a redesigned box, the TFC
mod,Edition and the inclusion of Worldcraft v2.1 beta. The program version of
GotYE is at v1.0.0.9, while the original program version is at v1.0.0.5. The
only reason to buy this game is for people who haven't bought the game and save
time downloading a 20 MB patch (you have to do so on the original version,
because it's at v1.0.0.5). The GotYE is patched up to v1.0.0.9, but it doesn't
stop there. You will be required to download other patches if you want to play
multiplayer that is. The current version of Half-Life is at v1.0.1.3.
Note that some versions of Game of the Year maybe at v1.0.1.1. To check what
version you have currently with Half-Life, see section 2.1.26.
[2.1.12]: Graffiti/Spray paint
Is it true?
-Yes it is.
How many times can I spray paint?
-Once per life in multiplayer, then every frag that you get, you can spray paint
again. Also can be spray painted more than once if the server sets the
decalfrequency from its defaulted 30 seconds value. Defaulted every 30 seconds,
you can spray paint again after ever 30 seconds. For single player mode, it's
how much decalfrequency is set to. To check this out, type this in the console:
decalfrequency and whatever number goes after the command is the numbers of
seconds to delay for the next spray paint action to be available.
Example: decalfrequency 1
This means that you can spray paint after every 1 second.
Can I make my own graffiti?
-Yes, please refer to the readme.txt for instructions.
I see people with cool graffities. Can I use their graffities?
-Yes it can. There's a decal ripper that at:
http://www.planetquake.com/dl/dl.asp?half-life/decal-model/drip.zip
Sometimes I spray paint and the image is reversed or flipped upside-down.
-The reasons is how the textures of the wall/floor/ceiling are arranged and
aligned in the game. You got to put up with it. Nothing can be done.
Can I change the time on how long I can spray paint again?
-For single player, just drop down the console and type this in: decalfrequency
xx
Where xx = how many seconds delay do you want it to be before you can spray
paint again. Example: decalfrequency 1 This means that you can spray paint after
every 1 second. For multiplayer, the server can only set how much decalfrequency
can be.
[2.1.13]: Half-Life Demo
There is currently a demo released for Half-Life. The only demo that there is of
Half-Life is Half-Life: Uplink. You can get the demo at the following places:
http://www.planethalflife.com/dl/dl.asp?planethalflife/hluplink.exe
ftp://ftp.sierra.com/pub/demos/pc/hluplink.exe
ftp://ftp.pcgamer.com/demos/hluplink.exe
Please be aware that the demo is about 48.5 MB (about 50,872,079 bytes), and
would consume a lot of time downloading. It is also easy to get the demo
corrupted, so be prepared to re-download it again if it's necessary. The demo
needs less than 100 MB to be used when installed (about 89.1 MB on FAT32).
The demo is done by PCGamer and Valve, and it takes place after Half-Life's main
settings (the retail game that is). Cheats can only be fully usable if you use
the lite (down below) version. For the demo version, there are some cheats that
you can use like getting the weapons that only appear in the version, like the
MP5, etc.
If you're looking for a walkthrough for this demo, here's a link to a
walkthrough for this demo:
http://home.earthlink.net/~thrawn1/Uplink_walk_thru.htm
If you have the full retail version of Half-Life, and want to play the new
levels from the Half-Life: Uplink, then here's a 3.7 MB
download instead of the 48.5 MB (lite version). Note: you must have the full
version or it won't run. Here's the link:
ftp://ftp.game1.com/pub/randy/misc/uplink_lite.exe
Here's the storyline for this demo:
Set 48 hours after the containment failure at the Black Mesa Lab, Half-Life:
Uplink finds Gordon Freeman attempting to manually adjust the uplink tower so he
and some scientists can reach the lower level of the compound. Along the way, he
faces all sorts of horrors...
[2.1.14]: Half-Life For Mac
Bad news. After the announcement of a Macintosh version of Half-Life being
developed, the Mac version of Half-Life has been canceled. Read the original
announcement:
From: Gabe Newell
There's been a lot of speculation about Half-Life for the Macintosh - its
feature set, its compatibility with the PC version, and so on. Andrew Meggs at
Logicware has been doing a good job on the port, and it's mostly done. At this
point we've spent a bunch of money on the Mac product and have spent a lot of
time thinking about what we need to do to make sure Macintosh users are happy
with it when it ships.
Which is why we are canceling the Macintosh version of Half-Life.
When we started Mac Half-Life, there was a lot of optimism about the opportunity
for Macintosh games. As someone who worked on Macintosh software starting in
1983 before the 128K Mac had shipped, it was pretty exciting to think that there
was going to be a resurgence in the Mac gaming market.
However, as we got closer to shipping the product and reality set in, it was
increasingly obvious that in order for us to break even on the Mac version, much
less be profitable, we were going to have to cut some corners. OK - I guess we
won't have Team Fortress Classic available at shipment. Maybe people will accept
it if we update them with TFC later. OK - I guess I understand why we don't have
an automatic update facility. Maybe people will accept that they have to
manually update. OK - I guess I understand why we might carve out a separate
multiplayer space for Mac users from PC users because of the on-going
interoperability issues. Maybe that won't be the disaster I think it will be.
But the more I thought about it, the more I felt that this was nonsense. Our
existing Half-Life customers are really happy with us. They were happy with the
original game, they were happy when we released TFC, they were happy with our
on-going investment in Half-Life, and there's even more coming for them in the
next couple of months. They are happy because we do our best for them, and
that's what they expect from us in the future. Given the realities of the Mac
gaming market, our Mac customers were always going to be mad at us. They were
always going to be second-class customers where we couldn't invest to the same
degree in the Mac version as we did elsewhere. I don't want to be in that
business. I would much rather we just eat the money we've spent so far than take
money from Mac customers and short-change them.
It's disappointing to me on a personal basis that we won't ship Half-Life for
the Mac. Everyone here, and I'm sure the people at Logicware are disappointed.
The Mac gamers who were looking forward to Half-Life are undoubtedly
disappointed as well. However that's a lot less disappointment than what would
have happened if we had tried to get Mac gamers to accept second-class treatment
on an on-going basis.
Gabe
Here's the original announcement of Mac version of Half-Life being developed:
Macintosh Half-Life Press Release
SIERRA STUDIOS TO DELIVER BEST-SELLING HALF-LIFE TO THE MAC
BELLEVUE, WA (April 23, 1999) -- Sierra Studios(tm) announced today their hit
game Half- Life will be available for Macintosh gamers this fall. Originally
developed by Valve Software, the Macintosh version of the game will be developed
by Southern California-based Logicware, recognized for Macintosh gaming
development and well-known for working with some of the top computer game
publishers in the industry. "The PC version has sold nearly one million units
worldwide - bringing Half-Life to the Mac is a natural next step, especially
since there is such unwavering devotion in the Macintosh gaming community," said
Jim Veevaert, director of marketing for Sierra Studios. "We are excited to be
working with a company like Logicware that has such a strong reputation in the
Mac gaming market." Half-Life combines the visceral action of legendary action
games like Quake with great storytelling in the tradition of Stephen King. Named
Game of the Year by 40 publications worldwide, it is by far one of the most
popular first-person action thriller games on the market. More information can
be found at www.gameoftheyear.com.
Logicware was formed in 1995 to create fun, cutting edge games for computers
and console systems. Founded and run by entertainment industry veterans,
Logicware has developed a multitude of original titles and conversions on a
variety of platforms. In late 1997, Logicware began publishing games for the Mac
OS. Logicware is now one of the premiere game publishers for the Macintosh
market. Logicware is located east of Los Angeles in Covina, California. Sierra
On-Line, Inc. is one of the original developers and largest worldwide publishers
of interactive entertainment and productivity software. Sierra is comprised of
five brands: Sierra Attractions(tm), SierraHome(tm), Sierra Sports(tm), Sierra
Studios(tm), and Dynamix(tm), a Sierra Company. Sierra is a division of Havas
Interactive, whose holdings also include Knowledge Adventure(r), Blizzard
Entertainment(r) and WON.net(tm).
[2.1.15]: Half-Life Game Launchers
Here are some game launchers that are offered for Half-Life. Some of these game
launchers contain more special options than others. These are all sorts of
launchers. Be sure to visit all of them to know what they are. Here they are:
http://halflife.gameplex.net/hlfe/
http://prax.halflifehq.com/
http://www.contaminated.net/hlsad/
http://www.planethalflife.com/degraz/
http://www.planethalflife.com/hlgl/
http://www.planethalflife.com/hlhelper/
[2.1.16]: HL.exe/HLDS.exe
HL.EXE = Half-Life main game program that you use to play the game.
HLDS.EXE = (H)alf (L)ife (D)edicated (S)erver for multiplayer hosting program
only.
[2.1.17]: How Many Levels/Maps
Straight off from the CD:
-96 maps for single player mode
-8 maps for multiplayer mode
-7 maps for hazard course mode
Single player levels (17 of them in order):
1. Anomalous Materials
2. Unforeseen Consequences
3. Office Complex
4. We've Got Hostile
5. Blast Pit
6. Power Up
7. On A Rail
8. Apprehension
9. Residue Processing
10. Questionable Ethics
11. Surface Tension
12. Forget About Freeman
13. Lambda Core
14. Xen
15. Gonarch's Lair
16. Interloper
17. Nihilanth
[2.1.18] Linux Version
There is only a Linux version of the server side of Half-Life. No clients have
been available. To check out the server side program for Linux, visit section
2.2.3.5 for further details.
[2.1.19]: Location Damages
Half-Life offers location damage. Head shots counts more and damages more than
any other body parts. It would take less shots to kill if shot in the head.
Shoot anywhere else, it would take more to kill. Location damage are: head,
arms, legs, and chest. Head shot beats the chest shot beats the arms and legs
shots. So aim for the head to take more damage! Head shot counts three times as
much. Everything else to the body is one times the damage. Location damage is
provided in single player and multiplayer mode. So take advantage of the
location damage.
[2.1.20]: Playing/Recording Demo
To record a demo, type this in the console: record <filename>. The filename part
is anything you wish to call the demo as. It is best to have it under 8
characters. To play the demo, type this in the console: timedemo <filename>
If there's a custom made timedemo that you want to use, then put the timedemo
under the \Half-Life\Valve\ folder and then do the above to play the timedemo.
If you are using the timedemo to tell how much fps your computer is pumping out,
visit section 2.1.9.
For any other mods that the timedemo was recorded in, that's where you find it.
Say, you recorded a timedemo from TFC. The timedemo of the TFC session can be
found under \Half-Life\TFC\.
Any timedemo found on the internet or where ever available, only the timedemo
that was recorded under Half-Life can only be played back under that original
version. Say I recorded a timedemo under v1.0.0.6 for Half-Life. Only v1.0.0.6
can play back that timedemo only. No other version of Half-Life can play them
back.
Any timedemo that was recorded on a analog connection or any connection that has
very high latency on the internet, there will be apparent skips/jumps when
played back. People with very low latency should be able to record fine.
With v1.0.0.8 patch, the timedemo option is corrupted and can't be used. Upon
running the timedemo, at the end of the timedemo, Half-Life would crash, and
dump you back out on the desktop, and perhaps a GPF (General Protection Fault)
error message. So be warned, timedemo won't work with v1.0.0.8 only . Other
versions would work, but not with v1.0.0.8. Getting the latest patch, v1.0.0.9
or higher, the timedemo should work.
With v1.0.1.0 patch, the option to play back single player timedemo is not
available and will return an error stating that the map is different from the
server.
[2.1.21]: Requirements
Minimum:
~~~~~~~~
Windows(r) 95, Windows 98 or Windows NT 4.0
Pentium 133+, 24 MB RAM
SVGA, high color (16-bit)
2x CD-ROM drive
Windows-compatible sound card
Mouse, keyboard
Preferred:
~~~~~~~~~~
Pentium 166+
32 MB RAM
3D accelerator card (Open GL or Direct3D)
Multiplayer:
~~~~~~~~~~~~
32-bit Internet Service Provider (ISP)
28.8+ modem or LAN
[2.1.22]: Running Custom Levels
To run custom made user maps like single player made levels, do the following:
1. Place the .bsp file(s) into <HDD>:\<Half-Life's directory>\Valve\Maps\
Example: C:\Sierra\Half-Life\Valve\Maps\
2. Get into Half-Life's console and type this in: map <level's name>
Example: map boot_camp
OR
Edit your HL parameter to be like this: hl.exe +map <level's name>
Example: hl.exe +map crossfire
Note: leave out the .bsp file extension, it's unnecessary.
Note: the maps used in the examples are multiplayer maps. Just use the actual
names of the single player maps. Note 2: when playing the single player made
levels, beware that you may not get the HEV/HUD on your screen. You may actually
need to find the HEV suit somewhere in the level somewhere. But there are levels
made that you may not use the HEV/get HUD.
[2.1.23]: Screen Shots
To take screen shots during mid game in Half-Life, all you need to do is hit the
key [F5]. However, you can take unlimited screen shots depending how much free
space you have where Half-Life is installed. There are pictures that take around
300 KB to a few MBs or so depending on what Half-Life was rendered in. Software
mode provides small file size pictures while Open GL/D3D are big file sized
pictures. You can find the pictures dumped under \Half-Life\ folder.
[2.1.24] Symmetric Multiprocessing (SMP)
For those people who runs SMP, Half-Life does not take any advantages. Half-Life
was not coded to take in any SMP instructions.
[2.1.25]: Weapons
Here are some information on the weapons in Half-Life. By the way, there are
reloading action, so there's some realistic to reloading ammunition into these
weapons. If you happen to switch to a different gun when it's out of shells, and
you come back to the weapon again, you got to reload it.
[2.1.25.1]: About
How many weapons are given in the game?
-14 weapons to choose from, to be exact.
What are the weapons?
-357 Magnum
-9mm hand gun
-Crossbow
-Crowbar
-Egon (gluon gun)
-Gauss (tau cannon)
-Hand grenade
-Hornet gun
-MP5
-RPG
-Satchel
-Shotgun
-Snark
-Tripmine
[2.1.25.2]: Descriptions
-357 Magnum: One powerful revolver hand gun
-9mm Hand gun: Basic pistol
-Crossbow: Bows and arrows, felt tipped explosives (multiplayer only)
-Crowbar: What it sounds like and says
-Egon (gluon gun): Bluish hosing lightning gun
-Gauss (tau cannon): Yellow radiation shard shooter - could 'rocket jump', acts
like a rail gun and could shoot through walls
-Hand grenade: What it sounds like and says
-Hornet gun: Shoots out hornets
-MP5: A sub machinegun with grenade (M203) launching capabilities
-RPG: (R)ocket (P)ropelled (G)renade launcher with laser guided assistance
-Satchel: Just like a pipe bomb, and could be detonate anytime
-Shotgun: Pump action shotgun, also a double shotgun, two in one style
-Snark: A small creature that attacks living creatures
-Tripmine: A laser trip mine
[2.1.25.3]: Gauss Jump/Fall
Gauss jump is a term that is given to how the Gauss gun can be used. Just like
the 'rocket jump' from Quake x series, Gauss jump is actually the same thing,
except that it's not done by a rocket launcher, but the Gauss gun instead.
All you have to do, is grab the Gauss gun, charge up the gun by holding down the
alternative fire (secondary fire) key down, letting the gun charge up to 9
cells, look at the floor, and release the payload and up you go! The difference
with Gauss gun, is that you don't really need to jump at all, like the rocket
jump in Quake x series to get even higher elevations.
The Gauss jump can only be used in multiplayer. Beware, the Gauss jump does not
give you damage, like the rocket jump does in Quake x series does. But the only
damage that you're going to get from this Gauss jump is, when you fall down from
that great heights that you just achieved.
Gauss fall just means charge up the gauss gun via secondary fire and when you're
about to fall and hit the ground hard and lose life, you would fire into the
ground, giving you an air break and fall down safely and lose no health.
[2.1.25.4]: Secondary
Here are some secondary firing using these weapons:
-357 Magnum: zooms in (only in multiplayer)
-9mm Hand gun: rapid fire
-Crossbow: zooms in
-Gauss: charge up to 9 cells and fires in straight beam
-Hornet gun: rapid non-heat seeking style
-MP5: grenade (M203) launcher
-RPG: laser guide assistance
-Satchel: lay down another satchel
-Shotgun: double barrel shotgun style
[2.1.25.5]: Underwater Usage
Here are some weapons that work under water:
-9mm hand gun
-Crossbow
-Crowbar
-Hand grenade
-Hornet gun
-RPG
-Satchel
-Tripmine
[2.1.25.6]: Weapon Calling
Weapons are divided into five sections. They are bound to the numbers from 1-5
on the keyboard. The five sections are as followed:
1: Crowbar
2: Pistol; 357 Magnum
3: MP5; Shotgun; Crossbow
4: RPG; Gauss; Egon; Hornet gun
5: Hand grenade; Satchel; Trip mine; Snark
To access the weapons, press the number x amount of times to cycle through the
collection of weapons to select what you want. For an example: If you want to
get the 357 magnum, press the number 2 twice to access the 357 magnum.
[2.1.26]: What's My Half-Life Version
Here are some ways to check what Half-Life version you are running:
1. Go to where HL.exe exists (default at C:\Sierra\Half-Life\). Right click on
the HL.exe and select Properties. Select the Version tab. In the Item name box,
select the Product version. It will then display the version number to the right
box under Value.
2. Go into the console of Half-Life and type in: version
3. In the console up in the right hand corner, it will tell the version of the
game.
4. In the main menu down in the lower right hand corner, it will tell the
version of the game's version. (v1.0.1.3+)
Note: If you bought the original Half-Life, the version is at v1.0.0.5. If you
bought Half-Life: Game of the Year, the version is at either v1.0.0.9 or
v1.0.1.1.
[2.1.27]: When Installing
Check out section 6.2.2 for information on installing Half-Life.
[2.1.28]: Whole New Game
The game could be played over again by extracting out a file called skill.cfg
from the pak0.pak. Get the editor that would extract this file at:
http://www.planetquake.com/qped/. Getting this file would allow you to change
the damage and the health of all the weapons and enemies in the whole game.
[2.2]: Multi-Player
Here are some multiplayer information.
[2.2.1]: Bots
Bots, shorten from robots, are AI (artificial intelligence) controlled by the
computer. These are virtual opponents that you can play against in multiplayer
mode offline (not being on the Internet). This means that you can play
multiplayer mode without being on the Internet, since you now have virtual
players to play against. For now, currently, the bots available are only known
to work for deathmatch. No mods (like TFC, Counter-Strike, etc...) have bots
yet.
There are currently some bots. Here are the site to get these bots:
http://www.contaminated.net/phineas/ - The Phineas bot
http://www.telefragged.com/thefatal/jumblow.shtml - The Jumbot bot
To check out on the developers of bots, check out these sites:
http://www.botepidemic.com/bots/halflife.shtml
http://www.contaminated.net/hlbc/
[2.2.2]: General
Here are some general information about multiplayer mode for Half-Life.
[2.2.2.1]: Beginners Information
It is advised that you venture through Half-Life multiplayer menu and set up
your configurations. Also, using the Quick Start for Internet Games can be
useful for the first few times before you advance to using the in game server
browser.
[2.2.2.2]: Cheats
You can cheat in multiplayer mode, granted that you're hosting your own server.
You need to enter in sv_cheats 1 before starting the game, or switch maps to
take the cheats into affect. You can use the regular cheat codes for single
player mode in multiplayer mode. The only codes that won't work would be the god
mode and noclip mode.
[2.2.2.3]: Getting Started
To get started for multiplayer mode, it is advised that you go through the Half-
Life multiplayer menus and set up your configurations. Also, create a cfg that
has some multiplayer tweaks for online. See section 7.2.2 for multiplayer
tweaks.
[2.2.2.4]: Map Cycles
There is a file called mapcycle.txt in your \Half-Life\Valve\ directory.
Whenever hosting, edit this file and put in whatever maps you want it to rotate
after a certain limit of the level to end going to the next map.
[2.2.2.5]: Models/Skins
Bundled with Half-Life, Half-Life offers you five choices to pick which models
should represent you in multiplayer: Scientist, HGrunt, Helmet, Gordon, or Gina.
The default is on Gordon or Helmet. To pick others, make sure you hit
previous/next to see what you like to pick.
A model is like a human being. A skin is like the clothes for the human being.
Models are edited and change its polygons around. A skin is just like some
clothes for the models. So try not to confuse the two. A model is a few hundred
KBs big, and the skins a few KBs.
If you downloaded models, and use them in multiplayer, then youneed to know
this: if other people have the model that you have and currently using, then
they can see you. If the opponents don't have the model that you got, then they
see you as some other kind of model, replaced by the five originals if they
don't got the model that you're using.
To manually install models/skins, create a directory named after the model/skin
under \Half-Life\Valve\Player\
To know how to make skins, then go to http://www.contaminated.net/wavelength/
To view the models from a program instead of doing a test run in a LAN game, go
here and get the program:
http://www.swissquake.ch/chumbalum-soft/hlmv/index.html.
If you want to learn how to create models, go to
http://www.planethalflife.com/coldfusion/tutorials/intro.htm
By the way, you'll be required to have some 3D program, especially 3D Studio Max
(More than $3000). But if you don't have 3D Studio Max, then you can get
Milkshape 3D at: http://www.swissquake.ch/chumbalum-soft/
[2.2.2.6]: Observer Mode
The only way to be in observer mode is to have the server to set the command
"mp_forcerespawn 0" (no quotes, and it's a zero). If the command is set to 0,
then all you need to do to get into observer is to die. After dying, don't press
anything. You will then be shifted to an observer view. There's no way to move
throughout the map, so you're stuck in one spot to view action.
[2.2.2.7] Orange Bar
That orange bar that you see under your health when first time logging into the
server to play means that you're downloading other people's decals. You can
disable by going to section 7.2.2 and check it out.
[2.2.2.8]: Talk While Playing
Here are two great programs to use during gameplay:
1. Roger Wilco: http://www.resounding.com
2. BattleCom: http://www.shadowfactor.com
These two programs add new strategies to online gaming. This allows you and your
buddies talk while playing, transmitting voice and hear the warnings faster than
typing the warning messages out. Provided that you have a blazing fast
connection, then it's worth the download to try out these programs. A warning
for those who have less than a 56k modem: don't even think about getting it.
Sending the voice takes away at least 1KB of your uploading bandwidth. Now when
playing and talking, expect to lag like hell if there are more than 2 people on
the server. These programs should be used on high bandwidth connections. But
like I said, this is a warning for you low bandwidths people who want to try
this thing out.
[2.2.2.9] WON.Net
People have mistakenly to have thought that when they get connected to the
internet and launch Half-Life, and when they log onto a server, they think that
they're actually playing on WON.Net's server. This is very false. When you try
to connect to the server, you only log onto WON.Net's authentication server so
that your CD Key can be checked. After it's authenticated, you are then
disconnected from WON.Net's authentication server and then onto your real server
that you wish to be on. Read section 2.2.4.2 for further details on the
explanation.
[2.2.3]: Hosting Server
Here are some words about hosting a server.
[2.2.3.1] About
Please keep in mind that for folks out there that have less than an ISDN who
decides to host and knows nothing about bandwidth and serving a server should
not host. Most people out there who thinks a 56k modem can handle more than 1-2
clients is wanting a slap in the face. Please don't try to run a server with a
56k modem, except that you just want to host it between you and your friend,
then that's fine. But if you decide to host with a 56k modem running a server
with 2+ clients on your server, on the internet, then don't even think about it.
Let those who have higher bandwidth do it. 56k modem doesn't have the bandwidth
on what it got to require to hold more than 2 clients. If you do decide to host
with your 56k modem and wonder why your client(s) have such a high latency and
you have such low latency, then you really need a slap. I'm sorry to say, but
you would really need a slap.
A minimum ideal spec of a PC server would be the following:
CPU: Pentium II
RAM: 64MB of RAM
Bandwidth: ISDN speed or higher
The above is just for minimal serving server, like for 2-4 players. Any higher,
and the requirements for a good server with many clients will shoot straight up.
Whenever hosting a server, like on the internet, beware that your server and
your IP address will be broadcast all over the world in seconds. Yes, this is
true. Your server will be enlisted in Half-Life's own built in server browser.
Anybody can join in at will.
The only way to keep the server private between your friends, you would have to
make a password for the server. You'll see the password option when you're going
to host, if you do it in the Half-Life menu. They will have to enter the
password and it'll be limited to you and your friends. Make sure your friend
knows the password, because when they do connect to your server, Half-Life will
prompt them with the password box and needs the password to connect to your
server.
When hosting, all you need to know, is your own IP address. You can get your IP
address by going to Start Menu-> Run. Type in: winipcfg. From there, it'll give
you your IP address. Now, write down that number and give it to your friends.
After giving the IP address to your friends, all they have to do now is just
drop down their console, type in:
connect xxxxxxxxx
Where xxxxxxxxx = your IP address
You wouldn't need to worry about the port number, like 27015 or whatever after
your IP address. Half-Life should take care of that. Your friends should connect
after typing in connect xxxxxxxxx.
A good site to get some more information about hosting a server is at:
http://www.contaminated.net/server/ . This site has commands and tips to make
your life easier hosting a Half-Life server.
Http://halflife.pcgame.com/console/server.htm is a site that has a list of
server commands. Also, here's a site for FAQ Server:
http://www.contaminated.net/server/archives/faq1.html
If you're running HLDS.exe (Half Life Dedicated Server program), and you want to
play on your own server, you need to add this command to HL.exe: -port 27016
This will allow you to connect to your own dedicated server. If you don't use
this parameter command, then you will not be able to connect to your own
dedicated server. This command changes what the dedicated server listens on what
port. Default is 27015.
One easy way to run a server is go to this site: http://hlman.stomped.com/. This
site provides a program for you to use and to configure the server easier. If
people are having problems connecting to your server, try adding "sv_validate 0"
(no quotes) to \Sierra\Half-Life\valve\server.cfg and add "setmaster none" to
your \Sierra\Half-Life\valve\autoexec.cfg. You can now log on to the server
without validation.
If you host a Half-Life server, like say at work, and you go home and play on
your work's server, you can also set aadministration password for the remote
server. At the work's Half-Life server, type: rcon_password "<desired password>"
and at home on your computer type:rcon_password "<the desired password>". If you
want to change something, like the map, all you have to do is type: rcon
"<command>" to change the settings for your server. Example: rcon map datacore
[2.2.3.2] Half-Life Primary Server
There's a free serving program for people who would like to make a Half-Life
server without buying the game. This is only the server side and not playable.
The downloadable file link is: http://ftp.won.net/pub/half-
life/hlserver4013.exe. Get that program. It is v4.0.1.3 (the latest, Valve
decided to change the first digit to not confuse with client patch, instead of
1, it's now going to be a 4). Beware, this is only a server side program (you
can't play) and the program is very big when downloading. The program is about
87,111,918 Bytes (85,070 KB or 83 MB).
There's a mailing list for people interested in discussion about Half-Life/TFC
dedicated server issues, for Win32. To join the list, mail
majordomo@lists.caitiff.com with "subscribe hlds" in the body. If you have
install questions or problems, email the mailing list: hlds@lists.caitiff.com.
[2.2.3.3] Kick Players Off
If you have some corrupted people making an ass out of themselves, and you don't
like them on the server, you can do the following things to get rid of them:
1. Kick them off your server: To do this, pull down the console, and type kick
<user name>. Ex: kick Jack
2. If they come back repeatedly on your server and abuse the server, you can ban
those S.O.B.s by the following: bring down the console, and type status. Write
down the username's IP address. Now, still in the console, type in addip 0 <IP
address>. Addip is the command to invoke banning a certain IP address. Following
the command addip is the number zero. Zero means banned permanently from the
server. Change the number (the number is in minutes) other than zero to let the
person come back on for a certain amount of minutes you specified. <IP address>
is the IP address that you wrote down when you typed in status in the console.
Input the IP address that you want to banish that person off your server. After
issuing the addip command, confirm the banning of an IP address by typing in the
console listip. After this, kick the player off once more and then that would be
the last that you would ever see that jerk on your server.
If you have a player using the ~ or ` anywhere in the name, then there's another
way to kick them off instead trying to hit the ~ or ` key and end up pulling
down the console. Do the following:
1. Bring down the console and type in: status
2. Scroll up/down the console and find the appropriate player that you want to
kick off via their id #.
3. After finding the player, type this into the console: banid 0 <id #> kick
Banid is the usuage of using id to ban, the 0 is for how many minutes they can
join back in, which is never, <id # is from the status>, and kick is the command
to kick them off while you ban them.
[2.2.3.4] LAN and Internet players
If you want to host a server over the internet and want your LAN to play on the
server with you, do the following things from the console:
sv_lan 0 (to allow internet opponents to join)
sv_lan 1 (to allow LAN opponents to join)
Note: if you put sv_lan to 0 (zero), then only the internet people can join the
game. If any LAN players want to join in the game, then you need to set it to
sv_lan 1. But if you do set it to sv_lan 1, then no internet players can join
until you put it to 0 (zero).
[2.2.3.5] Linux
For those who runs a Linux OS, and would like to run a Half-Life server side
only (not playable, exactly like Half-Life Primary Server, but just for Linux),
then you're in luck. The link to the Linux version is:
http://ftp.won.net/pub/half-life/linux1010b.tar.gz. There's a mailing list for
people interested in discussion about Half-Life/TFC dedicated server issues, for
Linux. To join the list, mail majordomo@lists.caitiff.com with "subscribe hlds"
in the body. If you have install questions or problems, email the mailing list:
hlds@lists.caitiff.com. There's a GUI program to control Linux HLDS. You can
check it out at http://linuxhlds.halflife.org/.
If you want to run at least two or more HLDS, go to
http://www.fileplanet.com/index.asp?section=209&file=29184 and download the file
and check it out.
[2.2.3.6]: Tracking Statistics
There are programs out there that would track your server with frag statistics
and other goodies and log them to the file/web for view of player frags and
other goodies depending on the program being used. Here are a few programs to
check out: http://aeons.gametown.de/AEstats/ (Linux only)
http://www.uwm.edu/~zachkarp/halfStats (Linux only)
http://vector.remotepoint.com
http://www.davisn8.freeserve.co.uk/
There is also a program that came with Half-Life v1.0.1.3, that can track TFC
statistics. Review the TFC manual for this option.
[2.2.4]: Lag/Latency/Ping
Here are some information about lag/latency/ping.
[2.2.4.1]: General
Latency, which is measured in milliseconds on average packets sent, and a single
packet message sent to the server and back is called ping. It is best to keep
this ping/latency low if possible. You do not want a high number.
Lag is created from two things: your computer components and the internet. The
faster your computer, the lower the latency. The faster and bette quality of
your internet connection, the lower the latency. Get the point?
It might not be your hardware or connection device holding you behind and
creating lag, but it could be your ISP. Poor ISP is the leading cause of high
latency. If you're one of the people who uses major ISPs, like AOL, tough luck.
You're gonna need it, because their routers and connections are terrible. Major
ISPs are not made for gaming, but for fancy on-line surfing on the web types
(like AOL). Ditch your ISP and go for local ones. Local ones should cost less
than the major ISPs and offer more quality data transfer and less lag!
To kill lag as much as possible, check out section 7. Get your computer up to
speed as much as possible with those tips.
People with pings less than 150ms are usually referred to as 'Low Ping Bastard'
(LPB), usually use high quality connections, like digital connections such as
ISDN, cable modems, T1s, etc... People with pings higher than 150ms are usually
referred to as 'High Ping Bastard' (HPB) or 'High Ping Warrior' (HPW), usually
use analog modems. Playable range can be considerable from anywhere of 0ms to
400ms. Any higher than the playable range, you're lagging like hell.
Sometimes, people call each other 'campers'. Campers are people who sitsin a
respawn area of any kind - either weapons or the places where people respawn
once they die, and get a 'cheap' kill with one good blow from a good weapon to
get a quick frag. Frag is a term to use for 'kills'. So that means that if you
kill someone, then that means that you just got one frag. You could see your
latency during a multiplayer game by pressing the [Tab] key (defaulted key to
produce a chart showing who is playing, the latency, the frags, and the deaths).
If you got another key assigned for the multiplayer result chart, then press
that key.
If you want to try and improve your latency, visit section 7.2 to check out what
you can do.
[2.2.4.2]: Yahn's Explanation I: Latency Vs. Ping
Yahn from Valve wrote entitled 'Latency vs. Ping':
"The way Half-Life determines the 'latency' value shown in its scoreboard is
different than what users generally call 'ping'. The word latency is a
deliberate decision to emphasize that the value shown is a better representation
of actual network play than a mere ping. How is ping calculated and how is
latency different.
Ping is a simple round trip time for a message from one computer to another. It
is independent of whether the machine is playing a game etc. It generally is a
best case communication round-trip time.
In Half-Life, the server tracks round trip times for packets that it sends to
the client. The problem that arises is that the client, if it is not running at
a high framerate, can have the message sitting in its network queue for a
significant amount of time. For instance, a client that is chugging along at 10
fps ( yuck! ) is using about 100 milliseconds to process each frame. The
scenario goes like this, on average, you can assume that a message arrives some
time during that 100 ms. window. If you assume it can arrive anywhere in that
time frame, it's quite possible that the client has already read messages from
the network for that frame. If so, then you have to wait 100 ms. until the next
time the message queue is read. Then the client must act on the messages.
Finally, the client sends its next movement command to the server. When the
server receives this movement command, it looks at when it sent out the message
that the movement command corresponds to and computes the latency based on that
round trip time. If the server is not running at a high frame rate, or even it
it's running at 40 fps or so, then it's message queue can lead to inflation of
the round trip time as the client's reply sits in that message queue. These
numbers are somewhat exaggerated, but you see the point. The server computes the
ping over the last 64 messages it received from the client ( ignoring dropped
packets ). If the client sees any kind of transient network backlog, or low
framerate, it can really skew the overall average latency that is reported.
So the road to better latency values involves trying to improve your framerate
as much as possible, as well as playing on servers that are running at decent
tic rates. ( Such things as video mode, max number of decals, and other settings
can have a huge impact on framerate ).
This brings up another misconception about benchmarking HL performance. In HL,
the timedemo and playdemo commands do not work the same way as in other
Quake/Quake2 engine games. In particular, demos always try to play back in the
same amount of time it took to record them. Thus a demo that is 10 seconds long
and has 240 frames will always play back in roughly 10 seconds. It could be that
less frames are rendered on a slow playback machine. But, at most, 240 frames
will be rendered ( in this example ). The bottom line is not to use HL demos for
any benchmarking. Much better is to use "timerefresh" in a known spot ( or
several of them ) to get an idea of your framerate. Or to run with host_speeds
set to 1 -- which prints out the current frames per second to the notification
area at the top of the screen. These provide a useable benchmark.
Finally, some folks are wondering about how the HL front-end determines network
speed ( number of green or red dots ). In particular, there is a misconception
that those numbers somehow reflect the round-trip message time between the
WON.net master server and the particular server listed. This is simply not the
case. The protocol works like this. A quick connection is made to the WON.net
master server by your machine to request a raw list of IP addresses for all
currently running servers. Once you get this list, you don't talk to WON.net
anymore. Instead, your machine then contacts each server it has an IP address
for. The time you send out a message to that server is marked and when you get a
response is also marked. The difference in time is used to determine the network
speed. It's really that simple.
In 1.0.0.8, however, we try to get a more accurate number by sending ten simple
'ping' requests to each server and waiting for responses to each one. We count
the number of responses received, and each of the round trip times for any
responses. These numbers are averaged to arrive at a more accurate round trip
time. But these numbers do not reflect the framerate dependencies that I
describe above for the 'in-game' experience. If you run hl.exe with -
numericping, then the green dots are replaced with two numbers, the round trip
time in milliseconds and the percentage of packets that did not generate a
response to the 'ping' request. In v1.0.0.8, we added a way for server operators
to broadcast certain information about the quality of their servers. We don't do
this by default, as some server operators might not want such information
exposed to users. But if the server operator runs the server and sets the cvar
'sv_type' to 1, then when the server is queried by the HL front-end, GameSpy,
PingTool, or some other server querying program, then the value of sv_type
returned will include the type of operating system being used by the server (
e.g., Win32 or Linux -- note, the Linux server has not been released yet ), the
CPU MHz of the server ( e.g., 450 ), and whether the server is a listen server (
'hl.exe' ) or a dedicated server ( 'hlds.exe' ). Of course, the best experiences
occur on dedicated server running at high speed using Linux. The only
information we don't have at our disposal is the servers bandwidth ( e.g., T1,
etc. )."
[2.2.4.3]: Yahn's Explanation II: Why HL/TFC Slow?
Yahn from Valve wrote this to counter someone's question of why HL/TFC is slow
and network code is crap:
"A thing to remember about higher pings in general is that for most users TFC
runs at a lower framerate than QW ever did. We have a lot of cool technology in
there fighting for CPU bandwidth (our animation system and higher polygon count
models, 16 bit color, realtime DSP of the sound information, more complex/time
consuming game .dll code, overlayed client.dll HUD elements). All of these
things lower framerate a bit compared to the somewhat older and definitely
simpler technology displayed in QW. If your framerate (or the server's) is
lower, then there is more "dead" time where the network layer has received
messages but the machine cannot process them because it is off doing something
else like rendering a frame. This leads to increased "ping" values, as you
mention.
The other thing to remember that can cause poor net performance is bandwidth
usage. We've made some significant steps in this direction, but we still want to
improve (i.e., lower) our bandwidth usage even more. In fact, we want to lower
bandwidth usage quite drastically. The reason why is that if a client on a modem
is receiving too much data for their connection, they start to fall behind on
the relentless flow of data coming in. They quickly get more and more backlogged
and eventually they get flooded out (1000+ ping, e.g.). This is especially
prevalent in the following conditions:
Client framerate too high: In the current TFC release, each frame the client
renders results in a request for the server to send an update packet. This is
exactly the same networking model as QW. However, today's machines are so much
faster than the ones around when QW rolled out the door that it's quite
conceivable to request too much data from the server (especially when there are
a lot of players in your PVS or there is a lot of entity traffic in the area).
You can mitigate this by capping your framerate at a reasonable number (e.g.,
fps_lan or fps_modem 20 or 30). In addition, you must have the proper rate
setting for your machine. It's okay to choke a lot of packets at times, but it's
never okay to flood yourself out by not having the rate setting right for your
connection. This is an area where we are making a lot of changes in future
technology to eliminate the need for framerate capping and to smooth out the
server to client update stream.
Rate setting incorrect. We have code in the engine and client to meter the
amount of data being sent over the wire to avoid the backlogged "ping of death"
condition above. Currently, however, this relies on a user's ability to choose /
tweak the correct rate setting. We've considered schemes to automatically adapt
the rate setting based on packet loss and choked packets (among other
parameters), but coming up with a solution that works in all cases is tricky.
Again, we are doing a lot of research into these issues right now.
Pushlatency set to the wrong value. This really only goes to the perception of
lag on your movements, but generally you'll want to fully compensate for your
latency by keeping this value substantially negative (e.g., -1000). Note that if
pushlatency is set to higher than your latency in the negative, we just ignore
the part that goes past your actual latency, so you don't have to try to "tune"
this number that carefully if you want full prediction of movements. Just set it
far enough negative and you won't have to worry about it. The whole set it to
"minus one half of your latency" guideline is a bit too esoteric for me, you
might as well use prediction to it's fullest and set it to minus some big number
and let prediction predict all of your movements up to the current time.
Bandwith usage: Half-Life's entity system is just way more complicated than QW's
ever was. Remember, most of the entity system in Half-Life was initially
instituted to support single player Half-Life. Of course, in the single player
game there was zero latency and no bandwidth constraint. For any of our future
games having a heavy multiplayer component, this system has some problems. We
will be spending a lot of time investing in technology that lowers the bandwidth
needed to replicate entity state information and interesting visual effects over
the network. The fruits of this research should show up in our products soon.
Prediction: Predicting things on the client requires a reasonable balance
between how much game-specific code and state information you want to have on
the client and a few other considerations. In the future, we are going to want
to be able to predict things on the client fairly robustly. As I mentioned
earlier, we're looking into opening up player physics to MOD authors so that the
client and server can do the right thing and allow prediction to work better
than it has in the past. This will translate into much smoother player movement
in our games."
[2.2.4.4]: Yahn's Explanation III: Laggers Creating Lag?
I asked this question to Yahn: "There are some people that stated that if
someone with high latency on a server is playing, it lags other clients as well.
Is this true on TCP/IP? IPX/SPX is known for this... But TCP/IP? Bunch of LPBs
(low ping b@st@rds) complain about this every time someone with high latency
joins in on the server. This is yet one of those myths/facts that is needed to
be cleared up on the internet. I don't know the answer, but it would help if you
explained it." and he replied with the following:
"I'm pretty skeptical that there is any veracity to this. The only thing that
makes sense is that the additional player increases the CPU load on the server
because that guy is now a physical object interacting with the world. However,
one player shouldn't make much of a difference, so that seems a bit unlikely. As
far as the UDP/IP layer goes, there should be no difference. The new player
appears to the server just like any one else connected does. So I think it's
just a misperception (possibly intentional), but if someone can quantify it with
a repeatable case, I'd be highly interested. Barring that, I think this also
could be low-ping folks trying to keep the "easy kill" high-pingers off their
machines (of course, there are a lot of high-ping players who can still play
extremely effectively against the low-pingers)."
[2.2.5]: Modes
Here are some Half-Life multiplayer modes.
[2.2.5.1]: Co-op
I am sorry to say that Half-Life does not support Co-op, even though it had the
co-op command. But there's a way around it, although it is not hassle free and
have a few bugs: http://planethalflife.com/aftershock/coop/.
[2.2.5.2]: Deathmatch
Deathmatch is what it sounds like - free for all (basically). The objective is
to go around and stay alive and start killing. You want to die less and kill
more.
[2.2.5.3]: Teamplay
After the v1.0.0.8 patch release for Half-Life, Team Play is introduced.
Teamplay is almost like deathmatch, although you play as a team. How this work
is, teams are determined by what models you choose. Say you be a scientist.
Doesn't matter what color you are, but whoever else on the server that plays on
the Teamplay server, that is a scientist, would be on your team. And not matter
how much rounds you dump into your team mate, he/she probably won't die, unless
the server sets mp_friendlyfire to 1. How the score goes, works like this: of
all that is on your teammate, which would be all the scientists, would all
combine their scores and yours, to a total of a team consists of scientists. It
would show 'Scientists' and then the combinations of all your frags, deaths, and
the average latency of your entire team.
The fastest way to switch teams is to pull down the console and type this in:
model <model's name>. Where <model's name> would be the models provided with
Half-Life like Gordon, Gina, Scientist, Helmet, or HGrunt. Make sure you type in
the correct name of the models/skins, or you just created a misspelled team name
and defaulted your skin to any of the five original models and you would be the
only one on that team.
Also for team play, you can talk to your own teams, without the other people on
different teams see what is intended for your own team members. Defaulted is the
'u' key, enabling you to talk only with your team members. If you bind the 'u'
key to some other function, then type this in the console: bind x
"messagemode2". Where x is the key that you wanted to be pressed to access the
talk-to-team-member mode. Also, make sure you have the quotes around the
messagemode2.
Additional teamplay options, teamplay lets you drop weapons to your teammate. To
do this, bind a key to "drop". Example: bind x "drop". Where x = any key. This
cool option drops your current weapon that you have in your hands. Say you have
a MP5 in your hands. You execute the drop command. You would then drop your MP5
and all the associate ammo for the weapon. The dropped item would then appear as
a green cylinder pack just like the regular ones in the deathmatch mode when you
kill people and out ejects the green cylinder pack. This option is best used
with your teammate when they don't have ammo/weapon.
So to recap all that is Teamplay, just pick a model and that's how you either
change teams or create a team. Beware, that you're playing Teamplay mode, and
sometimes, you can't kill your teammate, hence don't be saying, "someone's
cheating, and I can't kill him/her!"
[2.2.5.4]: Team Fortress Classic
Team Fortress Classic (TFC) is Valve's new add-on for Half-Life that combines
the thrilling first-person multiplayer gameplay of the original Team Fortress
with Half-Life's leading edge technology. In Team Fortress Classic, you play one
of nine roles or classes, such as Medic, Soldier, or Engineer, and then join
your teammates online or over a LAN to battle against enemy teams. Each class
has unique weapons, items, abilities, and style of play. Check out section 2.2.8
for more information.
[2.2.6]: Options
Here are some options provided for Half-Life multiplayer connections.
[2.2.6.1]: Internet
To play on the internet, first of all, you need to connect to the internet
somehow. After that, you need to get the latest patch for Half-Life, which is
v1.0.1.3 so that it can allow you to play, or you won't be able to play because
most of the servers are v1.0.1.3. For beginners, launch Half-Life-> Multiplayer-
> Internet Games.
[2.2.6.2]: LAN
After the v1.0.0.8 patch release, Half-Life now supports these two protocols
that can be used for LAN games: IPX and TCP/IP. To play TCP/IP, each PC would
need to be assigned unique different IP address, with the same subnet mask. A
max of 5 users can use the same CD Key in LAN mode (not playing on the
internet). If you're new to LAN, then please visit this site to know what to do
about LAN games: http://www.lanparty.com. If you're having problems with LAN,
check out section 6.2.3 for some solutions to try. For any beginners, visit the
above link to know how to set up a LAN game first.
[2.2.6.3]: Modem To Modem
With 2 PCs with modem calling each other over phone lines, go here:
http://www.zipworld.com.au/~otser/modem.htm. This is a guide for Quake games,
but it is still the same technique to use modem to modem games.
[2.2.6.4]: Serial
With 2 PCs with a null modem/serial cable, go here:
http://ukq2ng.quake2.co.uk/pages/serial.html.
[2.2.7]: Proxy
Here are some information about proxies, with the usage of Wingate and Winroute.
When v1.0.1.0 patch was released (Mar 27, 1999) for Half-Life, Valve and WON.net
decided to change the authentication server port 7001 to 7002. Make sure the
port is changed or it won't work.
[2.2.7.1]: Wingate
Wingate can be used to try and play through proxies/firewalls. You can get it
at: http://www.wingate.net. Detailed proxy setup for Half-Life:
http://people.ne.mediaone.net/lmhansen/Games/HalfLife/
http://lmhansen.tzo.com/HalfLife/proxy1.html
For Wingate 2.1d and 3.0 (you can get 2.1d from the above URLs):
Half-Life Auth Server: TCP 7002 -> half-life.east.won.net:7002
Half-Life WON Server: TCP 6003 -> half-life.east.won.net:6003
Half-life Server Master: UDP 27010 -> half-life.east.won.net:27010
Half-Life Game Server1: UDP xxx -> ip.address.of.game.server:270xx
Half-Life Game Server2: UDP 27015 -> another.game.server:27015
Then connect to the game using the console: Connect wingate:27015
Also for Wingate 3.0:
Editing the file called hosts located in the C:\windows directory and put in the
IP of your Wingate machine followed by the
half-life.east/won.net. like this:
-- Hosts --
<your.pc.ip.address> half-life.east.won.net
- or -
<your.pc.ip.address> half-life.west.won.net
[2.2.7.2]: Winroute
Here's a web site that will tell you how to set up the game with WinRoute:
http://members.tripod.com/taniswolf/. The site to get WinRoute is:
http://www.winroute.com.
[2.2.8]: Team Fortress Classic
You can get Team Fortress Classic with patch v1.0.0.9 or higher for Half-Life.
Half-Life v1.0.0.9 or higher includes the TFC mod. Below are some information on
TFC.
[2.2.8.1]: Classes
Here are brief details. You can get further details by accessing the TFC manual.
Here are the nine classes listed with information:
~~~~~~~~~~~~~~~~~~
#1: SCOUT Details:
~~~~~~~~~~~~~~~~~~
WEAPONS:
#1 Crowbar
#2 Shotgun
#4 Nailgun
GRENADES:
Primary: Concussion
Secondary: Caltrop
SPECIAL SKILL:
Display Flag Status.
Further info: This is mainly for offense. Use this guy to go and get flags/keys.
The scout has great speed, and the fastest out of all the classes, so that's his
main advantage.
~~~~~~~~~~~~~~~~~~~
#2: SNIPER Details:
~~~~~~~~~~~~~~~~~~~
WEAPONS:
#1 Crowbar
#2 Sniper Rifle
#3 Auto Rifle
#4 Nailgun
GRENADE:
Primary: Hand Grenade
SPECIAL SKILL:
Toggle Rifle Zoom
Further info: This is mainly for defense. Use this guy to snipe out easy targets
in the open battlefield. If you hold down the primary fire key while using the
sniper rifle, your rifle would charge up, and your laser would brighten up a
lot, indicating the fully charged rifle. Charge it up for more power in the
killing rifle bullet for more damage.
~~~~~~~~~~~~~~~~~~~~
#3: SOLDIER Details:
~~~~~~~~~~~~~~~~~~~~
WEAPONS:
#1 Crowbar
#2 Shotgun
#3 Super Shotgun
#5 Rocket Launcher
GRENADES:
Primary: Hand Grenade
Secondary: Nail Grenade
SPECIAL SKILL:
Reload
Further notes: This guy can be on offense or defense position. Average all
around, but slow. You can rocket jump with the soldier. Just make sure you have
enough life so you don't kill yourself in the process.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#4: DEMOLITION MAN Details:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WEAPONS:
#1 Crowbar
#2 Shotgun
#4 Grenade Launcher
#5 Pipebomb Launcher
GRENADES:
Primary: Hand Grenade
Secondary: MIRV Grenade
SPECIAL SKILL:
Detonate Pipebombs
OTHER:
Set Detpack : +det5,+det20,+det50
Further notes: This guy can be on offense or defense position. Use pipebombs to
set traps, or go berserk with the grenade launcher. The grenade launcher are
blue grenades, and the pipebomb launcher are yellowish/green grenades. Max of 8
pipebombs permitted at one time.
~~~~~~~~~~~~~~~~~~
#5: MEDIC Details:
~~~~~~~~~~~~~~~~~~
WEAPONS:
#1 Medikit/BioWeapon
#2 Shotgun
#3 Super Shotgun
#5 Super Nailgun
GRENADES:
Primary: Hand Grenade
Secondary: Concussion Grenade
SPECIAL SKILL:
Select Medikit
Further notes: This guy is mainly for defense. The medic is used to heal wounds
of your injured teammates. Also can regenerate health in a few seconds, gaining
2% each. Can also heal itself when poisoned, so no need to call for another
medic to cure. It is fun when using the medikit and run at the opposing side and
try to heal them. Instead of healing the opposing side, you actually infect them
with poison. They will die very slowly, health decreases slowly. The infected
can run around, and if touch by any other person would get infected.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#6: HEAVY WEAPONS GUY Details:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WEAPONS:
#1 Crowbar
#2 Shotgun
#3 Super Shotgun
#5 Assault Cannon
GRENADES:
Primary: Hand Grenade
Secondary: MIRV Grenade
SPECIAL SKILL:
Select Assault Cannon
Further notes: This guy is mainly for defense. Here's a great tip: don't fire
too long, or you'll get, um... Find out for yourself if you're that curious.
Moves very slowly, when firing the assault cannon.
~~~~~~~~~~~~~~~~~
#7: PYRO Details:
~~~~~~~~~~~~~~~~~
WEAPONS:
#1 Crowbar
#2 Shotgun
#4 Flamethrower
#5 Incendiary Cannon
GRENADES:
Primary: Hand Grenade
Secondary: Napalm Grenade
SPECIAL SKILL:
Select Flamethrower
Further notes: This guy can be on offense or defense position. If you torched
the opponent, the opponent will still be on fire for a few seconds.
~~~~~~~~~~~~~~~~
#8: SPY Details:
~~~~~~~~~~~~~~~~
WEAPONS:
#1 Knife
#2 Tranquilizer Gun
#3 Super Shotgun
#4 Nailgun
GRENADES:
Primary: Hand Grenade
Secondary: Hallucinogenic Grenade
SPECIAL SKILL:
Open Disguise menu
Further notes: This guy is mainly used for offense. The funniest class that I
enjoy using. You can disguise yourself as the other team and run around acting
like you're on their side. Although you can be detected, just by the opponents
laying the cursor and try to I.D. you, they would know. If you are being
I.D.'ed, it will report the opponent's name and so they'll know it's a spy. By
the way, when tricking someone to be on their team, and they accept the
knowledge, when they turn their back on you, pull out that knife and knife them
in the back! Back stabber.
~~~~~~~~~~~~~~~~~~~~~
#9: ENGINEER Details:
~~~~~~~~~~~~~~~~~~~~~
WEAPONS:
#1 Spanner
#2 RailGun
#3 Super Shotgun
GRENADES:
Primary: Hand Grenade
Secondary: EMP Grenade
SPECIAL SKILL:
Open Build menu
Further notes: This guy can be on offense and defense. The engineer can build a
sentry gun, higher up the sentry gun's level, and just walk off and attack.
[2.2.8.2]: Maps
Here are the six official released maps for TFC:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2 Fortresses - Capture The Flag
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Map file name: 2fort.bsp
OBJECTIVE: Enter the enemy Base and make your way to where their Flag resides in
the Basement. Grab it and bring it back to your Battlements. Place it on the
raised square to Capture it.
SCORING: 10 points per Capture.
OTHER NOTES: Flag carriers drop the Flag when they die. Dropped flags return to
their Base after 60 seconds.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Canalzone 2 - Territorial Control
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Map file name: cz2.bsp
OBJECTIVE: Take Flags from your Base and place them on the Command Points
situated throughout the map. Use the map in your base to see who owns each
territory.
SCORING: 1 point for every 30 seconds you hold a Command Point.
OTHER NOTES: Flag carriers move at half-speed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hunted - Assassination/Escort
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Map file name: hunted.bsp
OBJECTIVE: The Hunted must reach the truck alive. The Assassins need to kill The
Hunted. The Bodyguards need to protect The Hunted.
SCORING: If The Hunted dies, the Assassins get 25 points. If The Hunted reaches
the truck, he and the Bodyguards get 50 points.
OTHER NOTES: Whenever The Hunted dies or makes it to the truck, all players are
moved back to their starting positions.
~~~~~~~~~~~~~~~
Push - Football
~~~~~~~~~~~~~~~
Map file name: push.bsp
OBJECTIVE: Grab the ball from the warehouse in the center of the field. Run it
into the ENEMY base and place it on the raised square to score a goal.
SCORING: 10 points per goal.
OTHER NOTES: Ball carriers drop the ball when they die. Dropped balls stay where
they are. All players are reset whenever a goal is scored.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Rock - Capture The Flag Variant
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Map file name: rock2.bsp
OBJECTIVE: Steal the Keycard from the enemy Warden's office. Take it across to
the other side of the enemy Base and hit the switch to release the Gas. Don't
bring the Keycard back to your own Base.
SCORING: 15 points to each Gas Release.
OTHER NOTES: To survive the Gas, get a protective suit from behind the marked
doors, or hide under the water.
~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Well - Capture The Flag
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Map file name: well.bsp
OBJECTIVE: Enter the enemy Base and make your way to where their Flag resides in
the Tower. Grab it and bring it back to the base of your Tower. Place it on the
raised square to Capture it. The flag will then return to the enemy Base.
SCORING: 10 points per Capture.
OTHER NOTES: Flag carriers drop the Flag when they die. Dropped flags return to
their Base after 60 seconds.
[2.2.8.3]: FAQ
If this FAQ doesn't answer any questions, then visit
http://www.halflifehq.com/independent/tfc/Official.html for another FAQ for TFC.
On August 24th, there were presents all over the server(s) that I've joined in
on. What gives?
-It's Team Fortress's anniversary.
I finally got the TFC patch. When I go into the multiplayer options, I don't see
any models to choose from. What gives?
-You don't choose your model in the multiplayer options. You actually make your
choice inside the game when playing. You'll be able to choose from nine classes
in the middle of the game. So just join a game and a menu will be presented to
you to choose a class upon entering the game.
I'm playing and then suddenly I see someone using my online name. Tell them to
stop using my name!
-That may not be the case. They're maybe spies. Spies may use your name to try
and disguise on your team. For example, you're the only engineer on your team.
If the spy picks to disguise as an engineer, then the spy will take your name.
But if there are several engineers on your team, then Half-Life will randomly
pick one from your team of engineers. If there are no engineer classes on your
team, then Half-Life randomly picks a name from your team. Go ahead, see if
anyone else is using your name! Pull down the scoreboard and see if there's
anyone besides you with your name.
How can I detect a spy?
-Well, there's a lot of ways, but here are two ways:
1. A scout comes near the spy and it will reveal that the spy who tried to fool
your team by disguising as your teammate will return as a normal spy and the spy
will be revealed who's true team the spy is on.
2. Pull out your shotgun and shoot at the person. If the person is on your team,
then your teammate won't bleed. If you see the person bleeding when upon
shooting, start chasing after that opponent! He's a spy!
I'm slowly losing life, and I see a gas mask on my HUD. What do I do?
-You are being poisoned by the bioweapon of the opposing team's medic. What you
can do is call a medic on your team to come and heal your poison.
How come when I play TFC, the other team seems to have an advantage like hurting
me more, etc...?
-Because of these two variables:
tfc_balance_scores 1 (enable score balancing)
tfc_balance_teams 1 (enable team balancing)
If set to one, then the losing team gets a boost to catch up and try to match
the other team's score. It's just trying to balance out and help out the losing
team to make it a fair game.
I can't hear footsteps in the game! How come?
-The option is defaulted off on the server side. So it's the server host that
would need to change it to on to enable the footsteps.
In the Hunted mod of TFC, I see the president play as an assassin/bodyguard. Is
this cheating?
-This is just a bug/glitch in TFC. However, it can also mean that someone cheat,
but not as always.
How do I build a sentry/dispenser?
-Press the "special" key to access the menu. From there, you can build what it
lists.
How do you put ammo in the sentry gun?
-Put out your spanner (wrench looking weapon) and hit your sentry gun with it.
It will then give you a menu.
How do I fix my sentry gun?
-Use your spanner or wrench looking weapon, and hit the sentry gun. A menu would
provide you with an option to fix your sentry gun.
Is it possible to rocket jump?
-Yes, it is possible to rocket jump. Pick the soldier class, look down, fire the
rocket while jumping, and you should jump very high.
What are the classes?
-Check out section 2.2.8.1 for more information.
When using the demolition man, how come I can't set the detpack (C4) for more
than 5 seconds, even though it says that it can set up to 50 seconds?
-You need to bind a key. Here's the examples with 3 timings given:
bind <key> "+det5" (5 seconds)
bind <key> "+det20" (20 seconds)
bind <key> "+det50" (50 seconds)
On The Hunted map, why can't there be more Assassins?
-The map limited it to a maximum of 5 assassins.
What are the objectives of the maps?
-Each map have their own distinctive objectives. Check out section 2.2.8.2 for
more information.
Is there a way to execute my autoexec.cfg/x.cfg files under TFC?
-Yes, place your autoexec.cfg/x.cfg under \Half-Life\Valve\TFC\
directory and do what you usually do how to enable your cfg file.
Is there other information about TFC?
-There are some in this FAQ, so scroll down further. Also, read the TFC manual
that came with v1.0.0.9+ patch. Upon installing v1.0.0.9+ patch, you did check
the box that says to put a link on your desktop for the TFC manual did you? It's
also in the Start Menu under Sierra program group. Another great site with great
expanded information is: http://www.planethalflife/modcentral/tfc/tfc.htm. It's
ModCentral's Guide to TFC. Check it out if you got the time.
[2.2.9]: Testing Multi-Player Maps Offline
To play multiplayer maps, there are three ways:
1. Get into Half-Life's console and type this in: map <level's name>
Example: map boot_camp
Note: you might need to issue the command "deathmatch 1" (no quotes) prior the
map command
2. Edit your HL parameter to be like this: hl.exe +map <level's name>
Example: hl.exe +map crossfire +deathmatch 1
3. Go through the Half-Life Multiplayer Menu and selecting the map would be the
easiest way, but the slowest way.
[2.3]: Single-Player
Half-Life offers three modes to play in:
Easy: Monsters are weak and are easy to kill.
Normal: Monsters are strong and are easy to kill.
Difficult: Monsters are strong and are difficult to kill.
[2.3.1]: 3rd Person View
The game lets you play like Tomb Raider style, where you get to see yourself in
action. Bring down the console and type in this: "thirdperson" or "chase_active
1" (no quotes).
To change position of seeing your character, type this in the console:
cam_idealyaw 0 (see the model from behind)
cam_idealyaw 180 (see the model from the front)
cam_idealdist 64 (sets the preferred distance from the player model for the
chase cam)
cam_idealpitch 0 (sets the preferred pitch for the chase cam)
chase_back 100 (sets the preferred cam distance from the player when backing
up)
chase_right 0 (sets the preferred offset to the side for the chase cam)
chase_up 16 (sets the preferred offset up for the chase cam)
To disable the 3rd person view, type in this: "firstperson" or "chase_active 0"
(no quotes).
Be careful when you play 3rd person view. Here are the reasons
why you should play 3rd person view if you:
1. Don't mind about not seeing the HUD. (health, armor, ammo)
2. Don't mind about not being able to aim correctly. Basically, no crosshair.
3. Don't mind about not being able to hear what the HEV announces.
4. Don't mind seeing where you get hit. (red signs)
Note: You can't use 3rd person view in multiplayer. You can only use it if the
server sets sv_cheats to 1, then you can use it.
[2.3.2]: Autosave
This is a built in feature of the levels that you play in Half-Life. Nothing can
be done about it. It requires to edit the levels, which is never going to be
done. Live with it. No patch will disable this feature. Maybe annoying feature,
but that's how it is.
[2.3.3]: Barneys
In the single player mode, you get to use the Barney(s) to assist your goals and
mow down enemies. Some people wonder how many can be used at one time to assist
with your goals. Well, the answer is unlimited. But the problem with more than
two is that if you happen to pass a doorway or a tight corridor or something
narrow space, then some of the Barney(s) will get stuck and freeze up. Then you
have to talk them one by one to get them through.
If you are wondering where they get the name Barney from, it's from a show
called Andy Griffen Show. Barney is a cop in that show, so they just took that
name and plug it into the nameless security guard and now known as Barney.
[2.3.4]: Cheats
To be able to cheat in Half-Life, you must run the game with this command: -
console. Add this command after HL.exe. You could do the following things to
achieve it:
1. Start Menu-> Run-> type in: <x>:\<hl dir>\Hl.exe -console
x=HDD
hl dir=Where Half-Life's directory resides in
2. Create a shortcut of Hl.exe-> (right click) Properties-> Shortcut tab->
Target box-> put in -console after hl.exe
3. Half-Life to be at least v1.0.0.9 and the console option will appear in the
main menu.
After enabling the console, you could access the console throughout the game by
pressing the [~] key (near the [Esc] key). After that, to be able to start
cheating, bring down the console and type this in: sv_cheats 1. Now, pass one
loading point of the game, and the cheating option should be enabled. You can
reload a saved game to access temporary cheats, but not all cheats will be
enabled. Some cheats will work if a level isn't loaded. Other cheats will not
work until you pass a loading point of a level and it will be enabled (like
impulse 101). You must pass a loading point to enable it.
To cheat, bring down the console by pressing the [~] key, type in the following
things and press enter afterwards):
god (type in god again to turn off god mode)
noclip (type in noclip again to turn off noclip mode)
impulse 101 (this gives almost everything)
/give item_antidote
/give item_battery
/give item_healthkit
/give item_longjump
/give item_sodacan
/give item_suit
/give ammo_357
/give ammo_9mmclip
/give ammo_buckshot
/give ammo_crossbow
/give ammo_egonclip
/give ammo_gaussclip
/give ammo_mp5clip
/give ammo_mp5grenades
/give ammo_rpgclip
/give weapon_357
/give weapon_9mmhandgun
/give weapon_crossbow
/give weapon_crowbar
/give weapon_egon
/give weapon_gauss
/give weapon_handgrenade
/give weapon_hornetgun
/give weapon_mp5
/give weapon_rpg
/give weapon_satchel
/give weapon_shotgun
/give weapon_snark
/give weapon_tripmine
map xxxx
xxxx=
c0a0 c0a0a c0a0b c0a0c c0a0d c0a0e
c1a0 c1a0a c1a0b c1a0c c1a0d c1a0e
c1a1 c1a1a c1a1b c1a1c c1a1d c1a1f
c1a2 c1a2a c1a2b c1a2c c1a2d
c1a3 c1a3a c1a3b c1a3c c1a3d
c1a4 c1a4b c1a4d c1a4e c1a4f c1a4g c1a4i c1a4j c1a4k
c2a1 c2a1a c2a1b
c2a2 c2a2a c2a2b1 c2a2b2 c2a2c c2a2d c2a2e c2a2f c2a2g c2a2h
c2a3 c2a3a c2a3b c2a3c c2a3d c2a3e
c2a4 c2a4a c2a4b c2a4c c2a4d c2a4e c2a4f c2a4g
c2a5 c2a5a c2a5b c2a5c c2a5d c2a5e c2a5f c2a5g c2a5w c2a5x
c3a1 c3a1a c3a1b
c3a2 c3a2a c3a2b c3a2c c3a2d c3a2e c3a2f
c4a1 c4a1a c4a1b c4a1c c4a1d c4a1e c4a1f
c4a2 c4a2a c4a2b c4a3
c5a1
[2.3.4.1]: How To Skip Level
To do a level skip, you must do the following:
1. Enable the console.
2. Enable the cheat codes by "sv_cheats 1".
3. Do a quicksave where you're currently at if you haven't done so.
4. Do a quickload. Now, the important part here is to pay attention to what the
console displays. Look for the following context: cxax. Where x could be any
numbers. The cxax is the name of the level that you maybe on. There would be a
few of these displayed in the console, so pick one of them, and enter a number
higher than it is. For an example: you see c1a0 in the console. If you want to
skip the current map, you need to then type in the console: map c1a1. To know if
the map is available, look in section 2.3.4 (above this section) to see if
there's a valid map. If not, go onto the next higher one.
[2.3.5]: Fun Things To Do
Here are some fun things to do on your first day at the job (Anomalous Materials
level in the beginning of the game):
-To the left of the main entrance (the lobby where the reception desk is), there
is a deactivated computer console. You can see partial edge of the computer
console on top of a shelving area next to the collection of TV screens. Go to it
and activate it.
-At the reception desk where the guard is at the main entrance, go to the back
side of the desk and there should be a button near the guard's keyboard. Press
it.
-In the scientist lounge room area (where there's two soda machines are and a
scientist sitting at a table and another roaming within the place trying to get
a soda), go to the microwave and press the button for less than 10 times (you'll
hear an increase high pitched sound FX each time you press the button).
-In the room (near the MIB talking to a scientist) that has three scientists
(one at the drawing board, one at a laptop, and one just walking around). To the
left of the entrance door, there's a light switch. Press the switch.
[2.3.6]: High Jump
To do a high jump, simply jump. While jumping, press the crouch key, and from
this, it would make your character tuck their legs in while jumping in mid air.
This would enable you to jump on crates that you can't get on if you do a
regular jump. If this can't help you, see section 2.3.7 for details.
[2.3.7]: Learn How To Play
Half-Life offers a tutorial mode for players who wants to get use to Half-Life's
offerings, or for people who just bought their first FPS ((F)irst (P)erson
(S)hooting) game. You go through almost everything that you got to know before
playing the game. From Half-Life Main Menu, click on Hazard Course and you're on
the way to learn how to do some cool stuff and learn a couple of movements of
Half-Life's offerings, especially the long jump move that everybody gets
confused of.
[2.3.8]: Long Jump
To do a long jump, you must move forward. While moving forward, simply press the
crouch key, and then press the jump key right after crouching, and that should
launch you very far. To get a better learning of this, see section 2.3.7 for
details.
[2.3.9]: Man In Blue/G-Man
Here comes the MIB... It's that MIB! I see him! Well, for you all who wonder who
he is, or what is he, from the past, shooting him, trying to kill him with
anyway possible, but seems to be immune to all attacks, you will soon find out.
Beat the game, and you should find out who he is and why you see him through out
the game.
He is also called "G-Man". You can also play as the G-Man model under
multiplayer. Go to this site:
http://www.planethalflife.com/dl/dl.asp?planethalflife/HLMPC.zip and download
the Valve Multiplayer Package and there are additional multiplayer things with
this package.
As I wonder, one day in social studies class, there was a video shown and what
caught my attention was a word mentioned "G-Men". As I thought about it, it
actually does fit in somewhat. G-Men were government agents - working in
conjunction of the FBI and to crack down crimes. I don't know where the crime
fits in, but it sure makes a lot of sense where the word G-Man came from and how
it surely describes the MIB as some government agent. Wow, it sure showed that I
did learn something in school.
There is something weird about his briefcase. If you cheated, and use the
'noclip' command, go into his brief case and be confused what you see in the
briefcase. It is recommended that you do this at the end of the game just for
the hell of it.
[2.3.10]: Preserving Saved Files
When reinstalling/removing Half-Life, all you need to keep the saved files is to
copy the directory \Half-Life\Valve\Save\ and put it somewhere safe. After
reinstalling Half-Life, put that directory back and you should have all your
saved games back safely and be able to play where you last left off.
[2.3.11] Saved Games
There are three saving techniques for Half-Life:
1. Autosave: automatically saves between each important events during the level
2. Quicksave: pressing the defaulted [F6] for quick save; [F7] for quickload.
3. Manualsave: going through the menus and access the save menu.
Note: When updating Half-Life (patching), there is no worry about incompatible
versions. The saved games will work under any current version of Half-Life.
[2.3.12]: Walkthrough
http://pcgame.svwh.net/randy/fullwalkthru.htm
http://www.gamespot.com/features/halflife_gg/
http://www.gameguides.com/guides/halflife/
http://www.won.net/guides/prima/halflife/
[2.3.13]: Who You Play As
You play as Gordon Freeman, a new employee at Black Mesa in New Mexico. More
details are given at the beginning of the single player mode introduction of the
train ride to work. By the way, you're late for work.
CHAPTER [3]: HALF-LIFE ADD-ONS
[3.1]: Commercial
Here are some commercial products to be released for Half-Life related.
[3.1.1]: Opposing Force
Half-Life just got word that it will have an add-on: Opposing Force. Visit
http://www.opposingforce.net to find more about Opposing Force. Opposing Force
gone gold on November 10, 1999, and then released on Friday, Novermber 19, 1999.
Here's a link to an Opposing Force FAQ: http://sol.wctownhall.com/OpFor/. When
getting Opposing Force, it is required that you have the retail version of Half-
Life, at least v1.0.0.9.
[3.1.2]: Team Fortress II
Team Fortress II was going to be an add-on for Half-Life. But, the creators
decided to change the add-on part and make it a stand-alone product, which it is
a new game to be installed on the HDD. You are going to pay this product at a
full game retail price, just like Half-Life. The official name of the product
is Team Fortress II: Brotherhood of Arms. Here are some links for TF2:
http://www.tf2.com
http://www.planetfortress.com
http://www.fortress2.com
[3.2]: Modifications
Below, I listed the mods currently available for download, even if it's in beta.
Go to http://www.planethalflife.com/modcentral/ to get more info on other mods
that are not listed below. You can also use the 'Custom Game' option from Half-
Life's main menu to see other mods available for download.
[3.2.1]: Action Half-Life
http://ahl.telefragged.com/
[3.2.2]: Classic Capture The Flag
http://www.planethalflife.com/aftershock/cctf/
[3.2.3]: Cold Ice
http://www.planethalflife.com/coldice/
[3.2.4]: Counter-Strike
http://www.counter-strike.net/
[3.2.5]: DMPlus
http://www.planethalflife.com/dmplus/
[3.2.6]: Firepower
http://members.aol.com/FPower01/
[3.2.7]: Jailbreak
http://contaminated.net/jailbreak/
[3.2.8]: Kenders That Kill
http://www.converted2.com/ktk/main.shtml
[3.2.9]: Lambda Arena
http://www.planethalflife.com/la/
[3.2.10]: Oz
http://www.planethalflife.com/aftershock/oz/
[3.2.11]: Rocket Crowbar
http://www.geocities.com/Pipeline/Ramp/1901/
[3.2.12]: Sven Co-op
http://www.contaminated.net/aftershock/coop/
[3.2.13]: Science and Industry
http://www.contaminated.net/si/
[3.2.14]: Team Fortress Classic
Valve decided to release TFC, for Half-Life, which is ported from Quake to Half-
Life. The release date was 4/6/99. Check section 2.2.8 for more information on
TFC. Here's a link to check out TFC officially:
http://www.sierrastudios.com/games/tfclassic/.
[3.3]: Total Conversions
Here's a list to total conversions being made:
http://www.contaminated.net/wavelength/tclist.htm.
CHAPTER [4]: HALF-LIFE EDITING
General editing information can be found at
http://www.planethalflife.com/wavelength/.
[4.1]: CFG Files
Autoexec.cfg is an automatic start up configuration file for Half-Life. You can
create this file easily, by creating a blank text file, and rename it, giving it
the last three file extensions ".cfg", hence the file "autoexec.cfg". This file
is very useful if you keep on typing in the commands that you often use. Putting
those commands that you use every time you play Half-Life, it would
automatically execute the command(s) into Half-Life's configuration and you
should never touch that command again, unless you want to change the current
value of the command. Any commands that can be used within the console of Half-
Life can be placed in this autoexec.cfg. To get autoexec.cfg to execute itself
regularly upon Half-Life's start up, place the autoexec.cfg into the directory
\Half-Life\Valve\. But to make sure that it works, execute it upon every change
you make to the autoexec.cfg to ensure that the commands are accepted. Bring
down the console and type in: exec autoexec.cfg.
For those who edit the config.cfg, do not edit it any further, because what you
just put in there will not be used. Half-Life regenerates that file every time
Half-Life is executed. Put it in a self name cfg file or in the autoexec.cfg so
that it can be executed when Half-Life starts automatically. That's why
sometimes you wonder why those commands that you just put in the config.cfg
don't work.
To make it easy on you, here's a link to create an autoexec.cfg, or actually
commands to be put into the autoexec.cfg:
http://www.voodooextreme.com/tweak3d/autoexec/halflife/. Remember, autoexec.cfg
is a based text file, and is also needed to be created from scratch. Just create
a blank text file, like autoexec.txt, then placing commands in the text file,
and then rename it to autoexec.cfg.
Any other <name>.cfg can be executed by just entering this in the console:
exec <name>.cfg
That should execute a custom made cfg. Make sure that the custom cfg is where it
should be, like for examples:
For regular Half-Life DM and Teamplay, put the cfg in \Half-Life\Valve\
For Half-Life TFC, put the cfg in \Half-Life\TFC\
When creating any cfg, make sure to put a carriage return (an empty line) at the
end of the file. Error symptoms are Barneys (security guards) dying without any
indication of harmful effects done to them.
When installing the game, only D3D.cfg exists, but opengl.cfg does not. D3D.cfg
could be found in \Half-Life\Valve\hw\ directory. You have to create opengl.cfg
manually and place it in \Half-Life\Valve\hw\.
To know what are the best commands to put in your D3D.cfg/Opengl.cfg, please
refer to:
Shockwave: http://www.voodooextreme.com/reverend/flash/Main.html
Regular: http://www.voodooextreme.com/reverend/Main.html
It has a lot of command explanations that helps you decide if the gl_x commands
are worth using.
[4.2]: Creating Custom Levels
Worldcraft is the only necessary program to create custom made levels for Half-
Life. See section 4.6 for more on Worldcraft. There are also other programs than
Worldcraft that can create custom levels for Half-Life. Here are a three of
them:
QERadiant: http://halflife.qeradiant.com/
Qoole: http://www.qoole.com/
Quark: http://www.planetquake.com/quark/
[4.3]: Crosshairs
You can edit the color of the crosshairs in Half-Life or even how they look.
Visit this site to find out how: http://members.aol.com/rjdriver/bullseye.htm.
[4.4]: Pak Files
To view all the goodies that Half-Life uses, like the models and sound FXs to
the maps that are used in the game, just go to:
http://www.planetquake.com/qped/ and download the QpedII program. This is a pak
viewer and it could extract files from the pak0.pak that came with Half-Life.
Another pak viewer is Pak Explorer, at http://quakestuff.telefragged.com/. By
using any of these two programs, you can also extract anything found in the
pak0.pak.
[4.5]: SDK
Stands for (S)oftware (D)eveloper's (K)it. You can download the SDK at
http://ftp.won.net/pub/half-life/sdk/. There are two flavors to download - the
standard (largest file, around 13MB) or minimal (smaller than the standard,
about 11MB). To get started on programming the mod that you intended, here's a
couple of links with some tutorials to help you: http://hlpp.cjb.net/ and
http://www.planethalflife.com/wavelength/.
[4.6]: Worldcraft
Here are some Worldcraft topics. I am not going to cover Worldcraft specifically
in this HLFAQ. There's a WCFAQ already, so read that instead. Below are some
general broad topics brought up for Worldcraft that I can handle. More
technical/complex information about Worldcraft should be read in the WCFAQ. Two
links are given in section 4.6.5.
[4.6.1]: General
Is Worldcraft included with Half-Life?
-Yes.
Where could it be found?
-Only on Half-Life CD, which should be at the root directory of your CD-ROM
drive. The file name is wc20full.exe.
Is Worldcraft shareware or full version?
-Full version.
What version is Worldcraft?
-v2.0 beta from Half-Life CD. It is now up to v2.1 beta.
Where can I get Worldcraft news?
-http://halflife.gamedesign.net
What is the link to WC v2.1 beta upgrade?
-http://halflife.gamedesign.net/resources/wc21_info.shtml
Can Worldcraft that came with Half-Life be used to build other game levels, say
like Quake, etc...?
-Almost impossible. The only Worldcraft that is compatible with other games, you
need to use the old Worldcraft v1.6.
Can Worldcraft create TFC maps?
-Yes. Go get the WC v2.1 beta and you should have the option to do so.
Does Worldcraft offer any manuals and/or technical help?
-No manuals included with the editor and/or technical help. It is because this
editor is in a beta stage. But it does offer a basic tutorial. It is under Help
menu.
How to install Worldcraft so that I could avoid any mishaps?
-Check out section 4.6.2.
How to set up Worldcraft?
-http://halflife.gamedesign.net/resources/worldcraft2_setup.shtml
Can Worldcraft open up the maps/levels that Valve did?
-Well, sort of. But this requires several steps to achieve this goal. First, you
need to get a program that can open up .pak format. You can get one by going to
section 4.2 and get QpedII. Then after getting that, open up the pak0.pak from
\Half-Life\Valve\ and go under Map directory of the pak0.pak. You will then see
*.bsp. Extract what map/level you want and export it. After exporting, you need
to get a program called WinBSPC, which converts .bsp formats to .map format,
which Worldcraft would understand. WinBSPC can be found at:
http://www.botepidemic.com/gladiator/download.shtml. Go to that page and scroll
down to "WinBSPC". Download the appropriate file. Use WinBSPC to convert the
.bsp format to .map format, and then open up the .map format with Worldcraft,
and there you go, you have successfully ripped one of Valve's map/level.
[4.6.2]: Installing
When some people installed Worldcraft, some of the textures and other things
were corrupted when using WC. To fix this, try installing WC without any
spacing, and in the same hard drive as Half-Life. When WC installs, it included
a space. Removing the extra space would fix the corruption (i.e.: Program
Files). To avoid any mishaps, follow the installation guides found at:
http://www.contaminated.net/wavelength/levels/resources/setupwc.html
http://halflife.gamedesign.net/resources/worldcraft2_setup.shtml
[4.6.3] Mailing List
This is for those who wants to join on a mailing list about Worldcraft 2.x
announcements:
"Something many people request is to be emailed when something new is happening
with Worldcraft. This is pretty hard to do without a mailing list. So, now,
there is a mailing list. :) To subscribe, send mail to:
listadmin@valvesoftware.com and in the first line of the email, put the line:
subscribe wc_announce Don't worry about the email's subject line, and don't put
anything else in the message body. A little while after sending that, you should
be emailed asking for confirmation to be added to the list. Reply to that email
with the confirmation number, and you're finished. This is strictly an
annoucement mailing list - you will not be able to post to it. When any new
information is available about the status of Worldcraft 2.x, I will post it to
the mailing list."
Well, not much of a mailing list, but it's good for those who are into
Worldcraft announcements and so forth.
[4.6.4]: Tutorials
Here are some that could be found here:
http://www.gamecraft.com
http://www.planetquake.com/worldcraft/
http://www.contaminated.net/wavelength/
http://halflife.gamedesign.net/
[4.6.5]: WC Editing FAQ
If you have questions about editing or running Worldcraft, then here's a couple
of links that you don't want to miss:
http://halflife.gamedesign.net/resources/faq.shtml
http://www.gamedesign.net/half-life/half-life_faq.shtml
CHAPTER [5]: HALF-LIFE OFFICIAL RELEASES
A listing of official releases from Valve and only from Valve.
[5.1]: Extras
Here are some things to consider checking them out as they're from Valve only.
[5.1.1]: Maps
1. Crossfire (v1.0.0.8+ patch update)
2. Double Cross
(http://www.planethalflife.com/dl/dl.asp?planethalflife/doublecross.zip)
3. Frenzy (v1.0.0.8+ patch update)
4. Rust Mill
(http://www.planethalflife.com/dl/dl.asp?planethalflife/rustmill.zip)
5. Team9 (Valve Multiplayer Package)
[5.1.2]: Models
1. Barney (v1.0.0.8+ patch update)
2. Cannibal (Valve Multiplayer Package)
3. G-Man (Valve Multiplayer Package)
4. Recon (Valve Multiplayer Package)
5. Robot (v1.0.0.8+ patch update)
6. Santa Claus (http://halflife.gameplex.net/hlinc/files/santa.zip)
7. Skeleton (Valve Multiplayer Package)
8. Too Much Coffee Man (ftp://ftp.pcgamer.com/tmcm.exe)
9. Zombie (v1.0.0.8+ patch update)
[5.1.3]: Multi-Player Modes
There are currently three multi-player modes that you can choose from in Half-
Life that comes standard to Half-Life patches:
1. Deathmatch: Plain killing
2. Teamplay: Plain killing, but with teams (v1.0.0.8+)
3. Team Fortress Classic: Objectives with teams (v1.0.0.9+)
[5.1.4]: Valve Multiplayer Package
http://www.planethalflife.com/dl/dl.asp?planethalflife/HLMPC.zip
The contents are:
1. G-Man multiplayer model - the infamous guy with a briefcase. Ted Backman,
modeler.
2. Recon grunt multiplayer model - the human military commander. Ted Backman,
modeler.
3. Cannibal multiplayer model - a humorous comic book character from Chuck
Jones' twisted childhood.
4. Skeleton multiplayer model - low visibility, low contrast model. Hard to play
against. Steve Theodore/Chuck Jones, modeler.
5. New decals - collection of multiplayer decals including flags, political
parties, barnyard animals and other images from, yes, you guessed it, Chuck
Jones' twisted childhood.
6. Team9.bsp - a new team map intended for 4 on 4 competition. Developed by Doug
Wood, who did the Bounce map.
[5.2]: Patches
Here's the list of the current patches released for Half-Life, and containing
the list that it fixes for each of the patches. You can get the latest patch by
running the Sierra Utilities and select the AutoUpdate option. The current
version of Half-Life right now is v1.0.1.3. It is always a good idea to run
Sierra's AutoUpdate utility to get the latest Half-Life version.
When using the AutoUpdate feature, the patches that are downloaded for Half-Life
are stored under \Half-Life\~SIGSpat\. Just rename the files to exe extension
and you can store it somewhere else to reuse it at a later time.
You can manually download patches for Half-Life. Here are the official places
that you can get them:
US versions only:
ftp://ftp.sierra.com/pub/patches/pc/ (west coast of US)
ftp://ftp2.sierra.com/pub/patches/pc/ (east coast of US)
All foreign/US versions only:
http://ftp.won.net/pub/half-life/ (via FTP)
Note: for the foreign version, select the appropriate folder for your country's
version.
http://www.won.net/channels/action/half-life/downloads.html (website links)
[5.2.1]: v1.0.0.6
Date released: ??, 1998
Update v1.0.0.6 addresses:
1. Disabled the music track check in CD Authentication. One problem that some
people faced was that they have CD-ROM drives that either can't play the music
tracks or they have disabled CD audio on that device. We've disabled the portion
of the CD authentication that checked for the music tracks since it was tripping
up legitimate customers. Of course they still won't hear the music until they
get their CD audio fixed, but they would have that with any game that uses CD
music.
2. Adjusted the default configuration for multiplayer to be more appropriate for
people with lower speed modems or with high ping/bad packet loss.
3. The default rate for LAN games is now set to 9999. Previously the LAN rate
was being set to the be the same as the Internet rate.
4. Removed the WON authentication attempts for LAN games. LAN games are limited
to a single Class B address range.
5. Fixed an uninstall issue that may affect custom locations.
6. Fixed an A3D underwater sound bug.
[5.2.2]: v1.0.0.8
Date released: January 13, 1999
Update v1.0.0.8 addresses:
1. Improved multiplayer performance through bandwidth optimizations and better
prediction. Modem users will see less apparent lag as a result.
2. Added support for IPX based LANs.
3. Added teamplay option for multiplayer games.
4. Added option to limit total number of decals you can see in multiplayer. Try
setting 'r_decals 500' if you're experiencing slowdowns after long periods of
game play.
5. Joysticks can now be used to move at the same time a mouse is used to look.
6. The server ping can now be shown as a numeric value instead of green dots.
Use the "-numericping" command line option when launching hl.exe.
7. Improved ladder performance in multiplayer.
8. Added EAX 4 speaker support.
9. Fixed bug that allowed bypassing of ammo reloading.
10. Fixed bug where train sounds and rocket sounds would play repeatedly in
multiplayer games.
11. Increased number of regional multiplayer servers.
12. Increased accuracy of ping calculations in the Internet Games menu.
13. More accurate latency score in game for other players.
14. Fixed bug preventing climbing ladders when playing with a joystick.
15. Added 3 new player models (Security guard, military robot, zombie) and 2
multiplay maps (frenzy.bsp, crossfire.bsp).
[5.2.3]: v1.0.0.9
Date released: April 7, 1999
Update v1.0.0.9 addresses:
1. This update will install Team Fortress Classic. Launch Half-Life as normal
and click on the 'Custom Game' button. Click on the 'Activate' button to load
Team Fortress Classic as the currently selected game.
2. Launcher now supports downloading of custom modifications for Half-Life.
Clicking on the custom game button will bring up a list of the current games on
the Half-Life modification sever.
3. Launcher now shows if a server is a dedicated, listen, or Linux server.
4. Launcher detects if servers are running the same version of Half-Life as you.
5. Support for pinging multiple master servers added.
6. Sorting options are now more robust in the launcher.
7. Server passwords are checked before game engine is started.
8. Dedicated server logging added.
9. Dedicated server will now echo all client talking to the dedicated server
console.
10. Open GL multitexturing optimized.
11. Open GL decal usage optimized.
12. Single player game will no longer open up a Dial-Up connection box for
Internet Explorer 4.0 users.
13. Fixed 'Used Decal # without a name problem.
14. Decal downloading streamlined.
15. Fixed timedemo/demo playback problems.
[5.2.4]: v1.0.1.0
Date released: May 27, 1999
Update v1.0.1.0 addresses:
1. Dedicated server is now a console application, making remote administration
easier.
2. Server browser downloads server information based on bandwidth.
3. Reduced data sent on server updates, making updates faster.
4. Dedicated server optimized.
5. Team Fortress game code optimized.
6. Invalid authentication after attempting to join a full server bug fixed.
7. Empty sever list on low-bandwidth connection fixed.
8. Water prediction code optimized.
9. DNS lookup on LAN servers fixed.
10. Latency values are more accurate in launcher.
[5.2.5] v1.0.1.3
Date released: August 18, 1999
Update v1.0.1.3 addresses:
1. Mod browser now supports .zip file compression.
2. TF Stats included with this update. This will take server log files and
create a webpage with the results of the match. Refer to
\halflife\tfc\TFStats.htm for instructions.
3. Server now allows banning by userid. Refer to TFCServer.htm located in your
\halflife\tfc\manual folder.
4. Updated TFC manual with information on running a TFC server.
5. Fixed problem where too many packets were being sent at signon that was
causing problems for cable modem users.
6. Team 4 can now score on 4 player TFC maps.
7. Fixed soldier's nail grenades in TFC.
8. Demo Playback fixed.
9. Userinfo overrun fixed.
10. Spies feigning in doorways will no longer drop all clients on server.
11. Grenades will no longer detonate if you change teams.
12. Dedicated server no longer requires hw.dll for authentication.
13. Dedicated server will heartbeat with +map in the command line.
CHAPTER [6]: TROUBLESHOOTING
[6.1]: Before Getting Started
Here are some suggested ideas to take into consideration.
[6.1.1]: Readme.txt
Why is it that almost some percentage of people who buy software or any other
products don't read the freaking 'readme.txt'??? This file here, is your
solution friend and could solve most of the complaints that are produced! Please
take an advantage and go and read the 'readme.txt' file located at the base of
Half-Life directory.
[6.1.2]: Scan/Defrag
It is recommended that you use ScanDisk to scan for HDD errors and use Disk
Defragmenter to defragment your HDD. Visit section 7.3.2.1 for defragmentation
information, and section 7.3.2.2 for ScanDisk information.
[6.1.3]: Update Files
It is best to have the most updated drivers for your components of your
computer.
-Video Card
-Sound Card
-OS (Win9x/WinNT patches)
-CD-ROM
-Mouse
The patches/drivers can solve problems that are currently present on your
system. It can also boost performance and fix glitches. Another thing to take
into consideration, are the updates on Half-Life itself. Currently from the
release of