See https://www.youtube.com/playlist?list=PLhbfQEaWd5MPiSEm4Ll23inE7ClMBWpYG for a collection of Source Engine shenanigans.
Besides HL 1&2, November in different years saw the releases of:
HL SDK (25.11.98)
Opposing Force (19.11.99)
Decay (14.11.01)
Source SDK (5.11.04)
HL:Source (16.11.04)
HL2:Deathmatch (30.11.04)
As well as Garry's Mod (29.11.06).
Besides HL 1&2, November in different years saw the releases of:
HL SDK (25.11.98)
Opposing Force (19.11.99)
Decay (14.11.01)
Source SDK (5.11.04)
HL:Source (16.11.04)
HL2:Deathmatch (30.11.04)
As well as Garry's Mod (29.11.06).
store.steampowered.com/app/2467100/...
store.steampowered.com/app/2467100/...
My Lost Coast Anniversary Update!
It fixes bugs and oversights and adds more detail.
Readme: pastebin.com/S2ubYcxU
Moddb: www.moddb.com/mods/half-li...
GB: gamebanana.com/mods/629540
My Lost Coast Anniversary Update!
It fixes bugs and oversights and adds more detail.
Readme: pastebin.com/S2ubYcxU
Moddb: www.moddb.com/mods/half-li...
GB: gamebanana.com/mods/629540
For years it made it a little sad that it's filled with these small but noticeable flaws that'd take very little work to fix.
The 2025 Anniversary Update mostly didn't touch LC. The flaws remain.
But, and I have it on good authority, this is about to change.
For years it made it a little sad that it's filled with these small but noticeable flaws that'd take very little work to fix.
The 2025 Anniversary Update mostly didn't touch LC. The flaws remain.
But, and I have it on good authority, this is about to change.
How many people 1) notice in the first place, 2) appreciate or hate, that DI doesn't stop fall damage in liquids?
Unlike HL1-2, you can land in a meter of water and still die from impact in DI.
This is one of the times 'realism' was attempted as its own goal. How well did it work?
How many people 1) notice in the first place, 2) appreciate or hate, that DI doesn't stop fall damage in liquids?
Unlike HL1-2, you can land in a meter of water and still die from impact in DI.
This is one of the times 'realism' was attempted as its own goal. How well did it work?
I've been working on this for a few years, tuning it to my mapping style, with bugfixes, some automation, expanded functions, even a couple new tools.
Now it's available for everyone interested on my GitHub.
github.com/Cvoxalury/so...
I've been working on this for a few years, tuning it to my mapping style, with bugfixes, some automation, expanded functions, even a couple new tools.
Now it's available for everyone interested on my GitHub.
github.com/Cvoxalury/so...
New school year begins and I learn from classmates about a new-ish game "Half-Life 2" (had no Internet, didn't read gaming magazines, didn't know).
I've been playing HL2 for 20 years now. While I have many favourite games, this one's the dearest, and must've influenced me the most.
New school year begins and I learn from classmates about a new-ish game "Half-Life 2" (had no Internet, didn't read gaming magazines, didn't know).
I've been playing HL2 for 20 years now. While I have many favourite games, this one's the dearest, and must've influenced me the most.
Those who pay extreme attention may notice that each time you start Lost Coast, a board falls from the sky and splashes near the Fisherman.
This is because on spawn, one of the boards on Helicopter arena clips into scaffolding collisions and gets forced out by the physics.
Those who pay extreme attention may notice that each time you start Lost Coast, a board falls from the sky and splashes near the Fisherman.
This is because on spawn, one of the boards on Helicopter arena clips into scaffolding collisions and gets forced out by the physics.
A rock near the ship wreck was intended to have seagull poop splattered over it. Except, it was moved during development. The decals ended up being too far from it, & they use the wrong class (work only on brushes).
Not to worry: just shy of 20 years later, I fixed it all.
A rock near the ship wreck was intended to have seagull poop splattered over it. Except, it was moved during development. The decals ended up being too far from it, & they use the wrong class (work only on brushes).
Not to worry: just shy of 20 years later, I fixed it all.
Sifting through the code, came across command "striderbuster_allow_all_damage 0". It prevents anyone but player from detonating Magnusson Devices.
"Sweet", I thought, "I'll just switch it on and let rebels blow up Striders w/ bombs."
Well it works. But it also blows up the game.
Sifting through the code, came across command "striderbuster_allow_all_damage 0". It prevents anyone but player from detonating Magnusson Devices.
"Sweet", I thought, "I'll just switch it on and let rebels blow up Striders w/ bombs."
Well it works. But it also blows up the game.
Ep2 adds pumpkins. The first 3 can be found at the farm before the Advisor. There're dead rebels; stands to reason they visited/used the farm. Station 21 isn't very far.
Next 4 are after White Forest Inn, on the road to WF Base. The inn also was used by rebels.
Ep2 adds pumpkins. The first 3 can be found at the farm before the Advisor. There're dead rebels; stands to reason they visited/used the farm. Station 21 isn't very far.
Next 4 are after White Forest Inn, on the road to WF Base. The inn also was used by rebels.
It's been known since 2007 that Ep2 Lamarr has an unused animation "lamarr_space" where she's floating.
Only now I found out the pre-release version of Ep2's last level, from March 2007, calls for a Lamarr camera entity before rolling credits. The entity, however, is missing.
It's been known since 2007 that Ep2 Lamarr has an unused animation "lamarr_space" where she's floating.
Only now I found out the pre-release version of Ep2's last level, from March 2007, calls for a Lamarr camera entity before rolling credits. The entity, however, is missing.
DI's Combine Soldiers, Metrocops, Citizens, and Stalkers have extra AI to shoot already dead enemies "for good measure". It may seem trivial, accidental and hard to notice, but it was intentionally copied from Alyx's Episodic AI (the only such instance in the games).
DI's Combine Soldiers, Metrocops, Citizens, and Stalkers have extra AI to shoot already dead enemies "for good measure". It may seem trivial, accidental and hard to notice, but it was intentionally copied from Alyx's Episodic AI (the only such instance in the games).
I've examined the Bridge Point train's speed across the years.
2004: max speed is 800. "game of chicken" trigger starts the train w/ speed of 245.
2006: 800/245
2009, before Orange Box engine switch: 800/245
2013-2024: 800/245
2024, Anniversary update: 800/240
2025: ??? (info pending)
I've examined the Bridge Point train's speed across the years.
2004: max speed is 800. "game of chicken" trigger starts the train w/ speed of 245.
2006: 800/245
2009, before Orange Box engine switch: 800/245
2013-2024: 800/245
2024, Anniversary update: 800/240
2025: ??? (info pending)
The broken pistol texture in Arkane's Ravenholm is the usual pistol texture from HL2; they must've changed the UV and not the texture. I painted the recognisable elements here. The dead giveaway to me is the little circle above the index fingertip, comes from the grip part.
The broken pistol texture in Arkane's Ravenholm is the usual pistol texture from HL2; they must've changed the UV and not the texture. I painted the recognisable elements here. The dead giveaway to me is the little circle above the index fingertip, comes from the grip part.
Robot Grunt from Half-Life
Robot Grunt from Half-Life
In Point Insertion, this white window has a small wall behind it, secluded in its own tiny sky box. It was apparently meant to be visible, but the white light-emitting brush was not set up to be invisible like every other window in the level.
In Point Insertion, this white window has a small wall behind it, secluded in its own tiny sky box. It was apparently meant to be visible, but the white light-emitting brush was not set up to be invisible like every other window in the level.
The crane in Eli's Junkyard is mostly based on the ДЭК (DEK) 401 model. Some artistic liberties were taken here and there. The main point of it was to replace the brush-based crane from the leak.
The stats, for those curious, is 3757 tris and 2048x1024 texture size.
The crane in Eli's Junkyard is mostly based on the ДЭК (DEK) 401 model. Some artistic liberties were taken here and there. The main point of it was to replace the brush-based crane from the leak.
The stats, for those curious, is 3757 tris and 2048x1024 texture size.
A discarded and not overly serious idea from Part 2: a makeshift flashlight using glowing Xen fungi. The fungi are attached to a pan, with foil duct taped in place to reflect the light forward.
A discarded and not overly serious idea from Part 2: a makeshift flashlight using glowing Xen fungi. The fungi are attached to a pan, with foil duct taped in place to reflect the light forward.
We have hollow physics on traffic cones. And HL2 does not.
We have hollow physics on traffic cones. And HL2 does not.
The bronze Breen bust ("Mk 2") comes from the leak, edited to really sell the bronzeness, the thing with statues having wiped spots from being touched.
It was added to make it possible to carry anywhere after the normal bust was shattered by a stray bullet in an internal playtest.
The bronze Breen bust ("Mk 2") comes from the leak, edited to really sell the bronzeness, the thing with statues having wiped spots from being touched.
It was added to make it possible to carry anywhere after the normal bust was shattered by a stray bullet in an internal playtest.