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Half life valve folder windows#
While it didn't have any effect on Windows 8+, this still prevents activating compatibility shims dealing with emulated 8 and 16-bit color depths.Īlso some newly discovered command line parameters of interest: Previously, the screen was always switched down to 16-bit color depth. I also made "-32bpp" and "-24bpp" command line parameters effective for menus. Now all resolutions supported by the system should be selectable for both Direct3D and OpenGL renderer - no more hex-editing resolutions!
Half life valve folder Patch#
I have updated the patch from the last time. So much fragmentation, instead of uniting to produce something great, everyone's doing their own thing.Yeah, I realize there's legal crap involved and Valve isn't like id Software, at least not like old id Software.
Half life valve folder code#
On the somehow related note, I seem to remember reading few years back that the guys behind Sven Coop got the actual source code of GoldSrc. There is no sane version of Half-Life, just a number of different versions, each with its pros and cons. And what happened to ability to delete saved games from in-game menus? Direct3D renderer, despite its shortcomings, could just be #ifdefed out for Linux/OS X builds, the same goes for 3D sound and EAX code if they didn't feel like implementing these features in a cross-platform manner. increased limits, stabler MOVETYPE_PUSH physics (no twitching monsters and other entities on moving platforms, also impossible or at least more difficult to make the tram at beginning of the game stop by performing certain movements), more accurate game saving (decals from more types of surfaces get saved compared to GoldSrc, currently playing music track and position is saved, if a NPC talks when you save, its state will be properly restored so dialog continues where it left off when loading unlike in GoldSrc where you get silence), snapshots of locations where you saved in save/load menu etc.Īnd while the official version of Half-Life on Steam (I guess the only one players should be using in Valve's opinion) is supposed to be the best, Valve saw fit to remove some features from the Windows build when porting to Linux/OS X. But original GoldSrc could use a number of touches from it, eg. So there are still a number of critical flaws. There is also an issue that I fixed in that crossplatform port of Xash3D of music not playing right at the start of Unforeseen Consequences due to server not sending the command under all circumstances under which GoldSrc does it, but the main guy behind Xash3D apparently didn't see fit to implement that fix. And the exploding computer you encounter in Half-Life - Unforeseen Consenquences chapter still doesn't gib the dead scientist. Then I wanted to see if Half-Life: Decay (PC port in form of HL mod) still crashes on the level transitions and the cart got stuck in the elevator, so couldn't even complete the first map. at the beginning of Opposing Force, before the helicopter you're in is hit, the guy in charge is supposed to give mission briefing, but he stays silent.
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Some events still cancel out some sounds, eg. Hm, so I tried Xash3D again for the first time after 2 or 3 years since I messed with it the last time and when it comes to pure technical observations, it still deviates from GoldSrc behavior in some critical aspects. Or you can take Steam version's MP3s and strip/edit the tags with Mp3tag. CDex allows to choose to use ID3v1 tags instead, which don't cause problems.
![half life valve folder half life valve folder](https://smsdatsite.weebly.com/uploads/1/2/4/4/124415115/941382701.jpg)
That's why you can't copy over MP3s from Steam version of the game and except them to work with the old version. Its MP3 decoder doesn't understand IDv2 tags, which are commonly added with modern CD ripping software, so such MP3s won't play. Some notes when it comes using MP3s with the 1.1.1.0 version of the game. Speaking of expansion packs, I made a patch that fixes the issue I mentioned, so the right music will play if you put the MP3s of the expansion packs in correct folder. So the list also applies to expansion packs, the only difference is they have less tracks so you're done sooner and the files go to Half-Life\gearbox\media for Opposing Force and Half-Life\bshift_unlocked\media for Blue Shit (assuming you've converted your Blue Shift installation with Blue Shift: Unlocked 1.1 installer, by default, it's installed separately and uses some odd iteration of GoldSrc engine). The only purpose those file names have internally is mapping the track number to the corresponding MP3 file. The files go into Half-Life\valve\media folder. This is the track list from the original Half-Life CD that tells how you should name the MP3 files after you rip them so the right music plays: