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Tupas 07.02.22 11:11 pm

Half-Life 2: Survivor (Half-Life 2)

UPD 12:17 26.06: Updated installation instructions and links - executable files and patch are now in one archive.
Half-Life 2: Survivor is a Japanese HL2 for Taito Type X arcade machines, released in 2006. These machines ran on Windows XPe, which made it easy to tweak the game to run on a regular PC, especially considering that the game's assets have recently become available for download.

So, to start the game you will need:
The game resources themselves (7z, 2.7 GB) torrent, mega;
Models, textures and sounds of HL2 before switching to the ep1 engine;
And everything else - corrected executable files + a patch for the normal passage of the single.

Putting everything together is quite simple: first, unpack the downloaded archive with resources, then unpack the resources of the original HL2 into HL2AC/hl2/ without replacing the files located there and throw the contents of the third archive on top of all this.
After all this, the game can be launched via HL2Survivor_RunMe.bat, where you can also correct the launch parameters. The standard resolution is 1360 by 768, it is better not to change it if possible - the interface will be crooked. If you remove -ac from the launch options, the game will start with a menu from the usual HL2, which will be invisible until the launch of any map.

If everything is done correctly, then after the introductory videos, the game will ask you to toss a coin or press "Start". To throw a coin (they are needed to continue the game after death, for example - without them it will be impossible to press the "Yes" button), you need to press F1. Do not get carried away with coins: if you press F1 too often or just hold it for a long time, the game will crash with a "Coin error" error.
WHEN DEPARTURES, THE GAME RESTARTS THE COMPUTER, THIS IS NOT FIXED YET!
To start the game, you need to press F2. Menu controls: arrows - navigation, LMB - selection, Ctrl - back (does not work everywhere).

After accepting the terms of the license agreement (in general, XZ what it really is, but it seemed to me like a license agreement), we find ourselves in the main menu, in which you need to select a mode.
Story mode - "plot", although in fact there is almost nothing left of the plot. The maps have been severely truncated, two or three of each chapter are left, some chapters have been cut out altogether. There are no scripted scenes, instead of them videos are inserted (which for some reason are blue and blinking, but this is crap with codecs, others should not have this). The game begins in the canals, there is no VFM, there is no trip to the buggy, in general, there is only running around-shooting. There are 10 chapters in total.
Battle mode is an analogue of DM with bots. In theory, bots spawn when there are too few players, but there are no players at all, since the master servers were turned off already in 2010, so yes, DM with bots.
Mission mode - so far xs how to call it.
Some menu items cannot be selected, because to open them you need to go through training, but it does not work yet.

Links:
Model thread.
The old thread, as the name implies, is a thread for discussing the series in general, however, it was there that the main discussion of Survivor took place, especially towards the end, when everything started to work. Survivor's discussion is there somewhere until the 51st page, after which it moved into a separate thread.
A new thread, this time officially dedicated to Survivor, was created quite recently and so far there is not much interesting in it.
List of all commands and variables.
Video from the game.
A few screenshots.
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x
xDDGx 07.02.22

then unpack the resources of the original HL2 into HL2AC/hl2/ without replacing the files located there.
And I did it easier, I have an ancient HL2 unpack in TempGames (where I put my sevive), so I just added the Game "..Half-Life line to the gameinfo 2hl2" It turns out you can!

It turned out that there are a lot more new weapons in the game than just a moto catcher cocktail with a grenade model. They could somehow be opened for playing in multiplayer, but this can no longer be done with dead servers, but it can be done through the console. Before starting the game, you need to enter debug_equip_weapon 1 and select a battle mode. While HZ is it possible to get them in story fashion.
Given that technically, hl2 and hl2mp are two different mods, the new guns can be purely powerful... Although the debug console said something about Molotov.
But in general it's interesting, it will be necessary to try new guns 8)

the eyes have a different texture
The texture of the eye is 256 * 256% in size) the world has gone crazy!

And I have already "played" this game, and in general, I even liked it, a very unusual thing. Still, it is worth considering the arcade orientation of the game, it was interesting for me to look at the game "videos"-tutorials (although I was rather sick of the phrase "Lesson." in front of each of them; also, they greatly lengthen the passage, even if you skip them by pressing LMB as soon as possible) that showed how to control the game using arcade devices... In general, the controls were not bad... I wonder if there are similar devices for PC? (At least it should be more fun with a joystick, especially since there is some kind of HL2JOYCFG.exe there, just how to use it ...) Then one could form a more correct opinion about the game. In my opinion, it is not so bad and dull, although there are many shortcomings in it. And then that HL2 was taken as the basis - the main drawback, perhaps. It would be better if the Japanese made their own game, in which the applied style (bright arrows, walls - the ends of the levels, pop-up marks, etc.) would be appropriate, and there would be a simpler gameplay focused on shooting, arcade, but no, they decided to cash in on a well-known name... B so they had to throw out the whole plot and a bunch of places, and even locations from the game, so that later they could return it in the form of video clips %(

It is worth noting that the game is not as simple as it might seem. Firstly, it does not have wall-mounted first-aid kits and chargers. Secondly, enemy cannons cannot be picked up. Thirdly, when hit, Gordon jerks so that it is sometimes quite difficult to aim and hit the enemy. And fourthly, we have the opportunity to influence the difficulty by adding skill 3 to the config;) The game becomes noticeably more difficult, it seemed to me that it was even more difficult than usual (the map with the barn in the first chapter burned out). So I recommend to play this miracle. Only here is one trouble - the game constantly resets the skill to one, so you have to bind "skill 3" to something and press this key when loading each map. For example, bind MOUSE1 "skill 3; +attack" :D *thrallface*
By the way, the splash screen after the end of the game (after death, or after holding F2) is pretty well done:
http://pix.playground.ru/278556/55192/841577/
And immediately after death, the player sees:
http://pix.playground .ru/278556/55192/841591/
Before that, with a small number of HP, the screen turns red and a warning is displayed:
http://pix.playground.ru/278556/55192/841597/
And after the gamma-over splash screen, if you change your mind and return to the game, you can see this:
http://pix.playground.ru/278556/55192/841576/
On the left, the icon for inserting a card with saves lit up, as far as I understand. But how to emulate this card?

And I can't help but mention the time counter. In principle, it is quite enough, and even in excess, but because of it it is impossible to really inspect the levels at a time (although I seem to have succeeded so far).

Let's move on to the technical analysis of the game. It seems to me that this is still Source 6. For example, the folder with shaders weighs 21.9 meters - the same amount (exactly to the byte!) This folder weighs in the ancient package. But the checksum doesn't match... Perhaps the shaders were recompiled for AC, or it's some kind of corrected version from a build released a little later (after all, HL2 was released in the 4th year, and AC - in the 6th oh, and for sure there were a lot of patches to the engine during this period).
Also, the contents of bin (where did the Facepunches get it from? From the arcade itself, or is it from a rare build of the original HL2?) also looks like an old-packed one. Some dlls even match in size, but not all, engine.dll is slightly larger, for example, and stdshader_dx9.dll is the same. bsppack.dll, unlike the ancient package, is available, but weighs only 240 kb - this is the smallest one I have seen (in XL2UE6 bsppack 360 kb for the HL2 engine).

However, the console output shows protocol version 7, i.e., Source 7, but the build number is obviously wrong. The exe version is also strange ... Either the Japanese were smart, or the face-punchers. Because even a non-native exe should show the correct version, I was already convinced of this by copying xl2.exe from the ancient package to HL2UE6 - the game started and showed the correct version of the engine, build and even the year.

It is worth noting that HL2: Arcade is not one game, but even two (or more), because, as I mentioned above, there are two folders, hl2 and hl2mp. Interestingly, when choosing from the menu using F2, the game seems to choose which particular directory to work with. This is easy to see by using the maps command. When entering maps * into the console, if this is done without selecting a game, a list of all maps is displayed: both from hl2/maps and from hl2mp/maps (and, in my case, from ../Half-Life 2/hl2/maps too ). If you enter it after starting "Story" - only hl2/maps will be displayed (../Half-Life 2/hl2/maps too), if you select after starting "Battle" - only hl2mp/maps. (By the way, it should be noted that despite the single (30 maps) cut down to the point of impossibility, there are more than a hundred multiplayer maps! And I think that there should be no problems with launching from under the usual HL2DM... ) It is very interesting how they were able to realize this. Perhaps some kind of wrapper was made over Source, which exists separately from the engine... Partially there is evidence for this, on the other hand, some in-game menus, which seem to be related to the wrapper, are quite imprinted on the screenshots.
At the same time, the version by the version command does not change, which is understandable in principle, because there is only one engine, only the directory and the client/server pair change. The title of the "Half-Life 2 DM" window also does not change.
In general, it seems to me that besides hl2 and hl2mp, there should be something else here - I already mentioned that Wikipedia describes two more additional modes ... Or perhaps they simply did not live up to version 2.0.

Interestingly, in the hl2mp folder there are addons with a vdf pointer to the plugin (the plugin itself is in the ../../bin folder).

Also, it's not very clear why the abundance of .dll and .exe files in the root of the game? Those that are d3d*, ms*, iconv, zlib - it's understandable, DirectX, Visual C / C ++ and other libraries necessary for the game and non-standard exe-shnik. errorwin.exe, it seems, is the thing that restarts the PC on crashes)) I ran it manually for the experiment ... I thought it was just a window display for the error. As for game.exe and testmode.exe, I'm generally at a loss. Libraries ac.dll, nesys.dll and xioman.dll, judging by Dependency Walker, are interconnected, and represent (also, they use source libraries) some kind of subsystem for the operation of the AC (perhaps they are responsible for the "wrapper" ). _testmode-libraries are tied to testmode.exe, while testmode itself just hangs after launch and does nothing...

The hl2 and hl2mp folders look quite normal, only for some reason (for convenience?) the main config.cfg is moved to a separate folder, while the usual cfgconfig.cfg is useless. It's better to edit cfgorgconfig.cfg, since there are a lot of settings, even graphic ones, but you can also make your own configs in cfg. True, there are so many things here, these configs are activated at the start of each map, and if you need to go directly to the chapter02_9 map, for example, then you need to run the ac_chapter02_9.cfg config. If this is not done, and after starting chapter 2, launch the desired map via map or load (saves work quite well, F6 / F9 are bound by default, but they are of little use because of the problem described ...), then at the end there will be a transition to chapter02_2 map... In addition, it is worth noting that after each download of the map, the title of the chapter and the video for "

Also, lulz: because the console is available immediately (it generally lives on its own, and it should be noted that it is not very convenient, there are no hints, text display is often buggy ... but it's still great that it exists, and you can do a lot of interesting things with it), then you can generally load the map immediately after the start of the game without depositing any coins. I even started the video, but then it crashed when I tried to skip it (the game also crashes with an error if you type quit when the map is not running, only the menu wrapper is active). And here:
http://pix.playground.ru/278556/55192/841574/
you can see that I loaded the original background01 without pressing F1 and F2. Below you can see a piece of the map, in the middle a video was playing (everything works for me), and here some kind of splash screen is displayed, sort of like a video card being rendered (it was warming up in this place even without a loaded map).
Here's another:
http://pix.playground.ru/278556/55192/841575/
Here I have already pressed F1.
As you can see, release maps can be downloaded, but for this you need to first start the game in some mode. And at the same time, with each loading of the map, a video and an introductory tutorial of the chapter and map that the game considers current will be shown. But the time will also be reset.
Loading via console also affects older maps. So, restarting the first map, I managed to spawn right away with a pistol. And on the channel map appeared next to the boat, and not in it:
http://pix.playground.ru/278556/55192/841599/
In addition, I have strange bugs when diving into the water - the game freezes... Maybe it's because of the graph? //water, by the way, as it seemed to me, looks worse here than in the usual HL2; but again, the settings may be to blame ...
But I did not regret the GRAPHON. By default, zero anti-aliasing is firmly written in the config, and mat_forceaniso 2... But the game gave normal FPS even at the frequencies reduced to the limit for the video card (however, even with the maximum graphics it was playable)... I didn’t even immediately remember about it ..
And here everything is already included :
http://pix.playground.ru/278556/55192/841580/
All settings work (8x anti-aliasing), but the game hasn't heard about mat_vsync... Another oddity: when mat_dxlevel is called, it gives 0. You can set 90, not on that it won't affect. Haven't tried other numbers yet. You can also type mat_info, this command is quite functional and the output looks correct. And here mipmaps are disabled:
http://pix.playground.ru/278556/55192/841581/
Black and white picture:
http://pix.playground.ru/278556/55192/841584/
(mat_yuv could also be used)
Subtitles are burning:
http://pix.playground.ru/278556/55192/841586/
They are easy to find and disable in the config... But I like it even more))
For a snack, more back (Nero loves him, suddenly check it out ^ _^'):
http://pix.playground.ru/278556/55192/841582/
And d1_canals_01:
http://pix.playground.ru/278556/55192/841593/
http://pix.playground.ru/278556/55192/841594 /
Unfortunately, having run out of the corner and saw the insurgents and the GO-shnik, he grabbed a flight.

Here is a piece of my graphon config if anyone is interested:
Spoilermat_dxlevel 90
r_rootlod "-1"
mat_picmip "-1"
mat_trilinear "false"
mat_forceaniso "16"
mat_antialias "8"
r_shadowrendertotexture "true"
mat_reducefillrate "1"
r_waterforceexpensive "true"
r_waterforcereflectentities "true "




mat_filtertextures 1
mat_filterlightmaps 1
mat_texture_limit -1
mat_bumpmap 1
mat_bloom 1
mat_compressedtextures 1
mat_diffuse 1
mat_parallaxmap 1
mat_showlightmappage -1
mat_fastspecular 1
mat_specular 1
r_lod -1 r_decals
1024
r_lightmap -1
more r_lightstyle -1
the sky bugs me, it seems, only on maps with water:
http://pix.playground.ru/278556/55192/841590/
Depending on the angle of view, either a normal sky appears, or such a disgrace.

Most of the other commands also work, a lot (bindings, mouse sensitivity) can be fixed in the config, for example, I turned off the quick change of weapons, but the slots are displayed without pictures. I didn't see any influence of hud_quickinfo. Limiting the framerate through fps_max works fine. Oddly enough, con_enable is present, but enabling it doesn't affect anything. Pressing the tilde leads to a black screen (you can return by Esc), I use it instead of a pause. jpeg_quality is also there, you can take screenshots via screenshot (it has become more convenient to take screenshots via the console, because now it does not remain on the screenshot).

The command line is also worth experimenting with. So, this is what happened when running in a window with a non-standard resolution:
http://pix.playground.ru/278556/55192/841571/
Do not roll up the window. Now I also play like this, -window -width 1280 -height 1024 )) It does not accept a resolution higher than the current monitor, like a regular Source.
I wonder what the -sw parameter, prescribed in the batch file, is for? The -ac option is probably used to launch a Japanese shell. I simply launched hl2.exe, and hl2 (in the title of the Half-Life 2 window) began to load, after the standard introductory video - immediately loading and a picture with GO-shniks from the AC. And the window looks normal, with edges, title and buttons. The debug console is available, and although it seems that the game is frozen, in fact, you can drive map some thread_map:
http://pix.playground.ru/278556/55192/841606/
http://pix.playground.ru/ 278556/55192/841607/

But the bug on d1_canals_01 remains. This is where the game comes in:
http://pix.playground.ru/278556/55192/841608/

However, this shows that, in principle, the Japanese shell is not needed, and you can run the game without it, probably with limited functionality, but not a fact, that we need it at all ...

I also have such a glitch during the playback of videos:
http://pix.playground.ru/278556/55192/841579/
Here you can see red letters closer to the center of the screenshot - first Japanese, hit the screen Latin.
//also, an interesting thing - when I opened the page with this screenshot, I had the AC running and showed a video, so when the window was dragged onto the screen with the AC, a piece of this video began to shine through a piece of the screen - the purple area in the center of the screen just showed video while taking a screenshot... Apparently, the video is displayed only in that area of ​​the screen that is filled with a certain color...

And a couple of screenshots in the end:

http://pix.playground.ru/278556/55192/841600/
http ://pix.playground.ru/278556/55192/841598/ You can't go

up to the red barn, but I could:
http://pix.playground.ru/278556/55192/841601/
http://pix.playground.ru /278556/55192/841602/
http://pix.playground.ru/278556/55192/841603/


Summing up.
We can say that HL2: Arcade is not a separate game. She even pulls on fashion weakly. Rather, this is a custom build of the source with minimal changes, to which a wrapper was written that changes the interaction with the game. However, even these small changes were enough to make the game incompatible with the original maps.
However, this is a preliminary conclusion, only one day was spent and a couple of cards were viewed, so the conclusion may be erroneous.
Nevertheless, models, textures and maps probably work fine under the usual source, so the hack, the Japanese provided us with content ^^

____________________________________
PS In general, it is strange that at first the face of the alpha, now this arcade HL2 ... Apparently, the fans of the series are so tired of waiting for HL3 that out of boredom they are intensively looking for at least something related to their favorite series ...

T
Tupas 07.02.22

Although the debugging console said something about Molotov.
It seems to be given with an impulse of 101.

Firstly, it does not have wall-mounted first-aid kits and chargers.
On the last map, they are, and it’s a first-aid kit and a charger, and not just chargers like in HL2. They also restore hp only up to 100.

And I can’t help but mention the time counter. In principle, it is quite enough, and even in excess, but because of it it is impossible to really inspect the levels at a time.
It can be stopped, by the way - in MP with ac_multy_stop_gametime 1, there is still some kind of ac_single_stop_gametime, but I did not check it.

where did the facepanchevtsy get it from? from the arcade itself, or is it from a rare build of the original HL2?) also looks like an old-packed one. Some dlls even match in size, but not all, engine.dll
Engin.dll seems to have been changed.

The exe version is also strange ... Either the Japanese were smart, or the face-punchers.
Ehe is also not native there.

more than a hundred multiplayer maps!
There, they say, there are a lot of repeating ones with slightly modified spawn points.

The -ac option is probably used to launch a Japanese shell.
Without it, it starts with a menu from the usual HL2, which for some reason is invisible. There, in the settings, you can even change your nickname, class and some level.

x
xDDGx 07.02.22

On the last map, they are, and it’s a first-aid kit and a charger, and not just chargers like in HL2. They also restore hp only up to 100.
Why don't they give a reinforced gravity gun? //didn't they cut out the gravity gun at all? I don't see it in Rev right now...

It can be stopped, by the way - in MP with ac_multy_stop_gametime 1, there is still some kind of ac_single_stop_gametime, but I didn't check it.
What you need, thx!

There, they say, there are a lot of repeating ones with slightly modified spawn points.
Eh, bummer... Especially considering that some of the cards are clearly quotes from the single. Like here for example:
http://cloud.steampowered.com/ugc/559845346047200408/124E631FB07E6543ED9C692CC297BD05FBEEA167/
Hmm, poison gas, and some other blue explosive barrel...
http://cloud-2.steampowered.com/ugc/595880712247542501/462B7D4C57ECC90029DF25422B129A23FBFDF454/
But this is something new, although it resembles de_aztec textures. In general, I noticed that there are not very many textures in the AC, most of them are taken from the original.

with a menu from the usual HL2, which for some reason is invisible
Ohlol, how to use it %)


edit
Hmm, I read the main thread a little more, I think it's worth reposting the link with the console here (many even have comments!):
https:/ /gist.github.com/ben1066/5823919 Also

, I see that it's Tupas himself asking for XP? )) And then the damned bourgeois all have solid sevens-eights-tens ^W, they even made an icon for XP like some kind of mazdaika% (

And they also write about multiplayer ...

Start a multiplayer match as you would normally with the bots and everything (using the survivor menu, no console stuff) and once you loaded and you can move around, use your debug console and type in disconnect (possibly twice). Here is what you do from there in step form:

1. type maxplayers 2 (or however many you need) in console
2. type net_start in console
3. type sv_lan 0 in console
4. type map (what map you want) in console
5. once loaded, type heartbeat in console
6. Kick the bots (it's hard since they have really strange names, but I usually just select all and copy in the debug console, and select their names to copy so I can kick from there) using status > kick "bot name"
7. tell the non host's to connect (host ip with hamachi)

They write that Hamachi is desirable, but you can try without them. Can we try? Who has already downloaded and wants?..

PS
http://i.imgur.com/fpWXSVM.jpg
OMGOHLOL
http://i.imgur.com/HChZCye.jpg
WUT? //ah, they wrote: "Here's a weapon that you can use to make shields."

Another indirect confirmation that this is source 6:
Built in 2009, and yet it doesn't even expose HDR.

C
Cvoxalury 07.02.22

WUT? //ah, they wrote: "Here's a weapon that you can use to make shields."

This is from the beta, the weapon, from which only the icon remained in the HUD, Pulse Shield ...

Another indirect confirmation that this is source 6:
Built in 2009, and yet it doesn't even expose HDR

But HDR is even in Source 2 and Source 3. Let them try better!

Can we try? Who has already downloaded and wants to? ..

Eh, I would try, but something is completely blocked with things ...

In general, it is strange that at first the face of the alpha, now - this arcade HL2 ... Apparently, the fans of the series are so tired of waiting for HL3, that from boredom is intensively looking for at least something related to their favorite series ...

The developers feel sorry for the fans and leak it themselves.

T
Tupas 07.02.22

Why don't they give you a reinforced gravity gun? //didn't they cut out the gravity gun at all? I don’t see it in Reva now ...
It is given somewhere to the “Main Intruder” to neutralize the hoppers.

WUT? //ah, they wrote: "Here's a weapon that you can use to make shields."
This is from the beta, a weapon from which only the icon remained in the HUD, Pulse Shield ...
There are two of them, the one on the screen (in the script it has the name Provisional shield) has two modes: this blue one and some yellow one that takes away suit charge when you put it on.
The second one is called Hand shield and it can be worn in front of you, after switching to another weapon it also remains hanging in the air, but disappears faster.

The developers take pity on the fans and leak it themselves.
They merge the forgotten old, so as not to do anything new ...

C
Cvoxalury 07.02.22

Well, what, so let's assemble HL3 ourselves piece by piece ... with Ivan, from pieces of beta and with Survivor models ...

x
xDDGx 07.02.22

Damn, I can't even figure out the single here... For some reason, chapter 04_3 freezes, it seems that when I step on the sand this happens... Although I just started shooting a box of supplies on the fly - and also a visnyak... The picture just freezes, the music goes on - and that's it, the dispatcher shows 0% CPU. And even if you approach the rocks from behind, it also freezes after a while. LOL

, the configs of course are burning :
ac_smv08_1.cfgwait
wait
wait
wait
wait
wait
wait
wait
wait
wait
wait
wait
wait
wait
wait
wait
wait
wait
wait




wait
wait
wait
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wait
wait
wait
wait
wait
wait
wait
wait
wait
wait
wait
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wait
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wait
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wait wait wait wait wait
_ _ _ _ _ _ _ _ _












ac_gui_movie_nb c8s1.wmv I
also noticed that if you switch the focus to some other application (Explorer, for example), then the music continues to play, and if you switch back, or at least to the debug console, the sound also returns.
The lighthouse is simply outrageous, one rocket was enough for a gunship >_> And this is skill 3. There was practically nothing left from Rev at all, miserable lumps... But in this chapter there is just enough amount of shooting... If you treat it sparingly enough cartridges, of course)) Apparently, the Japanese considered the chapter to be too confusing a labyrinth for their arcade...
I also noticed that there is black blood in the game:
http://pix.playground.ru/278556/55192/841858/

But HDR is even in Source 2 and Source 3.
Hmm, how does it turn on? I saw stdshader_hdr_dx9.dll in beta - is it used by default, or do I need to do something extra?

The developers take pity on the fans and leak it themselves.
If so, then it's pure masochism for them))
Laidlaw: *through tears* But Gabe, if the fans see this HL2: Søvivur, what will they think of us? How could we let this bug appear?!
Newell: *sobbing too* But we have no other choice, Mark! Otherwise, you will have to lock yourself in the office and finally make HL3!
*both sobbing*

She is given somewhere to the "Main Intruder" to neutralize the hoppers.
But something is buggy for me, first the sky, then water, now, sand ... Maybe due to the fact that my XP is 64-bit? Or a hardware problem? After all , the game is oriented towards Intel+ATI, but I have AMD+Nvidia...
However, I can still try to run it under Windows 7, it will show more specifically what the problem is... Then I'll unsubscribe.

Well, let's put together pieces by ourselves HL3 ... with Ivan, from pieces of beta and with Survivor's models ...
Crazy idea ... I like it! %)

C
Cvoxalury 07.02.22

Hmm, how does it turn on?

It seems to require recompilation of the sources. But in the oldest build of KSS on source 2, merged with beta, it is.
http://hl2-beta.ru/e107_plugins/forum/forum_viewtopic.php?26697.20
Third post from the bottom.

T
Tupas 07.02.22

By the way, if someone is still too lazy to download all the content and at the same time there is Gmod, weapon models were posted in the workshop today.

C
Cvoxalury 07.02.22

Are they useless without gmod? What version are they at least, 44, as in HL2, 48, as in Ep2, or some of their own?
Although of course hardly his. And it is unlikely that they updated the license for the 2007 engine. Probably 44.

Yes, there are quite a few of them. Even Smod is resting.
I'll take it to myself. Until recently, I only knew about Survivor that the sniper and the assassin were returned from the beta (an obvious indicator that Valve has the old good under control and is used if necessary).

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xDDGx 07.02.22

What version are they at least, 44, as in HL2, 48, as in Ep2, or some of their own?
The comma after IDST means the 44th)) Those models for gmod are most likely fixed, but as far as I understand, the facepunchers had no problems with decompilation, so the models are really the most common ones.
Maps of the 19th version... LOL. Textures - 7.1.

Also, there is quite an adequate model of Gordon. Someone even fixed it on facepunch.

C
Cvoxalury 07.02.22

Right Freeman looks a bit like Clark Kent. Little so.

x
xDDGx 07.02.22

Repost: Freemen brothers.

edit
I figured out my problem with chapter04_5 (I wrote 04_3, I made a mistake - their numbering is stupid...). In short, it was enough just to restart the map manually, through the console ... The problem was in a crooked save, which I redid, those who wish can download it using a picture-archive, or from Yandex. My "website"-file dumper has been covered with a tattered ukoz for a long time, so I can't upload anything else to it ...
Strangely, that crooked save was loaded quite normally in 7k. Even with the same XP executables, kindly provided by facepunch user ben1066. The problem with the sky and water in 7k has remained, apparently, something else is to blame (grafon, most likely).

In addition, have you noticed that despite the fact that maps are loaded using saves, the state of health, costume and ammo is saved from the previous map? .. And even my new save created after a clean restart of the map "has" such " properties"...

Even on 7k I caught the hieroglyphs, which I already wrote about above. Here:
http://pix.playground.ru/278556/55192/841912/
Here they were drawn over the video (on XP only a piece was visible on the second monitor). The video itself was not captured, instead a dark lilac mask.

T
Tupas 07.02.22

List of cards.

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Cvoxalury 07.02.22

In addition, have you noticed that despite the fact that maps are loaded using saves, the state of health, costume and ammo is saved from the previous map? .. And even my new save created after a clean restart of the map "has" such " properties"...

In words it is somehow difficult to understand. That is, if you go through map 1, it will be 90hp at the end, then start map two, go through, save with 70hp, then when you load it will become 90hp?

T
Tupas 07.02.22

There, in the story mode, maps are not loaded not through map, changelenel or something like that, but saves are loaded.

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xDDGx 07.02.22

List of cards.
Well done, only something painfully slow, on the dropbox ... It's a pity that my "site" was covered, I could do something like that at home.
// oh, there are heavy PNGs; but still something long

In words it is somehow difficult to understand.
As Tupas said, maps are loaded via saves, as mentioned before. There, in the SAVE folder, there are specially prepared .sav-files, one for each level. And these saves are loaded at ^W instead of moving from one level to another. //damn, again I remembered the quake, because there is also no normal changelevel.
And that is why, like, the skill is reset by 1 >_> However, HP and weapons are somehow preserved when moving from one card to another //perhaps not when moving from chapter to chapter, did not pay attention.
Loading saves is organized in configs. For example,

ac_chapter01_1.cfg-use
-duck ac_single_stop_gametime
0 bgm_file
"music/HL2_song20_submix0_edit.mp3"
progress_enable
wait
wait
wait
wait
wait
wait
wait
wait
wait
wait
wait load
chapter01_1.sav ... I'll try again to redo the save from 7k ...




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Cvoxalury 07.02.22

And, that is, in those saves the value is already recorded and it replaces the real one? And saves can not be replaced manually (do it yourself, rename at least)?
In general, it reminds me of mods made through saves (instead of maps), lol.

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xDDGx 07.02.22

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Cvoxalury 07.02.22

Then I just can't understand the logic of the game.