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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.
114 Comments
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x
xDDGx 07.02.22

They don't even call their country that.
Well, yes, Nippon)) But nevertheless, if I created my program, say, a fork of some open source, I would not write the version name like some 6.66Y, because Y is Ukraine. I would write 6.66U. This is something from the same opera as calling functions transliteration, a normal programmer would not allow himself this ...

However, yes, you are right, this game was made by some fans of crutches, loading levels through saves, etc. %)

C
Cvoxalury 07.02.22

xDDGx

Well, "wow" is not related to "y-" after all, I would choose as an example ... let's say Deutsch vs Germany.

x
xDDGx 07.02.22

Alex is right, renaming the music folder helps, single cards work. Still need to delete ambientlevelscitadelcitadel_hub_ambience1.mp3 probably.

edit. today 7:20
And yet, without music, somehow it’s not right, and in general, editing scripts is a more beautiful solution than deleting something, so, being lazy, I redid them (it, oddly enough, took not so much time) and put it in the icon:

ICO.ZIP (312 KB)

[it's actually an ico, not a png]
I hope I haven't forgotten anything. Inside the icon is a zip-archive with the necessary scripts - they need to be transferred to hl2/scripts of the showview, of course. For the music to work, you need to copy the batch file and lame from the archive to the hl2 / sounds folder of the HL2 pirate unpack. Well, or pull it out from source soudns.gcf. After launch, you will get a wavmusic folder, which must be transferred to hl2/sounds of the sevive. It should contain 54 files and weigh 684 meters. For everything to work properly, don't forget to copy-paste null.wav from the archive to hl2/sounds and drive the line bgm_file null.wav into hl2/cfgorg/config.cfg or hl2mp/cfgorg/config.cfg, otherwise you will get a cacophony.

Unfortunately, this method also has a drawback)) If you minimize the game, or simply switch to some thread of the application, the game will hang...


But I haven’t succeeded with weapons yet, I entered debug_equip_weapon 1, launched exec battle.cfg, but when loading the map it throws it out with a not precached error and a model name. How to overcome?

He also noted that physical objects do not cause damage to enemies (or do it negligibly little)... At least, on d1_trainstation_* it is.

C
Cvoxalury 07.02.22

when loading a map, it crashes with a not precached error and the model name. How to overcome?

Rather, nothing, a bug in the code, a caching function was missed in the code of a specific weapon (this always leads to a crash). The best possible option is a modified or misspelled model name... is there a list of weapons in this cfg? Well, it remains to exclude in turn until it becomes clear which one is to blame. Or find it by scripts, by the name of the model.

x
xDDGx 07.02.22

Updated post above.

The name (more precisely, even the path) of the model is in the error, I mentioned it.

Is there a list of weapons in this cfg?
To be honest, it doesn't look like it. The config itself does not lead to a crash, I ran it right in the game, the HUD changed and that's it, new guns are not taken, or rather, a sound is heard, as if something is being taken, but the hands are empty...

battle.cfg// = ============================
// battle.settei
// =============== ==============
-use
-duck

deathmatch "1"
mp_teamplay "1"

set_gamemode_battle

bgm_file "music/game_bgm_long.mp3"
bgm_file_onemin "music/1min_bgm_long.mp3"

// damage_limit
player_damage_limit_all "1000"

physcannon_ffpenaltylimit_mp "150"
sv_maxvelocity "4500"


// falldamage
mp_falldamage "1"
mp_falldamage_height_min "7.0"
mp_falldamage_height_max "15.0"
mp_falldamage_health_max "60"


// Crowbar -------------------- -
sk_plr_dmg_crowbar_mp "30"
ac_cfg_dmg_crowbar_r_no "1.15"
ac_cfg_dmg_crowbar_r_so "1.6"
ac_cfg_dmg_crowbar_r_sn "1.0"
ac_cfg_dmg_crowbar_r_en "1.2"
ac_cfg_dmg_crowbar_r_me "1.0"
sk_crowbar_smackdelay "0.03"


// a STUNSTICK ---------------- ----
sk_plr_dmg_stunstick_mp "40"
ac_cfg_dmg_stunsticka_c_no "1.15"
ac_cfg_dmg_stunsticka_c_so "1.6"
ac_cfg_dmg_stunsticka_c_sn "1.0"
ac_cfg_dmg_stunsticka_c_en "1.2"
ac_cfg_dmg_stunsticka_c_me "1.0"
sk_stunstick_chargerate "1.0"
sk_stunstick_chargemax "30"
sk_stunstick_chargescale "0.5"
sk_stunstick_smackdelay "0.06"


// Pistol ----------------------
sk_plr_mpol_dmg_pistol "6"
sk_max_pistol_mp "60"
sk_clipsize_pistol_mp "15"
sk_defaultclip_pistol_mp "15"
sk_BulletSpread1_pistol_mp "1"
sk_BulletSpread2_pistol_mp "10"
sk_BulletSpreadJump_pistol_mp "5"
sk_BulletSpreadCrouch_pistol_mpa "0
"
sk_AutoaimDegreeCrouch_pistol_mp "5"
sk_RefireTime_pistol_mp "0.1"
sk_ShotPenaltyTime_pistol_mp "0.2"
sk_MaxPenaltyTime_pistol_mp "1.5"
ac_cfg_amo_pistol_r_en "-15"
ac_cfg_amo_pistol_r_me "-15"
ac_cfg_amo_pistol_c_en "-15"
ac_cfg_amo_pistol_c_me "-15"
ac_cfg_spr_pistol_r_en "0"
ac_cfg_spr_pistol_r_me "0"
ac_cfg_spr_pistol_c_en "0"
ac_cfg_spr_pistol_c_me "0"
ac_cfg_aim_pistol_r_en "0"
ac_cfg_aim_pistol_r_me "0"
ac_cfg_aim_pistol_c_en " 0"
ac_cfg_aim_pistol_c_me "0"

// 357 Magnum-------------------
sk_plr_dmg_357_mp "50"
sk_max_357_mp "12"
sk_clipsize_357_mp "6"
sk_defaultclip_357_mp "6"
sk_BulletSpread_357_mp "3"
sk_BulletSpreadJump_357_mp "3"
sk_BulletspreadCrouch_357_mp "-1"
sk_AutoaimDegree_357_mp "0"
sk_AutoaimDegreeJump_357_mp "-20"
sk_AutoaimDegreeCrouch_357_mp "0"

// Submachinegun -----------------
sk_plr_dmg_smg1_mp "4"
sk_plr_dmg_smg1_grenade_mp "50"
sk_max_smg1_mp "270"
sk_max_smg1_grenade_mp "3"
sk_clipsize_smg1_mp "45"
sk_defaultclip_smg1_mp "45"
sk_BulletSpread_smg1_mp "6"
sk_BulletSpreadJump_smg1_mp "4"
sk_BulletSpreadCrouch_smg1_mp "-2"
sk_AutoaimDegree_smg1_mp "5"
sk_AutoaimDegreeJump_smg1_mp "-20"
sk_AutoaimDegreeCrouch_smg1_mp "4"
ac_cfg_amo_smg1_r_no "-90"
ac_cfg_amo_smg1_r_so "-45"
ac_cfg_amo_smg1_r_sn "-135"
ac_cfg_amo_smg1_r_en "-135"
ac_cfg_amo_smg1_r_me "-45"
ac_cfg_amo_smg1_c_no "-270"
ac_cfg_amo_smg1_c_so "-180"
ac_cfg_amo_smg1_c_sn "-270"
ac_cfg_amo_smg1_c_en "-270"
ac_cfg_amo_smg1_c_me "-270"
ac_cfg_amo2_smg1_r_no "0"
ac_cfg_amo2_smg1_r_so "0"
ac_cfg_amo2_smg1_r_sn "0"
ac_cfg_amo2_smg1_r_en "0"
ac_cfg_amo2_smg1_r_me "0"
ac_cfg_amo2_smg1_c_no "-3"
ac_cfg_amo2_smg1_c_so "0"
ac_cfg_amo2_smg1_c_sn "-3"
ac_cfg_amo2_smg1_c_en "-3"
ac_cfg_amo2_smg1_c_me "-3"
ac_cfg_defamor2_no "-1"
ac_cfg_defamo2_smg1_r_so "-1"
ac_cfg_defamo2_smg1_r_sn "-1"
ac_cfg_defamo2_smg1_r_en "-1"
ac_cfg_defamo2_smg1_r_me "-1"
ac_cfg_defamo2_smg1_c_no "-3"
ac_cfg_defamo2_smg1_c_so "-3"
ac_cfg_defamo2_smg1_c_sn "-3"
ac_cfg_defamo2_smg1_c_en "-3"
ac_cfg_defamo2_smg1_c_me "-3"
ac_cfg_spr_smg1_r_no "0"
ac_cfg_spr_smg1_r_so "0"
ac_cfg_spr_smg1_r_sn "-1"
ac_cfg_spr_smg1_r_en "0"
ac_cfg_spr_smg1_r_me "0"
ac_cfg_spr_smg1_c_no "0"
ac_cfg_spr_smg1_c_so "2"
ac_cfg_spr_smg1_c_sn "0"
ac_cfg_spr_smg1_c_en "0"
ac_cfg_spr_smg1_c_me "0"
ac_cfg_aim_smg1_r_no "0"
ac_cfg_aim_smg1_r_so "1"
ac_cfg_aim_smg1_r_sn "0"
ac_cfg_aim_smg1_r_en "0"
ac_cfg_aim_smg1_r_me "0"
ac_cfg_aim_smg1_c_no "0"
ac_cfg_aim_smg1_c_so "1"
ac_cfg_aim_smg1_c_sn "0"
ac_cfg_aim_smg1_c_en "0"
ac_cfg_aim_smg1_c_me "0"
sk_FireRate_smg1_mp "0.075"

// Pulse Rifle ---------------------
sk_plr_dmg_ar2_mp "5"
sk_plr_dmg_ar2_altfire_mp "35"
sk_max_ar2_mp "210"
sk_max_ar2_altfire_mp "3"
sk_clipsize_ar2_mp "35"
sk_defaultclip_ar2_mp "35"
sk_BulletSpread_ar2_mp "4"
sk_BulletSpreadJump_ar2_mp "4"
sk_BulletSpreadCrouch_ar2_mp "-2"
sk_AutoaimDegree_ar2_mp "5"
sk_AutoaimDegreeJump_ar2_mp "-20"
sk_AutoaimDegreeCrouch_ar2_mp "2"
ac_cfg_amo_ar2_r_no "-210"
ac_cfg_amo_ar2_r_so "-140"
ac_cfg_amo_ar2_r_sn "-210"
ac_cfg_amo_ar2_r_en "-210"
ac_cfg_amo_ar2_r_me "-210"
ac_cfg_amo_ar2_c_no "-35"
ac_cfg_amo_ar2_c_so "0"
ac_cfg_amo_ar2_c_sn "-70"
ac_cfg_amo_ar2_c_en "-70"
ac_cfg_amo_ar2_c_me "-0"
ac_cfg_amo2_ar2_r_no "-3"
ac_cfg_amo2_ar2_r_so "0"
ac_cfg_amo2_ar2_r_sn "-3"
ac_cfg_amo2_ar2_r_en " -3"
ac_cfg_amo2_ar2_r_me "-3"
ac_cfg_amo2_ar2_c_no "0"
ac_cfg_amo2_ar2_c_so "0"
ac_cfg_amo2_ar2_c_sn "0"
ac_cfg_amo2_ar2_c_en "0"
ac_cfg_amo2_ar2_c_me "0"
ac_cfg_no3"
ac_cfg_defamo2_ar2_r_so "-3"
ac_cfg_defamo2_ar2_r_sn "-3"
ac_cfg_defamo2_ar2_r_en "-3"
ac_cfg_defamo2_ar2_r_me "-3"
ac_cfg_defamo2_ar2_c_no "-1"
ac_cfg_defamo2_ar2_c_so "-1"
ac_cfg_defamo2_ar2_c_sn "-1"
ac_cfg_defamo2_ar2_c_en "-1"
ac_cfg_defamo2_ar2_c_me "-1"
ac_cfg_spr_ar2_r_no "0"
ac_cfg_spr_ar2_r_so "2"
ac_cfg_spr_ar2_r_sn "0"
ac_cfg_spr_ar2_r_en "0"
ac_cfg_spr_ar2_r_me "0" "
0
" _ _ _ _ac_cfg_aim_ar2_r_sn "0" ac_cfg_aim_ar2_r_en "0" ac_cfg_aim_ar2_r_me "0" ac_cfg_aim_ar2_c_no "0"









ac_cfg_aim_ar2_c_so "1"
ac_cfg_aim_ar2_c_sn "0"
ac_cfg_aim_ar2_c_en "0"
ac_cfg_aim_ar2_c_me "0"
sk_FireRate_ar2_mp "0.1"
sk_ar2_altfire_delay "0.1"
sk_weapon_ar2_alt_fire_velocity_mp "700"
sk_weapon_ar2_alt_fire_duration_mp "3"
sk_combineball_velocity "1200"
sk_combineball_duration "3"

// ------- Shotgun ---------------
sk_plr_dmg_buckshot_mp "6"
sk_max_buckshot_mp "30"
sk_clipsize_buckshot_mp "6"
sk_defaultclip_buckshot_mp "6"
sk_BulletSpread_buckshot_mp "15"
sk_BulletSpreadJump_buckshot_mp "5"
sk_BulletSpreadCrouch_buckshot_mp "-5"
sk_AutoaimDegree_buckshot_mp "10"
sk_AutoaimDegreeJump_buckshot_mp "-20"
sk_AutoaimDegreeCrouch_buckshot_mp "0"
ac_cfg_amo_buckshot_r_no "0"
ac_cfg_amo_buckshot_c_no "-6"
ac_cfg_spr_buckshot_r_no "-2"
ac_cfg_spr_buckshot_c_no "-2"
ac_cfg_aim_buckshot_r_no "0"
ac_cfg_aim_buckshot_c_no "0"



// Paint Gun ---------- -----------
sk_plr_dmg_paint_mp "1"
sk_max_paint_mp "6"
sk_clipsize_paint_mp "3"
sk_defaultclip_paint_mp "3"
sk_BulletSpread_paint_mp "4"
sk_BulletSpreadJump_paint_mp "5"
sk_BulletSpreadCrouch_paint_mp "-3"
sk_AutoaimDegree_paint_mp "5"
sk_AutoaimDegreeJump_paint_mp "-20"
sk_AutoaimDegreeCrouch_paint_mp "3"
ac_cfg_amo_paint_r_no "3"
ac_cfg_amo_paint_r_sn "0"
ac_cfg_amo_paint_c_no "3"
ac_cfg_amo_paint_c_sn "0"
ac_cfg_spr_paint_r_no "0"
ac_cfg_spr_paint_r_sn "1"
ac_cfg_spr_paint_c_no "0"
ac_cfg_spr_paint_c_sn "1"
ac_cfg_aim_paint_r_no "0"
ac_cfg_aim_paint_r_sn "-1"
ac_cfg_aim_paint_c_no "0"
ac_cfg_aim_paint_c_sn "-1"
sk_paint_timer "20.0"
sk_paint_num "3"
sk_paint_shake_range "30.0"

// Crossbow--------------------
sk_plr_dmg_crossbow_mp "33"
sk_max_crossbow_mp "10"
sk_BulletSpread_crossbow_mp "15"
sk_AutoaimDegree_crossbow_mp "1"

// Sniper Rifle--------------------
sk_plr_dmg_rifle_mp "60"
sk_max_rifle_mp "16"
sk_clipsize_rifle_mp "2"
sk_defaultclip_rifle_mp "2"
sk_BulletSpread_rifle_mp "15"
sk_AutoaimDegree_rifle_mp "1"
sk_turn_range_v_sniper_mp "0.5"
ac_cfg_amo_rifle_r_sn "0"
ac_cfg_amo_rifle_c_sn "-4"


// RPG ---------- ----------------
sk_plr_dmg_rpg_round_mp "75"
sk_max_rpg_round_mp "7"
sk_defaultclip_rpg_round_mp "8"

// Grenade------------------- ----
sk_plr_dmg_grenade_mp "90"
sk_max_grenade_mp "10"
sk_defaultclip_grenade_mp "10"
sk_throw_grenade_mp "1000"
sk_lob_grenade_mp "300"
sk_roll_grenade_mp "600"
ac_cfg_amo_grenade_c_no "0"
ac_cfg_amo_grenade_c_so "-2"
ac_cfg_amo_grenade_c_sn "-5"
ac_cfg_thw1_grenade_c_no "1.0"
ac_cfg_thw1_grenade_c_so "1.0"
ac_cfg_thw1_grenade_c_sn "1.0"
ac_cfg_thw2_grenade_c_no "1.0"
ac_cfg_thw2_grenade_c_so "1.0"
ac_cfg_thw2_grenade_c_sn "1.0"
ac_cfg_thw3_grenade_c_no "1.0"
ac_cfg_thw3_grenade_c_so "1.0"
ac_cfg_thw3_grenade_c_sn "1.0"

// Smoke Grenade -----------------
sk_sgr_timer "30"
sk_sgr_teamsmoke_density "0.4"
sk_max_sgr_mp "9"
sk_defaultclip_sgr_mp "9"
sk_throw_sgr_mp "1000"
sk_lob_sgr_mp "300"
sk_roll_sgr_mp "600"
ac_cfg_amo_sgr_r_no "0"
ac_cfg_amo_sgr_r_so "-3"
ac_cfg_amo_sgr_r_sn "-3"
ac_cfg_thw1_sgr_r_no "1.0"
ac_cfg_thw1_sgr_r_so "1.0"
ac_cfg_thw1_sgr_r_sn "1.0"
ac_cfg_thw2_sgr_r_no "1.0"
ac_cfg_thw2_sgr_r_so "1.0"
ac_cfg_thw2_sgr_r_sn "1.0"
ac_cfg_thw3_sgr_r_no "1.0"
ac_cfg_thw3_sgr_r_so "1.0"
ac_cfg_thw3_sgr_r_sn "1.0"

// the Slam ------ -------------------
sk_plr_dmg_tripmine "90"
sk_plr_dmg_satchel "80"
sk_satchel_search "20"
sk_slam_impact_range "12"
sk_max_slam_mp "8"
sk_defaultclip_slam_mp "8"
sk_throw_slam_mp "200"
ac_cfg_amo_slam_r_no "-1"
ac_cfg_amo_slam_r_so "-4"
ac_cfg_amo_slam_r_en "-3"

// Fire Grenade-------------------
sk_fgr_timer "30.0"
sk_fgr_firenum "6"
sk_fgr_damagefactor "14"
sk_max_fgr_mp "6"
sk_defaultclip_fgr_mp "6"
sk_throw_fgr_mp "1000"
sk_lob_fgr_mp "500 "
sk_roll_fgr_mp" 600 "
ac_cfg_amo_fgr_c_no" 0 "
ac_cfg_amo_fgr_c_so" -2 "
ac_cfg_amo_fgr_c_en" -2 "
ac_cfg_thw1_fgr_c_no" 1.0 "
ac_cfg_thw1_fgr_c_so" 1.0 "
ac_cfg_thw1_fgr_c_en" 1.0 "
ac_cfg_thw2_fgr_c_no" 1.0 "
ac_cfg_thw2_fgr_c_so" 1.0 "
ac_cfg_thw2_fgr_c_en" 1.0 "
ac_cfg_thw3_fgr_c_no" 1.0"
ac_cfg_thw3_fgr_c_so "1.0"
ac_cfg_thw3_fgr_c_en "1.0"




// Spark Generator----------------
sk_sgene_absorb_max "70"
sk_plr_dmg_sgene_mp "5"
sk_sgene_absorb_damagescale "0"
sk_sgene_health "10"
sk_sgene_shock "10"
sk_sgene_firedelay "0.3
sk_sgene_see_dist" 400 "
sk_sgene_safetydelay" 0 "
sk_max_sgene_mp" 6 "
sk_defaultclip_sgene_mp" 6 "
sk_throw_sgene_mp" 1200 "
sk_lob_sgene_mp" 300 "
sk_roll_sgene_mp" 500 "
ac_cfg_amo_sgene_r_so "-2"
ac_cfg_amo_sgene_r_sn "0"
ac_cfg_amo_sgene_c_so "-2"
ac_cfg_amo_sgene_c_sn "0"
ac_cfg_thw1_sgene_r_so "1.0"
ac_cfg_thw1_sgene_r_sn "1.0"
ac_cfg_thw1_sgene_c_so "1.0"
ac_cfg_thw1_sgene_c_sn "1.0"
ac_cfg_thw2_sgene_r_so "1.0"
ac_cfg_thw2_sgene_r_sn "1.0"
ac_cfg_thw2_sgene_c_so "1.0"
ac_cfg_thw2_sgene_c_sn "1.0"
ac_cfg_thw3_sgene_r_so "1.0"
ac_cfg_thw3_sgene_r_sn "1.0"
ac_cfg_thw3_sgene_c_so "1.0"
ac_cfg_thw3_sgene_c_sn "1.0"

// Shake Trap ------------------ --
sk_shake_search "80"
sk_shake_radius "120"
sk_shake_throwed_delay "1.0"
sk_shake_sink_delay "0.5"
sk_shake_detonate_delay "0.1"
sk_shake_trap_pow "20"
sk_shake_capturetime "10"
sk_max_shake_mp "6"
sk_shake_mp6 "2" sk_throw_mp6 "2" sk_defaultclip_mp6 "2" sk_defaultclip_mp6 "2"
sk_defaultclip_mp "2"
ac_cfg_trappow_r_no "-8"
ac_cfg_trappow_r_so "-2"
ac_cfg_trappow_r_sn "-5"
ac_cfg_trappow_r_en "-3"
ac_cfg_trappow_r_me "-5"
ac_cfg_trappow_c_no "-8"
ac_cfg_trappow_c_so "-2"
ac_cfg_trappow_c_sn "-5"
ac_cfg_trappow_c_en "--3" Pro ac_cfg_trappow_cvision_meal
Shield "-5"

----
sk_shield_health "100"
sk_shield_timer "60"
sk_shield_chargerate "10.0"
sk_shield_chargemax "20.0"
sk_shield_chargescale "5.0"
sk_max_shield_mp "10"
sk_defaultclip_shield_mp "10"
ac_cfg_amo_shield_r_sn "-5"
ac_cfg_amo_shield_r_en "-3"
ac_cfg_amo_shield_c_sn "-5"
ac_cfg_amo_shield_c_en "-3"





// Recover Injection---------------
sk_max_recover_mp "8"
sk_defaultclip_recover_mp "8"
sk_plr_dmg_recover_mp "30"
sk_recover_tracelength "750"
ac_cfg_amo_recover_r_me "-1"
ac_cfg_amo_recover_c_me "0"


// Gatling Gun--------------------
sk_plr_dmg_gatling_mp "5"
sk_max_gatling_mp "1000"
sk_clipsize_gatling_mp "1000"
sk_defaultclip_gatling_mp "1000"
sk_BulletSpread_gatling_mp "8"
sk_BulletSpreadJump_gatling_mp "3"
sk_BulletSpreadCrouch_gatling_mp "0"
sk_AutoaimDegree_gatling_mp "0"
sk_AutoaimDegreeJump_gatling_mp "-20"
sk_AutoaimDegreeCrouch_gatling_mp "0"
sk_FireRate_gatling_mp "0.03"
sk_ViewKick_gatling_mp "1.8"
sk_plr_dmg_gatling_altfire_mp "4"
sk_woundgatling_time_primary "1"
sk_woundgatling_time_secondary "1"
sk_woundgatling_dmg_primary "2"
sk_woundgatling_dmg_secondary "2"
sk_rolltime_gatling_mp "0.8"
sk_rollangle_gatling_mp "360"
sk_heavypenalty_rollspeed "0.3"
sk_heavypenalty_movespeed "0.5"
sk_heavypenalty_jumppower "0.2"
sk_impactforcefw_gatling_mp "100"
sk_impactforceup_gatling_mp "50"
sk_turn_range_gatling_mp "0.3"
sk_MaxPenaltyTime_gatling_mp " 3"
sk_BulletSpread2_gatling_mp "16"
sk_Viewkick_gatling2_mp "2"
bludgeon_gatling_range "70"
bludgeon_gatling_hull "12"
bludgeon_gatling_zofs "-4"
DamageShockBias_Gatling "1.5"
sk_plr_BulletImpulse_gatling_mp "8.0"


// Laser Rifle--------------------
sk_plr_dmg_laser_mp "5"
sk_max_laser_mp "198"
sk_clipsize_laser_mp "99"
sk_defaultclip_laser_mp "99"
sk_laser_reflect_type "1"
sk_laser_firerate "0.12"
sk_laser_firenoise "2"
sk_BulletSpread_laser_mp "5"
sk_AutoaimDegree_laser_mp "3"
ac_cfg_amo_laser_r_sn "-99"
ac_cfg_amo_laser_c_sn "0"
DamageShockBias_Laser "2.0"
sk_plr_BulletImpulse_laser_Handmp "7.0"


//------------ ------
sk_hshield_health "100"
sk_hshield_chargerate "10"
sk_hshield_chargemax "20"
sk_hshield_chargescale "5"
sk_max_hshield_mp "5"
sk_defaultclip_hshield_mp "5"
ac_cfg_amo_hshield_r_no "0"
ac_cfg_amo_hshield_r_so "-1"
ac_cfg_amo_hshield_c_no "0"
ac_cfg_amo_hshield_c_so "-1"

// Stun Sniper Rifle----------------
sk_plr_dmg_ssniper_mp_s "1"
niper_mp_s "1" sk_max_s "
sk_clipsize_ssniper_mp" 1 "
sk_defaultclip_ssniper_mp" 1 "
sk_BulletSpread_ssniper_mp" 15 "
sk_BulletSpreadJump_ssniper_mp" 0 "
sk_BulletSpreadCrouch_ssniper_mp" 0 "
sk_AutoaimDegree_ssniper_mp" 1 "
sk_AutoaimDegreeJump_ssniper_mp" 0 "
sk_AutoaimDegreeCrouch_ssniper_mp" 0 "
ac_cfg_amo_ssniper_r_sn "-3"
ac_cfg_amo_ssniper_r_me "0"
ac_cfg_amo_ssniper_c_sn "-3"
ac_cfg_amo_ssniper_c_me "0"
sk_turn_range_v_ssniper_mp "0.5"


// Health Chage Disk--------------
sk_health_charge "60"
sk_health_search "40"
sk_max_health_mp "6"
sk_defaultclip_health_mp "6"
sk_health_throw "300.0"
sk_health0 "
sk_health_rate "0.05"


// Stungun-----------------------
sk_plr_dmg_stungun_mp "25"
sk_npc_dmg_stungun_mp "15"
sk_stungun_range "90"
sk_stungun_refire "1"
sk_stungun_chargerate "0.32 "
sk_stungun_chargemax "25"
sk_stungun_chargescale "1"
sk_stungun_smackdelay "0.43"


// Tornado Trap -------------------
sk_tornado_search "50"
sk_tornado_radius "100"
sk_tornado_throwed_delay "1"
sk_tornado_sink_delay "2"
sk_tornado_detonate_delay "0.2"
sk_tornado_friendly_enable "1"
sk_tornado_uppow "900"
sk_tornado_animetime "2"
sk_tornado_fadetime "2"
sk_tornado_crashroof_damage_enable "1"
sk_tornado_roofdmg_min "20"
sk_tornado_roofdmg_max "60"
sk_max_tornado_mp "5"
sk_defaultclip_tornado_mp " 5"
ac_cfg_amo_tornado_c_so "-2"
ac_cfg_amo_tornado_c_sn "-1"

// Whiteout Grenade---------------
sk_wgr_hit_radius "1800"
sk_wgr_dmg_radius "250"
sk_plr_dmg_pgr_mp "0"
sk_npc_dmg_pgr_mp "0"
sk_wgr_flash_intime_max "0.5"
sk_wgr_flash_keeptime_max "4"
sk_wgr_flash_outtime_max "3"
sk_wgr_flash_intime_min "0.5"
sk_wgr_flash_keeptime_min "0"
sk_wgr_flash_outtime_min "0.5"
sk_wgr_friendly_enable "1"
sk_max_wgr_mp "6"
sk_defaultclip_wgr_mp "6"
sk_throw_wgr_mp "1000"
sk_lob_wgr_mp "300"
sk_roll_wgr_mp "600"
ac_cfg_amo_wgr_r_so "-1"
ac_cfg_amo_wgr_r_sn "-2"
ac_cfg_thw1_wgr_r_so "1.0"
ac_cfg_thw1_wgr_r_sn "1.0"
ac_cfg_thw2_wgr_r_so "1.0"
ac_cfg_thw2_wgr_r_sn "1.0"
ac_cfg_thw3_wgr_r_so "1.0"
ac_cfg_thw3_wgr_r_sn "1.0"

// Poison Grenade----------------
sk_pgr_hit_radius "250"
sk_pgr_dmg_radius "250"
sk_plr_dmg_pgr_mp "0"
sk_npc_dmg_pgr_mp "0"
sk_pgr_smoke_timer "10"
sk_pgr_friendly_enable "1"
sk_max_pgr_mp "5"
sk_defaultclip_pgr_mp "5"
sk_throw_pgr_mp "900"
sk_lob_pgr_mp "350"
sk_roll_pgr_mp "700"
ac_cfg_amo_pgr_c_no "0"
ac_cfg_amo_pgr_c_me "0"
ac_cfg_thw1_pgr_c_no " 1.0"
ac_cfg_thw1_pgr_c_me "1.0"
ac_cfg_thw2_pgr_c_no "1.0"
ac_cfg_thw2_pgr_c_me "1.0"
ac_cfg_thw3_pgr_c_no "1.0"
ac_cfg_thw3_pgr_c_me "1.0"

// Capture Grenade----------------
sk_cgr_hit_radius "250"
sk_cgr_dmg_radius "250"
sk_plr_dmg_cgr_mp "0"
sk_npc_dmg_cgr_mp "0"
sk_cgr_friendly_enable "1"
sk_max_cgr_mp "6"
sk_defaultclip_cgr_mp "6"
sk_throw_cgr_mp "1200"
sk_lob_cgr_mp "350"
sk_roll_cgr_mp "700"
ac_cfg_amo_cgr_r_no "-1"
ac_cfg_amo_cgr_r_me "0"
ac_cfg_thw1_cgr_r_no "1.0"
ac_cfg_thw1_cgr_r_me "1.0"
ac_cfg_thw2_cgr_r_no "1.0"
ac_cfg_thw2_cgr_r_me "1.0"
ac_cfg_thw3_cgr_r_no "1.0"
ac_cfg_thw3_cgr_r_me "1.0"

// Sentry Gun--------------------
sk_plr_dmg_sentry_mp "4"
sk_BulletSpread_sentry_mp "10"
sk_max_sentry_mp "3"
sk_defaultclip_sentry_mp "3"
DamageShockBias_Sentry "0.1"
sk_sentrygun_pushforce_meleehit "2.0"
sk_sentrygun_pushforce_blast "2.0"
sk_sentrygun_pushforce_bullet "2.5"
sk_sentrygun_ignorefromfront "1.0"
sk_fov_sentry_mp "80"
sk_range_sentry_mp "700"


// Energy Battery-----------------
sk_energy "45"
sk_max_energy_mp "8"
sk_defaultclip_energy_mp "8"
ac_cfg_amo_energy_r_en "-3"
ac_cfg_amo_energy_r_me "0"

// Poison Crossbow---------------
sk_plr_dmg_pbow_mp "40"
sk_max_pbow_mp "8"
sk_BulletSpread_pbow_mp "0"
sk_BulletSpread_pbow "0" "
sk_BulletSpreadCrouch_pbow_mp "0"
sk_AutoaimDegree_pbow_mp "0"
sk_AutoaimDegreeJump_pbow_mp "0"
10
_
_


_
_
_
_
_ "75"
sk_pknife_refire "0.8"
sk_pknife_throwpow_air "2000"
sk_pknife_throwpow_wat "1000"
sk_pknife_throw_pierced "1"
sk_max_pknife_mp "1"
sk_defaultclip_pknife_mp "1"
sk_pknife_smackdelay "0.04"


// --
sk_canceler_health "1"
sk_canceler_search "750"
sk_max_canceler_mp "3"
sk_defaultclip_canceler_mp "3"
sk_canceler_type "1"

// Power Drink-------------------
sk_pdrink_available_time "10"
sk_pdrink_movespeed "0.4"
sk_pdrink_jumppower "0.2"
sk_pdrink_duckspeed "0.3"
sk_pdrink_rollspeed "0.2"
sk_pdrink_meleedamage "0.2"
sk_pdrink_damagereduction "0.2 "
sk_max_pdrink_mp "5"
sk_defaultclip_pdrink_mp "5"

// Mind Drink---------------------
sk_mdrink_available_time "13"
sk_mdrink_autoaim "15"
sk_mdrink_spreadreduction "50"
sk_mdrink_shockreductioin "30"
sk_max_mdrink_mp "5"
sk_defaultclip_mdrink_mp "5"

// Special Magazine----------------
sk_magazine_SMG1 "270"
sk_magazine_AR2 "210"
sk_magazine_Buckshot "12"
sk_magazine_Pistol "15"
sk_magazine_Rifle "10"
sk_magazine_XBowBolt "5"
sk_magazine_RPG_Round "4"
sk_magazine_357 "12"
sk_magazine_Paint "5"
sk_magazine_pbow "3"
sk_magazine_ssniper "3"
sk_max_magazine_mp "5"
sk_defaultclip_magazine_mp "5"
ac_cfg_amo_magazine_c_en "0"
ac_cfg_amo_magazine_c_me "0"
sk_magazine_pbow " 5"
sk_magazine_drpg "6"
sk_magazine_msniper "3"



// D-Shotgun--------------------
sk_plr_dmg_dshotgun_mp "6"
sk_BulletSpread_dshotgun_mp "10"
sk_BulletSpreadCrouch_dshotgun_mp "0"
sk_AutoaimDegree_dshotgun_mp "10"
sk_AutoaimDegreeJump_dshotgun_mp "-20"
sk_AutoaimDegreeCrouch_dshotgun_mp "0"
sk_BulletSpread2_dshotgun_mp "15"
sk_BulletSpreadCrouch2_dshotgun_mp "0"
sk_AutoaimDegree2_dshotgun_mp "5"
sk_AutoaimDegreeJump2_dshotgun_mp "-20"
sk_AutoaimDegreeCrouch2_dshotgun_mp "0"
sk_max_dshotgun_mp "15"
sk_clipsize_dshotgun_mp "6"
sk_defaultclip_dshotgun_mp "6"

// D-Pistol -------- ---------------
sk_plr_dmg_dpistol_mp "5"
sk_RefireTime_dpistol_mp "0.05"
sk_ShotPenaltyTime_dpistol_mp "0.1"
sk_MaxPenaltyTime_dpistol_mp "1.2"
sk_max_dpistol_mp "72"
sk_clipsize_dpistol_mp "24"
sk_defaultclip_dpistol_mp "24"
sk_BulletSpread1_dpistol_mp "3"
sk_BulletSpread2_dpistol_mp "5"
sk_BulletSpreadJump_dpistol_mp "0"
sk_BulletSpreadCrouch_dpistol_mp "0"
sk_AutoaimDegree_dpistol_mp "2"
sk_AutoaimDegreeJump_dpistol_mp "-2"
sk_AutoaimDegreeCrouch_dpistol_mp "2"
ac_cfg_amo_dpistol_r_no "-24"
ac_cfg_amo_dpistol_c_no "0"


// ------------ Invisible Suit -------

// Phera Pods--------------------
sk_plr_dmg_antlion_mp "30"
sk_throw_antlion_mp "1200"
sk_lob_antlion_mp "350"
sk_roll_antlion_mp "700"

// Gravity Grove------------------
sk_plr_dmg_gglove_mp "15"


// S-Pistol----------------------
sk_plr_dmg_spistol_mp "7"
sk_RefireTime_spistol_mp "0.5"
sk_ShotPenaltyTime_spistol_mp "0.02"
sk_MaxPenaltyTime_spistol_mp "1.0"
sk_max_spistol_mp "40" sk_clipsize_spistol_mp
"10"
sk_defaultclip_spistol_mp "10 "

/ /TimerGrenade------------------- sk_clipsize_tgr_mp "-1" sk_defaultclip_tgr_mp "6" sk_tgr_timer "15.0" sk_tgr_timerfact0 "1.0" sk_tgr_timerfact1 "0.5" sk_tgr_timerfact2 "0.245" sk_plr_dmg_tgr_mp "120" sk_throw_tgr_mp "1200" sk_lob_tgr_mp "250" sk_roll_tgr_mp "450"sk_tgr_radius "230" // ChargeBow-------------------- sk_clipsize_chargebow_mp "1"


















sk_max_chargebow_mp "7"
sk_defaultclip_chargebow_mp "1"
sk_plr_dmg_chargebow_mp "60"
sk_chargebow_chargescale "50"
sk_chargebolt_velocity "2000.0"
sk_chargebow_speedscale "2400.0" sk_chargebow_chargerate
"1.0" sk_chargebow_charge- mbow_
"240.0" ---------- sk_decoy_health "5.0" sk_plr_dmg_decoy_mp "50" // TwinRPG-------------------- sk_plr_dmg_drpg_mp "65 " sk_clipsize_drpg_mp "2" sk_defaultclip_drpg_mp "2" sk_max_drpg_mp "14"// P-ShakeTrap-------------------- sk_clipsize_pshake_mp "-1" sk_max_pshake_mp "5"
















sk_defaultclip_pshake_mp "5"
sk_pshake_hit_radius "230"
sk_pshake_dmg_radius "230"


// MarkingRifle--------------------
sk_clipsize_msniper_mp "1"
sk_max_msniper_mp "7"
sk_defaultclip_msniper_mp "1"
sk_marking_timer "120.0 "

// JumpDrink--------------------------
sk_clipsize_jdrink_mp "-1"
sk_defaultclip_jdrink_mp "5"
sk_jdrink_jumppower_lv1 "2.0"
sk_jdrink_jumppower_lv2 "5.0"
sk_jdrink_available_time "15.0 "
sk_jdrink_meleedamage_lv1 "2.0"
sk_jdrink_meleedamage_lv2 "10.0"

// EnergyInjection--------------------
sk_einjection_tracelength "1000"
sk_clipsize_einjection_mp "300"
sk_defaultclip_einjection_mp "150"
sk_einjection_recover "50"
sk_einjection_absorb "3"
sk_einjection_absorb_rate "0.06"

// SurpriseBox--------------------------
sk_clipsize_surprisebox_mp "-1"
sk_defaultclip_surprisebox_mp "5"
sk_surprisebox_rate_life "38"
sk_surprisebox_rate_priammo "35"
sk_surprisebox_rate_secammo "3"
sk_surprisebox_rate_pdrink "8"
sk_surprisebox_rate_mdrink "8"
sk_surprisebox_rate_jdrink "8"


// Poison efficacy-----------------
sk_poison_radius "200"
sk_poison_available_time "18"
sk_poison_damage_rate "3"
sk_poison_infection_time "0.5"
sk_poison_time_rate "1.5"


// Stun efficacy------------------
sk_stun_available_time "8"
sk_stun_autoaim "0"
sk_stun_spread "0"
sk_stun_movespeed "0.6"
sk_stun_jumppower "0.4"
sk_stun_duckspeed "0.6"
sk_stun_rollspeed "0.4"

// motionspeed------------------
sk_weapon_animspeed_pdrink "0.5"
sk_weapon_animspeed_mdrink "0.0"
sk_weapon_animspeed_jdrink "0.0"
sk_weapon_animspeed_poison "-0.2"
sk_weapon_animspeed_stun "-0.1"
sk_weapon_animspeed_inwater "-0.2"


//==================================
// Damage Shock Bias
//====== ============================
DamageShockBias "0.8"
DamageShockBias_Strong "0.7"
DamageShockBias_Blast "1.5"
DamageShockBias_Etc "1.0"
DamageShock_Border "29"
DamageShock_Min "0.5"
DamageShock_Max "60"
DamageShock_X "1.0"
DamageShock_Y "1.0"
DamageShock_Z "1.0"

// ================ ===================
// job mobile performance
// ======================== ===========
// the move speed
ac_cfg_movespeed_r_no "1.06"
ac_cfg_movespeed_r_so "0.93"
ac_cfg_movespeed_r_sn "1.03"
ac_cfg_movespeed_r_en "1.0"
ac_cfg_movespeed_r_me "1.03"
ac_cfg_movespeed_c_no "1.06"
ac_cfg_movespeed_c_so "0.93"
ac_cfg_movespeed_c_sn "1.03"
ac_cfg_movespeed_c_en "1.0"
ac_cfg_movespeed_c_me "1.03"

// roll speed
ac_cfg_rollspeed_r_no "1.1"
ac_cfg_rollspeed_r_so "0.8"
ac_cfg_rollspeed_r_sn "0.9"
ac_cfg_rollspeed_r_en "1.0"
ac_cfg_rollspeed_r_me "0.9"
ac_cfg_rollspeed_c_no "1.1"
ac_cfg_rollspeed_c_so "0.8"
ac_cfg_rollspeed_c_sn "0.9"
ac_cfg_rollspeed_c_en "1.0"
ac_cfg_rollspeed_c_me "0.9"

// jump power
ac_cfg_jumppower_r_no "1.4"
ac_cfg_jumppower_r_so "1.0"
ac_cfg_jumppower_r_sn "1.25"
ac_cfg_jumppower_r_en "1.1"
ac_cfg_jumppower_r_me "1.2"
ac_cfg_jumppower_c_no "1.4"
ac_cfg_jumppower_c_so "1.0"
ac_cfg_jumppower_c_sn "1.25"
ac_cfg_jumppower_c_en "1.1"
ac_cfg_jumppower_c_me "1.2"

// A duck the move speed
ac_cfg_duckspeed_r_no "1.3"
ac_cfg_duckspeed_r_so "1.0"
ac_cfg_duckspeed_r_sn "1.2"
ac_cfg_duckspeed_r_en "1.1"
ac_cfg_duckspeed_r_me "1.2"
ac_cfg_duckspeed_c_no "1.3"
ac_cfg_duckspeed_c_so "1.0"
ac_cfg_duckspeed_c_sn "1.2"
ac_cfg_duckspeed_c_en "1.1"
ac_cfg_duckspeed_c_me "1.2"

// suit damage
ac_cfg_suits_r_no "1.3"
ac_cfg_suits_r_so "1.0"
ac_cfg_suits_r_sn "1.6"
ac_cfg_suits_r_en "1.25"
ac_cfg_suits_r_me "1.6"
ac_cfg_suits_c_no "1.25"
ac_cfg_suits_c_so "0.9"
ac_cfg_suits_c_sn "1.55"
ac_cfg_suits_c_en "1.15"
ac_cfg_suits_c_me "1.55"

// radar time
ac_cfg_radar_r_no "3"
ac_cfg_radar_r_sn "3"
ac_cfg_radar_r_so "3"
ac_cfg_radar_r_en "3"
ac_cfg_radar_r_me "3"
ac_cfg_radar_c_no "3"
ac_cfg_radar_c_sn "3"
ac_cfg_radar_c_so "3"
ac_cfg_radar_c_en "3"
ac_cfg_radar_c_me " 3"

// motionspeed
ac_cfg_animspeed_r_no "0.0"
ac_cfg_animspeed_c_no "0.0"
ac_cfg_animspeed_r_sn "0.0"
ac_cfg_animspeed_c_sn "0.0"
ac_cfg_animspeed_r_so "0.0"
ac_cfg_animspeed_c_so "0.0"
ac_cfg_animspeed_r_en "0.0"
ac_cfg_animspeed_c_en "0.0"
ac_cfg_animspeed_r_me "0.0"
ac_cfg_animspeed_c_me "0.0"


// job para cmd
update_jobskillparam

// dogtag
ac_cfg_dogtag_recovery_health "25"
ac_cfg_dogtag_recovery_suit "25"

ac_cfg_dogtag_score_e "600"
ac_cfg_dogtag_score_d "1000"
ac_cfg_dogtag_score_c "500"
ac_cfg_dogtag_score_b "700"
ac_cfg_dogtag_score_a "800"
ac_cfg_dogtag_score_aa "1000"
ac_cfg_dogtag_score_aaa "700"
ac_cfg_dogtag_score_s "800"
ac_cfg_dogtag_score_ss "900"
ac_cfg_dogtag_score_sss "1000"

ac_cfg_dogtag_score_local_e "500"
ac_cfg_dogtag_score_local_d "600"
ac_cfg_dogtag_score_local_c "700"
ac_cfg_dogtag_score_local_b "800"
ac_cfg_dogtag_score_local_a "900"
ac_cfg_dogtag_score_local_aa "1000"
ac_cfg_dogtag_score_local_aaa "1000"
ac_cfg_dogtag_score_local_s "1000"
ac_cfg_dogtag_score_local_ss "1000"
ac_cfg_dogtag_score_local_sss "1000"

ac_cfg_dogtag_score_tutorial "200"

ac_cfg_dogtag_score_single1 "500"
ac_cfg_dogtag_score_single2 "1000"
ac_cfg_dogtag_score_single3 "1500"
ac_cfg_dogtag_score_single4 "2000"

// BOT level change
bot_levelup_limit_1 "2500"
bot_levelup_limit_2 "5000"

// Damage Correct
ac_cfg_damage_correct_0 "1.0"
ac_cfg_damage_correct_1 "1.0"
ac_cfg_damage_correct_2 "1.0"
ac_cfg_damage_correct_3 "1.0"
ac_cfg_damage_correct_4 "1.0"
ac_cfg_damage_correct_5 "1.0"
ac_cfg_damage_correct_6 "1.0"
ac_cfg_damage_correct_7 "1.0"
ac_cfg_damage_correct_8 "1.0"
ac_cfg_damage_correct_9 "1.0"


// DogTag Push Power Range and
ac_cfg_dogtag_pushrange "50"
ac_cfg_dogtag_pushforce "100"


// Weapon Usable Area of Etpu Start Machine
canthrowrange_info_player "64 "

C
Cvoxalury 07.02.22

xDDGx

I realized that there is a name and a path. I'm talking about the following:
1) Any model entity (weapon, npc...) should have a Precache() function, which should include caching and models, and, if available, sounds, particle systems, and third-party entities (say, npc_helicopter should cache its model, some scripted sounds and the bomb entity, while the hunter caches its model, fletchett entity, sounds and particles (gray blood, fletchette trails and explosions).
2) The model is cached in two ways. Either PrecacheModel("models/namehere.mdl" ) is simply written, or, if the entity has several available models (say, Brin is a whole and a half model, or Citizens are a bunch of models in general), then what was set in Hammer is cached, and the string looks like PrecacheModel( szModelName )*.
3) If any of these three is missing - either there is no function, or model caching is not written, or it is written with some kind of typo or in the wrong way - there will be a crash when starting any map.
__________________
* this is also related to the error when spawning the same Brin (and almost all named NPCs) - Attempting to precache model, but name is NULL, since when spawning through the console, the name - szModelName - is not written anywhere, nevertheless, NPC spawns. In order to avoid purely aesthetic problems, I therefore write only direct paths.

PS About this, maybe you have already spoken, but in that case, I missed it; how is the music in general? Strongly off topic or norms? Or is she all like in that model trailer?

T
Tupas 07.02.22

when loading a map, it crashes with a not precached error and the model name. How to overcome?
Player models, huh?
On the facepunch, too, a lot of people had problems with the pre-cache of models, they didn’t seem to solve it. At the same time, for some reason, everything works for me, even though at first it was the same.
Describe in more detail what you did. What card did you run? Did you start the game with -ac or without? Changed the player model in the settings / config / via the console?

PS About this, maybe you have already spoken, but in that case, I missed it; how is the music in general? Strongly off topic or norms?
In the story mode, music is music from the usual HL2 and HL1, only stretched to 3-6 minutes, the files even have the same names, just _edit is attributed at the end. And they are launched from configs.
There are 2.5 files of their own music here - game_bgm_long.mp3 usually plays in battle mode (maybe targets too, I don’t remember already), it’s in the video with models, and 1min_bgm_long.mp3 with its copy in .wav (52.7 meters !), which should turn on when one minute remains before the end of the round.

C
Cvoxalury 07.02.22

That is, neither their own ambients, nor, in fact, martial music?
Well, as expected for an arcade game.

x
xDDGx 07.02.22

Player models, huh?
I don't think so. Then I'll check and write for sure.

Describe in more detail what you did.
d1_trainstation_02, without -ac, did not change the model, entered debug_equip_weapon 1 directly on the map, then exec battle.cfg, restart - crash. I tried and immediately after starting the game (the card is not running) enter debug and config, then launched the same card - crash.


Perhaps, I got excited about the freezes because of my "wavpatch", the game just slows down for a few seconds, probably, I just did not wait until Windows pulled everything out of the swap.
By the way, I wanted to ask Alex (or who knows at all) why are # or even *# added to the paths to the music in sound scripts? For example, "*#HL2_intro.mp3"

Also, tried to experiment with the language. It seems that just doing something will not work, because. the game has a completely idiotic system - it seems that every time it tries to write the language value to the registry, and this value (by default - Japanese, of course) can only be influenced using the -english parameter. I tried to change it to -russian - the game created a _japanese folder and the menu with subs became squares. And not only in AS (check out the font in the console). Nothing is taken from the _russian-folder, infa 100%, unless connected manually via GameInfo, which I did later: the voice acting became Russian, but the menus and subs, of course, remained the same, except for manually renaming the files.
My GameInfo is stubborn, of course:

SearchPaths
{
  Game adds
  Game |gameinfo_path|.
  Game "..Half-Life 2hl2_russian"
  Game hl2mp
  Game hl2
  Game "..Half-Life 2hl2"
}

When running -game hl2mp becomes the working folder adds, and, accordingly, not hl2mp_japanese is created, but adds_japanese ))

C
Cvoxalury 07.02.22

Why are # or even *# added to music paths in sound scripts? For example, "*#HL2_intro.mp3"

This is added by referring to the name variable. I just don't get it, what's with the music?
Example: you are making a button and you want it to have a caption. Or a signature under the weapon. In the resource script, you can directly write the name ("Weaponname"), or you can write there ("#yourweaponname"), and the game will access the %modname%_%languagename%.txt file, where #yourweaponname is already written under the name.
Hm, hard to explain. Normal explanation:

In the weapon script, I name it #DARKINTERVAL_OICW. In the file resource/darkinterval_english I have the line "DARKINTERVAL_OICW" "Objective Individual Combat Weapon", in the file darkinterval_russian there is a similar line "DARKINTERVAL_OICW" "Automatic grenade launcher system". As a result, the game takes the name from the file corresponding to the specified language. That is, this is done for ordering names and for localizations.

In the case of music, this, in my opinion, can only mean connecting different music for different localizations or something like that. In general, if it is completely simplified, then the name with # at the beginning is a shortcut to the real name in the file in the resource folder.

As for the asterisk, I don't know.

x
xDDGx 07.02.22

I just don't get it, what's with the music?
HZ, there all mp3s (the only exception is the citadel ambient) are marked with # or *#. At first I even thought that it had something to do with mp3 playback and wanted to delete it, but it works anyway.

And by the way, I wrote it wrong above, there is not "*#HL2_intro.mp3", but "*#music/HL2_intro.mp3", everywhere with relative paths.

then the name with # at the beginning is a shortcut to the real name in the file in the resource
folder There are no shortcuts with such names in the resource folder, infa 100%. It means something else.

edit
That's it:
https://developer.valvesoftware.com/wiki/Soundscripts#Sound_Characters
Now it's clear why the music sounds different in the game than when playing mp3 tracks directly))

edit2
Yep, you can even drive in these icons when calling the file with the play command, for example, play >music/HL2_song1.mp3 or play "}music/HL2_song1.mp3"
Halfa can be used as a music player with special effects!))

T
Tupas 07.02.22

Iii problems with precache are solved with the help of the command...
BHE3APHOmaxplayers 2
Something like that.

x
xDDGx 07.02.22

BHE3APHO [hide]
It was really SUDDENLY! //problems with precache
are solved using the command SUDDENLY, lol, I just want to go and enter %D into the console

NPCs, I see, they are still worth ...

T
Tupas 07.02.22

Damn, it's cool, now you can go through a single with a new weapon, it's just gorgeous))
Some part is possible, but besides the stanstik, it also crashes because of the annabelle and the alyxgun.

How is it, all the scripts and stuff work? NPCs, I see, they are still standing ...
Well, the Citizens walk around, some GO-shniks still manage to hit ...

x
xDDGx 07.02.22

flies out because of annabelle and aliksgan.
Maybe they need maxplayers 4 ? ^^' No, but what if...

C
Cvoxalury 07.02.22

There are no shortcuts with such names in the resource folder, infa 100%. It means something else.

No, I figuratively said about the shortcut, I meant that the name preceded by # is like a “label” for the engine, and it is already looking for the corresponding entry in xl2_english, xl2_russian, valve_english and the like. Well, as you can see, with sounds, all this is not the topic.

That's it

. However, robust design. I didn't know, I didn't know...

Problems with precache are solved with the help of the command...

The Japanese are so Japanese.

x
xDDGx 07.02.22

http://pix.playground.ru/278556/55192/847012/
Phew, finally figured out the flight in the lake with an ichthyosaur. This was my old water problem, details somewhere below. In general, I have already overcome the channels (without cheats, to be honest, and with skill 3), stuck in dangerous water. The hardcore is incredible. First, weapons don't drop from enemies. Rather, it falls and disappears, as in the Shield. Half of the channels the player has to run with one mount at the ready. The player's first firearm can be seen on this screen on the right :
http://pix.playground.ru/278556/55192/846998/ arrived%) But I saw how he left later ...


In principle, it is quite possible to play with the Montei until you get to the bridge with barrels. I overcame it by using speedran skills (and even barely got to the shelter alive), but what can an ordinary HZ player do here, except to randomly run near the barrels until the GO players shoot him or the barrel.
Further, after attacking a helicopter, you can get a gun, this is known from speedruns:
http://pix.playground.ru/278556/55192/847000/
We get the machine a little later, after running through a smoking pipe. Then, after surviving the attack of the manhacks (only here you understand how many of them there are in the half!), you need to somehow free the wooden platforms under water, and then there is an additional complication that in Sövaiss this is harsh: as soon as the energy of the suit ends - immediately starts to take away 10 hp (remember, this is skill 3), and they do not regenerate!
However, I usually don't bother killing at this point, just jumping with Shift and Ctrl. But my game freezes from the simultaneous pressing of these keys, so I did this - I jumped with Shift, released it, and then Ctrl. It turned out after one freeze and one death (by the way, I have a game)

In short, the situation with weapons seems to be more or less so far, the situation with our favorite boxes is much more depressing. The fact is that most of them spits out when they break ... nothing. Sometimes it just comes to the point of absurdity:
http://pix.playground.ru/278556/55192/847001/
Apparently, only purely random boxes are empty, those in which the type of supplies is hard-coded, spit out normally. But it is significantly more difficult to play, you need to plan your actions here more carefully than in a regular HL, and it is better to avoid encounters with enemies.
However, there are still doubts about whether this alternative single can be completed, because I specifically got shot on the "riddle" with blue barrels ... I can not move the boat on the platform, it falls, although I already put everything under it, what is possible:
http://pix.playground.ru/278556/55192/847005/
(I also wanted to push double boxes, but they broke on the way)
There is clearly something wrong with physics, here's another example: breaking one of the crossbars lying in the area on chips, I could not normally take a chip in my hand, it was not held straight, but somewhere to the side of me and did not allow me to go in some directions.
In short, how to get through this place is not clear. You can jump like a speedrun on a pebble right into the loading area, but it's difficult, I don't know how. It is possible, in principle, to fly there without a boat, like after loading a new map, it should appear anyway? In principle, you can try to physically use glitches on the springboard itself, throw the same basket there, and then run over it on a boat - if you're lucky, it will jump enough to fly over to the other side.


Further on the little things.

There is a rather familiar and unpleasant glitch with the flashlight:
http://pix.playground.ru/278556/55192/847002/
http://pix.playground.ru/278556/55192/847003/
On both screenshots, the flashlight is on. Also, the flashlight exists separately from the suit, it does not affect the energy indicator for running and oxygen, and is in our hands from the very beginning:
http://pix.playground.ru/278556/55192/847008/
http://pix .playground.ru/278556/55192/847011/ A

strange effect when lighting blood with a flashlight. Flashlight off:
http://pix.playground.ru/278556/55192/847013/
Flashlight on:
http://pix.playground.ru/278556/55192/847014/

Gravity gun sight, mde:
http://pix .playground.ru/278556/55192/847006/

Subtitles, as usual, in the center of the screen for me:
http://pix.playground.ru/278556/55192/847007/

It turns out interesting when blinding an almost killed player:
http://pix.playground.ru/278556/55192/847004/

Zoom I like it:
http://pix.playground.ru/278556/55192/847009/
http://pix.playground.ru/278556/55192/847010/


An interesting fact: running AC without the -ac parameter, in the window, I noticed , as the lines of credits 0/0 run through for a moment below.
By the way, I also highly recommend removing the -sw parameter, it forces the DX7 mode and prevents it from starting in fullscreen. DX7, however, I already interrupt the settings in the config, but this does not always lead to successful results, especially if you shamanize the options through the menu; so, because of this, I had this water:
http://pix.playground.ru/278556/55192/846997/
And it should be:
http://pix.playground.ru/278556/55192/847020/
And because of this, I crashed when diving. Or rather, not entirely because of this, but because of the fact that our developers cheated, because they have a different underwater effect:
http://pix.playground.ru/278556/55192/846999/
As you can see, everything is fine with beautiful water works fine. The graphon will save the world.
Please note that the game counts some points. True, after Loading'a they are reset, but this is not a bug ..

Regarding the fullscreen: it unfolds very slowly (about 2 minutes), and even buggy. And without folding in any way, because otherwise you can’t get into the console. So, in order to play in fullscreen, it is better to write the name of the map or save in the launch parameter. I had the following glitches after folding:
1. The game starts with +map background02, the water is beautiful. It turns off, we type d1_trainstation_05, we climb into the teleport, we teleport into the lake - freezing. //by the way, the debug console is convenient because even a frozen game can be killed without a dispatcher, simply by clicking on the console's cross.
2. Texture problems (sequence of action is the same):
http://pix.playground.ru/278556/55192/847015/
http://pix.playground.ru/278556/55192/847016/
http://pix.playground.ru/278556/55192/847017/
3. Illumination of the problem:
http://pix.playground.ru/278556/55192/847018/
4. Reflection of the problem (it is not clear on the screen, you can see it better in dynamics):
http://pix.playground.ru/278556/55192/847018/


Well, the last thing: I got a little confused in the configs. Hike, the game still takes cfg/config.cfg, and it must also be read-only, otherwise the game overwrites it with a 10-kb default.
Also, so that the game does not switch to the hl2 directory (Khz how, but it did this even when I called the cards through the console), you need to add the line Game hl2mp to GameInfo (and it is desirable to put it first in Search Paths).

C
Cvoxalury 07.02.22

I just jump with Shift and Ctrl. But when I press these keys at the same time, the game freezes

. This is just a farce, lol. The game crashes on everything.

You can jump on a pebble like a speedrun right into the loading area, but it's difficult, I can't.

It's a bit off topic, but parts of the speedrun posted in the bar seem to me not at all real in the game, such effects simply cannot be in the game. Let's say bouncing on an energy ball that is programmed to kill on touch. Well, how is it? Modding?

x
xDDGx 07.02.22

LOL I forgot to watch that speedrun...

Modding?
This is usually prohibited. In the old speedrun from HL2DQT, all the features are real, you can check it yourself (on the old half build, of course). Although on that speeddemosarchive mods for jumping (HL SP Bunny Mod) were allowed, but no more. If in that speedrun, indeed, some mods were used for effects impossible in the game, then this is "unsportsmanlike". On the one hand, of course, the essence of a speedrun is to show an "interesting movie", on the other hand, additional interest in them is caused by the fact that this - at least partially, to the best of one's skills - can be repeated on one's own, in no way modified copies of the game.

Let's say bouncing on an energy ball that is programmed to kill on touch. Well, how is it?
It could be bugs. Just because the ball is programmed to kill doesn't mean that in certain situations (unforeseen by the developers, or just because of the implementation curve) it can't be bypassed. In addition, this is HL2 on a new engine, after all, it is more complicated than the old one, and you yourself know how much the Valves have broken ... Probably, they added a bunch of bugs during the transfer. Who knows, maybe the updated HL2 is a sieve :D

In AC, by the way, how in HL2DQ you can hit the Persians with a book so that they move faster))

This is just a farce, lol. The game crashes on everything.
I had such a suspicion, but is it not because I switch layouts on Ctrl + Shift? ..
This glitch is only for me, on XPx64. On 7k everything is fine (although the layout is also there by Ctrl + Shift).

x
xDDGx 07.02.22

Well, wow, it turned out:
http://pix.playground.ru/278556/55192/847368/
With the help of such a simple construction:
http://pix.playground.ru/278556/55192/847367/
Barrels can be taken in red barn, there are six of them. It is necessary to try to run into them sideways - it is unlikely that it will work sideways, but at least with some kind of indirect angle.
In general, maybe I'm wrong about the physics, maybe it's the boat that goes slower than in a normal game. Is there any command to change the speed of the boat?


But I turned out to be right about the layout - I changed the language change to Alt + Shift, I turned off the layout change. Now I can Ctrl+Shift as much as I want, but it's worth pressing Alt+Shift... ))


As for music - if someone feels sorry for allocating almost 700 meters of disk to it, I can suggest converting wav to MS ADPCM, which will reduce the size by exactly 4 times (172 MB), and at first glance, there is no difference in the work of the speaker after conversion. Unfortunately, I can't offer specific utilities, I don't know the console ones, but this can be done using any graphic converter, even using Sound Recorder (but this is a chore, you have to convert one at a time).
//I can, in principle, upload already converted files, if someone needs it.


The AU can be launched simultaneously with another Source game:
http://pix.playground.ru/278556/55192/847369/
At least with the ancient unpacked HL2.