![]() ![]() ![]() When Valve first re-released the game on their Steam service, they replaced the main menu. The functionality was removed in versions 1.1.0.8 and later, but was later restored with the 25th anniversary update. In the older versions of retail Half-Life, taking fall damage or strafing left and right would result in the player's screen being tilted slightly. Confirm if any of these have been changed, and update them if so.List of all changes: Steam, Official Website.There will still be red blood, however.Īlien blood and gibs are the same as the uncensored versions if they are enabled. If an NPC is gibbed (Scientist, Security guard, or Robot Grunt), they will explode into mechanical parts, such as gears and springs, instead of human gibs. This blood isn't the same as the blood spewed by alien opponents. When humans are shot, they will bleed a strange dark yellow blood. However, with the variables "violence_agibs", "violence_ablood", "violence_hblood", and "violence_hgibs" set to 1, a unique version of gibs and blood can be enabled. In a default installation, the "low violence" mode is enabled, disabling all gibs and blood. Likely to be a difference with Steam releases, but unsure if this comes down due to the maps themselves being different, something done in-engine or the WAD texture itself. Specifically: I've seen German versions that have blood decals already placed in the maps present, and ones that have it missing. by shooting specific lights in a certain order, or performing some other secret action.ĭiscuss ideas and findings on the talk page. Some map edits (or AMX Mod plugins) provide a way to open this door and enter the room - e.g. ![]() No one I told this believed it, by the way. The solution was to disable access to the room rather than deleting the room. ![]() It existed right up till the last minute before the map was released, and so when the decision to remove it was made, only a very minor change to the level was permitted. Pratt: Ok, once and for all, the “blue room” in crossfire - why is it there, and is there really any way in?ĭario: I could fill an encyclopedia with the number of emails I was sent about this blue room! There's actually no way in there. Inside the room is a spiral ramp leading to a crossbow, crossbow ammunition, HEV suit batteries and health kits.ĭario Casali provides an explanation for the "Blue Room" in an interview with Planet Half-life from 2004. It is visible in-game by setting off explosions around it (the scorch mark decals do not cross over from the wall to the door) or when using render commands like r_drawflat, gl_wireframe, etc. In the room with the Longjump module and HEV charger, there is an unopenable door blocking a passage to a secret room. Here is a video demonstrating this entity (note that the map is custom-made): Primary attack will play the current animation, while secondary attack will cycle animations of the model.Ĭycler_wreckage seems to create a static, opaque fire sprite and generates a constant plume of smoke around it. When picked up, the model will be placed in front of the player as a viewmodel. It places a model that acts as a weapon pickup. In the final game, only the multiplayer map Subtransit features 3 co-op spawnpoints, which are overridden by the default multiplayer spawns.Ĭycler_weapon is a weapon model viewer used for testing weapon animations. It's still functional in the case no singleplayer or multiplayer spawnpoints are defined. info_player_coop is a deprecated entity for defining spawn positions for multiplayer co-op. Half-Life originally featured several multiplayer modes, one being co-op play. (Source: Theuaredead) Unused Game EntitiesĮntities that are generally never used or do not function across the whole game. ![]()
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