D loves gene zei:
thx @ vitabis
maar geef es zo een console command
-----------------------------HALF LIFE 2 BETA GUIDE-------------------------------------
-----------------------Last Updated 10 Oct 03 01:11am GMT-------------------------------
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MINIMUM SYSTEM REQUIREMENTS:
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+ Windows98/2000/Me/XP
+ 700 MHz CPU
+ 128 MB RAM
+ DX6 compatible video card
+ ~3 GB free hdd space
Recommended system requirements:
+ Windows98/2000/Me/XP
+ 2 GHz CPU
+ 256 MB RAM
+ DX9 compatible video card
+ ~4 GB free hdd space
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TIPS:
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Forgotten a command? Put a partial command into the console and hit tab, it will bring
up the closest command, hitting tab again will bring the next and so on......
e.g. ch_create + tab........ you can find out what vehicles are available to spawn
Copying your Counterstrike config file into the hl2/config dir should propogate your
settings to HL2.
Load d1_town_01.bsp. After it's loaded type exec e3_town and all of the AI and scripted
sequences should work.
USE FRAPS for taking screenshots while in game and for FPS counting
Screenshot can also be bound to a key (F5 Default)
'maps' in console allows you to view all available maps and scroll through them
d3_city17 for the infamous city 17 maps
strider is on c17_13 also. have to "exec e3_strider" then go in the big hole in the map. he'll walk out
Apparently performance gains can be had by changing these settings through console:
r_shadows 0
r_3dsky 0
r_dynamic 0
r_lod
I guess its a matter of trial and error.
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SWITCHES:
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-cl_drawhud
-impulse 101
-r_anamorphic 0
-developer 0
-cl_enablehud 1
-cl_showfps 1
-netgraph 3
-mat_preloadshaders
-preload
-console
-dx9
-fullscreen
-width 1024 -height 768
-heapsize 80000
-dxlevel 90
-shaderdll shader_nvfx_ps20.dll
-mouselook
-dx8
-condebug
-toconsole
+map d2_coast_01.bsp
To run Windowed: -sw -startwindowed -window -windowed
For ATI Cards: Run the exe with options -console -dx9 -width 1024 -height 768 -fullscreen
(Providing you have directx9 installed, otherwise replace -dx9 with -dx8)
For Nvidia Cards: -console -dxlevel 90 -shaderdll shader_nvfx_ps20.dll -width 1024 -height 768 -fullscreen
For standard dx9 codepath: -console -dxlevel 90 -width 1024 -height 768 -fullscreen
(unsure what this relates to, stick to the ones above)
You may want to add -heapsize 128000 or 256000 -- the game seems to use a default heapsize of 40 megs.
This is the amount of memory that will be reserved for hl2 in kilobytes.
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CONSOLE COMMANDS:
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impulse 101 = MOST Weapons/Guns (NOT ALL) (all for that map)
impulse 82 = spawns jeep
god = god mode, player becomes invulnerable.
noclip = walk through everything, player becomes non-solid and flies.
buddha = Player takes damage but won't die. (Shows red cross when health is zero)
give itemname = Give item to player
hurtme <value> = Hurts the player, obviously <value> would be replaced by numbers 1 to 100
notarget = Player becomes hidden to NPCs.
give weapon_physgun = that cool weapon from the techdemo

-alt fire creates some sort of glue, allowing you to weld objects together
give weapon_flaregun = flaregun is a empty-model weapon that shoots a glowing red spark, if you touch it it sticks to you.
give weapon_hopwire = give weapon_hopwire is a grenade but crashes when you throw it.
give weapon_iceaxe = iceaxe is a very fast attacking crowbar
give weapon_immolator = immolator shoots a green radiation beam, anything it hits takes radiation damage - Thanks to Jurai2
give weapon_irifle = irifle looks fucking cool, shoots flares (apparently these flares will set your enemy on fire) - Thanks to James`
give weapon_manhack = manhack is the spinning blade on those sentinal bots.
give weapon_rollerwand = rollerwand weapon doesn't seem to do anything...
give weapon_slam = slam weapon - throws out some sorta charge
-alt fire remote detonates the charge, although the model is missing - thanks to slackor for this
give weapon_sniperrifle = sniperrifle... guess.
give weapon_stickylauncher = stickylauncher shoots blobs like the physgun and rightclick detonates them
give weapon_stunstick = stuns things, and can be used as a bat
give weapon_thumper = thumper is... weird. It's a firehidron (a yellow one) that spews chemicals, but they dont' do anything either.
give weapon_cguard = combine rifle - Thanks to Jurai2
give weapon_alyxgun = alyx's uzi thing - Thanks to Jurai2
give weapon_bugbait = antlion bait - Thanks to Jurai2
give weapon_extinguisher = fire extinguisher, i think you can make this explode, maybe in fire or something
give weapon_smg2 = sub machine gun that uses 3 round burst (right click to toggle between burst and auto) - Thanks to Jurai2
give weapon_binoculars = binoculars
give weapon_ar1 = ak47 assault rifle (alt fire changes between 5 firing modes)
give item_suit
give item_battery
give item_healthkit
hl2_normspeed
hl2_sprintspeed Changes Character speed?
hl2_walkspeed
phys_gunmass 200
phys_gunvel 400
phys_gunforce 500000 If too high, game crashes
phys_guntorque 100 Bunch of settings so you can edit the ability of the Phys Gun (Shown are default)
phys_gunglueradius 128
phys_timescale 1
phys_speeds 0
If you set gunforce and torque high you can throw stuff, like jeeps over mountains...........
map = Start playing on specified map.
maps = Displays list of maps.
demomap = demomap mapname demoname: start map and start recording .demo
exec = Execute script file.
+mlook = mouselook on (should enable veritcal as well as horizontal)
cl_drawhud 1 = turns hud display on
cl_enablehud 1 = turns hud display on
cl_showfps 1 will show frames per second in game and so will net_graph 3
bind "a" "+moveleft"
bind "d" "+moveright"
bind "s" "+back"
bind "w" "+forward" = binds the w key to moving forward
bind "q" "+duck"
bind "MOUSE2" "+jump" = binds mouse button 2 to jump
+mlook<--- lets you look around the map w/ your mouse (x/y axis)
ai_disable = Bi-passes all AI logic routines and puts all NPCs into their idle animations.
Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
ai_show_grid = Draw a grid on the floor where looking.
npc_create = Creates an NPC of the given type where the player is looking (if the given NPC can
actually stand at that location). Note that this only works for npc classes that are already
in the world. You can not create an entity that doesn't have an instance in the level.
Arguments: {npc_class_name}
npc_create_aimed = Creates an NPC aimed away from the player of the given type where the player
is looking (if the given NPC can actually stand at that location). Note that this only works
for npc classes that are already in the world. You can not create an entity that doesn't
have an instance in the level. Arguments: {npc_class_name}
picker = Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text
is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information
setpos = Move player to specified origin (must have sv_cheats).
setang = Snap player eyes to specified pitch yaw <roll

ptional> (must have sv_cheats).
sv_gravity 800 = World gravity. (edit figure)
sv_stopspeed 100 = Minimum stopping speed when on ground. (edit figure)
sv_friction 4 = World friction. (edit figure)
sv_bounce 1 = Bounce multiplier for when physically simulated objects collide with other objects. (edit figure)
sv_maxvelocity 3500 = Maximum speed any ballistically moving object is allowed to attain per axis. (edit figure)
sv_waterdist 12 = Vertical view fixup when eyes are near water plane. (edit figure)
air_density = Changes the density of air for drag computations.
dsp_explosion_effect_duration 4 = How long to apply confusion/ear-ringing effect after taking damage from blast.
prop_debug = Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all
damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
sv_soundemitter_filecheck = Report missing .wav files for sounds and game_sounds files.
mat_numtextureunits 0 = Set to 0 to let the hardware/driver decide how many texture units are available.
Set to a positive integer to limit the number of texture units.
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VEHICLES:
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ch_createjetski = FAKE Command (OR at least non working) eg NO JETSKI
Confusion around a jetski being in the game is probably coming from the fact that the airboat
has jetski like stalk handlebars. But there is no actual jetski.
The airboat can be found on the d1_tempcanals_02 map. See SS below.
http://www.burnedalive.co.uk/airboat.jpg
http://www.burnedalive.co.uk/airboat2.jpg
When using the Buggy, press Shift for Nitro/Turbo
ch_createjeep = Spawn jeep in front of the player.
IF ch_createjeep doesnt work use ch_creatjeep
ch_createairboat = Spawn airboat in front of the player
impulse 82 = spawns jeep
jeep_use_mortar = presumeably jeep weapon
Apparently you can edit the vehicles settings, but seems somewhat unsuccessfully as it
screws up the physics and crashes, editing the turbo is great though!
If you look in :
drive letter\hl2 directory\hl2\scripts\vehicles
You will find jeep_test.txt (other vehicle files too)
You can edit all the variables, the best to edit however is:
"delay" "15" // 15 seconds before you can use it again
Change this to 0 and you can effectively use boost all the time...no delay
But have a play with the other settings and see what works!
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MULTIPLAYER:
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To start a multiplayer session, you simply run a map with an active connection and open port 27015
To connect to a game, use the good 'ol /connect in your console.
chat bindings: bind t messagemode
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HALF LIFE 1 + COUNTERSTRIKE PORTED TO HL2 SOURCE ENGINE
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To use the HL1 port on HL2: Rename /Bin in your Half-life 2 main folder to bin_orig, then
copy all the info from the port rars into the main dir, then run the game using the cmd
line: hl2.exe -console -game hl1 -dxlevel 80 -heapsize 256000
Its probably best you backup your hl2 beta folder in case you fuck it up.
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