Half-Life 2: Update (3.0)

Игры созданные энтузиастами, не уступающие по качеству платным
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wowks
Майор
Майор
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#1 Сообщение 27.03.2015, 11:30

HλLF-LIFE² Update (3.0)


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Свершилось!
С момента выхода обновления версии 2.0 прошло более 4-х лет.
Теперь это не мод и не патч, а самостоятельная игра и распространяется она официально через сервис Steam
Автор: Филип Виктор (профиль: https://steamcommunity.com/id/filipvictors)

Ключевые особенности:
-сохранена оригинальная атмосфера игры!
-поддержка актуальной steampipe-версии Half-Life 2
-исправление многочисленных ошибок и проблем найденных сообществом
-улучшено: детализация воды, отражения мира, система столкновений, скриптовые сцены
-добавлено: детализированные тени, лучи света, система частиц, динамичное освещение (HDR)

сравнительные скриншоты:
1. тени и освещение
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2. освещение интерьера
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3. динамичное освещение (HDR)
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4. туман
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5. повышенная детализация заднего плана окружения
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6. система аудиокомментариев сообщества
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скриншоты (1920x1080):
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видео:
вступительное
сравнительное
брошюра с более подробной информацией от автора (на английском): https://cdn.akamai.steamstatic.com/steam ... 1427408407
страница игры: https://store.steampowered.com/app/290930
официальная группа: https://steamcommunity.com/groups/Half-Life2Update#

=======================================================================================================
Скачать:
* Half-Life 2 Update (версия от 23.04.2015):
https://mega.co.nz/#!EtgGzTRC!irFX-68_1 ... GE2SRcdlGk
---- Размер: 3,07 ГБ
---- Контрольная сумма 7z-архива:
-------- CRC32: 284BD3C2
-------- SHA1: 4BC4A6561DED5D1D3F97BE76485492AB4FC834D9
---- язык (интерфейс и озвучка): русский, английский
--------- смена языка: --> файл: "...\Half-Life 2 Update\rev.ini" --> секция: [Emulator] --> ключ: Language = (значение: russian или english)
-----------------------------------------------------------------
* отвязку от Steam-а на основе RevEmu (release_01.08.2015):
https://mega.nz/#!cgJXHaCL!_stgmdCL3Egv ... c_jobCcyKU
(Запуск через "run_hl2_upd.bat")
=======================================================================================================


изменённые "gameinfo.txt" для правильной работы на базе Half-Life 2 Update
Counter Strike: Source

Код: Выделить всё

"GameInfo"
{
	game	"Counter-Strike Source"
	title	"COUNTER-STRIKE'"
	title2	"source"
	type multiplayer_only
	nomodels 1
	nohimodel 1
	nocrosshair 0
	advcrosshair 3
	bots 1
	hidden_maps
	{
		"test_speakers"		1
		"test_hardware"		1
	}
	nodegraph 0


	FileSystem
	{
		SteamAppId				240		// This will mount all the GCFs we need (240=CS:S, 220=HL2).
		
		//
		// Setup engine search paths.
		//
		// If a search path contains "_english", and the current language is not english, then
		// another search path will be inserted above the english one by replacing "_english" with
		// the appropriate language.
		//
		// To debug how the engine has parsed this file, type "path" at the console.
		//
		// Search paths are relative to the base directory, which is where hl2.exe is found.
		//
		// |gameinfo_path| points at the directory where gameinfo.txt is.
		// |all_source_engine_paths| points at the directory cintaining HL2 shared content.
		//
		SearchPaths
		{

			// First, mount all user customizations.  This will search for VPKs and subfolders
			// and mount them in alphabetical order.  The easiest way to distribute a mod is to
			// pack up the custom content into a VPK.  To "install" a mod, just drop it in this
			// folder.
			//
			// Note that this folder is scanned only when the game is booted.
			game+mod			cstrike/custom/*

			// We search VPK files before ordinary folders, because most files will be found in
			// VPK and we can avoid making thousands of file system calls to attempt to open files
			// in folders where they don't exist.  (Searching a VPK is much faster than making an operating
			// system call.)
			game+mod			cstrike/cstrike_english.vpk
			game+mod			cstrike/cstrike_pak.vpk

			game				|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
			game				|all_source_engine_paths|hl2/hl2_pak.vpk

			platform			|all_source_engine_paths|platform/platform_misc.vpk

			// Now search loose files.  We'll set the directory containing the gameinfo.txt file
			// as the first "mod" search path (after any user customizations).  This is also the one
			// that's used when writing to the "mod" path.
			mod+mod_write+default_write_path		|gameinfo_path|.

			// Add the cstrike directory as a game search path.  This is also where where writes
			// to the "game" path go.
			game+game_write		cstrike

			// Where the game's binaries are
			gamebin				cstrike/bin

			// Last, mount in shared HL2 loose files
			game				|all_source_engine_paths|hl2
			platform			|all_source_engine_paths|platform

			// Random files downloaded from gameservers go into a seperate directory, so
			// that it's easy to keep those files segregated from the official game files
			// or customizations intentially installed by the user.
			//
			// This directory is searched LAST.  If you visit a server and download
			// a custom model, etc, we don't want that file to override the default
			// game file indefinitely (after you have left the server).  Servers CAN have
			// custom content that overrides the default game files, it just needs to be
			// packed up in the .bsp file so that it will be mounted as a map search pack.
			// The map search pack is mounted at the top of the search path list,
			// but only while you are connected that server and on that map.
			game+download	cstrike/download
		}
	}
}
Half-Life 2 Episode Two

Код: Выделить всё

"GameInfo"
{
	game 		"HALF-LIFE 2"
	title 		"HALF-LIFE'"
	title2		"== episode two =="

	type		singleplayer_only
	supportsvr	1

	FileSystem
	{
		SteamAppId				420		// This will mount all the GCFs we need (240=CS:S, 220=HL2).
		
		//
		// The code that loads this file automatically does a few things here:
		//
		// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
		// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
		//    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
		// 3. For the first "Game" search path, it adds a search path called "MOD".
		// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
		//

		//
		// Search paths are relative to the base directory, which is where hl2.exe is found.
		//
		// |gameinfo_path| points at the directory where gameinfo.txt is.
		// We always want to mount that directory relative to gameinfo.txt, so
		// people can mount stuff in c:\mymod, and the main game resources are in
		// someplace like c:\program files\valve\steam\steamapps\half-life 2.
		//
		SearchPaths
		{
			// First, mount all user customizations.  This will search for VPKs and subfolders
			// and mount them in alphabetical order.  The easiest way to distribute a mod is to
			// pack up the custom content into a VPK.  To "install" a mod, just drop it in this
			// folder.
			//
			// Note that this folder is scanned only when the game is booted.
			game+mod			ep2/custom/*
			game+mod			episodic/custom/*
			game+mod			hl2/custom/*

			// We search VPK files before ordinary folders, because most files will be found in
			// VPK and we can avoid making thousands of file system calls to attempt to open files
			// in folders where they don't exist.  (Searching a VPK is much faster than making an operating
			// system call.)
			game+mod			ep2/ep2_sound_vo_english.vpk
			game+mod			ep2/ep2_pak.vpk

			game				|all_source_engine_paths|episodic/ep1_sound_vo_english.vpk
			game				|all_source_engine_paths|episodic/ep1_pak.vpk

			game				|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
			game				|all_source_engine_paths|hl2/hl2_pak.vpk

			platform			|all_source_engine_paths|platform/platform_misc.vpk

			// Now search loose files.  We'll set the directory containing the gameinfo.txt file
			// as the first "mod" search path (after any user customizations).  This is also the one
			// that's used when writing to the "mod" path.
			mod+mod_write+default_write_path		|gameinfo_path|.

			// Add the HL2 directory as a game search path.  This is also where where writes
			// to the "game" path go.
			game+game_write		ep2

			// Where the game's binaries are
			gamebin				episodic/bin

			// Last, mount in shared HL2 loose files
			game				|all_source_engine_paths|episodic
			game				|all_source_engine_paths|hl2
			platform			|all_source_engine_paths|platform
		}
	}
}
Half-Life 2 Episode One

Код: Выделить всё

"GameInfo"
{
	game 		"HALF-LIFE 2"
	title 		"HALF-LIFE'"
	title2		"== episode one=="

	type		singleplayer_only
	supportsvr	1

	FileSystem
	{
		SteamAppId				380		// This will mount all the GCFs we need (240=CS:S, 220=HL2).
		
		//
		// The code that loads this file automatically does a few things here:
		//
		// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
		// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
		//    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
		// 3. For the first "Game" search path, it adds a search path called "MOD".
		// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
		//

		//
		// Search paths are relative to the base directory, which is where hl2.exe is found.
		//
		// |gameinfo_path| points at the directory where gameinfo.txt is.
		// We always want to mount that directory relative to gameinfo.txt, so
		// people can mount stuff in c:\mymod, and the main game resources are in
		// someplace like c:\program files\valve\steam\steamapps\half-life 2.
		//
		SearchPaths
		{
			// First, mount all user customizations.  This will search for VPKs and subfolders
			// and mount them in alphabetical order.  The easiest way to distribute a mod is to
			// pack up the custom content into a VPK.  To "install" a mod, just drop it in this
			// folder.
			//
			// Note that this folder is scanned only when the game is booted.
			game+mod			episodic/custom/*
			game+mod			hl2/custom/*

			// We search VPK files before ordinary folders, because most files will be found in
			// VPK and we can avoid making thousands of file system calls to attempt to open files
			// in folders where they don't exist.  (Searching a VPK is much faster than making an operating
			// system call.)
			game+mod			episodic/ep1_sound_vo_english.vpk
			game+mod			episodic/ep1_pak.vpk

			game				|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
			game				|all_source_engine_paths|hl2/hl2_pak.vpk

			platform			|all_source_engine_paths|platform/platform_misc.vpk

			// Now search loose files.  We'll set the directory containing the gameinfo.txt file
			// as the first "mod" search path (after any user customizations).  This is also the one
			// that's used when writing to the "mod" path.
			mod+mod_write+default_write_path		|gameinfo_path|.

			// Add the HL2 directory as a game search path.  This is also where where writes
			// to the "game" path go.
			game+game_write		episodic

			// Where the game's binaries are
			gamebin				episodic/bin

			// Last, mount in shared HL2 loose files
			game				|all_source_engine_paths|hl2
			platform			|all_source_engine_paths|platform
		}
	}
}
Half-Life: Source

Код: Выделить всё


"GameInfo"
{
	game 		"HALF-LIFE"
	title 		"HALF-LIFE"
	type		singleplayer_only
	supportsvr	1

	hashdcontent	1

	FileSystem
	{
		SteamAppId				240		// This will mount all the GCFs we need (240=CS:S, 220=HL2).
		ToolsAppId				211		// Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
		
		//
		// The code that loads this file automatically does a few things here:
		//
		// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
		// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
		//    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
		// 3. For the first "Game" search path, it adds a search path called "MOD".
		// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
		//

		//
		// Search paths are relative to the base directory, which is where hl2.exe is found.
		//
		// |gameinfo_path| points at the directory where gameinfo.txt is.
		// We always want to mount that directory relative to gameinfo.txt, so
		// people can mount stuff in c:\mymod, and the main game resources are in
		// someplace like c:\program files\valve\steam\steamapps\<username>\half-life 2.
		//
		// Once under Steam, |gameinfo_path|. and hl1 will usually map to the same thing, 
		//

		SearchPaths
		{
			// First, mount all user customizations.  This will search for VPKs and subfolders
			// and mount them in alphabetical order.  The easiest way to distribute a mod is to
			// pack up the custom content into a VPK.  To "install" a mod, just drop it in this
			// folder.
			//
			// Note that this folder is scanned only when the game is booted.
			game+mod			hl1/custom/*
			game_hd				hl1_hd

			// We search VPK files before ordinary folders, because most files will be found in
			// VPK and we can avoid making thousands of file system calls to attempt to open files
			// in folders where they don't exist.  (Searching a VPK is much faster than making an operating
			// system call.)
			game_hd				hl1_hd/hl1_hd_pak.vpk
			game+mod			hl1/hl1_sound_vo_english.vpk
			game+mod			hl1/hl1_pak.vpk

			game				|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
			game				|all_source_engine_paths|hl2/hl2_pak.vpk

			platform			|all_source_engine_paths|platform/platform_misc.vpk

			// Now search loose files.  We'll set the directory containing the gameinfo.txt file
			// as the first "mod" search path (after any user customizations).  This is also the one
			// that's used when writing to the "mod" path.
			mod+mod_write+default_write_path		|gameinfo_path|.

			// Add the Portal directory as a game search path.  This is also where where writes
			// to the "game" path go.
			game+game_write		hl1

			// Where the game's binaries are
			gamebin				hl1/bin

			// Last, mount in shared HL2 loose files
			game				|all_source_engine_paths|hl2
			platform			|all_source_engine_paths|platform
		}
	}
}
Half-Life Deathmatch: Source

Код: Выделить всё


"GameInfo"
{
	game 		"HALF-LIFE: Deathmatch"
	title 		"HALF-LIFE"
	type		multiplayer_only

    nocrosshair 0
    nohimodel 1
    nomodels 0
    hidden_maps
    {
        "background02" 1
        "background03" 1
        "background07" 1
        "background12" 1
        "background15" 1
        "test"         1
    }


	FileSystem
	{
		SteamAppId				360		// This will mount all the GCFs we need (240=CS:S, 220=HL2).
		ToolsAppId				211		// Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
		
		//
		// The code that loads this file automatically does a few things here:
		//
		// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
		// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
		//    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
		// 3. For the first "Game" search path, it adds a search path called "MOD".
		// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
		//

		//
		// Search paths are relative to the base directory, which is where hl2.exe is found.
		//
		// |gameinfo_path| points at the directory where gameinfo.txt is.
		// We always want to mount that directory relative to gameinfo.txt, so
		// people can mount stuff in c:\mymod, and the main game resources are in
		// someplace like c:\program files\valve\steam\steamapps\<username>\half-life 2.
		//
		// Once under Steam, |gameinfo_path|. and hl1 will usually map to the same thing, 
		//
		SearchPaths
		{
			// First, mount all user customizations.  This will search for VPKs and subfolders
			// and mount them in alphabetical order.  The easiest way to distribute a mod is to
			// pack up the custom content into a VPK.  To "install" a mod, just drop it in this
			// folder.
			//
			// Note that this folder is scanned only when the game is booted.
			game+mod			hl1mp/custom/*

			// We search VPK files before ordinary folders, because most files will be found in
			// VPK and we can avoid making thousands of file system calls to attempt to open files
			// in folders where they don't exist.  (Searching a VPK is much faster than making an operating
			// system call.)
			game+mod			hl1mp/hl1mp_sound_vo_english.vpk
			game+mod			hl1mp/hl1mp_pak.vpk

			game+mod			hl1/hl1_sound_vo_english.vpk
			game+mod			hl1/hl1_pak.vpk

			game				|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
			game				|all_source_engine_paths|hl2/hl2_pak.vpk

			platform			|all_source_engine_paths|platform/platform_misc.vpk

			// Now search loose files.  We'll set the directory containing the gameinfo.txt file
			// as the first "mod" search path (after any user customizations).  This is also the one
			// that's used when writing to the "mod" path.
			mod+mod_write+default_write_path		|gameinfo_path|.

			// Add the Portal directory as a game search path.  This is also where where writes
			// to the "game" path go.
			game+game_write		hl1mp

			// Where the game's binaries are
			gamebin				hl1mp/bin

			// Last, mount in shared HL2 loose files
			game				|all_source_engine_paths|hl1
			game				|all_source_engine_paths|hl2
			platform			|all_source_engine_paths|platform

			// Random files downloaded from gameservers go into a seperate directory, so
			// that it's easy to keep those files segregated from the official game files
			// or customizations intentially installed by the user.
			//
			// This directory is searched LAST.  If you visit a server and download
			// a custom model, etc, we don't want that file to override the default
			// game file indefinitely (after you have left the server).  Servers CAN have
			// custom content that overrides the default game files, it just needs to be
			// packed up in the .bsp file so that it will be mounted as a map search pack.
			// The map search pack is mounted at the top of the search path list,
			// but only while you are connected that server and on that map.
			game+download	hl1mp/download
		}
	    }
}
Half-Life 2 Deathmatch

Код: Выделить всё

"GameInfo"
{
	game	"Half-Life 2 DM"
	title	"HALF+LIFE'"
	title2	"deathmatch"
	type multiplayer_only
	nomodels 0
	nohimodel 1
	nocrosshair 1
	supportsvr	1
	hidden_maps
	{
		"test_speakers"		1
		"test_hardware"		1
	}


	FileSystem
	{
		SteamAppId				320
		
		//
		// Setup engine search paths.
		//
		// If a search path contains "_english", and the current language is not english, then
		// another search path will be inserted above the english one by replacing "_english" with
		// the appropriate language.
		//
		// To debug how the engine has parsed this file, type "path" at the console.
		//
		// Search paths are relative to the base directory, which is where hl2.exe is found.
		//
		// |gameinfo_path| points at the directory where gameinfo.txt is.
		// |all_source_engine_paths| points at the directory cintaining HL2 shared content.
		//
		SearchPaths
		{

			// First, mount all user customizations.  This will search for VPKs and subfolders
			// and mount them in alphabetical order.  The easiest way to distribute a mod is to
			// pack up the custom content into a VPK.  To "install" a mod, just drop it in this
			// folder.
			//
			// Note that this folder is scanned only when the game is booted.
			game+mod			hl2mp/custom/*

			// We search VPK files before ordinary folders, because most files will be found in
			// VPK and we can avoid making thousands of file system calls to attempt to open files
			// in folders where they don't exist.  (Searching a VPK is much faster than making an operating
			// system call.)
			game+mod			hl2mp/hl2mp_english.vpk
			game+mod			hl2mp/hl2mp_pak.vpk

			game				|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
			game				|all_source_engine_paths|hl2/hl2_pak.vpk

			platform			|all_source_engine_paths|platform/platform_misc.vpk

			// Now search loose files.  We'll set the directory containing the gameinfo.txt file
			// as the first "mod" search path (after any user customizations).  This is also the one
			// that's used when writing to the "mod" path.
			mod+mod_write+default_write_path		|gameinfo_path|.

			// Add the hl2mp directory as a game search path.  This is also where where writes
			// to the "game" path go.
			game+game_write		hl2mp

			// Where the game's binaries are
			gamebin				hl2mp/bin

			// Last, mount in shared HL2 loose files
			game				|all_source_engine_paths|hl2
			platform			|all_source_engine_paths|platform

			// Random files downloaded from gameservers go into a seperate directory, so
			// that it's easy to keep those files segregated from the official game files
			// or customizations intentially installed by the user.
			//
			// This directory is searched LAST.  If you visit a server and download
			// a custom model, etc, we don't want that file to override the default
			// game file indefinitely (after you have left the server).  Servers CAN have
			// custom content that overrides the default game files, it just needs to be
			// packed up in the .bsp file so that it will be mounted as a map search pack.
			// The map search pack is mounted at the top of the search path list,
			// but only while you are connected that server and on that map.
			game+download	hl2mp/download
		}
	}
}
Half-Life 2 Lost Coast

Код: Выделить всё

"GameInfo"
{
	game		"Half-Life 2: Lost Coast"
	title 		"HALF-LIFE'"
        title2		"lost coasT"
	type		singleplayer_only
	supportsvr	1
	FileSystem
	{
		SteamAppId				220		// This will mount all the GCFs we need (240=CS:S, 220=HL2).
		
		//
		// The code that loads this file automatically does a few things here:
		//
		// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
		// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
		//    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
		// 3. For the first "Game" search path, it adds a search path called "MOD".
		// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
		//

		//
		// Search paths are relative to the base directory, which is where hl2.exe is found.
		//
		// |gameinfo_path| points at the directory where gameinfo.txt is.
		// We always want to mount that directory relative to gameinfo.txt, so
		// people can mount stuff in c:\mymod, and the main game resources are in
		// someplace like c:\program files\valve\steam\steamapps\half-life 2.
		//
		SearchPaths
		{
			// First, mount all user customizations.  This will search for VPKs and subfolders
			// and mount them in alphabetical order.  The easiest way to distribute a mod is to
			// pack up the custom content into a VPK.  To "install" a mod, just drop it in this
			// folder.
			//
			// Note that this folder is scanned only when the game is booted.
			game+mod			lostcoast/custom/*
			game+mod			hl2/custom/*

			// We search VPK files before ordinary folders, because most files will be found in
			// VPK and we can avoid making thousands of file system calls to attempt to open files
			// in folders where they don't exist.  (Searching a VPK is much faster than making an operating
			// system call.)
			game+mod			lostcoast/lostcoast_sound_vo_english.vpk
			game+mod			lostcoast/lostcoast_pak.vpk

			game				|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
			game				|all_source_engine_paths|hl2/hl2_pak.vpk

			platform			|all_source_engine_paths|platform/platform_misc.vpk

			// Now search loose files.  We'll set the directory containing the gameinfo.txt file
			// as the first "mod" search path (after any user customizations).  This is also the one
			// that's used when writing to the "mod" path.
			mod+mod_write+default_write_path		|gameinfo_path|.

			// Add the HL2 directory as a game search path.  This is also where where writes
			// to the "game" path go.
			game+game_write		lostcoast

			// Where the game's binaries are
			gamebin				lostcoast/bin

			// Last, mount in shared HL2 loose files
			game				|all_source_engine_paths|hl2
			platform			|all_source_engine_paths|platform	
		}
	}
}
Portal

Код: Выделить всё

"GameInfo"
{
	game		"Portal"
	title 		"Portal"
	type		singleplayer_only
	nodifficulty	1
	hasportals	1
	FileSystem
	{
		SteamAppId				400		// This will mount all the GCFs we need (240=CS:S, 220=HL2).
		
		//
		// Setup engine search paths.
		//
		// If a search path contains "_english", and the current language is not english, then
		// another search path will be inserted above the english one by replacing "_english" with
		// the appropriate language.
		//
		// To debug how the engine has parsed this file, type "path" at the console.
		//
		// Search paths are relative to the base directory, which is where hl2.exe is found.
		//
		// |gameinfo_path| points at the directory where gameinfo.txt is.
		// |all_source_engine_paths| points at the directory cintaining HL2 shared content.

		SearchPaths
		{
			// First, mount all user customizations.  This will search for VPKs and subfolders
			// and mount them in alphabetical order.  The easiest way to distribute a mod is to
			// pack up the custom content into a VPK.  To "install" a mod, just drop it in this
			// folder.
			//
			// Note that this folder is scanned only when the game is booted.
			game+mod			portal/custom/*

			// We search VPK files before ordinary folders, because most files will be found in
			// VPK and we can avoid making thousands of file system calls to attempt to open files
			// in folders where they don't exist.  (Searching a VPK is much faster than making an operating
			// system call.)
			game+mod			portal/portal_sound_vo_english.vpk
			game+mod			portal/portal_pak.vpk

			game				|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
			game				|all_source_engine_paths|hl2/hl2_pak.vpk

			platform			|all_source_engine_paths|platform/platform_misc.vpk

			// Now search loose files.  We'll set the directory containing the gameinfo.txt file
			// as the first "mod" search path (after any user customizations).  This is also the one
			// that's used when writing to the "mod" path.
			mod+mod_write+default_write_path		|gameinfo_path|.

			// Add the Portal directory as a game search path.  This is also where where writes
			// to the "game" path go.
			game+game_write		portal

			// Where the game's binaries are
			gamebin				portal/bin

			// Last, mount in shared HL2 loose files
			game				|all_source_engine_paths|hl2
			platform			|all_source_engine_paths|platform
		}
	}
}
Последний раз редактировалось wowks 04.09.2015, 17:04, всего редактировалось 28 раз.

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VladimirM
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#2 Сообщение 27.03.2015, 18:28

Под линукс будет тоже? Что то не нашел такой информации.

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wowks
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#3 Сообщение 27.03.2015, 18:36

VladimirM
пусть мне эксперты no-Steam не дадут соврать, но должен быть/работать и для линукса, т.к. сама по себе steampipe версия возникла в свази с портом на линукс. :)

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#4 Сообщение 27.03.2015, 19:11

VladimirM &raquo; 27 мар 2015 18:28 писал(а):Под линукс будет тоже? Что то не нашел такой информации.
Почти наверняка нет, так как:
1) All available in one free standalone download! (Выходит как отдельная игра.)
2) Системные требования OS: Windows® 7 (32/64-bit)/Vista/XP
Тут только мой Steam профиль. Больше там ничего нет.
Изображение
Magicka 2 (Reff)

Nils
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#5 Сообщение 27.03.2015, 20:22

6.300Gb с хвостиком. Любуюсь красотами.
One More Megabyte Memory.

Juggernaut
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#6 Сообщение 28.03.2015, 07:53

и что теперь ради этого придется покупать официальный кривой Half-Life 2 в стиме? Залейте кто-нибудь мод, у кого есть, не жмотьтесь

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#7 Сообщение 28.03.2015, 09:33

Juggernaut
поставил заливаться, будет не скоро. + я не знаю как его запустить на пиратке

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#8 Сообщение 28.03.2015, 09:58

wowks » 28 мар 2015, 10:33 писал(а):Juggernaut
поставил заливаться, будет не скоро. + я не знаю как его запустить на пиратке
о, круто. А через custom как мод не пойдет что-ли, или через эмуль?

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#9 Сообщение 28.03.2015, 10:16

Juggernaut
пардон, я что-то завтыкал. Shlak же написал, что:
Shlak &raquo; Пт мар 27, 2015 5:11 pm писал(а):Выходит как отдельная игра.
так что с rev-эмулятором как отдельная игра работает!

UPD: при этом не работают достижения и система аудиокомментариев (RevEmu) ((
UPD 2: всё работает благодаря LumaEmu!
Последний раз редактировалось wowks 28.03.2015, 15:22, всего редактировалось 7 раз.

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#10 Сообщение 28.03.2015, 14:11

Никто не задавался вопросом как к нему русскую локализацию из оригинальной халвы запилить?
[url=Callto://tawi_er1c]Изображение[/url]

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Shlak
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#11 Сообщение 28.03.2015, 14:49

tawi_er1c
1) Открой блокнотом файл gameinfo.txt в папке hl2 и добавь в него загрузку hl2_sound_vo_russian.vpk Должно получится примерно так:
Скрытый текст

Код: Выделить всё

"GameInfo"
{
	game			"HALF-LIFE 2"
	title			"HALF-LIFE ' "
	GameData		halflife2.fgd
	type			singleplayer_only
	supportsvr		1

	developer		"Filip Victor"
	developer_url	""
	manual			""
	icon			"resource/hl2"

	FileSystem
	{
		SteamAppId			290930
		ToolsAppId			211
		SearchPaths
		{
			// Note that this folder is scanned only when the game is booted.
			game+mod					hl2/custom/*
			
			// VPK
			game						|gameinfo_path|.
			game+mod					|gameinfo_path|hl2_sound_vo_russian.vpk
			game						|gameinfo_path|hl2_pak.vpk
			
			// HL2 loose files and binaries
			mod+mod_write+default_write_path		|gameinfo_path|.
			gamebin						|gameinfo_path|bin
			
			// Platform
			platform					|all_source_engine_paths|platform/platform_misc.vpk
			platform					|all_source_engine_paths|platform
		}
	}
}
2) Закинь файлы hl2_sound_vo_russian_*.vpk в папку hl2
Тут только мой Steam профиль. Больше там ничего нет.
Изображение
Magicka 2 (Reff)

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#12 Сообщение 28.03.2015, 14:54

Радует исправление багов с Брином в момент первой встречи, бернаклы теперь поднимают как и раньше. И да HDR порой всё ровно неуместно засвечивает поверхности. Как по мне, то лучше его вырубать.
Изображение
Half-Life -термин ядерной физики и означает он период полураспада
Изображение

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#13 Сообщение 28.03.2015, 15:42

сегодня зальется? Может торрент создадите кто..)

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jura37
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#14 Сообщение 28.03.2015, 15:48

Скачал, поигрался, разницы вообще не заметил, как было старьем страшным, так им и осталось.

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NiGHt-LEshiY
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#15 Сообщение 28.03.2015, 15:53

jura37
Чтобы заметить разницу нужно играть не на минималках и не на 800x600.
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