
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: скриншоты (1920x1080): видео:
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
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
		}
	}
}
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
		}
	}
}
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
		}
	}
}
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
		}
	}
}
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
		}
	    }
}
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
		}
	}
}
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	
		}
	}
}
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
		}
	}
}































