Half-Life 2 - Mistake Of Pythagoras Mod

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You are Gordon in a parallel world and the city is under attack from unknown enemies. You have to find out a way to stop the invasion by traveling into their world and correcting the "mistake." You'll experience unique single player experience spanning 3 chapters, 10 maps.

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"GameInfo" { game "Mistake Of Pythagoras" title "Mistake Of Pythagoras" type "singleplayer_only" developer "K.S.(Koumei satou)/JAPAN" developer_url "****://www2d.biglobe.ne.jp/~ks_wca/mop/index.htm" icon "icon" FileSystem { SteamAppId 220 ToolsAppId 211 SearchPaths { Game |gameinfo_path|. Game hl2 } } } ks_background1 ks_background2 ks_background3 ks_mop_vill1 ks_mop_vill2 ks_mop_vill3 ks_mop_ledoux1 ks_mop_ledoux2 ks_mop_pita1 ks_mop_pita2 ks_mop_pita3 ks_mop_pita4 ks_mop_pita52006/02/06 ================================================================ HALF-LIFE2 - Single player game mod ================================================================ Title : Mistake Of Pythagoras Version : 1.0c Game : Half-life2 Author : K.S.(Koumei satou) Email Address : ez_ks@xsj.biglobe.ne.jp Description : Single player game mod Additional Credits : Chapter unlocking codes - npc_neko : Translation advisor - Jon Jung : Test play - npc_neko, Sakugetu, USP+ Test play - FAL, CatySummer, Tetsu, H.kinosita Special Thanks - Adam Foster ================================================================ * Mod Information * Single Player : Yes Cooperative : No Deathmatch : No Difficulty Settings : Yes New Sounds : Yes(few) New Graphics : Yes(few) New Music : Yes Multiple Endings ; No * Resources * Base : All new episode maps. No coding(HL2 entity only). Editor(s) used : Source SDK Micrografx Picture Publisher 8 Fanfare Photographer Acid 3.0(2.0) Sound Forge XP Studio 5 GCFScape Samples used : Loops for Acid Bloody-marvelous512 (Mighty Pete) Building Bibliography : Larchitecture De C.N.ledoux Development Time : Nine months ================================================================ Story :You are Gordon in a parallel world. The city is now under attack from unknown enemies. You have to find out a way to stop the invasion by traveling into their world and correcting the "mistake." ================================================================ Copyright :Valve ================================================================ Special Thanks :teNDon,npc_neko,sakugetu,USP+, CatySummer,FAL,Tetsu,H.Kinosita and C-SEC Members Mighty Pete Jon Jung Adam Foster ================================================================ *How to Install* Please copy this "MOP" folder into your Steam/SteamApps/SourceMods folder. (If there is no SourceMods folder, create it under SteamApps.) re-start Steam. You should see "Mistake Of Pythagoras" appeared in the game list. *Note* This is my fifth mod. However, this is the first time that I made maps for Half-Life 2. I have not understood the mechanism of HL2 well yet. Therefore, there might be various fault..... Oh, even if you request me to join your MOD, I might not be able to undertake it because I am busy on business now. Enjoy! K.S. Home page ****://www2d.biglobe.ne.jp/~ks_wca/mop/index.htm W.C.A.Home ****://www2d.biglobe.ne.jp/~ks_wca/ LEDZONE ****://www.ledzone.com/ 2006/02/06 -------------------------------------------------------- HALF-LIFE2p VOvC[MOD -------------------------------------------------------- ^Cg : Mistake Of Pythagoras o[W : 1.0c FEiK.S.j Fnpc_nekoichapter unlocking codesj FJon JungiTranslation advisorj Special Thanks FteNDon, sakugetu, npc_neko, USP+ FAL, CatySummer, H.kinosita and C-SECmembers Mighty Pete (****://www.petes-oasis.com/) Adam Foster -------------------------------------------------------- Tv VOQ[ FYes }`vC FNo }eA FYes TEh FYes y FYes }`GfBO FNo -------------------------------------------------------- gp\tg FSource SDK Micrografx Picture Publisher 8 Fanfare Photographer Acid 3.0(2.0) Sound Forge XP Studio 5 GCFScape gpf FLoops for Acid Bloody-marvelous512 (Mighty Pete) Ql FLarchitecture De C.N.ledoux FX -------------------------------------------------------- FValve -------------------------------------------------------- ***CXg[d*** STEAMtH_ASourceModstH_iSteam/SteamApps/SourceMods/j MOPtH_Rs[BSourceModstH_B STEAMNB "Mistake Of Pythagoras"B Q[ZtAnOj[oEB Xg[[ Half-life2{eWB e|[^[AEqB AZleyB A]glyB XCACAA EB -------------------------------------------------------- l ZT}bvB AHalf-life2}bvB "Sweet Half-life"AdZA}bv`x[V RA HL2[XACAB AHL2ASx UO`VOAA\XB oOlhB AoOpb`\B }bvAeXgvCC-SECo[FlA lteNDonlAeXgvCKinositalA `v^[AbN|npc_nekolA \B E ez_ks@xsj.biglobe.ne.jp Home page ****://www2d.biglobe.ne.jp/~ks_wca/mop/index.htm W.C.A.Home ****://www2d.biglobe.ne.jp/~ks_wca/ LEDZONE ****://www.ledzone.com/ C-SEC ****://www.c-sec.net/ ------------------------------------------------------- XV 2006/01/31 v1c ledoux1 :MR\[o :OreeBKCgC ledoux2 :o[jB}CoOC :KV[ :MR\[bZ[W} pita2 :NHubN eC pita3 :V(Mini-Triangle)Opv (Big-Drum){Xo FwXLbgzu pita4 :e|[g][C Xg{XjX wvbZ[Wo^C~OC pita5 :pY NHCC ^CgEwvbZ[WC 2005/12/21 v1b Vill2 :ouQxdlC pita1 :vXubNooOC Xy~XC "lang" { "Language" "English" "Tokens" { "MOP_Chapter1_Title" "Opening" "MOP_Chapter2_Title" "Unknown Enemies" "MOP_Chapter3_Title" "Twisted Space" "MOP_GameOver_Ally" " GAME OVER \n \n You lost Barney. " "MOP_GameOver_Object" " GAME OVER \n \n You lost Alyx. " "hl2_AmmoFull" "FULL" "HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE\n(PULSE-RIFLE)" "HL2_Bugbait" "PHEROPOD\n(BUGBAIT)" "HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "CROWBAR" "HL2_Grenade" "GRENADE" "HL2_GravityGun" "ZERO-POINT ENERGY GUN\n(GRAVITY GUN)" "HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG\n(ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG\n(SUBMACHINE GUN)" "HL2_Saved" "Saved..." } } "lang" { "Language" "japanese" "Tokens" { "MOP_Chapter1_Title" "^z" "[english]Mop_Chapter1_Title" "Opening" "MOP_Chapter2_Title" "n0ue" "[english]Mop_Chapter2_Title" "Unknown Enemies" "MOP_Chapter3_Title" "zzpu8^" "[english]Mop_Chapter3_Title" "Twisted Space" "MOP_GameOver_Ally" "GAME OVER 'YNj0SN(Barney)01YD0~0W0_0" "[english]MOP_GameOver_Ally" "GAME OVER You lost Barney." "MOP_GameOver_Object" "GAME OVER 'YNj0SN(Alyx)01YD0~0W0_0" "[english]MOP_GameOver_Object" "GAME OVER You lost Alyx." "hl2_AmmoFull" "FULL" "[english]hl2_AmmoFull" "FULL" "HL2_357Handgun" "357 0000" "[english]HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "vTjnNi (0000000)" "[english]HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE (PULSE-RIFLE)" "HL2_Bugbait" "000000 (k[[0)" "[english]HL2_Bugbait" "PHEROPOD (BUGBAIT)" "HL2_Crossbow" "00000" "[english]HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "000" "[english]HL2_Crowbar" "CROWBAR" "HL2_Grenade" "Kbi>_" "[english]HL2_Grenade" "GRENADE" "HL2_GravityGun" "p00000 (R)" "[english]HL2_GravityGun" "ZERO-POINT ENERGY GUN (GRAVITY GUN)" "HL2_Pistol" "9MM 0000" "[english]HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG (0000pKbi>_)" "[english]HL2_RPG" "RPG (ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "000000" "[english]HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG (0000000)" "[english]HL2_SMG1" "SMG (SUBMACHINE GUN)" "HL2_Saved" "000[N..." "[english]HL2_Saved" "Saved..." } } "lang" { "Language" "English" "Tokens" { "Valve_Listen_MapName" "Map" "Valve_Movement_Title" "MOVEMENT" "Valve_Move_Forward" "Move forward" "Valve_Move_Back" "Move back" "Valve_Turn_Left" "Turn left" "Valve_Turn_Right" "Turn right" "Valve_Move_Left" "Move left (strafe)" "Valve_Move_Right" "Move right (strafe)" "Valve_Jump" "Jump" "Valve_Duck" "Duck" "Valve_Swim_Up" "Swim up" "Valve_Swim_Down" "Swim down" "Valve_Look_Up" "Look up" "Valve_Look_Down" "Look down" "Valve_Look_Straight_Ahead" "Look straight ahead" "Valve_Strafe_Modifier" "Strafe modifier" "Valve_Mouse_Look_Modifier" "Mouse look modifier" "Valve_Keyboard_Look_Modifier" "Keyboard look modifier" "Valve_Use_Items" "Use item (buttons, machines, ...)" "Valve_Communication_Title" "COMMUNICATION" "Valve_Use_Voice_Communication" "Use voice communication" "Valve_Chat_Message" "Chat message" "Valve_Team_Message" "Team message" "Valve_Combat_Title" "COMBAT" "Valve_Primary_Attack" "Primary attack" "Valve_Secondary_Attack" "Secondary attack" "Valve_Reload_Weapon" "Reload weapon" "Valve_Walk" "Walk (Move Slowly)" "Valve_Flashlight" "Flashlight" "Valve_Spray_Logo" "Spray logo" "Valve_Weapon_Category_1" "Weapon category 1" "Valve_Weapon_Category_2" "Weapon category 2" "Valve_Weapon_Category_3" "Weapon category 3" "Valve_Weapon_Category_4" "Weapon category 4" "Valve_Weapon_Category_5" "Weapon category 5" "Valve_Weapon_Category_6" "Weapon category 6" "Valve_Weapon_Category_7" "Weapon category 7" "Valve_Weapon_Category_8" "Weapon category 8" "Valve_Weapon_Category_9" "Weapon category 9" "Valve_Weapon_Category_0" "Weapon category 0" "Valve_Previous_Weapon" "Previous weapon" "Valve_Next_Weapon" "Next weapon" "Valve_Last_Weapon_Used" "Last weapon used" "Valve_Miscellaneous_Title" "MISCELLANEOUS" "Valve_Display_Scores" "Display multiplayer scores" "Valve_Take_Screen_Shot" "Take screen shot" "Valve_Quick_Save" "Quick save" "Valve_Quick_Load" "Quick load" "Valve_Pause_Game" "Pause game" "Valve_Quit_Game" "Quit game" "Valve_Cheer" "Cheer" "Valve_Activate_In_Game_GUI" "Activate in-game GUI" "Valve_Change_Team" "Change team" "Valve_Change_Class" "Change class" "Valve_Use_Special_Skill" "Use special skill" "Valve_Multiplayer_Decal_Limit" "Multiplayer decal limit" "Valve_Valid_Teams" "Valid teams, leave blank for all" "Valve_Frag_Limit" "Frag Limit" "Valve_Time_Limit" "Time Limit (Min.)" "Valve_Falling_Damage" "Falling Damage" "Valve_Normal" "Normal" "Valve_Realistic" "Realistic" "Valve_Teamplay" "Teamplay" "Valve_Friendly_Fire" "Friendly Fire" "Valve_Weapons_Stay" "Weapons Stay" "Valve_Force_Respawn" "Force Respawn" "Valve_Footsteps" "Footsteps" "Valve_Autocrosshair" "Autocrosshair" "Valve_Center_Player_Names" "Center player names" "Valve_Switch_Weapons_Immediately" "Switch weapons immediately" "Valve_Automatic_Screenshots" "Automatically take end-game screenshots" "Valve_Observer_Crosshair" "Observer crosshair" "Spec_Slow_Motion" "Slow Motion" "Spec_No_PIP" " Picture-In-Picture is not available in First-Person mode while playing. " "Spec_Replay" "Instant Replay" "Spec_Auto" "Auto" "Spec_Time" "Time" "Spec_Map" "Map: %s1" "Spectators" "Spectators" "Spec_PlayerItem_Health" "%s1 (%s2)" "Spec_PlayerItem" "%s1" "Spec_PlayerItem_Team" "%s1 (%s2)" "Spec_Duck" "Press DUCK for Spectator Menu" "Spec_Help_Title" "Spectator Mode" "Spec_Help_Text" " Use the following keys to change view styles: FIRE1 - Chase next player FIRE2 - Chase previous player JUMP - Change view modes USE - Change inset window mode DUCK - Enable spectator menu In Overview Map Mode move around with: MOVELEFT - move left MOVERIGHT - move right FORWARD - zoom in BACK - zoom out MOUSE - rotate around map/target " "Spec_Modes" "Camera Options" "Spec_Mode0" "Camera Disabled" "Spec_Mode1" "Death Camera" "Spec_Mode2" "Fixed View" "Spec_Mode3" "First Person" "Spec_Mode4" "Chase Camera" "Spec_Mode5" "Free Look" "Spec_Mode6" "Chase Map Overview" "Spec_NoTarget" "No valid targets. Cannot switch Camera Mode." "Spec_Options" "Options" "OBS_NONE" "Camera Options" "OBS_CHASE_LOCKED" "Locked Chase Camera" "OBS_CHASE_FREE" "Free Chase Camera" "OBS_ROAMING" "Free Look" "OBS_IN_EYE" "First Person" "OBS_MAP_FREE" "Free Map Overview" "OBS_MAP_CHASE" "Chase Map Overview" "SPECT_OPTIONS" "Options" "CAM_OPTIONS" "Camera Options" "PlayerName" "Name" "PlayerScore" "Score" "PlayerDeath" "Deaths" "PlayerPing" "Latency" "PlayerVoice" "Voice" "PlayerTracker" "Friend" "T0A0TITLE" "HAZARD COURSE" "C0A0TITLE" "BLACK MESA INBOUND" "C0A1TITLE" "ANOMALOUS MATERIALS" "C1A1TITLE" "UNFORESEEN CONSEQUENCES" "C1A2TITLE" "OFFICE COMPLEX" "C1A3TITLE" "WE'VE GOT HOSTILES" "C1A4TITLE" "BLAST PIT" "C2A1TITLE" "POWER UP" "C2A2TITLE" "ON A RAIL" "C2A3TITLE" "APPREHENSION" "C2A4TITLE1" "RESIDUE PROCESSING" "C2A4TITLE2" "QUESTIONABLE ETHICS" "C2A5TITLE" "SURFACE TENSION" "C3A1TITLE" "FORGET ABOUT FREEMAN!" "C3A2TITLE" "LAMBDA CORE" "C4A1TITLE" "XEN" "C4A1ATITLE" "INTERLOPER" "C4A2TITLE" "GONARCH'S LAIR" "C4A3TITLE" "NIHILANTH" "C5TITLE" "ENDGAME" "Valve_Hostname" "Hostname" "Valve_Max_Players" "Max. players" "Valve_Server_Password" "Server password" "Valve_Close" "Close" "Valve_Help" "Help" "Valve_Settings" "Settings" "Valve_Chat_Messages" "Chat Messages" "Valve_Show_Status" "Show Status" "Valve_View_Cone" "View Cone" "Valve_Player_Names" "Player Names" "Valve_PIP" "Picture-In-Picture" "Valve_Overview" "Overview" "Valve_Overview_Off" "No Map" "Valve_Overview_Small" "Small Map" "Valve_Overview_Large" "Large Map" "Valve_Overview_ZoomIn" "Zoom In" "Valve_Overview_Zoomout" "Zoom Out" "Valve_Overview_Locked" "No Rotation" "Valve_Overview_Names" "Show Names" "Valve_Overview_Health" "Show Health" "Valve_Overview_Tracks" "Show Tracks" "Valve_Auto_Director" "Auto Director" "Valve_Show_Scores" "Show Scores" "Valve_Game_Saved" "Game Saved" "Valve_Orange" "Orange" "Valve_Yellow" "Yellow" "Valve_Blue" "Blue" "Valve_Ltblue" "Ltblue" "Valve_Green" "Green" "Valve_Red" "Red" "Valve_Brown" "Brown" "Valve_Ltgray" "Ltgray" "Valve_Dkgray" "Dkgray" "Valve_Playing" "Playing" "Valve_Stopped" "Stopped" "Valve_Paused" "Paused" "Valve_x_1_4" "x1/4" "Valve_x_1_2" "x1/2" "Valve_x_1" "x1" "Valve_x_2" "x2" "Valve_x_4" "x4" "Valve_ViewDemoStatus" "%s1 %s2 %s3" "Valve_Hint_Zoom" "%+zoom% ZOOM VIEW" "Valve_Hint_machinegun" "%+USE% TO USE MOUNTED GUN" "Valve_Hint_Flashlight" "%impulse 100% FLASHLIGHT" "Valve_Hint_PhysSwap" "%phys_swap% TO SWAP GRAVITY GUN\n WITH PREVIOUS GUN" "Valve_Hint_Command_send" "%impulse 50% SEND YOUR SQUAD TO A LOCATION" "Valve_Hint_Command_recall" "%impulse 50% TWICE TO RECALL YOUR SQUAD" "Valve_Hint_CraneKeys" "%+forward% EXTEND ARM %+back% RETRACT ARM %+moveleft% TURN LEFT %+moveright% TURN RIGHT %+attack% PICKUP OR DROP OBJECT" "Valve_Hint_BoatKeys" "%+forward% SPEED UP %+back% SLOW DOWN %+moveleft% TURN LEFT %+moveright% TURN RIGHT\nUSE MOUSE TO LOOK" "Valve_Hint_JeepKeys" "%+speed% TURBO %+jump% HANDBRAKE" "Valve_Hint_JeepTurbo" "%+speed% TURBO" "Valve_Hint_HEVcharger" "%+use% HOLD DOWN TO CHARGE SUIT" "Valve_Hint_AirboatGun" "%+attack% FIRE AIRBOAT GUN" "Valve_Hint_AmmoCrate" "%+use% GET AMMO FROM CRATE" "Valve_Hint_USEPickup" "%+use% PICKUP OBJECT" "Valve_Hint_ThrowHeld" "%+attack% THROW HELD OBJECT" "Valve_Hint_MomentaryButton" "%+use% HOLD DOWN TO TURN WHEEL" "Valve_Hint_ThrowBait" "%+attack% THROW BUGBAIT" "Valve_Hint_SqueezeBait" "%+attack2% CALL ANTLIONS" "Valve_Miscellaneous_Keyboard_Keys_Title" "MISCELLANEOUS MOVEMENT" "Valve_Chapter" "Chapter" "Valve_HudPoisonDamage" "NEUROTOXIN DETECTED\nADMINISTERING ANTIDOTE" "Valve_CreatingCache" "Creating sound caches..." "Valve_CreatingSpecificSoundCache" "Processing: %s1" "Valve_UpdatingSteamResources" "Updating Steam resources..." "Valve_Sprint" "Sprint (Move Quickly)" "Valve_Suit_Zoom" "Suit Zoom" "Valve_Commander_Mode" "Send/Recall Squad" "Valve_Gravity_Gun" "Gravity Gun" "Valve_CC_Toggle" "Toggle close caption sound effects" "Valve_Hud_HEALTH" "HEALTH" "Valve_Hud_AMMO" "AMMO" "Valve_Hud_SUIT" "SUIT" "Valve_Hud_AUX_POWER" "AUX POWER" "Valve_Hud_OXYGEN" "OXYGEN" "Valve_Hud_FLASHLIGHT" "FLASHLIGHT" "Valve_Hud_SPRINT" "SPRINT" "Valve_Hud_SQUAD_FOLLOWING" "SQUAD FOLLOWING" "Valve_Hud_SQUAD_STATIONED" "SQUAD STATIONED" "Valve_HDRDEMO_LeftTitle" "Fixed Aperture" "Valve_HDRDEMO_RightTitle" "High-Dynamic Range" "MOP_ESP" "%look% LINE-OF-SIGHT PSYCHOKINESIS" "MOP_ESPP" "%look% LOOK AROUND\n FOCUS TO BUILD WEAPONS" } }"lang" { "Language" "japanese" "Tokens" { "Valve_Listen_MapName" "000" "[english]Valve_Listen_MapName" "Map" "Valve_Movement_Title" "yR" "[english]Valve_Movement_Title" "MOVEMENT" "Valve_Move_Forward" "MR2" "[english]Valve_Move_Forward" "Move forward" "Valve_Move_Back" "_" "[english]Valve_Move_Back" "Move back" "Valve_Turn_Left" "]0TO0" "[english]Valve_Turn_Left" "Turn left" "Valve_Turn_Right" "S0TO0" "[english]Valve_Turn_Right" "Turn right" "Valve_Move_Left" "]k0s^LyR" "[english]Valve_Move_Left" "Move left (strafe)" "Valve_Move_Right" "Sk0s^LyR" "[english]Valve_Move_Right" "Move right (strafe)" "Valve_Jump" "0000" "[english]Valve_Jump" "Jump" "Valve_Duck" "W00L00" "[english]Valve_Duck" "Duck" "Valve_Swim_Up" " Nx0lP0" "[english]Valve_Swim_Up" "Swim up" "Valve_Swim_Down" "\o4lY00" "[english]Valve_Swim_Down" "Swim down" "Valve_Look_Up" " N0TO0" "[english]Valve_Look_Up" "Look up" "Valve_Look_Down" "N0TO0" "[english]Valve_Look_Down" "Look down" "Valve_Look_Straight_Ahead" "p0ckbk0;bY0" "[english]Valve_Look_Straight_Ahead" "Look straight ahead" "Valve_Strafe_Modifier" "s^LyR000" "[english]Valve_Strafe_Modifier" "Strafe modifier" "Valve_Mouse_Look_Modifier" "000000000" "[english]Valve_Mouse_Look_Modifier" "Mouse look modifier" "Valve_Keyboard_Look_Modifier" "00000000000" "[english]Valve_Keyboard_Look_Modifier" "Keyboard look modifier" "Valve_Use_Items" "0000 (0000000...) 0OF0" "[english]Valve_Use_Items" "Use item (buttons, machines, ...)" "Valve_Communication_Title" "000000000" "[english]Valve_Communication_Title" "COMMUNICATION" "Valve_Use_Voice_Communication" "X00000OF0" "[english]Valve_Use_Voice_Communication" "Use voice communication" "Valve_Chat_Message" "000000000" "[english]Valve_Chat_Message" "Chat message" "Valve_Team_Message" "00000000" "[english]Valve_Team_Message" "Team message" "Valve_Combat_Title" "&b" "[english]Valve_Combat_Title" "COMBAT" "Valve_Primary_Attack" ";ed1" "[english]Valve_Primary_Attack" "Primary attack" "Valve_Secondary_Attack" ";ed2" "[english]Valve_Secondary_Attack" "Secondary attack" "Valve_Reload_Weapon" "0000" "[english]Valve_Reload_Weapon" "Reload weapon" "Valve_Walk" "ikO0 (0c0O00yR)" "[english]Valve_Walk" "Walk (Move Slowly)" "Valve_Flashlight" "00000000" "[english]Valve_Flashlight" "Flashlight" "Valve_Spray_Logo" "000000" "[english]Valve_Spray_Logo" "Spray logo" "Valve_Weapon_Category_1" "fkhV000001" "[english]Valve_Weapon_Category_1" "Weapon category 1" "Valve_Weapon_Category_2" "fkhV000002" "[english]Valve_Weapon_Category_2" "Weapon category 2" "Valve_Weapon_Category_3" "fkhV000003" "[english]Valve_Weapon_Category_3" "Weapon category 3" "Valve_Weapon_Category_4" "fkhV000004" "[english]Valve_Weapon_Category_4" "Weapon category 4" "Valve_Weapon_Category_5" "fkhV000005" "[english]Valve_Weapon_Category_5" "Weapon category 5" "Valve_Weapon_Category_6" "fkhV000006" "[english]Valve_Weapon_Category_6" "Weapon category 6" "Valve_Weapon_Category_7" "fkhV000007" "[english]Valve_Weapon_Category_7" "Weapon category 7" "Valve_Weapon_Category_8" "fkhV000008" "[english]Valve_Weapon_Category_8" "Weapon category 8" "Valve_Weapon_Category_9" "fkhV000009" "[english]Valve_Weapon_Category_9" "Weapon category 9" "Valve_Weapon_Category_0" "fkhV000000" "[english]Valve_Weapon_Category_0" "Weapon category 0" "Valve_Previous_Weapon" "MRn0fkhV0xb" "[english]Valve_Previous_Weapon" "Previous weapon" "Valve_Next_Weapon" "!kn0fkhV0xb" "[english]Valve_Next_Weapon" "Next weapon" "Valve_Last_Weapon_Used" "vMRk0Oc0_0fkhV0xb" "[english]Valve_Last_Weapon_Used" "Last weapon used" "Valve_Miscellaneous_Title" "]0n0N" "[english]Valve_Miscellaneous_Title" "MISCELLANEOUS" "Valve_Display_Scores" "00000h:y" "[english]Valve_Display_Scores" "Display multiplayer scores" "Valve_Take_Screen_Shot" "000000000dq_" "[english]Valve_Take_Screen_Shot" "Take screen shot" "Valve_Quick_Save" "0000000" "[english]Valve_Quick_Save" "Quick save" "Valve_Quick_Load" "0000000" "[english]Valve_Quick_Load" "Quick load" "Valve_Pause_Game" "000n0-Ne" "[english]Valve_Pause_Game" "Pause game" "Valve_Quit_Game" "000n0B}N" "[english]Valve_Quit_Game" "Quit game" "Valve_Cheer" "_cY00" "[english]Valve_Cheer" "Cheer" "Valve_Activate_In_Game_GUI" "000Qg000000O(u" "[english]Valve_Activate_In_Game_GUI" "Activate in-game GUI" "Valve_Change_Team" "000 Yf" "[english]Valve_Change_Team" "Change team" "Valve_Change_Class" "000 Yf" "[english]Valve_Change_Class" "Change class" "Valve_Use_Special_Skill" "yrk0000O(u" "[english]Valve_Use_Special_Skill" "Use special skill" "Valve_Multiplayer_Decal_Limit" ">_upe NP000000 " "[english]Valve_Multiplayer_Decal_Limit" "Multiplayer decal limit" "Valve_Valid_Teams" "O(uS0000Y0y0f0j00zz}v" "[english]Valve_Valid_Teams" "Valid teams, leave blank for all" "Valve_Frag_Limit" "0006RP" "[english]Valve_Frag_Limit" "Frag Limit" "Valve_Time_Limit" "Bf6RPR " "[english]Valve_Time_Limit" "Time Limit (Min.)" "Valve_Falling_Damage" "=N0000" "[english]Valve_Falling_Damage" "Falling Damage" "Valve_Normal" "nf" "[english]Valve_Normal" "Normal" "Valve_Realistic" "00000000" "[english]Valve_Realistic" "Realistic" "Valve_Teamplay" "000000" "[english]Valve_Teamplay" "Teamplay" "Valve_Friendly_Fire" "sTex0n00000" "[english]Valve_Friendly_Fire" "Friendly Fire" "Valve_Weapons_Stay" "fkhV0kY0" "[english]Valve_Weapons_Stay" "Weapons Stay" "Valve_Force_Respawn" "R_0^" "[english]Valve_Force_Respawn" "Force Respawn" "Valve_Footsteps" "" "[english]Valve_Footsteps" "Footsteps" "Valve_Autocrosshair" "gqn000n0R Yf" "[english]Valve_Autocrosshair" "Autocrosshair" "Valve_Center_Player_Names" "00000 T0-N.Yk0h:y" "[english]Valve_Center_Player_Names" "Center player names" "Valve_Switch_Weapons_Immediately" "wBfk0fkhV0RfH00" "[english]Valve_Switch_Weapons_Immediately" "Switch weapons immediately" "Valve_Automatic_Screenshots" "000B}NBfk00000000000Rdq_" "[english]Valve_Automatic_Screenshots" "Automatically take end-game screenshots" "Valve_Observer_Crosshair" "&bBfk0gqn0h:y" "[english]Valve_Observer_Crosshair" "Observer crosshair" "Spec_Slow_Motion" "00000000" "[english]Spec_Slow_Motion" "Slow Motion" "Spec_No_PIP" " 00000000000000o00 NNyg0000-No0O(ug0M0~0[000 " "[english]Spec_No_PIP" " Picture-In-Picture is not available in First-Person mode while playing. " "Spec_Replay" "0000000000" "[english]Spec_Replay" "Instant Replay" "Spec_Auto" "000" "[english]Spec_Auto" "Auto" "Spec_Time" "Bf" "[english]Spec_Time" "Time" "Spec_Map" "000 %s1" "[english]Spec_Map" "Map: %s1" "Spectators" "&b" "[english]Spectators" "Spectators" "Spec_PlayerItem_Health" "%s1%s2 " "[english]Spec_PlayerItem_Health" "%s1 (%s2)" "Spec_PlayerItem" "%s1" "[english]Spec_PlayerItem" "%s1" "Spec_PlayerItem_Team" "%s1%s2 " "[english]Spec_PlayerItem_Team" "%s1 (%s2)" "Spec_Duck" "W00L0000g0&b00000O0" "[english]Spec_Duck" "Press DUCK for Spectator Menu" "Spec_Help_Title" "&b000" "[english]Spec_Help_Title" "Spectator Mode" "Spec_Help_Text" " NNn0000O(uW0f00p00000 YfY00 ;ed1 !kn0000000Y00 ;ed2 MRn0000000Y00 0000 p0000 YfY00 O(u ?ceQ000000000 YfY00 W00L00 &b00000O0 000N0W0000g0n0yR ]k0yR ]k0yR Sk0yR Sk0yR MR2 00000 _ 000000 000 000000000V " "[english]Spec_Help_Text" " Use the following keys to change view styles: FIRE1 - Chase next player FIRE2 - Chase previous player JUMP - Change view modes USE - Change inset window mode DUCK - Enable spectator menu In Overview Map Mode move around with: MOVELEFT - move left MOVERIGHT - move right FORWARD - zoom in BACK - zoom out MOUSE - rotate around map/target " "Spec_Modes" "000 00000" "[english]Spec_Modes" "Camera Options" "Spec_Mode0" "000L0!qR" "[english]Spec_Mode0" "Camera Disabled" "Spec_Mode1" "{k_n0000" "[english]Spec_Mode1" "Death Camera" "Spec_Mode2" "[pLu" "[english]Spec_Mode2" "Fixed View" "Spec_Mode3" "00000p" "[english]Spec_Mode3" "First Person" "Spec_Mode4" "000 000 ()" "[english]Spec_Mode4" "Chase Camera" "Spec_Mode5" "000 000" "[english]Spec_Mode5" "Free Look" "Spec_Mode6" "000N0W0 " "[english]Spec_Mode6" "Chase Map Overview" "Spec_NoTarget" " gRj000000j0W00000 000n0RfL0g0M0~0[000" "[english]Spec_NoTarget" "No valid targets. Cannot switch Camera Mode." "Spec_Options" "-[" "[english]Spec_Options" "Options" "OBS_NONE" "00000000" "[english]OBS_NONE" "Camera Options" "OBS_CHASE_LOCKED" "000000 " "[english]OBS_CHASE_LOCKED" "Locked Chase Camera" "OBS_CHASE_FREE" "0000001u " "[english]OBS_CHASE_FREE" "Free Chase Camera" "OBS_ROAMING" "000000" "[english]OBS_ROAMING" "Free Look" "OBS_IN_EYE" "00000p" "[english]OBS_IN_EYE" "First Person" "OBS_MAP_FREE" "000N0W01u " "[english]OBS_MAP_FREE" "Free Map Overview" "OBS_MAP_CHASE" "000N0W0 " "[english]OBS_MAP_CHASE" "Chase Map Overview" "SPECT_OPTIONS" "-[" "[english]SPECT_OPTIONS" "Options" "CAM_OPTIONS" "00000000" "[english]CAM_OPTIONS" "Camera Options" "PlayerName" " TMR" "[english]PlayerName" "Name" "PlayerScore" "0000" "[english]PlayerScore" "Score" "PlayerDeath" "{kNpe" "[english]PlayerDeath" "Deaths" "PlayerPing" "000000" "[english]PlayerPing" "Latency" "PlayerVoice" "000" "[english]PlayerVoice" "Voice" "PlayerTracker" "0000" "[english]PlayerTracker" "Friend" "T0A0TITLE" "0000000" "[english]T0A0TITLE" "HAZARD COURSE" "C0A0TITLE" "000000x00F0S0]0" "[english]C0A0TITLE" "BLACK MESA INBOUND" "C0A1TITLE" "yrpuir" "[english]C0A1TITLE" "ANOMALOUS MATERIALS" "C1A1TITLE" "N,n NS" "[english]C1A1TITLE" "UNFORESEEN CONSEQUENCES" "C1A2TITLE" "xvze-" "[english]C1A2TITLE" "OFFICE COMPLEX" "C1A3TITLE" "ue0zv" "[english]C1A3TITLE" "WE'VE GOT HOSTILES" "C1A4TITLE" "r4xf4X" "[english]C1A4TITLE" "BLAST PIT" "C2A1TITLE" "zv_j" "[english]C2A1TITLE" "POWER UP" "C2A2TITLE" "iQ00000" "[english]C2A2TITLE" "ON A RAIL" "C2A3TITLE" "t" "[english]C2A3TITLE" "APPREHENSION" "C2A4TITLE1" "^hirQt4X" "[english]C2A4TITLE1" "RESIDUE PROCESSING" "C2A4TITLE2" "yf[n0j" "[english]C2A4TITLE2" "QUESTIONABLE ETHICS" "C2A5TITLE" "}5_n0~00" "[english]C2A5TITLE" "SURFACE TENSION" "C3A1TITLE" "00000k0iF0j0" "[english]C3A1TITLE" "FORGET ABOUT FREEMAN!" "C3A2TITLE" "00000" "[english]C3A2TITLE" "LAMBDA CORE" "C4A1TITLE" "puLu" "[english]C4A1TITLE" "XEN" "C4A1ATITLE" "OeQ" "[english]C4A1ATITLE" "INTERLOPER" "C4A2TITLE" "00000n0]" "[english]C4A2TITLE" "GONARCH'S LAIR" "C4A3TITLE" "0000" "[english]C4A3TITLE" "NIHILANTH" "C5TITLE" "B} q" "[english]C5TITLE" "ENDGAME" "Valve_Hostname" "000000" "[english]Valve_Hostname" "Hostname" "Valve_Max_Players" "g'Y00000pe" "[english]Valve_Max_Players" "Max. players" "Valve_Server_Password" "0000000000" "[english]Valve_Server_Password" "Server password" "Valve_Close" "X00" "[english]Valve_Close" "Close" "Valve_Help" "000" "[english]Valve_Help" "Help" "Valve_Settings" "-[" "[english]Valve_Settings" "Settings" "Valve_Chat_Messages" "0000000000" "[english]Valve_Chat_Messages" "Chat Messages" "Valve_Show_Status" "000000h:y" "[english]Valve_Show_Status" "Show Status" "Valve_View_Cone" "Lun0h:y" "[english]Valve_View_Cone" "View Cone" "Valve_Player_Names" "00000 T" "[english]Valve_Player_Names" "Player Names" "Valve_PIP" "000000000000" "[english]Valve_PIP" "Picture-In-Picture" "Valve_Overview" "i" "[english]Valve_Overview" "Overview" "Valve_Overview_Off" "000j0W0" "[english]Valve_Overview_Off" "No Map" "Valve_Overview_Small" "\U0D0000" "[english]Valve_Overview_Small" "Small Map" "Valve_Overview_Large" "'YM0D0000" "[english]Valve_Overview_Large" "Large Map" "Valve_Overview_ZoomIn" "00000" "[english]Valve_Overview_ZoomIn" "Zoom In" "Valve_Overview_Zoomout" "000000" "[english]Valve_Overview_Zoomout" "Zoom Out" "Valve_Overview_Locked" "0000000j0W0" "[english]Valve_Overview_Locked" "No Rotation" "Valve_Overview_Names" " TMR0h:y" "[english]Valve_Overview_Names" "Show Names" "Valve_Overview_Health" "0000h:y" "[english]Valve_Overview_Health" "Show Health" "Valve_Overview_Tracks" "&b4X0h:y" "[english]Valve_Overview_Tracks" "Show Tracks" "Valve_Auto_Director" "0000000000" "[english]Valve_Auto_Director" "Auto Director" "Valve_Show_Scores" "00000h:y" "[english]Valve_Show_Scores" "Show Scores" "Valve_Game_Saved" "000U00~0W0_0" "[english]Valve_Game_Saved" "Game Saved" "Valve_Orange" "0000" "[english]Valve_Orange" "Orange" "Valve_Yellow" "" "[english]Valve_Yellow" "Yellow" "Valve_Blue" "R" "[english]Valve_Blue" "Blue" "Valve_Ltblue" "4lr" "[english]Valve_Ltblue" "Ltblue" "Valve_Green" "}" "[english]Valve_Green" "Green" "Valve_Red" "d" "[english]Valve_Red" "Red" "Valve_Brown" "6" "[english]Valve_Brown" "Brown" "Valve_Ltgray" "D0000" "[english]Valve_Ltgray" "Ltgray" "Valve_Dkgray" "oD0000" "[english]Valve_Dkgray" "Dkgray" "Valve_Playing" "Qu" "[english]Valve_Playing" "Playing" "Valve_Stopped" "\Pbk" "[english]Valve_Stopped" "Stopped" "Valve_Paused" "NBf\Pbk" "[english]Valve_Paused" "Paused" "Valve_x_1_4" "x1/4" "[english]Valve_x_1_4" "x1/4" "Valve_x_1_2" "x1/2" "[english]Valve_x_1_2" "x1/2" "Valve_x_1" "x1" "[english]Valve_x_1" "x1" "Valve_x_2" "x2" "[english]Valve_x_2" "x2" "Valve_x_4" "x4" "[english]Valve_x_4" "x4" "Valve_ViewDemoStatus" "%s1 %s2 %s3" "[english]Valve_ViewDemoStatus" "%s1 %s2 %s3" "Valve_Hint_Zoom" "%+zoom% 000h:y" "[english]Valve_Hint_Zoom" "%+zoom% ZOOM VIEW" "Valve_Hint_machinegun" "%+USE% ^n0000O(u" "[english]Valve_Hint_machinegun" "%+USE% TO USE MOUNTED GUN" "Valve_Hint_Flashlight" "%impulse 100% 00000000" "[english]Valve_Hint_Flashlight" "%impulse 100% FLASHLIGHT" "Valve_Hint_PhysSwap" "%phys_swap% 00000 000MRn000k0Rf" "[english]Valve_Hint_PhysSwap" "%phys_swap% TO SWAP GRAVITY GUN WITH PREVIOUS GUN" "Valve_Hint_Command_send" "%impulse 50% \0MOnk0NK0[00" "[english]Valve_Hint_Command_send" "%impulse 50% SEND YOUR SQUAD TO A LOCATION" "Valve_Hint_Command_recall" "%impulse 50% TWICE \0;bY0" "[english]Valve_Hint_Command_recall" "%impulse 50% TWICE TO RECALL YOUR SQUAD" "Valve_Hint_CraneKeys" "%+forward% 000008Op0Y0 %+back% 00000;bY0 %+moveleft% ]0TO0 %+moveright% S0TO0 %+attack% 00000S0/hcf00" "[english]Valve_Hint_CraneKeys" "%+forward% EXTEND ARM %+back% RETRACT ARM %+moveleft% TURN LEFT %+moveright% TURN RIGHT %+attack% PICKUP OR DROP OBJECT" "Valve_Hint_BoatKeys" "%+forward% ^0 NR00 %+back% ^0NR00 %+moveleft% ]0TO0 %+moveright% S0TO0" "[english]Valve_Hint_BoatKeys" "%+forward% SPEED UP %+back% SLOW DOWN %+moveleft% TURN LEFT %+moveright% TURN RIGHT USE MOUSE TO LOOK" "Valve_Hint_JeepKeys" "%+speed% 000 %+jump% 0000000" "[english]Valve_Hint_JeepKeys" "%+speed% TURBO %+jump% HANDBRAKE" "Valve_Hint_JeepTurbo" "%+speed% 000" "[english]Valve_Hint_JeepTurbo" "%+speed% TURBO" "Valve_Hint_HEVcharger" "%+use% bW0}Q0f000000000" "[english]Valve_Hint_HEVcharger" "%+use% HOLD DOWN TO CHARGE SUIT" "Valve_Hint_AirboatGun" "%+attack% 00009n000g0;ed" "[english]Valve_Hint_AirboatGun" "%+attack% FIRE AIRBOAT GUN" "Valve_Hint_AmmoCrate" "%+use% {K00>_0S0" "[english]Valve_Hint_AmmoCrate" "%+use% GET AMMO FROM CRATE" "Valve_Hint_USEPickup" "%+use% 00000S0" "[english]Valve_Hint_USEPickup" "%+use% PICKUP OBJECT" "Valve_Hint_ThrowHeld" "%+attack% cc0f0D0000000hcf00" "[english]Valve_Hint_ThrowHeld" "%+attack% THROW HELD OBJECT" "Valve_Hint_MomentaryButton" "%+use% bW0}Q0f0*jY00" "[english]Valve_Hint_MomentaryButton" "%+use% HOLD DOWN TO TURN WHEEL" "Valve_Hint_ThrowBait" "%+attack% 000bR00" "[english]Valve_Hint_ThrowBait" "%+attack% THROW BUGBAIT" "Valve_Hint_SqueezeBait" "%+attack2% 000WDs0|Tv0" "[english]Valve_Hint_SqueezeBait" "%+attack2% CALL ANTLIONS" "Valve_Miscellaneous_Keyboard_Keys_Title" "]0n0Nn0R\O" "[english]Valve_Miscellaneous_Keyboard_Keys_Title" "MISCELLANEOUS MOVEMENT" "Valve_Chapter" "z" "[english]Valve_Chapter" "Chapter" "Valve_HudPoisonDamage" "^yL}k0iQ kdR0bN" "[english]Valve_HudPoisonDamage" "NEUROTOXIN DETECTED ADMINISTERING ANTIDOTE" "Valve_CreatingCache" "0000 000000\Ob-N..." "[english]Valve_CreatingCache" "Creating sound caches..." "Valve_CreatingSpecificSoundCache" "Qt-N: %s1" "[english]Valve_CreatingSpecificSoundCache" "Processing: %s1" "Valve_UpdatingSteamResources" "Steam n000000fe-N..." "[english]Valve_UpdatingSteamResources" "Updating Steam resources..." "Valve_Sprint" "0000 (O0yR)" "[english]Valve_Sprint" "Sprint (Move Quickly)" "Valve_Suit_Zoom" "000000" "[english]Valve_Suit_Zoom" "Suit Zoom" "Valve_Commander_Mode" "&bn0>mc/S" "[english]Valve_Commander_Mode" "Send/Recall Squad" "Valve_Gravity_Gun" "R" "[english]Valve_Gravity_Gun" "Gravity Gun" "Valve_CC_Toggle" "00000000000n00000000000R0fH00" "[english]Valve_CC_Toggle" "Toggle close caption sound effects" "Valve_Hud_HEALTH" "000" "[english]Valve_Hud_HEALTH" "HEALTH" "Valve_Hud_AMMO" ">_" "[english]Valve_Hud_AMMO" "AMMO" "Valve_Hud_SUIT" "000" "[english]Valve_Hud_SUIT" "SUIT" "Valve_Hud_AUX_POWER" "NP000" "[english]Valve_Hud_AUX_POWER" "AUX POWER" "Valve_Hud_OXYGEN" "x }" "[english]Valve_Hud_OXYGEN" "OXYGEN" "Valve_Hud_FLASHLIGHT" "00000000" "[english]Valve_Hud_FLASHLIGHT" "FLASHLIGHT" "Valve_Hud_SPRINT" "0000" "[english]Valve_Hud_SPRINT" "SPRINT" "Valve_Hud_SQUAD_FOLLOWING" "d0D0f0eg0" "[english]Valve_Hud_SQUAD_FOLLOWING" "SQUAD FOLLOWING" "Valve_Hud_SQUAD_STATIONED" "o\" "[english]Valve_Hud_SQUAD_STATIONED" "SQUAD STATIONED" "Valve_HDRDEMO_LeftTitle" "V[^}0" "[english]Valve_HDRDEMO_LeftTitle" "Fixed Aperture" "Valve_HDRDEMO_RightTitle" "High Dynamic Range" "[english]Valve_HDRDEMO_RightTitle" "High-Dynamic Range" "MOP_ESP" "%look% 0 R4xX" "[english]MOP_ESP" "%look% LINE-OF-SIGHT PSYCHOKINESIS" "MOP_ESPP" "%look% hTV00O00 QW0fkhVh0[00" "[english]MOP_ESP" "%look% LOOK AROUND FOCUS TO BUILD WEAPONS" } } "chapters" { 1 "ks_background1" 2 "ks_background2" 3 "ks_background3" 4 "background02" 5 "background03" 6 "background03" 7 "background04" 8 "background04" 9 "background05" 9a "background05" 10 "background06" 11 "background06" 12 "background07" 13 "background07" 14 "background07" 15 "background07" }//Adrian: This file contains the credits info for both the Intro and outro. "credits.txt" { //======================================================== //These are the names used in the intro (trainride) //======================================================== "IntroCreditsNames" { "V" "WeaponIcons" " " "CreditsText" " " "CreditsText" "Viktor Antonov" "CreditsText" "Ted Backman" "CreditsText" "Kelly Bailey" "CreditsText" "Jeff Ballinger" "CreditsText" "Matt Bamberger" "CreditsText" "Aaron Barber" "CreditsText" "Yahn Bernier" "CreditsText" "Ken Birdwell" "CreditsText" "Derrick Birum" "CreditsText" "Chris Bokitch" "CreditsText" "Steve Bond" "CreditsText" "Matt Boone" "CreditsText" "Charlie Brown" "CreditsText" "Julie Caldwell" "CreditsText" "Dario Casali" "CreditsText" "Yvan Charpentier" "CreditsText" "Jess Cliffe" "CreditsText" "John Cook" "CreditsText" "Greg Coomer" "CreditsText" "Kellie Cosner" "CreditsText" "Scott Dalton" "CreditsText" "Kerry Davis" "CreditsText" "Jason Deakins" "CreditsText" "Ariel Diaz" "CreditsText" "Quintin Doroquez" "CreditsText" "Martha Draves" "CreditsText" "Laura Dubuk" "CreditsText" "Mike Dunkle" "CreditsText" "Mike Dussault" "CreditsText" "Rick Ellis" "CreditsText" "Dhabih Eng" "CreditsText" "Miles Estes" "CreditsText" "Adrian Finol" "CreditsText" "Bill Fletcher" "CreditsText" "Moby Francke" "CreditsText" "Pat Goodwin" "CreditsText" "Chris Green" "CreditsText" "Chris Grinstead" "CreditsText" "John Guthrie" "CreditsText" "Leslie Hall" "CreditsText" "Damarcus Holbrook" "CreditsText" "Tim Holt" "CreditsText" "Brian Jacobson" "CreditsText" "Erik Johnson" "CreditsText" "Jakob Jungels" "CreditsText" "Iikka Keranen" "CreditsText" "Eric Kirchmer" "CreditsText" "Marc Laidlaw" "CreditsText" "Jeff Lane" "CreditsText" "Tom Leonard" "CreditsText" "Doug Lombardi" "CreditsText" "Randy Lundeen" "CreditsText" "Scott Lynch" "CreditsText" "Ido Magal" "CreditsText" "Gary McTaggart" "CreditsText" "John Morello II" "CreditsText" "Bryn Moslow" "CreditsText" "Gabe Newell" "CreditsText" "Tri Nguyen" "CreditsText" "Jake Nicholson" "CreditsText" "Martin Otten" "CreditsText" "Kristen Perry" "CreditsText" "Bay Raitt" "CreditsText" "Alfred Reynolds" "CreditsText" "Dave Riller" "CreditsText" "Danika Rogers" "CreditsText" "David Sawyer" "CreditsText" "Aaron Seeler" "CreditsText" "Nick Shaffner" "CreditsText" "Taylor Sherman" "CreditsText" "Eric Smith" "CreditsText" "David Speyrer" "CreditsText" "Jay Stelly" "CreditsText" "Jeremy Stone" "CreditsText" "Mikel Thompson" "CreditsText" "Kelly Thornton" "CreditsText" "Carl Uhlman" "CreditsText" "Bill Van Buren" "CreditsText" "KayLee Vogt" "CreditsText" "Robin Walker" "CreditsText" "Josh Weier" "CreditsText" "Doug Wood" "CreditsText" "Matt T Wood" "CreditsText" "Matt Wright" "CreditsText" } "CreditsParams" { "fadeintime" "2.5" "fadeouttime" "1" "fadeholdtime" "1.0" "nextfadetime" "1.0" "pausebetweenwaves" "1.0" "logotime" "1.0" "posx" "96" "posy" "360" "color" "255 255 255 128" //Outro Parameters "scrolltime" "158" "separation" "10" } //======================================================== //These are the names used in the outro (breen_01) //======================================================== "OutroCreditsNames" { "HALF-LIFE'" "CreditsOutroLogos" " " "CreditsOutroText" "V" "CreditsOutroLogos" " " "CreditsOutroText" "Viktor Antonov" "CreditsOutroText" "Ted Backman" "CreditsOutroText" "Kelly Bailey" "CreditsOutroText" "Jeff Ballinger" "CreditsOutroText" "Matt Bamberger" "CreditsOutroText" "Aaron Barber" "CreditsOutroText" "Yahn Bernier" "CreditsOutroText" "Ken Birdwell" "CreditsOutroText" "Derrick Birum" "CreditsOutroText" "Chris Bokitch" "CreditsOutroText" "Steve Bond" "CreditsOutroText" "Matt Boone" "CreditsOutroText" "Charlie Brown" "CreditsOutroText" "Julie Caldwell" "CreditsOutroText" "Dario Casali" "CreditsOutroText" "Yvan Charpentier" "CreditsOutroText" "Jess Cliffe" "CreditsOutroText" "John Cook" "CreditsOutroText" "Greg Coomer" "CreditsOutroText" "Kellie Cosner" "CreditsOutroText" "Scott Dalton" "CreditsOutroText" "Kerry Davis" "CreditsOutroText" "Jason Deakins" "CreditsOutroText" "Ariel Diaz" "CreditsOutroText" "Quintin Doroquez" "CreditsOutroText" "Martha Draves" "CreditsOutroText" "Laura Dubuk" "CreditsOutroText" "Mike Dunkle" "CreditsOutroText" "Mike Dussault" "CreditsOutroText" "Rick Ellis" "CreditsOutroText" "Dhabih Eng" "CreditsOutroText" "Miles Estes" "CreditsOutroText" "Adrian Finol" "CreditsOutroText" "Bill Fletcher" "CreditsOutroText" "Moby Francke" "CreditsOutroText" "Pat Goodwin" "CreditsOutroText" "Chris Green" "CreditsOutroText" "Chris Grinstead" "CreditsOutroText" "John Guthrie" "CreditsOutroText" "Leslie Hall" "CreditsOutroText" "Damarcus Holbrook" "CreditsOutroText" "Tim Holt" "CreditsOutroText" "Brian Jacobson" "CreditsOutroText" "Erik Johnson" "CreditsOutroText" "Jakob Jungels" "CreditsOutroText" "Iikka Keranen" "CreditsOutroText" "Eric Kirchmer" "CreditsOutroText" "Marc Laidlaw" "CreditsOutroText" "Jeff Lane" "CreditsOutroText" "Tom Leonard" "CreditsOutroText" "Doug Lombardi" "CreditsOutroText" "Randy Lundeen" "CreditsOutroText" "Scott Lynch" "CreditsOutroText" "Ido Magal" "CreditsOutroText" "Gary McTaggart" "CreditsOutroText" "John Morello II" "CreditsOutroText" "Bryn Moslow" "CreditsOutroText" "Gabe Newell" "CreditsOutroText" "Tri Nguyen" "CreditsOutroText" "Jake Nicholson" "CreditsOutroText" "Martin Otten" "CreditsOutroText" "Kristen Perry" "CreditsOutroText" "Bay Raitt" "CreditsOutroText" "Alfred Reynolds" "CreditsOutroText" "Dave Riller" "CreditsOutroText" "Danika Rogers" "CreditsOutroText" "David Sawyer" "CreditsOutroText" "Aaron Seeler" "CreditsOutroText" "Nick Shaffner" "CreditsOutroText" "Taylor Sherman" "CreditsOutroText" "Eric Smith" "CreditsOutroText" "David Speyrer" "CreditsOutroText" "Jay Stelly" "CreditsOutroText" "Jeremy Stone" "CreditsOutroText" "Mikel Thompson" "CreditsOutroText" "Kelly Thornton" "CreditsOutroText" "Carl Uhlman" "CreditsOutroText" "Bill Van Buren" "CreditsOutroText" "KayLee Vogt" "CreditsOutroText" "Robin Walker" "CreditsOutroText" "Josh Weier" "CreditsOutroText" "Doug Wood" "CreditsOutroText" "Matt T Wood" "CreditsOutroText" "Matt Wright" "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" "Voices:" "CreditsOutroText" "Robert Guillaume - Dr. Eli Vance" "CreditsOutroText" "Robert Culp - Dr. Wallace Breen" "CreditsOutroText" "Lou Gossett, Jr. - Vortigaunt" "CreditsOutroText" "Michelle Forbes - Dr. Judith Mossman" "CreditsOutroText" "Merle Dandridge - Alyx Vance" "CreditsOutroText" "Mike Shapiro - Barney Calhoun" "CreditsOutroText" "Mike Shapiro - Gman" "CreditsOutroText" "Harry S. Robins - Dr. Isaac Kleiner" "CreditsOutroText" "Jim French - Father Grigori" "CreditsOutroText" "John Patrick Lowrie - Citizens\Misc. characters" "CreditsOutroText" "Mary Kae Irvin - Citizens\Misc. characters" "CreditsOutroText" "Ellen McLane - Overwatch" "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" "Voice Casting:" "CreditsOutroText" "Shana Landsburg\Teri Fiddleman" "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" "Voice Recording:" "CreditsOutroText" "Pure Audio, Seattle, WA" "CreditsOutroText" "LA Studios, LA, CA" "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" "Voice recording scheduling and logistics:" "CreditsOutroText" "Pat Cockburn, Pure Audio" "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" "Crack Legal Team:" "CreditsOutroText" "Liam Lavery" "CreditsOutroText" "Jason Holtman" "CreditsOutroText" "Karl Quackenbush" "CreditsOutroText" "Kristen Boraas" "CreditsOutroText" "Kevin Rosenfield" "CreditsOutroText" "Alan Bruggeman" "CreditsOutroText" "Dennis Tessier" "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" "Thanks to the following for the use of their faces:" "CreditsOutroText" "Jamil Mullen" "CreditsOutroText" "Art Min" "CreditsOutroText" "Larry 'The Count' Heard" "CreditsOutroText" "Ted Cohrt" "CreditsOutroText" "Roger Guay" "CreditsOutroText" "Frank Sheldon" "CreditsOutroText" "Travis Dunlop" "CreditsOutroText" "Daniel Dociu" "CreditsOutroText" "Van Crowder" "CreditsOutroText" "Joey Paresa" "CreditsOutroText" "Chau Luu" "CreditsOutroText" "Kim Harris-Jones" "CreditsOutroText" "Michael S. Smith" "CreditsOutroText" "Joe Cairo" "CreditsOutroText" "Naomi Cotton" "CreditsOutroText" "Sandro Consi" "CreditsOutroText" "Lakeetra Gilbert" "CreditsOutroText" "Erdin Grcic" "CreditsOutroText" "Kanisha Speyrer" "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" "Special thanks to everyone at:" "CreditsOutroText" "Alienware" "CreditsOutroText" "ATI" "CreditsOutroText" "Dell" "CreditsOutroText" "Falcon Northwest" "CreditsOutroText" "Havok" "CreditsOutroText" "SOFTIMAGE" "CreditsOutroText" "and Don Kemmis, SLK Technologies" "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" " " "CreditsOutroText" "@" "CreditsOutroLogos" } }// Valve Game Info file // These are key/value pairs. Certain mods will use different settings. // GameInfo { game "HALF-LIFE 2" title "HALF-LIFE'" type singleplayer_only } game_sounds_manifest { "precache_file" "scripts/game_sounds.txt" "precache_file" "scripts/game_sounds_ui.txt" "precache_file" "scripts/game_sounds_player.txt" // Weapon sounds "precache_file" "scripts/game_sounds_weapons.txt" // HL2 World, Ambient Generic, Items, Physics, Vehicles "precache_file" "scripts/game_sounds_world.txt" "precache_file" "scripts/game_sounds_ambient_generic.txt" "precache_file" "scripts/game_sounds_items.txt" "precache_file" "scripts/game_sounds_physics.txt" "precache_file" "scripts/game_sounds_vehicles.txt" // E3 level sounds "precache_file" "scripts/level_sounds_e3_c17.txt" "precache_file" "scripts/level_sounds_e3_town.txt" "precache_file" "scripts/level_sounds_e3_bugbait.txt" // Game level sounds "precache_file" "scripts/level_sounds_eli_lab.txt" "precache_file" "scripts/level_sounds_trainyard.txt" "precache_file" "scripts/level_sounds_k_lab.txt" "precache_file" "scripts/level_sounds_k_lab2.txt" "precache_file" "scripts/level_sounds_coast.txt" "precache_file" "scripts/level_sounds_novaprospekt.txt" "precache_file" "scripts/level_sounds_streetwar.txt" "precache_file" "scripts/level_sounds_streetwar2.txt" "precache_file" "scripts/level_sounds_breencast.txt" "precache_file" "scripts/level_sounds_citadel.txt" "precache_file" "scripts/level_sounds_canals.txt" "precache_file" "scripts/level_sounds_ravenholm.txt" "precache_file" "scripts/level_sounds_ravenholm2.txt" "precache_file" "scripts/level_sounds_canals2.txt" //Music Tracks "precache_file" "scripts/level_sounds_music.txt" // NPC Sounds "precache_file" "scripts/npc_sounds_eli.txt" "precache_file" "scripts/npc_sounds_alyx.txt" "precache_file" "scripts/npc_sounds_dog.txt" "precache_file" "scripts/npc_sounds_citizen.txt" "precache_file" "scripts/npc_sounds_barney.txt" "precache_file" "scripts/npc_sounds_soldier.txt" "precache_file" "scripts/npc_sounds_strider.txt" "precache_file" "scripts/npc_sounds_zombie.txt" "precache_file" "scripts/npc_sounds_vortigaunt.txt" "precache_file" "scripts/npc_sounds_turret.txt" "precache_file" "scripts/npc_sounds_scanner.txt" "precache_file" "scripts/npc_sounds_rollermine.txt" "precache_file" "scripts/npc_sounds_poisonzombie.txt" "precache_file" "scripts/npc_sounds_metropolice.txt" "precache_file" "scripts/npc_sounds_combinecamera.txt" "precache_file" "scripts/npc_sounds_manhack.txt" "precache_file" "scripts/npc_sounds_ichthyosaur.txt" "precache_file" "scripts/npc_sounds_blackheadcrab.txt" "precache_file" "scripts/npc_sounds_fastheadcrab.txt" "precache_file" "scripts/npc_sounds_headcrab.txt" "precache_file" "scripts/npc_sounds_fastzombie.txt" "precache_file" "scripts/npc_sounds_birds.txt" "precache_file" "scripts/npc_sounds_gunship.txt" "precache_file" "scripts/npc_sounds_dropship.txt" "precache_file" "scripts/npc_sounds_barnacle.txt" "precache_file" "scripts/npc_sounds_attackheli.txt" "precache_file" "scripts/npc_sounds_antlionguard.txt" "precache_file" "scripts/npc_sounds_antlion.txt" "precache_file" "scripts/npc_sounds_env_headcrabcanister.txt" "precache_file" "scripts/npc_sounds_combine_ball.txt" "precache_file" "scripts/npc_sounds_combine_mine.txt" "precache_file" "scripts/npc_sounds_sniper.txt" "precache_file" "scripts/npc_sounds_stalker.txt" "precache_file" "scripts/npc_sounds_gman.txt" // KS MOP sounds "precache_file" "scripts/level_sounds_ks_mop.txt" }// // // NOTE: AUTOMATICALLY GENERATED FILE, ANY HAND EDITED COMMENTS WILL BE LOST!!! // NOTE: AUTOMATICALLY GENERATED FILE, ANY HAND EDITED COMMENTS WILL BE LOST!!! // NOTE: AUTOMATICALLY GENERATED FILE, ANY HAND EDITED COMMENTS WILL BE LOST!!! // // VOL_NORM 1.0f // //----------------------------------------------------------------------------- // common attenuation values //----------------------------------------------------------------------------- // // DON'T USE THESE - USE SNDLVL_ INSTEAD!!! // ATTN_NONE 0.0f // ATTN_NORM 0.8f // ATTN_IDLE 2.0f // ATTN_STATIC 1.25f // ATTN_RICOCHET 1.5f // ATTN_GUNFIRE 0.27f // // SNDLVL_NONE = 0, // SNDLVL_25dB = 25, // SNDLVL_30dB = 30, // SNDLVL_35dB = 35, // SNDLVL_40dB = 40, // SNDLVL_45dB = 45, // SNDLVL_50dB = 50, = 3.9 // SNDLVL_55dB = 55, = 3.0 // SNDLVL_IDLE = 60, = 2.0 // SNDLVL_TALKING = 60, = 2.0 // SNDLVL_60dB = 60, = 2.0 // SNDLVL_65dB = 65, = 1.5 // SNDLVL_STATIC = 66, = 1.25 // SNDLVL_70dB = 70, = 1.0 // SNDLVL_NORM = 75, // SNDLVL_75dB = 75, = 0.8 // SNDLVL_80dB = 80, = 0.7 // SNDLVL_85dB = 85, = 0.6 // SNDLVL_90dB = 90, = 0.5 // SNDLVL_95dB = 95, // SNDLVL_100dB = 100, = 0.4 // SNDLVL_105dB = 105, // SNDLVL_120dB = 120, // SNDLVL_130dB = 130, // SNDLVL_GUNFIRE = 140, = 0.27 // SNDLVL_140dB = 140, = 0.2 // SNDLVL_150dB = 150, = 0.2 // "ks_mop_music1" { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#ks/ks_pitasong1.mp3" } "ks_mop_music2" { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#ks/ks_pitasong2.mp3" } "ks_mop_music3" { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#ks/ks_pitasong3.mp3" } "ks_mop_music4" { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#ks/ks_pitasong4.mp3" } "ks_mop_music5" { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#ks/ks_pitasong5.mp3" } "ks_mop_music6" { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#ks/ks_pitasong6.mp3" } // // // NOTE: AUTOMATICALLY GENERATED FILE, ANY HAND EDITED COMMENTS WILL BE LOST!!! // NOTE: AUTOMATICALLY GENERATED FILE, ANY HAND EDITED COMMENTS WILL BE LOST!!! // NOTE: AUTOMATICALLY GENERATED FILE, ANY HAND EDITED COMMENTS WILL BE LOST!!! // // VOL_NORM 1.0f // //----------------------------------------------------------------------------- // common attenuation values //----------------------------------------------------------------------------- // // DON'T USE THESE - USE SNDLVL_ INSTEAD!!! // ATTN_NONE 0.0f // ATTN_NORM 0.8f // ATTN_IDLE 2.0f // ATTN_STATIC 1.25f // ATTN_RICOCHET 1.5f // ATTN_GUNFIRE 0.27f // // SNDLVL_NONE = 0, // SNDLVL_25dB = 25, // SNDLVL_30dB = 30, // SNDLVL_35dB = 35, // SNDLVL_40dB = 40, // SNDLVL_45dB = 45, // SNDLVL_50dB = 50, = 3.9 // SNDLVL_55dB = 55, = 3.0 // SNDLVL_IDLE = 60, = 2.0 // SNDLVL_TALKING = 60, = 2.0 // SNDLVL_60dB = 60, = 2.0 // SNDLVL_65dB = 65, = 1.5 // SNDLVL_STATIC = 66, = 1.25 // SNDLVL_70dB = 70, = 1.0 // SNDLVL_NORM = 75, // SNDLVL_75dB = 75, = 0.8 // SNDLVL_80dB = 80, = 0.7 // SNDLVL_85dB = 85, = 0.6 // SNDLVL_90dB = 90, = 0.5 // SNDLVL_95dB = 95, // SNDLVL_100dB = 100, = 0.4 // SNDLVL_105dB = 105, // SNDLVL_120dB = 120, // SNDLVL_130dB = 130, // SNDLVL_GUNFIRE = 140, = 0.27 // SNDLVL_140dB = 140, = 0.2 // SNDLVL_150dB = 150, = 0.2 // "song0" // -2db { "channel" "CHAN_STATIC" "volume" "0.60000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song0.mp3" } "song1" // 1db { "channel" "CHAN_STATIC" "volume" "0.60000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song1.mp3" } "song2" // -2db { "channel" "CHAN_STATIC" "volume" "0.70000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song2.mp3" } "song3" // 1db { "channel" "CHAN_STATIC" "volume" "0.600000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song3.mp3" } "song4" // -2db { "channel" "CHAN_STATIC" "volume" "0.70000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song4.mp3" } "song5" // 0db { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song5.mp3" } "song6" // 1db { "channel" "CHAN_STATIC" "volume" "0.600000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song6.mp3" } "song7" // 1.5db { "channel" "CHAN_STATIC" "volume" "0.60000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song7.mp3" } "song8" // 0db { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song8.mp3" } "song10" // -3db { "channel" "CHAN_STATIC" "volume" "0.70000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song10.mp3" } "song11" // -3db { "channel" "CHAN_STATIC" "volume" "0.500000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song11.mp3" } "song12_short" // 0db { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song12_short.mp3" } "song12_long" // -1db { "channel" "CHAN_STATIC" "volume" "0.65000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song12_long.mp3" } "song13" // 0db { "channel" "CHAN_STATIC" "volume" "0.400000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song13.mp3" } "song14" // 0db { "channel" "CHAN_STATIC" "volume" "0.600000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song14.mp3" } "song15" // -0.5db { "channel" "CHAN_STATIC" "volume" "1.00000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song15.mp3" } "song16" // -4db { "channel" "CHAN_STATIC" "volume" "0.80000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song16.mp3" } "song17" // 0db { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song17.mp3" } "song19" // -0.5db { "channel" "CHAN_STATIC" "volume" "0.680000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song19.mp3" } "song20_submix0" // 1db { "channel" "CHAN_STATIC" "volume" "0.620000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song20_submix0.mp3" } "song20_submix4" // -1db { "channel" "CHAN_STATIC" "volume" "0.82000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song20_submix4.mp3" } "song22" // -2db { "channel" "CHAN_STATIC" "volume" "0.950000" "pitch" "100" "soundlevel" "0" "wave" "common/null.wav" // "wave" "*#music/HL2_song22_CombineTheme3.mp3" } "song23" // 1db { "channel" "CHAN_STATIC" "volume" "0.70000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song23_SuitSong3.mp3" } "song24" // 0db { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song24_Lamar.mp3" } "song25" // 0db { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song25_Teleporter.mp3" } "song26" // 1.25db { "channel" "CHAN_STATIC" "volume" "0.550000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song26.mp3" } "song26_trainstation1" // 0db { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song26_trainstation1.mp3" } "song27" // -0.5db { "channel" "CHAN_STATIC" "volume" "0.300000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song27_trainstation2.mp3" } "song28" // 0db { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song28.mp3" } "song29" // -2db { "channel" "CHAN_STATIC" "volume" "0.9500" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song29.mp3" } "song30" // -1.5db { "channel" "CHAN_STATIC" "volume" "0.40000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song30.mp3" } "song31" // -1.5db { "channel" "CHAN_STATIC" "volume" "0.750000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song31.mp3" } "song32" // -0.75db { "channel" "CHAN_STATIC" "volume" "0.760000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song32.mp3" } "song33" // -3db { "channel" "CHAN_STATIC" "volume" "0.988000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song33.mp3" } "song_intro" // -0.75db { "channel" "CHAN_STATIC" "volume" "0.550000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_intro.mp3" } "song_placeholder_intro" // -0.75db { "channel" "CHAN_STATIC" "volume" "0.550000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_intro.mp3" } "song_radio1" { "channel" "CHAN_STATIC" "volume" "1.00000" "pitch" "100" "soundlevel" "SNDLVL_120dB" "wave" "*#music/radio1.mp3" } "song_Ravenholm" // -1db { "channel" "CHAN_STATIC" "volume" "0.7000" "pitch" "100" "soundlevel" "0" "wave" "*#music/Ravenholm_1.mp3" } "song_hl1_3" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song3.mp3" } "song_hl1_4" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song4.mp3" } "song_hl1_5" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song5.mp3" } "song_hl1_6" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song6.mp3" } "song_hl1_9" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song9.mp3" } "song_hl1_10" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song10.mp3" } "song_hl1_11" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song11.mp3" } "song_hl1_13" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song13.mp3" } "song_hl1_14" { "channel" "CHAN_STATIC" "volume" "0.3" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song14.mp3" } "song_hl1_15" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song15.mp3" } "song_hl1_17" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song17.mp3" } "song_hl1_19" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song19.mp3" } "song_hl1_20" { "channel" "CHAN_STATIC" "volume" "0.4" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song20.mp3" } "song_hl1_21" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song21.mp3" } "song_hl1_24" { "channel" "CHAN_STATIC" "volume" "0.3" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song24.mp3" } "song_hl1_25" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song25.mp3" } "song_hl1_26" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song26.mp3" } "song_hl1_stinger_7" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/stingers/hl1_stinger_song7.mp3" } "song_hl1_stinger8" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/stingers/hl1_stinger_song8.mp3" } "song_hl1_stinger16" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/stingers/hl1_stinger_song16.mp3" } "song_hl1_stinger27" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/stingers/hl1_stinger_song27.mp3" } "song_hl1_stinger28" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/stingers/hl1_stinger_song28.mp3" } // Level-centric music designations. "song_trainstation_05_suit" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song11.mp3" } "song.d1_canals_05_sewer" // 0db { "channel" "CHAN_STATIC" "volume" "0.300000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song17.mp3" } "song.d1_canals_05_shanty" // -3db { "channel" "CHAN_STATIC" "volume" "0.5" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song33.mp3" } "song_d1_canals_06_headcrab" // -3db { "channel" "CHAN_STATIC" "volume" "0.78000" "pitch" "100" "soundlevel" "0" "wave" "common/null.wav" } "song_d1_canals_09_helibombing" // -3db { "channel" "CHAN_STATIC" "volume" "0.8" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL1_song10.mp3" } "song_d1_canals_11_airboat_gun" // 0db { "channel" "CHAN_STATIC" "volume" "0.550000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song14.mp3" } "song_d1_canals_13_helidead" // -3db { "channel" "CHAN_STATIC" "volume" "0.988000" "pitch" "100" "soundlevel" "0" "wave" "*#music/stingers/HL1_stinger_song28.mp3" } "song_eli_01_dam" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song20.mp3" } "song_eli_02_scrapyard" { "channel" "CHAN_STATIC" "volume" "0.3" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song3.mp3" } "song_c17_01_lab" // -2db { "channel" "CHAN_STATIC" "volume" "0.25000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song2.mp3" } "song_c17_02_street" // -2db { "channel" "CHAN_STATIC" "volume" "0.70000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song4.mp3" } "song_d3_citadel_01_intro" { "channel" "CHAN_STATIC" "volume" "0.3" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song9.mp3" } "song_d3_citadel_02_podride" // 0db { "channel" "CHAN_STATIC" "volume" "0.650000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL1_song5.mp3" } "song_d3_citadel_04_striderhall" // 0db { "channel" "CHAN_STATIC" "volume" "0.850000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL1_song19.mp3" } "song_breen_01_hallway" { "channel" "CHAN_STATIC" "volume" "0.3" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song26.mp3" } "song_coast_crane" { "channel" "CHAN_STATIC" "volume" "0.45" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL1_song17.mp3" } "song_coast_zombietunnel" { "channel" "CHAN_STATIC" "volume" "0.5" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song11.mp3" } "song_coast_rollerhouse" { "channel" "CHAN_STATIC" "volume" "0.35" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song8.mp3" } //Plays as first dropship comes in for a landing. "song_coast_lighthouse" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song15.mp3" } //Plays after gunship battle in Odessa. "song_coast_odessa" { "channel" "CHAN_STATIC" "volume" "0.3" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl2_song32.mp3" } //Plays as you break your first board with the crowbar. "song_trainstation_yardchase" { "channel" "CHAN_STATIC" "volume" "0.6" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl2_song29.mp3" } //Plays in d1_town_05 after the warehouse battle. "song_coast_citizen_warehouse" { "channel" "CHAN_STATIC" "volume" "0.30000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song23_SuitSong3.mp3" } //Plays in d2_prison_07 as you enter the water puzzle room. "song_prison_waterroom" { "channel" "CHAN_STATIC" "volume" "0.5" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song21.mp3" } //Plays as you step into the plaza in d1_trainstation_02. "song_plaza" { "channel" "CHAN_STATIC" "volume" "0.280000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NONE" "wave" "*#music/HL2_song26_trainstation1.mp3" } //Plays when you're up on the ridge before the antlion guard arena. "song_antlionguard_stinger1" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/stingers/hl1_stinger_song16.mp3" } //Plays when the antlion guard first shows himself. "song_antlionguard_stinger2" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/stingers/hl1_stinger_song28.mp3" } //credits song 1 "song_credits_1" // 1db { "channel" "CHAN_STATIC" "volume" "0.600000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song3.mp3" } //credits song 2 "song_credits_2" { "channel" "CHAN_STATIC" "volume" "0.7" "pitch" "100" "soundlevel" "0" "wave" "*#music/hl1_song25_REMIX3.mp3" } "song_prison_crusher" // -2db { "channel" "CHAN_STATIC" "volume" "0.45000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song0.mp3" } //plays as you enter the citizen camp in d2_coast_11 "song_coast11_camp" // -1.5db { "channel" "CHAN_STATIC" "volume" "0.40000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song30.mp3" }// DSP Effects // 0 : "Normal (off)" // 1 : "Generic" // 2 : "Metal Small" // 3 : "Metal Medium" // 4 : "Metal Large" // 5 : "Tunnel Small" // 6 : "Tunnel Medium" // 7 : "Tunnel Large" // 8 : "Chamber Small" // 9 : "Chamber Medium" // 10: "Chamber Large" // 11: "Bright Small" // 12: "Bright Medium" // 13: "Bright Large" // 14: "Water 1" // 15: "Water 2" // 16: "Water 3" // 17: "Concrete Small" // 18: "Concrete Medium" // 19: "Concrete Large" // 20: "Big 1" // 21: "Big 2" // 22: "Big 3" // 23: "Cavern Small" // 24: "Cavern Medium" // 25: "Cavern Large" // 26: "Weirdo 1" // 27: "Weirdo 2" // 28: "Weirdo 3" // ATTN_NONE 0.0f // ATTN_NORM 0.8f 75dB // ATTN_IDLE 2.0f 60dB // ATTN_STATIC 1.25f 66dB // ATTN_RICOCHET 1.5f 65dB // ATTN_GUNFIRE 0.27f 140dB // SNDLVL_50dB = 50, // 3.9 // SNDLVL_55dB = 55, // 3.0 // SNDLVL_IDLE = 60, // 2.0 // SNDLVL_TALKING = 60, // 2.0 // SNDLVL_60dB = 60, // 2.0 // SNDLVL_65dB = 65, // 1.5 // SNDLVL_STATIC = 66, // 1.25 // SNDLVL_70dB = 70, // 1.0 // SNDLVL_NORM = 75, // SNDLVL_75dB = 75, // 0.8 // SNDLVL_80dB = 80, // 0.7 // SNDLVL_85dB = 85, // 0.6 // SNDLVL_90dB = 90, // 0.5 // SNDLVL_95dB = 95, // SNDLVL_100dB = 100, // 0.4 // SNDLVL_105dB = 105, // SNDLVL_120dB = 120, // SNDLVL_130dB = 130, // SNDLVL_GUNFIRE = 140, // 0.27 // SNDLVL_140dB = 140, // 0.2 // SNDLVL_150dB = 150, // 0.2 // General soundscapes // This soundscape enables automatic dsp "automatic" { "dsp" "1" "dsp_volume" "1.0" } // This soundscape enables automatic dsp at 50% mix - good if you have // a lot of dialog that must be understood at any distance "automatic_dialog" { "dsp" "1" "dsp_volume" "0.5" } // ******************************************************************************* // ***************** E3_Techdemo_01 - 06 ***************** // e3_techdemo_01 "e3_techdemo_gmanspeaking" { "dsp" "10" } "e3_Techdemo_02" { "dsp" "20" // physics room "playlooping" { "volume" "0.1" "pitch" "100" "attenuation" "0" "wave" "ambient/machines/courtyard_mach_loop.wav" } } "e3_Techdemo_03" { "dsp" "1" } "e3_Techdemo_05" { "dsp" "10" // dripping cave ambient "playlooping" { "volume" "0.23" "pitch" "100" "attenuation" "0" "wave" "ambient/water/corridor_water.wav" } } "e3_Techdemo_06" { "dsp" "20" // lake "playlooping" { "volume" "0.5" "pitch" "100" "attenuation" "0" "wave" "ambient/water/lake_water.wav" } } "e3_end" { "dsp" "0" } // ***************** E3_Techdemo_01 - 06 ***************** // ******************************************************************************* // ****************** SOUNDSCAPE TEST *************************************** // No DSP, no ambients "Nothing" { "dsp" "0" } "GenericIndoor" { "dsp" "1" "playlooping" { "volume" "1" "pitch" "100" "wave" "ambient/atmosphere/indoor2.wav" } } "GenericOutdoor" { "dsp" "19" "playlooping" { "volume" "0.25" "wave" "ambient/atmosphere/indoor2.wav" } "playlooping" { "volume" "0.15" "wave" "ambient/atmosphere/outdoor2.wav" "pitch" "100" "position" "0" } "playsoundscape" { "name" "d2_depot_cellblock_medium" "volume" "0.75" "position" "2" } "playsoundscape" { "name" "d2_depot_cellblock_medium" "volume" "0.75" "position" "2" } } "cabin" { "dsp" "17" "playlooping" { "volume" "0.5" "pitch" "100" "wave" "test/temp/soundscape_test/cabin_ambience.wav" } // *** TEST TV ******** "playsoundscape" { "name" "test_tvset" "volume" "1" "position" "0" } // ** Tower sticking out of wall "playlooping" { "volume" "0.6" "wave" "test/temp/soundscape_test/cabin_wall.wav" "pitch" "100" "attenuation" "2" "position" "1" } // Random Sounds for Wall "playrandom" { // time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval ) // every 0.5 to 2 seconds "time" "1,4" // at a volume of 0.25 to 0.25 "volume" "0.5,0.8" // at a pitch of 90 to 100 "pitch" "80,120" // play one of these .wav files randomly each time "rndwave" { "wave" "test/temp/soundscape_test/wall1.wav" "wave" "test/temp/soundscape_test/wall2.wav" "wave" "test/temp/soundscape_test/wall3.wav" "wave" "test/temp/soundscape_test/wall4.wav" } // omit position for ambient sounds "position" "1" // only required if "position" is present "attenuation" "2" } } "cabin_outdoor" { "dsp" "20" "playlooping" { "volume" "1" "pitch" "100" "wave" "test/temp/soundscape_test/outdoor.wav" } "playrandom" { // time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval ) // every 0.5 to 2 seconds "time" "0.1, 0.1" // at a volume of 0.25 to 0.25 "volume" "0.5,1" // at a pitch of 90 to 100 "pitch" "50,120" // play one of these .wav files randomly each time "rndwave" { "wave" "test/temp/soundscape_test/music_snippet1.wav" "wave" "test/temp/soundscape_test/music_snippet2.wav" //"wave" "test/temp/soundscape_test/music_snippet3.wav" //"wave" "test/temp/soundscape_test/music_snippet4.wav" //"wave" "test/temp/soundscape_test/music_snippet5.wav" //"wave" "test/temp/soundscape_test/music_snippet6.wav" //"wave" "test/temp/soundscape_test/music_snippet7.wav" //"wave" "test/temp/soundscape_test/music_snippet8.wav" } } } "test_tvset" { "dsp" "1" "playlooping" { "volume" "0.15" "pitch" "100" "wave" "test/temp/soundscape_test/tv_music.wav" "position" "0" "attenuation" "2" } "playrandom" { "time" "0.1, 0.3" "volume" "0.1,0.15" "pitch" "95,105" "attenuation" "2" "position" "0" "rndwave" { "wave" "test/temp/soundscape_test/music_snippet1.wav" "wave" "test/temp/soundscape_test/music_snippet2.wav" "wave" "test/temp/soundscape_test/music_snippet3.wav" } } } soundscaples_manifest { "file" "scripts/soundscapes.txt" // List additional soundscape files here "file" "scripts/soundscapes_canals.txt" "file" "scripts/soundscapes_klab.txt" "file" "scripts/soundscapes_elab.txt" "file" "scripts/soundscapes_streetwar.txt" "file" "scripts/soundscapes_citadel.txt" "file" "scripts/soundscapes_town.txt" "file" "scripts/soundscapes_coast.txt" "file" "scripts/soundscapes_prison.txt" "file" "scripts/soundscapes_trainyard.txt" "file" "scripts/soundscapes_mop.txt" }// DSP Effects // 0 : "Normal (off)" // 1 : "Generic" // 2 : "Metal Small" // 3 : "Metal Medium" // 4 : "Metal Large" // 5 : "Tunnel Small" // 6 : "Tunnel Medium" // 7 : "Tunnel Large" // 8 : "Chamber Small" // 9 : "Chamber Medium" // 10: "Chamber Large" // 11: "Bright Small" // 12: "Bright Medium" // 13: "Bright Large" // 14: "Water 1" // 15: "Water 2" // 16: "Water 3" // 17: "Concrete Small" // 18: "Concrete Medium" // 19: "Concrete Large" // 20: "Big 1" // 21: "Big 2" // 22: "Big 3" // 23: "Cavern Small" // 24: "Cavern Medium" // 25: "Cavern Large" // 26: "Weirdo 1" // 27: "Weirdo 2" // 28: "Weirdo 3" // ATTN_NONE 0.0f // ATTN_NORM 0.8f 75dB // ATTN_IDLE 2.0f 60dB // ATTN_STATIC 1.25f 66dB // ATTN_RICOCHET 1.5f 65dB // ATTN_GUNFIRE 0.27f 140dB // SNDLVL_50dB = 50, // 3.9 // SNDLVL_55dB = 55, // 3.0 // SNDLVL_IDLE = 60, // 2.0 // SNDLVL_TALKING = 60, // 2.0 // SNDLVL_60dB = 60, // 2.0 // SNDLVL_65dB = 65, // 1.5 // SNDLVL_STATIC = 66, // 1.25 // SNDLVL_70dB = 70, // 1.0 // SNDLVL_NORM = 75, // SNDLVL_75dB = 75, // 0.8 // SNDLVL_80dB = 80, // 0.7 // SNDLVL_85dB = 85, // 0.6 // SNDLVL_90dB = 90, // 0.5 // SNDLVL_95dB = 95, // SNDLVL_100dB = 100, // 0.4 // SNDLVL_105dB = 105, // SNDLVL_120dB = 120, // SNDLVL_130dB = 130, // SNDLVL_GUNFIRE = 140, // 0.27 // SNDLVL_140dB = 140, // 0.2 // SNDLVL_150dB = 150, // 0.2 // General soundscapes // This soundscape enables automatic dsp "automatic" { "dsp" "1" "dsp_volume" "1.0" } // This soundscape enables automatic dsp at 50% mix - good if you have // a lot of dialog that must be understood at any distance "automatic_dialog" { "dsp" "1" "dsp_volume" "0.5" } "mop_bright_medium" { "dsp" "12" "dsp_volume" "1" } "mop_metal_medium" { "dsp" "3" "dsp_volume" "1" } "mop_metal_large" { "dsp" "4" "dsp_volume" "1" } "mop_tunnel_medium" { "dsp" "6" "dsp_volume" "1" } "mop_tunnel_large" { "dsp" "7" "dsp_volume" "1" } "mop_chamber_small" { "dsp" "8" "dsp_volume" "1" } "mop_chamber_medium" { "dsp" "9" "dsp_volume" "1" } "mop_concrete_small" { "dsp" "17" "dsp_volume" "1" } "mop_concrete_medium" { "dsp" "18" "dsp_volume" "1" } "mop_big1" { "dsp" "20" "dsp_volume" "1" } "mop_big2" { "dsp" "21" "dsp_volume" "1" } "mop_big3" { "dsp" "22" "dsp_volume" "1" } "mop_ledoux2" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_birds" "volume" "0.3" } "playlooping" { "volume" "0.05" "wave" "ambient/levels/canals/swamp_frogs_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "d1_canals.util_critters" "volume" "1.0" } } // Override this file in your mod directory so you can load the base HL2 file as well // as new properties. // NOTE: Listing a property twice (e.g. in separate files) means that // the values in the second definition will override the first definition // NOTE: Each file must have a unique name. The physics system does not understand mods and will not // parse the same file (compared by name) twice. surfaceproperties_manifest { "file" "scripts/surfaceproperties.txt" // List additional surface property files here: "file" "scripts/surfaceproperties_hl2.txt" } //TITLES FOR HALF-LIFE 2 // Position command $position x y // x & y are from 0 to 1 to be screen resolution independent // -1 means center in each dimension // Effect command $effect // effect 0 is fade in/fade out // effect 1 is flickery credits // effect 2 is write out (training room) // Text color r g b command $color // fadein time fadeout time / hold time // $fadein (message fade in time - per character in effect 2) // $fadeout (message fade out time) // $holdtime (stay on the screen for this long) //INTRO TITLES // All centered for now $position -1 -1 $effect 2 // This is the final color $color 100 100 100 // This is the highlight color $color2 240 110 0 // This is the time it takes to fade each character $fadein 0.01 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 3.5 // How long it takes to fade out the message after holding $fadeout 1.5 //INTRO CREDITS // Test values -- JAY // Lower left $position 0.1 0.8 $effect 1 // Final fade-in color $color 128 128 128 // This is the highlight/flash color $color2 0 0 0 $fadein 1.5 $fadeout 0.5 $holdtime 1.2 CR1 { Testing 1 } CR2 { Testing 2 } CR3 { Testing 3 } //INTRO TITLES // All centered for now $position -1 -1 $effect 2 // This is the final color $color 100 100 100 // This is the highlight color $color2 240 110 0 // This is the time it takes to fade each character $fadein 0.01 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 3.5 // How long it takes to fade out the message after holding $fadeout 1.5 GAMEOVER_ALLY { #MOP_GameOver_Ally } GAMEOVER_OBJECT { #MOP_GameOver_Object } GAMEOVER_TIMER { #MOP_GameOver_Timer } GAMEOVER_STUCK { #MOP_GameOver_Stuck } $fadein 0.03 $holdtime 9 //CHAPTER TITLES $fadein 0.01 $holdtime 3.5 $position -1 0.58 CHAPTER1_TITLE { #MOP_Chapter1_Title } CHAPTER2_TITLE { #MOP_Chapter2_Title } CHAPTER3_TITLE { #MOP_Chapter3_Title } CHAPTER4_TITLE { #MOP_Chapter4_Title } CHAPTER5_TITLE { #MOP_Chapter5_Title } CHAPTER6_TITLE { #MOP_Chapter6_Title } CHAPTER7_TITLE { #MOP_Chapter7_Title } CHAPTER8_TITLE { #MOP_Chapter8_Title } CHAPTER9_TITLE { #MOP_Chapter9_Title } CHAPTER9A_TITLE { #MOP_Chapter9a_Title } CHAPTER10_TITLE { #MOP_Chapter10_Title } CHAPTER11_TITLE { #MOP_Chapter11_Title } CHAPTER12_TITLE { #MOP_Chapter12_Title } CHAPTER13_TITLE { #MOP_Chapter13_Title } // In-Game messages $position -1 0.65 $effect 2 // This is the final color $color 100 100 100 // This is the highlight color $color2 240 110 0 // This is the time it takes to fade each character $fadein 0.01 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 2.0 // How long it takes to fade out the message after holding $fadeout 0.5 GAMESAVED { #HL2_Saved } // Game title // This is a placeholder to hold the effects controls for the "Half-Life" title $position -1 -1 // Only effect 0 is supported for game title $effect 0 // This is the final color $color 180 180 180 // Not used color2 $color2 0 0 0 // This is the time it takes to fade in the title $fadein 1.0 // How long to hold the message on the screen (after it scans out) $holdtime 3.0 // How long it takes to fade out the message after holding $fadeout 1.5 GAMETITLE { Half-Life } //HAZARD COURSE TEXT // Test values -- JAY $position -1 0.65 // Scan-out text effect $effect 2 // This is the final color $color 100 100 100 // This is the highlight color $color2 0 200 50 // This is the time it takes to fade each character $fadein 0.005 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.5 // How long to hold the message on the screen (after it scans out) $holdtime 3.5 // How long it takes to fade out the message after holding $fadeout 1.5 $position -1 0.65 $position -1 0.3 //MOP TEXT $position -1 0.6 $effect 0 // This is the final color $color 100 100 100 // This is the highlight color $color2 240 110 0 // This is the time it takes to fade each character $fadein 3 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 7 // How long it takes to fade out the message after holding $fadeout 3 MOP_CREDIT1 { Story and Level Design custom texture and sound by K.S.(Koumei satou) } $position -1 0.6 $effect 0 // This is the final color $color 100 100 100 // This is the highlight color $color2 240 110 0 // This is the time it takes to fade each character $fadein 3 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 5 // How long it takes to fade out the message after holding $fadeout 3 MOP_CREDIT2 { Building Bibliography Larchitecture De C.N.ledoux } MOP_CREDIT3 { Special Thanks Mighty Pete Jon Jung Adam Foster teNDon npc_neko sakugetu USP+ CatySummer FAL Tetsu H.Kinosita and C-SEC Members } MOP_CREDIT4 { Copyright Valve Half-life2 } MOP_CREDIT5 { Thank you for playing. } $position -1 -1 $effect 0 // This is the final color $color 100 100 100 // This is the highlight color $color2 240 110 0 // This is the time it takes to fade each character $fadein 3 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 8 // How long it takes to fade out the message after holding $fadeout 3 MOP_CREDIT6 { This game is dedicated to the following pioneers Neil Manke Matthias Worch Tim Johnston Iikka Fingers Keraen Marcus Dromowicz Go-Ichi and more... } $position -1 -1 $effect 0 // This is the final color $color 100 100 100 // This is the highlight color $color2 240 110 0 // This is the time it takes to fade each character $fadein 3 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 7 // How long it takes to fade out the message after holding $fadeout 3 MOP_CREDIT7 { THE END } "VGUI_Screens" { // This name here can be referenced from within a // vgui_screen entity to select this vgui panel "vgui_test_screen" { // The type indicates which type of panel to create // Coders will add new types as time goes by. // "vgui_screen_panel" is a generic panel type which can // read in .res files that have been built by VGUI's build mode dialog. "type" "vgui_screen_panel" // These describe the dimensions of the screen *in pixels* "pixelswide" 480 "pixelshigh" 240 // This is the name of the .res file to load up and apply to the vgui panel "resfile" "scripts/screens/vgui_test_screen.res" } "teleport_countdown_screen" { // Defined in c_info_teleporter_countdown.cpp "type" "teleport_countdown_screen" // These describe the dimensions of the screen *in pixels* "pixelswide" 480 "pixelshigh" 240 // This is the name of the .res file to load up and apply to the vgui panel "resfile" "scripts/screens/teleport_countdown_screen.res" } }

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