• HL2 and Ep1 ported to Orange Box
    428 replies, posted
Here's the problem, Gamma. [QUOTE=E-102 Gamma;22295985][CODE]echo echo Executing autoexec.cfg... echo sv_cheats 1 // Stops you from getting achievements. Kinda the whole reason most of us are playing HL2 again anyway! // All this multithreaded shit is obsolete, unstable, and has been officially replaced with the Multicore Rendering option. // Renderer // Glad you have the software AA shit commented out, because if you already have anti-aliasing enabled (which, seeing as you're using a HQ config, you probably do), it's useless, looks like ass, and hurts your framerate. // Material Quality (Lowers FPS Somewhat) mat_picmip -10 // Hey, one of the only commands in here that actually does anything noticeable! Most of HL2's textures are dated and not helped much if any by this, but Episode Two at least benefits from it. mp_usehwmmodels 1 //Does nothing in anything but TF2. mp_usehwmvcds 1 //Same r_eyeglintlodpixels 12 // Unnoticeable, unless you have an amazingly large screen at an incredibly high resolution and are trying to look at someone's eyes from across the map. // Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.) cl_ragdoll_collide 1 // Hey, one of the other commands that actually does something! // Sound //snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers. dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones. //snd_surround_speakers 5 // Team Fortress 2 Only (Lowers FPS) cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too. // HDR, Distance Viewing mat_hdr_uncapexposure 1 // Requires sv_cheats (no achievements) plus it looks awful. mat_force_bloom 1 // Pretty sure this is a cheat too. cl_maxrenderable_dist 3000 // Cheat. Plus, unnoticeable except in giant, flat maps with nothing blocking your view. Basically, never. //Models, Rain, Decals mp_decals 4096 // You will literally never have this many decals in a map. r_radiosity 2 // Congratulations, this actually makes the game look worse. Or it would, if it wasn't a cheat. r_propsmaxdist 5000 // I'll give you this. r_rainradius 2500 //Makes the radius of rain fall around you larger, so you can see the rain from further away. r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water. r_avglight 3 //Puts more lighting on objects. r_decals 4096 //Sets the amount of decals that stay on objects. r_maxmodeldecal 128 //Sets the amount of decals that appear on models. // Field of View settings. _fov 90 default_fov 90 // This shit is adjustable in the options menu. Useless. //Rate Settings rate 999999999 cl_cmdrate 101 cl_updaterate 101 //This is a single player game, useless. //Stuff from Quantum's Little Config. (Thanks, Quantum!) r_maxdlights 128 //You will never see this many dynamic lights at one time. r_shadowmaxrendered 128 //Or this many shadows. cl_shadowtextureoverlaysize 512 //Cheat. blink_duration 0.3 // WHY //r_worldlights 16 //Number of world lights to use per vertex mat_envmapsize 512 // HOLY FUCK LOOK AT ME I'M ADJUSTING COMMANDS THAT DON'T DO ANYTHING mat_envmaptgasize 256 // Even your own config admits you have no idea what this shit does. lod_TransitionDist 8000 //Wait a second, don't you turn off LOD altogether later in this config ANYWAY? r_decal_cullsize 0 //Wouldn't want pixel-high bullet holes not to be visible from half-way across the map, would we? //**TOTALLY USELESS SHIIIIIIIT**// r_waterforceexpensive 1 r_waterforcereflectentities 1 // You can set this shit in the options menu. fov_desired 90 // Options menu~ mat_shadowstate 2 //Does nothing. //USELESS SHIT// // Other cl_forcepreload 1 sv_forcepreload 1 // Makes little-to-no difference on the kind of computers that will run a high-quality config. jpeg_quality 100 // Actually useful! mat_motion_blur_forward_enabled 1 // Kinda useful, but can be annoying. mat_motion_blur_strength 4 // Okay. r_lod 0 // Fine. echo echo Autoexec.cfg executed! echo[/CODE][/QUOTE] Now do you understand why we're sick of seeing this config posted?
[quote=butthurter;22364216][img]http://www.cubeupload.com/files/9dc400d2prison080005.jpg[/img][/quote] :350:
[QUOTE=Butthurter;22364216][img_thumb]http://www.cubeupload.com/files/9dc400d2prison080005.jpg[/img_thumb][/QUOTE] Give her pointed ears, she'll look like an elf with those eyes. Fuck, she looks freaky in thumbnail
[QUOTE=Comrade General;22320003]It's surround-sound.[/QUOTE] No, I'm pretty sure it's a shitty filter that will rape the quality and destroy the 3D sound.
[QUOTE=Butthurter;22364216][img_thumb]http://www.cubeupload.com/files/9dc400d2prison080005.jpg[/img_thumb][/QUOTE] r_eyesize >0? [editline]01:21PM[/editline] [QUOTE=KarmaPolice;22362837]Here's the problem, Gamma. [QUOTE=E-102 Gamma]Super mega edited, messed up quote[/QUOTE] Now do you understand why we're sick of seeing this config posted?[/QUOTE] I've actually found that disabling cheats right after loading a map and then reloading makes the game kinda "confused". I once set mat_hdr_uncapexposure and mat_force_bloom to 1 with cheats disabled and it turned them on without giving me "U CANNOT USE DIS! CHEATS R DISABLED!". Basically, the game messes up and you can use certain cheat commands, but still get achievements. And again, people. If there's anything in the CFG you don't like, comment it or delete it! I don't care. Also, [QUOTE=KarmaPolice][B][I]//Stuff from Quantum's Little Config. (Thanks, Quantum!)[/I][/B] r_maxdlights 128 //You will never see this many dynamic lights at one time. r_shadowmaxrendered 128 //Or this many shadows. cl_shadowtextureoverlaysize 512 //Cheat. blink_duration 0.3 // WHY //r_worldlights 16 //Number of world lights to use per vertex mat_envmapsize 512 // HOLY FUCK LOOK AT [B]ME[/B] [B]I'M[/B] ADJUSTING COMMANDS THAT DON'T DO ANYTHING mat_envmaptgasize 256 // Even [B]your[/B] own config admits [B]you[/B] have no idea what this shit does. lod_TransitionDist 8000 //Wait a second, don't you turn off LOD altogether later in this config ANYWAY? r_decal_cullsize 0 //Wouldn't want pixel-high bullet holes not to be visible from half-way across the map, would we? //**TOTALLY USELESS SHIIIIIIIT**// r_waterforceexpensive 1 r_waterforcereflectentities 1 // You can set this shit in the options menu. fov_desired 90 // Options menu~ mat_shadowstate 2 //Does nothing. //USELESS SHIT//[/QUOTE] Quantum. Not me. Multithreading is [I]not[/I] obsolete. It's basically a supplement to multicore. All multicore does is set mat_queue_mode from -2 to -1. And multithreading is really only unstable if you're using Windows 7. The four commands I left in there are completely stable on Windows XP. As for[QUOTE=KarmaPolice]r_radiosity 2 // Congratulations, this actually makes the game look worse.[/QUOTE]please explain. [QUOTE=KarmaPolice]// Field of View settings. _fov 90 default_fov 90 // This shit [B]is adjustable in the options menu[/B]. Useless.[/QUOTE] Wrong. The options menu slider sets fov_desired, no these two. I have also since added "viewmodel_fov 62" to this little category. [QUOTE=KarmaPolice]r_decal_cullsize 0 //Wouldn't want pixel-high bullet holes not to be visible from half-way across the map, would we?[/QUOTE] I would. If there's a bunch of decals close to each other, one can see them almost the whole way across a map. You could also set this to 1 to save a(n?) FPS or two and still get a similar effect. Now can we all stop throwing stones before somebody gets banned?
My progress for "One Man Army" and "Bug Hunt" were just erased. :<
Lol, why was my thread rated late? I posted it on the first day. :v:
Stop bitching about the fucking config. ONTOPIC: It's been a blast re-playing such classic games... hope the mods aren't too broken.
[QUOTE=Keychain;22377098]Lol, why was my thread rated late? I posted it on the first day. :v:[/QUOTE] "Oh, hey, look, a thread on the Half-Life 2 series being updated to Orange Box. This must have been posted just now. Geez, it's been around for weeks. I'm going to bother looking at the post date, because due to the fact that [i]I[/i] never saw this before, it's obviously late."
Valve just fixed the Entanglement teleporter bug.
[QUOTE=BmB;22371600]No, I'm pretty sure it's a shitty filter that will rape the quality and destroy the 3D sound.[/QUOTE] You'd be wrong then.
[QUOTE=LegndNikko;22377524]"Oh, hey, look, a thread on the Half-Life 2 series being updated to Orange Box. This must have been posted just now. Geez, it's been around for weeks. I'm going to bother looking at the post date, because due to the fact that [i]I[/i] never saw this before, it's obviously late."[/QUOTE] Figured as much.
[QUOTE=KarmaPolice;22378227]Valve just fixed the Entanglement teleporter bug.[/QUOTE] Which was?
[QUOTE=yellowoboe;22379132]You'd be wrong then.[/QUOTE] You'll need some proof because that's exactly what stereo enhancement usually refers to. Especially in the context of dsp. [editline]06:24AM[/editline] [QUOTE=gerbile4;22384026]Which was?[/QUOTE] The sequence would stop for some people, leaving them incapable of progressing in the game.
[QUOTE=KarmaPolice;22362837]Here's the problem, Gamma. Now do you understand why we're sick of seeing this config posted?[/QUOTE] No, you just don't know what those configs do and say that he doesn't. If you don't even know what an envmap is then don't assume everyone else doesn't.
[QUOTE=Magman77;22385568]If you don't even know what an envmap is then don't assume everyone else doesn't.[/QUOTE] I know what an envmap is. I also know that they're built at a set resolution determined by the mapper, and that changing those commands in the console after the cubemaps have already been built does absolutely nothing. Those commands are just there to pad the config so it looks big and fancy.
[QUOTE=KarmaPolice;22385712]I know what an envmap is. I also know that they're built at a set resolution determined by the mapper, and that changing those commands in the console after the cubemaps have already been built does absolutely nothing. Those commands are just there to pad the config so it looks big and fancy.[/QUOTE] Make a better one.
[QUOTE=KarmaPolice;22385712]I know what an envmap is. I also know that they're built at a set resolution determined by the mapper, and that changing those commands in the console after the cubemaps have already been built does absolutely nothing. Those commands are just there to pad the config so it looks big and fancy.[/QUOTE] When you increase the envmap size (considering no materials in Half-Life are completely reflective) it stretches the built cubemap into a larger size so that you don't get the squaring effect, that can be see as a "square of light" in many reflective textures. Trust me it does make it look better and it is noticeable on higher resolutions.
[QUOTE=Butthurter;22393486]Combine Overtwirl [img]http://www.cubeupload.com/files/20dc00d3breen010075.jpg[/img][/QUOTE] The hell?
Shouldn't it be called Combine Overwhirl?
[QUOTE=GammaFive;22248879]I brought [D0G's ball] to Nova Prospekt like everyone else. Good times.[/QUOTE] I know I'm late, but how did you get it the whole way to Nova Prospekt? It hits a giant invisible wall right after you get on Father Grigori's cart.
[QUOTE=Butthurter;22395732]Oh no. [img]http://www.cubeupload.com/files/b4f400d3breen010002.jpg[/img][/QUOTE] :wtc:
[QUOTE=E-102 Gamma;22396440]I know I'm late, but how did you get it the whole way to Nova Prospekt? It hits a giant invisible wall right after you get on Father Grigori's cart.[/QUOTE] You can use the Gravity Gun to launch it over the invisible walls.
[QUOTE=Swiket;22396750]You can use the Gravity Gun to launch it over the invisible walls.[/QUOTE] Alright, I got it past the giant invisible wall, but now it explodes in the water at the bottom of a shaft shortly after the seriously headcrab-infested room. :frown:
The fuck. [img]http://img228.imageshack.us/img228/4024/ep1citadel000000.jpg[/img] I fixed it now
Common bug. Just restart the game.
Holy fuck. Did anyone notice the secret room in Nova Prospekt's wash room? I went there, and one of the dark rooms and blood in it. So I walked in and got attacked by a Poison zombie from the darkness. Hooooly shit.
Sorry I'm late to the thread but does anyone have an autoexec config that makes HL2 / EP1 look their best? I don't want to use that other one posted earlier since everyone is complaining about how crap it is. I just want one that most people can agree is good.
[QUOTE=Godzillarr;22434265]Holy fuck. Did anyone notice the secret room in Nova Prospekt's wash room? I went there, and one of the dark rooms and blood in it. So I walked in and got attacked by a Poison zombie from the darkness. Hooooly shit.[/QUOTE] I always hover around that area, unsure if I want to go in. [QUOTE=Zeke129;22434375]Sorry I'm late to the thread but does anyone have an autoexec config that makes HL2 / EP1 look their best? I don't want to use that other one posted earlier since everyone is complaining about how crap it is. I just want one that most people can agree is good.[/QUOTE] Use mine - it's a modified version of the shitty one, for optimum performance and no useless commands. [code]fps_max 60 //Sets maximum framerate to 60. // Multithreading //host_thread_mode 0 //Forces on multithreading. Defaults to 0. r_threaded_particles 1 //Threaded particles (Defaults to 1) r_threaded_renderables 1 //Threaded renderables // Renderer //BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further aliasing, such as power lines. Little to no frame loss with this enabled. //mat_software_aa_quality 1 //mat_software_aa_strength 1 //mat_software_aa_strength_vgui 1 //mat_software_aa_blur_one_pixel_lines 0.5 //mat_software_aa_edge_threshold 1.4 // Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.) cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls. // Sound/Voice Settings //voice_fadeouttime 0 //voice_maxgain 5 snd_surround_speakers 0 //0 = Headphones 2 = Stereo speakers 4 = Quad 5=5.1 surround 7 = 7.1 surround dsp_enhance_stereo 1 //snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems. // Team Fortress 2 Only (Lowers FPS) //cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts. //cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too. // HDR, Distance Viewing mat_hdr_level 2 //Better HDR. // Models, Rain, Decals mp_decals 4096 //Maximum number of decals visible at one time. //r_propsmaxdist 5000 //Maximum visible distance for props. r_decals 4096 //Sets the amount of decals that stay on objects. r_maxmodeldecal 128 //Sets the amount of decals that appear on models. // Other //cl_forcepreload 1 //Force texture preloading mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds. mat_motion_blur_strength 2 //Stengthens the blur.(Thanks Daimao) //mat_motion_blur_falling_intensity 0[/code] Does anyone know if mat_picmip actually affects the textures in Half-Life 2?
[QUOTE=Butthurter;22393486]Combine Overtwirl [img]http://www.cubeupload.com/files/20dc00d3breen010075.jpg[/img][/QUOTE] That looks pretty cool.
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