So, the first media release for On a Rail uncut is out. textFAMGUY1 has mentioned that he's doing two releases.. a "lite" release that'll just include a couple more maps to make On a Rail a bit longer, and thus make it actually feel like Gordon is traveling a decent distance; and then a full release designed after the entirety of On a Rail for for the original Half-Life. It looks pretty good so far; being a work-in-progress.
Not to be flippant, but this is one of the few cases where then don't download it actually applies.
edit: for myself, at least, I loved the entire On A Rail chapter. It's one of my favorite areas. Granted, I don't actually use the tram in the chapter, as it's far easier and safer to travel on foot.
However, I'm immediately unhappy watching that video. The rail doesn't appear to be electrocuting him, and he fails to comment on that.
As far as I know, that was an intentional choice by the Black Mesa developers in the original version of Black Mesa; and FAMGUY is trying to keep stuff like that consistant with BM.
Also, the biggest issues with On a Rail is how easy it was to get lost (which is ironic for a chapter called ON A RAIL). I think FAMGUY is trying to mitigate this. Also, as I said, he's working on two versions, one of which just adds in some of the iconic moments of the chapter while the other is a more complete replication.
As far as I know, that was an intentional choice by the Black Mesa developers in the original version of Black Mesa; and FAMGUY is trying to keep stuff like that consistant with BM.
Also, the biggest issues with On a Rail is how easy it was to get lost (which is ironic for a chapter called ON A RAIL). I think FAMGUY is trying to mitigate this. Also, as I said, he's working on two versions, one of which just adds in some of the iconic moments of the chapter while the other is a more complete replication.
Oh. I guess I didn't realize that the BM release had removed that element.
The "Cut for quality or pacing reasons" argument doesn't really fly when shit like Residue Processing and Lambda Core got through unscathed. I think it was probably just a matter of the guy working on it losing interest or getting too busy to finish it.
The "Cut for quality or pacing reasons" argument doesn't really fly when shit like Residue Processing and Lambda Core got through unscathed. I think it was probably just a matter of the guy working on it losing interest or getting too busy to finish it.
Probably the person working on that section decided to cut parts of it for pacing whereas the person working on Residue Processing didn't want to cut anything for pacing.
0
Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
When I played through BM, I got a bit confused with On A Rail because it seemed much shorter than I remembered, so I figured they did some restructuring with the whole chapter. That was fine for me because I'm lukewarm on the OG version because it felt like a slog.
Then, when I got to Residue Processing, I thought they'd tightened that place up as well, which would be awesome. Nope! Experience all those vats of toxic wastes uncut, son!
The "Cut for quality or pacing reasons" argument doesn't really fly when shit like Residue Processing and Lambda Core got through unscathed. I think it was probably just a matter of the guy working on it losing interest or getting too busy to finish it.
Probably the person working on that section decided to cut parts of it for pacing whereas the person working on Residue Processing didn't want to cut anything for pacing.
You'd think there would be somebody overseeing the project to ensure that all of its parts fit together into a coherent whole, but I guess with a mod like this we're lucky it has any consistency at all.
Uh, Black Mesa hasn't delivered on all their promises yet, unless Xen came out when I wasn't looking.
Or even that first bug-fix patch.
Even then, their original promise was a very faithful reproduction. Which they threw out after a year or so of development.
And the promise the first release would be when it was all done. Which has now been broken irrevocably.
And there's the implied promise of using the HL2 engine; the release uses the source sdk base 2007. But that's a technicality - it's still Source.
Ask them for your money back.
Edit: actually that was unnecessarily snarky sorry. I've seen dumber complaints and i'm taking it out on you.
eh? I wasn't blasting black mesa there. I was annoyed at the guy who thought they were perfect. Pointing out that the BM "team" that he seemed to admire broke promises and were massively behind schedule due to schoolwork and jobs.
For the record, I am (mostly) extremely happy with the BM project. I have some quibbles, but not many.
Yeah, Black Mesa falls squarely into "good" territory for me. It's close.. So VERY close to being able to supplant the original Half-Life during future playthroughs of the series. At this point,the biggest obstacle to that is getting some version of Xen added. Whether it be a direct remake, a whole new imagining, or eve a straight up port of the Half-Life: Source levels. Other things, like weapon and enemy balance, or some of the missing levels will still bug me, but oh well.
The marine voices can burn in hell though. I replaced those suckers as soon as I was able.
i love how we're able to customize black mesa so much. i myself am waiting for xen, the release of these uncut levels and anything else that comes along before xen is out. i intend to playthrough to the end of episode 2. at which time hl3, its 3 addons and 1000's of mods will be out.
Chapters I'm missing the most are Surface Tension and Forget about Freeman! Those were incredibly short compared to how I remember them. OAR was cut but not over-excessively so.
i love how we're able to customize black mesa so much. i myself am waiting for xen, the release of these uncut levels and anything else that comes along before xen is out. i intend to playthrough to the end of episode 2. at which time hl3, its 3 addons and 1000's of mods will be out.
Also, I'm pretty sure all of Forget about Freeman was in Black Mesa. The only levels that really got cut were We've Got Hostiles (the backtracking through vents was nerfed to hell), On a Rail and Surface Tension. Well, and Xen.
Also, I'm pretty sure all of Forget about Freeman was in Black Mesa. The only levels that really got cut were We've Got Hostiles (the backtracking through vents was nerfed to hell), On a Rail and Surface Tension. Well, and Xen.
Oh, yeah. I'd forgotten about all the cool vent areas in WGH.
Uh, Black Mesa hasn't delivered on all their promises yet, unless Xen came out when I wasn't looking.
Or even that first bug-fix patch.
Even then, their original promise was a very faithful reproduction. Which they threw out after a year or so of development.
And the promise the first release would be when it was all done. Which has now been broken irrevocably.
And there's the implied promise of using the HL2 engine; the release uses the source sdk base 2007. But that's a technicality - it's still Source.
Ask them for your money back.
Edit: actually that was unnecessarily snarky sorry. I've seen dumber complaints and i'm taking it out on you.
eh? I wasn't blasting black mesa there. I was annoyed at the guy who thought they were perfect. Pointing out that the BM "team" that he seemed to admire broke promises and were massively behind schedule due to schoolwork and jobs.
For the record, I am (mostly) extremely happy with the BM project. I have some quibbles, but not many.
Yes i thought you were which was why I retracted.
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Dark Raven XLaugh hard, run fast,be kindRegistered Userregular
Hey did you nerds know Neca are making a Gravity Gun to go along with their Portal Guns?
So Valve has put out a beta for Half-Life 1 that adds in functionality to swap between the old models and the new HD ones. you can do this on the fly, though the game will auto-quicksave/load. Pretty sweet.
EDIT: Still looks like they're using 48kbps mp3s for the music though. It used to be if you tried to swap it, the game would crash. I'll see if that's still the case.
EDIT2: Swappin' em seems to work, but if you verify the cache it'll turn 'em back to 48kbps.
Also, textFAMGUY1 says he's going to release an alpha of On a Rail Uncut tomorrow. Glee!
EDIT: Oooh, they also added a toggle for custom content, so if you just chuck the higher quality mp3s in there, the game will play them instead AND not overwrite them when you verify! Still, I hope Valve updates them eventually.
Interesting.. I checked Valve's github thing and all three of my major issues with HL1(Low quality mp3s, black screen during level transitions, a weird "getting stuck" glitch that happens on level transitions) are all mentioned and I've even got a potential solution for the last one.
Thanks linux!
+1
chiasaur11Never doubt a raccoon.Do you think it's trademarked?Registered Userregular
Hey did you nerds know Neca are making a Gravity Gun to go along with their Portal Guns?
Looks a bit clean for my tastes. The in game model is made of duct tape and baling wire. This is all smooth and plasticy. I mean, I know why, but it's disappointing.
Hey did you nerds know Neca are making a Gravity Gun to go along with their Portal Guns?
Looks a bit clean for my tastes. The in game model is made of duct tape and baling wire. This is all smooth and plasticy. I mean, I know why, but it's disappointing.
add your own! duct tape and baling wire aren't exactly expensive
So the console command "clockwindow 0" will eliminate the odd movement freezing problem right after level transitions in Half-Life 1. That's been plaguing me for years.
I can't possibly describe how much this makes me giddy. It's been a dream of mine to have Valve fix up some longstanding issues with HL1, as I've mentioned before.
EDIT: Yes!!! Latest beta fixed one of my issues! One down, two to go!
Valve has continued to update the Half-Life beta, fixing a ton of stuff, including a few bugs that have plagued me for years. I'm thinking about sending Valve a twenty so they can buy the guys working on Half-Life 1 some doughnuts or something. Maybe after they fix the repeating music glitch and update the MP3's to 128kbps
Looks like Valve has extended the Steampipe betas to all Goldsource games, except for Condition Zero Deleted Scenes. Half-Life, Opposing Force, Blue Shift, Team Fortress Classic, Counter-Strike, Counter-Strike: Condition Zero, Day of Defeat, Deathmatch Classic and Ricochet are all available in Steampipe beta and Valve is accepting bug requests for them; which nicely means some longstanding bugs in the Blue Shift and Opposing Force steam versions might finally get fixed!
I'm stuck at work, it's really boring, and I just found the patch notes for the Half-Life betas.
January 28th
-Half-Life Beta started, Linux and Mac support added
January 29th
-Fixed game icon not showing in window title bar and/or dock
-Fixed OK button on Half-Life 1 deathmatch MOTD not being selectable if you ran in a non 4:3 resolution
-Added support for fast HTTP download when getting server assets for Linux and OSX
-Changed full screen render to fall back to changing the desktop resolution if it fails to create and offscreen FBO (useful on older video cards)
-Fixed crash if a game asked to play a sound with a volume that was too high
-Fixed rare crash on startup due to thread race conditions
January 30th
-Made save games cross platform
-Fixed crash when changing video modes under windows
-Removed support for A3D sounds from the engine, this API is not functional on current Windows OS releases
-Removed legacy D3D renderer, assorted OpenGL improvements in the beta make this older API not supportable
-Enabled hud_fastswitch on mouse wheel movement for Counter-Strike
January 31st
-Fixed fans not rotating after being in a level for more than a few minutes
-Added "-nofbo" command line option to let you disable using the new method for rendering
-Added "-nomsaa" to let you disable MSAA effects being applied to the games output, setting "-nofbo" also implies "-nomsaa".
-Fixed not doing the HTTP fast download path if you canceled a download and then reconnected to the same server
-Fixed drowning damage being applied after respawn in some cases
-Fixed malicious clients being able to upload certain new files to servers
-Fixed some scripts sounds not playing
February 1st
-Added option to disable use of HD model packs in Video tab of options dialog
-Fixed mp_fadetoblack not applying after a flashbang is thrown (Counter-Strike)
-Fixed fullscreen software mode rendering incorrectly
-Added cl_min_t and cl_min_ct convar to let you control the model used when cl_minmodels is set, the value of the cvar is the model index to use (Counter-Strike)
February 4th
-Fixed keyboard options dialog showing incorrect key names on non-QWERTY keyboards
-Fixed crash when typing in certain unicode characters
-Fixed voice chat sometimes not transmitting properly
-Allowed the toggleconsole command to be properly rebound
February 5th
-Fixed alt-tab not working correctly, the game window is no longer forced on top
-Added "cl_mousegrab" cvar, if set to 0 then the game will not grab the mouse. This may be needed to enable alt-tab with some Linux window managers. You can also add "-nomousegrab" to your command line to disable mouse grabbing.
-Fixed error on launch loading mss32.dll under Windows
-Fixed hang on startup causing a black screen to display on OS X and Linux
-Update Server Browser display to match behavior of Source engine products
February 6th
-Fixed crash when spectating players
-Fixed config files being written to the wrong folder, they are now always saved to the directory of the mod you are running. For Half-Life 1 this is "valve" and for Counter-Strike 1.6 this is "cstrike". You may lose some settings from this transition if you changed your configuration in the last couple of days
-Don't unpause the game when dismissing the Steam overlay if the game was already paused
-Allow mouse sensitivity to go down to 0.2 (from the previous floor of 1.0)
-Fix say and say_team commands using wrong characters on non-US keyboard layouts
February 7th
-Fixed viewdemo command crashing when run
-Fixed screenshot command crashing
-Fixed HD model packs not loading if available and enabled
-Fixed crash on launch if your graphics cards didn't support FBO's
-Fixed crash on launch under SELinux
-Fixed assorted crashes in Counter-Strike 1.6 due to bad string checks
February 8th
-Fixed auto-complete list in game console jumping 2 entries at a time
-Fixed keypad enter not being a key you could bind in the Options dialog
-Fixed mouse wheel up/down not showing in the binding Options dialog
-Fixed Low Violence mode being applied incorrectly
-Made Condition Zero models being used in Counter-Strike 1.6 (if you own Condition Zero) optional and controlled by the HD Models check box in the Options Video tab.
February 8th #2
-Fixed a crash if you had invalid data for a key bind in your config.cfg
-Fixed a crash for older opengl drivers (ones without FBO support)
-Don't quit the game if a server attempt to make you load an invalid model, just disconnect from the server
-Fixed crash on changelevel if save data was not available
-Fixed keypad period key not binding properly
-Fixed crash if you tried to manually force on D3D rendering mode (which is no longer available).
-Fixed hang on server connect if you fail to download some assets via HTTP
February 11th
-Added ability to override default content. Enable the "Allow custom addon content" option in the Video options dialog and then place that content in valve_addon (or cstrike_addon for CS 1.6 ). This overridden data has all the normal VAC and pure server rules as default content
-Content downloaded from servers now goes into a separate valve_downloads (or cstrike_downloads ) folder, so you can easily clean up unwanted files
-Updated Video options tab to better expose new configuration settings and remove unused ones
-Increased maximum allowed rate setting to 100,000
-Fixed in game chat not using correct characters when using non-US layout keyboards
-Fixed bot column in server browser to show the number of bot players (and not a random image)
-Fixed player column sorted in server browser
-Don't lock the game to the first CPU on your machine under Windows
-Fixed loading config.cfg from the wrong path
-Fixed crash on joining server
-Fixed chat text showing previous line of text sometime in Counter-Strike 1.6
-Fixed fps_max to actually run at that framerate, not 1 less
-Fixed timing function used on Linux to better match system time, reducing frame time variability
-Fixed duck key not dismissing spectator UI in Counter-Strike 1.6
-Fixed cl_minmodels cvar sometimes not being applied
February 12th
-Enabled fully localized chat in Counter-Strike 1.6
-Made keypad enter key submit a command in the game console
-Fixed extra keys causing the console to toggle when using a non-QWERTY keyboard
-Fixed maps list in New Games option not showing all available maps
-Removed cl_rate command, "rate" is the appropriate command to use
-Fixed crash when using alt-tab in software mode
-Fixed crash if you set a bind to an invalid engine key
February 13th
-Don't create the SAVE/ folder on disk unless needed by a game
-Fixed extra temporary files from the save process not being cleared up
-Fixed empty chat messages being allowed
-Fixed using backspace when using say or say_team command with non latin characters
-Fixed mouse offset when running in fullscreen software mode
-Fixed copying text from the game console not getting the last couple of character when doing multiple lines
February 14th - Updated Public Release
-Converted Half-Life to the new SteamPipe content system, for optimized delivery of the game
-Added support for Mac OS X and Linux operating systems
-Enabled Cloud support for save games
-Improved OpenGL rendering pipeline and output to leverage the capabilities in todays GPU
-Improved support for in-game chat in non-latin languages
February 14th - Updated Beta Release
-Re-enabled a fps cap of 100. You can override this behavior if you want to run faster by setting fps_override to "1" but some mods may not behave properly
-Fixed movement when running at more than 100fps
-Added "speak_enabled" cvar, if set to 0 then the "spk" and "speak" commands are disabled
-Added "edicts" option to liblist.gam file, for use in mods that want more than 900 entities in their maps
-Increased supported entity count in Counter-Strike 1.6 to 1800
February 15th
-Returned mouse input to using windows messages rather than raw input, this should correct the sensitivity change people have seen
-Added m_rawinput cvar, if set to 1 this enables using the raw input API's on your OS to get mouse input, usually with lower latency but missing the post processing from your OS
-Fixed corrupt HTTP downloads if the url sent by the game server resulted in a 404 error
-Fixed corruption of text input when hitting backspace while composing a message
-Renamed gl_ztrick cvar to gl_ztrick_old, usage of this cvar is deprecated and caused rendering issues
-Fixed mouse clicks sometimes being lost
February 20th - Updated Public Release
Features in this update include:
-Returned mouse input to using windows messages rather than raw input, this should correct the sensitivity change people have seen
-Added a "Raw Input" checkbox in the Mouse tab of the Options dialog. This button toggles the "m_rawinput" cvar. If selected raw input API's will be used to get mouse input, usually with lower latency but missing the post processing from your OS's Window manager
-Added a "Low video quality" option in the Video tab of the Options dialog. Use this check box if you have an older GPU and want to trade off visual quality for FPS
-Re-enabled a fps cap of 100. You can override this behavior if you want to run faster by setting fps_override to "1" but some mods may not behave properly
-Added support for binding the multiply key on the numeric keypad, the engine bind name for this new key is "kp_mul"
-Added support for binding Windows key, key name "win". Be careful binding this key, your OS may also act on presses from it
-Made keypad enter key activate an item when pressed in the server browser
-Made the "timerefresh" command require sv_cheats be set for its use. This command is for developer profiling and shouldn't be generally used
-Added listing of games from the valve_downloads folder in the New Game dialog
-Added "speak_enabled" cvar, if set to 0 then the "spk" and "speak" commands are disabled
-Added "edicts" option to liblist.gam file, for use in mods that want more than 900 entities in their maps
-Improved HTTP download performance
-Improved movement when running at more than 100fps
-Removed now unused sv_voicecodec and sv_voicequality cvars
-Renamed gl_ztrick cvar to gl_ztrick_old, usage of this cvar is deprecated and caused rendering issues
Fixes in this update include:
-Fixed left shift key presses not detecting properly
-Fixed viewdemo command causing a crash
-Fixed load dialog in viewdemo command not actually loading the demo
-Fixed Player List dialog not allowing you to mute a player
-Fixed crash on restart if you had the serverbrowser active
-Fixed double entries in the sprays list pulldown under options
-Fixed crash if Windows OS level DEP setting was turned on for all programs and you ran in software mode
-Fixed downloading of content from servers via HTTP, both if you got a 404 error on one of the links or the file was in the base download folder
-Fixed some commands writing config files to a bad path
-Fixed corruption of text input when hitting backspace while composing a message
-Fixed mouse clicks sometimes being lost
March 14th
-Fixed mouse cursor snapping back to center when using mods like SvenCoop
March 15th
-Fixed typing in text when using mods
March 29th
-Half-Life: Opposing Force and Half-Life: Blue Shift are added to the beta
April 1st
-Added support for friendly save names in Half-Life: Blue Shift and Half-Life: Opposing Force
-Fixed missing characters in training level and other areas (Op4)
-Fixed incorrect loading dialog on level change (Op4)
Unfortunately, they updates seem to peter out in the middle of February, even though I know several patches came out between then and now. I'm guessing they more applied to Counter-Strike than Half-Life.
0
MongerI got the ham stink.Dallas, TXRegistered Userregular
Didn't the Steam versions of the expansions not have their proper soundtracks? Did that ever get fixed?
Nope, not yet. But it's listed on Valve's github, so we just need to wait and see if they get around to fixing it. This is the most active they've been in doing this for ages, so I think the chances are good.
Posts
Not sure how I feel about how "active" the area looks, given it was supposed to be a decomissioned rail system. Ah well.
So I'm not crazy-enthusiastic about this restoration.
edit: for myself, at least, I loved the entire On A Rail chapter. It's one of my favorite areas. Granted, I don't actually use the tram in the chapter, as it's far easier and safer to travel on foot.
However, I'm immediately unhappy watching that video. The rail doesn't appear to be electrocuting him, and he fails to comment on that.
Also, the biggest issues with On a Rail is how easy it was to get lost (which is ironic for a chapter called ON A RAIL). I think FAMGUY is trying to mitigate this. Also, as I said, he's working on two versions, one of which just adds in some of the iconic moments of the chapter while the other is a more complete replication.
Oh. I guess I didn't realize that the BM release had removed that element.
Then, when I got to Residue Processing, I thought they'd tightened that place up as well, which would be awesome. Nope! Experience all those vats of toxic wastes uncut, son!
Ask them for your money back.
Edit: actually that was unnecessarily snarky sorry. I've seen dumber complaints and i'm taking it out on you.
eh? I wasn't blasting black mesa there. I was annoyed at the guy who thought they were perfect. Pointing out that the BM "team" that he seemed to admire broke promises and were massively behind schedule due to schoolwork and jobs.
For the record, I am (mostly) extremely happy with the BM project. I have some quibbles, but not many.
The marine voices can burn in hell though. I replaced those suckers as soon as I was able.
you are incredibly optimistic.
Also, I'm pretty sure all of Forget about Freeman was in Black Mesa. The only levels that really got cut were We've Got Hostiles (the backtracking through vents was nerfed to hell), On a Rail and Surface Tension. Well, and Xen.
Oh, yeah. I'd forgotten about all the cool vent areas in WGH.
Yes i thought you were which was why I retracted.
EDIT: Still looks like they're using 48kbps mp3s for the music though. It used to be if you tried to swap it, the game would crash. I'll see if that's still the case.
EDIT2: Swappin' em seems to work, but if you verify the cache it'll turn 'em back to 48kbps.
Also, textFAMGUY1 says he's going to release an alpha of On a Rail Uncut tomorrow. Glee!
EDIT: Oooh, they also added a toggle for custom content, so if you just chuck the higher quality mp3s in there, the game will play them instead AND not overwrite them when you verify! Still, I hope Valve updates them eventually.
stupid video card rma
I have been reduced to using a decade old (maybe not quite) windows xp machine. I'm honestly not sure how we survived this era!
Thanks linux!
Looks a bit clean for my tastes. The in game model is made of duct tape and baling wire. This is all smooth and plasticy. I mean, I know why, but it's disappointing.
Why I fear the ocean.
add your own! duct tape and baling wire aren't exactly expensive
https://github.com/ValveSoftware/halflife/issues
I can't possibly describe how much this makes me giddy. It's been a dream of mine to have Valve fix up some longstanding issues with HL1, as I've mentioned before.
EDIT: Yes!!! Latest beta fixed one of my issues! One down, two to go!
(after the half-way point)
wut
Someone show Carmack.
So would it be possible to play Doom with Left 4 Dead's AI Director?
Because that would be more or less man's greatest endeavor.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
Somebody needs to make that game.
Valve has continued to update the Half-Life beta, fixing a ton of stuff, including a few bugs that have plagued me for years. I'm thinking about sending Valve a twenty so they can buy the guys working on Half-Life 1 some doughnuts or something. Maybe after they fix the repeating music glitch and update the MP3's to 128kbps
Secondly, work has continued on the "On a Rail Uncut" map pack with an alpha release of the first map of the second half of the pack. You can get it at http://forums.blackmesasource.com/showpost.php?p=541554&postcount=1103
-Half-Life Beta started, Linux and Mac support added
January 29th
-Fixed OK button on Half-Life 1 deathmatch MOTD not being selectable if you ran in a non 4:3 resolution
-Added support for fast HTTP download when getting server assets for Linux and OSX
-Changed full screen render to fall back to changing the desktop resolution if it fails to create and offscreen FBO (useful on older video cards)
-Fixed crash if a game asked to play a sound with a volume that was too high
-Fixed rare crash on startup due to thread race conditions
-Fixed crash when changing video modes under windows
-Removed support for A3D sounds from the engine, this API is not functional on current Windows OS releases
-Removed legacy D3D renderer, assorted OpenGL improvements in the beta make this older API not supportable
-Enabled hud_fastswitch on mouse wheel movement for Counter-Strike
-Added "-nofbo" command line option to let you disable using the new method for rendering
-Added "-nomsaa" to let you disable MSAA effects being applied to the games output, setting "-nofbo" also implies "-nomsaa".
-Fixed not doing the HTTP fast download path if you canceled a download and then reconnected to the same server
-Fixed drowning damage being applied after respawn in some cases
-Fixed malicious clients being able to upload certain new files to servers
-Fixed some scripts sounds not playing
-Fixed mp_fadetoblack not applying after a flashbang is thrown (Counter-Strike)
-Fixed fullscreen software mode rendering incorrectly
-Added cl_min_t and cl_min_ct convar to let you control the model used when cl_minmodels is set, the value of the cvar is the model index to use (Counter-Strike)
-Fixed crash when typing in certain unicode characters
-Fixed voice chat sometimes not transmitting properly
-Allowed the toggleconsole command to be properly rebound
-Added "cl_mousegrab" cvar, if set to 0 then the game will not grab the mouse. This may be needed to enable alt-tab with some Linux window managers. You can also add "-nomousegrab" to your command line to disable mouse grabbing.
-Fixed error on launch loading mss32.dll under Windows
-Fixed hang on startup causing a black screen to display on OS X and Linux
-Update Server Browser display to match behavior of Source engine products
-Fixed config files being written to the wrong folder, they are now always saved to the directory of the mod you are running. For Half-Life 1 this is "valve" and for Counter-Strike 1.6 this is "cstrike". You may lose some settings from this transition if you changed your configuration in the last couple of days
-Don't unpause the game when dismissing the Steam overlay if the game was already paused
-Allow mouse sensitivity to go down to 0.2 (from the previous floor of 1.0)
-Fix say and say_team commands using wrong characters on non-US keyboard layouts
-Fixed screenshot command crashing
-Fixed HD model packs not loading if available and enabled
-Fixed crash on launch if your graphics cards didn't support FBO's
-Fixed crash on launch under SELinux
-Fixed assorted crashes in Counter-Strike 1.6 due to bad string checks
-Fixed keypad enter not being a key you could bind in the Options dialog
-Fixed mouse wheel up/down not showing in the binding Options dialog
-Fixed Low Violence mode being applied incorrectly
-Made Condition Zero models being used in Counter-Strike 1.6 (if you own Condition Zero) optional and controlled by the HD Models check box in the Options Video tab.
-Fixed a crash for older opengl drivers (ones without FBO support)
-Don't quit the game if a server attempt to make you load an invalid model, just disconnect from the server
-Fixed crash on changelevel if save data was not available
-Fixed keypad period key not binding properly
-Fixed crash if you tried to manually force on D3D rendering mode (which is no longer available).
-Fixed hang on server connect if you fail to download some assets via HTTP
-Content downloaded from servers now goes into a separate valve_downloads (or cstrike_downloads ) folder, so you can easily clean up unwanted files
-Updated Video options tab to better expose new configuration settings and remove unused ones
-Increased maximum allowed rate setting to 100,000
-Fixed in game chat not using correct characters when using non-US layout keyboards
-Fixed bot column in server browser to show the number of bot players (and not a random image)
-Fixed player column sorted in server browser
-Don't lock the game to the first CPU on your machine under Windows
-Fixed loading config.cfg from the wrong path
-Fixed crash on joining server
-Fixed chat text showing previous line of text sometime in Counter-Strike 1.6
-Fixed fps_max to actually run at that framerate, not 1 less
-Fixed timing function used on Linux to better match system time, reducing frame time variability
-Fixed duck key not dismissing spectator UI in Counter-Strike 1.6
-Fixed cl_minmodels cvar sometimes not being applied
-Made keypad enter key submit a command in the game console
-Fixed extra keys causing the console to toggle when using a non-QWERTY keyboard
-Fixed maps list in New Games option not showing all available maps
-Removed cl_rate command, "rate" is the appropriate command to use
-Fixed crash when using alt-tab in software mode
-Fixed crash if you set a bind to an invalid engine key
-Fixed extra temporary files from the save process not being cleared up
-Fixed empty chat messages being allowed
-Fixed using backspace when using say or say_team command with non latin characters
-Fixed mouse offset when running in fullscreen software mode
-Fixed copying text from the game console not getting the last couple of character when doing multiple lines
-Added support for Mac OS X and Linux operating systems
-Enabled Cloud support for save games
-Improved OpenGL rendering pipeline and output to leverage the capabilities in todays GPU
-Improved support for in-game chat in non-latin languages
-Fixed movement when running at more than 100fps
-Added "speak_enabled" cvar, if set to 0 then the "spk" and "speak" commands are disabled
-Added "edicts" option to liblist.gam file, for use in mods that want more than 900 entities in their maps
-Increased supported entity count in Counter-Strike 1.6 to 1800
-Added m_rawinput cvar, if set to 1 this enables using the raw input API's on your OS to get mouse input, usually with lower latency but missing the post processing from your OS
-Fixed corrupt HTTP downloads if the url sent by the game server resulted in a 404 error
-Fixed corruption of text input when hitting backspace while composing a message
-Renamed gl_ztrick cvar to gl_ztrick_old, usage of this cvar is deprecated and caused rendering issues
-Fixed mouse clicks sometimes being lost
-Returned mouse input to using windows messages rather than raw input, this should correct the sensitivity change people have seen
-Added a "Raw Input" checkbox in the Mouse tab of the Options dialog. This button toggles the "m_rawinput" cvar. If selected raw input API's will be used to get mouse input, usually with lower latency but missing the post processing from your OS's Window manager
-Added a "Low video quality" option in the Video tab of the Options dialog. Use this check box if you have an older GPU and want to trade off visual quality for FPS
-Re-enabled a fps cap of 100. You can override this behavior if you want to run faster by setting fps_override to "1" but some mods may not behave properly
-Added support for binding the multiply key on the numeric keypad, the engine bind name for this new key is "kp_mul"
-Added support for binding Windows key, key name "win". Be careful binding this key, your OS may also act on presses from it
-Made keypad enter key activate an item when pressed in the server browser
-Made the "timerefresh" command require sv_cheats be set for its use. This command is for developer profiling and shouldn't be generally used
-Added listing of games from the valve_downloads folder in the New Game dialog
-Added "speak_enabled" cvar, if set to 0 then the "spk" and "speak" commands are disabled
-Added "edicts" option to liblist.gam file, for use in mods that want more than 900 entities in their maps
-Improved HTTP download performance
-Improved movement when running at more than 100fps
-Removed now unused sv_voicecodec and sv_voicequality cvars
-Renamed gl_ztrick cvar to gl_ztrick_old, usage of this cvar is deprecated and caused rendering issues
Fixes in this update include:
-Fixed left shift key presses not detecting properly
-Fixed viewdemo command causing a crash
-Fixed load dialog in viewdemo command not actually loading the demo
-Fixed Player List dialog not allowing you to mute a player
-Fixed crash on restart if you had the serverbrowser active
-Fixed double entries in the sprays list pulldown under options
-Fixed crash if Windows OS level DEP setting was turned on for all programs and you ran in software mode
-Fixed downloading of content from servers via HTTP, both if you got a 404 error on one of the links or the file was in the base download folder
-Fixed some commands writing config files to a bad path
-Fixed corruption of text input when hitting backspace while composing a message
-Fixed mouse clicks sometimes being lost
-Half-Life: Opposing Force and Half-Life: Blue Shift are added to the beta
April 1st
-Fixed missing characters in training level and other areas (Op4)
-Fixed incorrect loading dialog on level change (Op4)
Unfortunately, they updates seem to peter out in the middle of February, even though I know several patches came out between then and now. I'm guessing they more applied to Counter-Strike than Half-Life.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.