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    Half-Life To All New & Old Players of the Franchise - r/HalfLife Welcome Guide

    Half-Life To All New & Old Players of the Franchise - r/HalfLife Welcome Guide


    To All New & Old Players of the Franchise - r/HalfLife Welcome Guide

    Posted: 13 Dec 2019 07:37 AM PST

    Welcome to /r/HalfLife! You have chosen, or have been chosen to subscribe to our subreddit.

    Whether you are new here or a seasoned veteran, this post serves as a central hub to anything and everything you need to know about Half-Life's past, current, and future games.

    Table of Contents
    1. Which Order Should I Play the Games In?
    2. Should I Mod Half-Life 2 Before Playing?
    3. Half-Life: Alyx Frequently Asked Questions
    4. Subreddit Rules
    5. Useful Resources

    1. Which Order Should I Play the Games In?

    1. Half-Life (Ignore Half-Life 1: Source. It's garbage)
    2. Half-Life Blue Shift (Standalone Expansion - Optional)
    3. Half-Life Opposing Force (Standalone Expansion - Optional)
    4. Half-Life 2
    5. Half-Life 2: Episode One
    6. Half-Life 2: Episode Two
    7. Black Mesa (Half-Life Remake - Highly Recommended)
    8. Half-Life: Alyx (Coming March 2020)

    2. Should I Mod Half-Life 2 Before Playing?

    Although Half-Life 2 is plenty great without any modifications, I do recommend at least one mod that gives the game some higher resolution textures and community bug-fixes that subtly improve the base game but remain faithful to the stock game.

    • Half-Life 2: Update A completely free and extensive community-developed update for Half-Life 2 featuring beautiful lighting, countless bug fixes, and a brand new Community Commentary Mode. With Half-Life 2: Update, there's never been a better time to revisit City 17.

    3. Half-Life: Alyx Frequently Asked Questions

    Do you have a question? Feel free to ask it, and somebody will try to answer it as much as possible.

    Will Half-Life: Alyx be VR-only?

    Yes. Valve says the complex VR interactions do not translate well to keyboard and mouse. It is unknown if anyone will successfully mod Half-Life: Alyx to be playable without VR, but if they do, they are likely to prove Valve's point. Consider trying to play "Wii Sports" with a keyboard and mouse and you can get a better understanding of the issues translating input methods.

    Will there be a non-VR mode released?

    It is unknown if Valve or anyone from the community will successfully modify Half-Life: Alyx to be playable without VR, but if they do, they are likely to prove Valve's point. Consider trying to play "Wii Sports" with a keyboard and mouse and you can get a better understanding of the issues translating input methods.

    Will Half-Life: Alyx require the Valve Index?

    No! You Can Play Half-Life: Alyx with any SteamVR-compatible System Half-Life: Alyx supports a variety of play environments, locomotion methods, and input devices.

    If you have VR hardware that works with a computer, then it works with SteamVR.

    If you don't yet own any VR hardware, now's the time. Headsets support different sets of features, so the experience will vary between them. Half-Life: Alyx was built hand in hand with Valve Index, which is the highest fidelity option on the market, but the game works great with Vive, Rift and Windows Mixed Reality too. Check out the different options to choose which one is right for you.

    • Valve Index
    • HTC Vive
    • Oculus Rift
    • Windows Mixed Reality

    Learn more about compatible VR

    Already own Valve Index? You'll get Half-Life: Alyx free.

    Half-Life: Alyx will appear in your Steam Library March 2020. There's no need to enter a key or purchase the game. It'll appear in your Steam Library upon release, ready to play. No matter when you bought your gear Half-Life: Alyx is yours, whether you've had your Valve Index for a while, or are just about to take the plunge. …Or whether or not you have the whole VR kit: Owners of Valve Index controllers also get Half-Life: Alyx for free.

    How long will Half-Life: Alyx be?

    Half-Life: Alyx is a full-length game built from the ground up for virtual reality. It will be around the same length has Half-Life: 2.

    When will Half-Life: Alyx be released?

    MλRCH 2020*

    4. Subreddit Rules

    We have a few light rules to keep discussion upbeat and interesting, check them out below!

    1. Submissions must be directly related to the Half-Life franchise. Important Valve and Steam news may be allowed per Moderator discretion.
    2. Posts must be high quality. Low-value submissions that may detract from meaningful discussion are not allowed. Examples include: Low effort memes (e.g. image macros, "One-liner" jokes), streams, generic Let's Plays, reposts, spam, rants, etc. Please submit posts of this nature to to /r/HalfLifeLounge.
    3. All posts and comments must follow Reddiquette
    4. Please be respectful to others. Personal attacks, bigotry, fighting words, otherwise inappropriate behavior or content, comments that insult or demean a specific user or group of users will be removed. No personal information, in posts or comments. Stalking, harassment, witch hunting, trolling, brigading, ddosing, or doxxing will not be tolerated and will result in a ban.
    5. No porn or gore. All other NSFW posts and comments must be tagged. Posting uncalled for materials may result in an immediate and permanent ban.
    6. When posting fan generated content, try to credit the original artist and link to the primary source whenever possible. Do not pass other's work off as your own.

    Disappointed that your meme got removed? Reminder that we have r/HalfLifeLounge for all your memeing needs!

    5. Useful Resources

    Participate in the Discussion!

    💬 Please leave a comment with u/Nobiting tagged or a DM if you discover any mistakes, or have any information you think should be added to this post.

    And so, whether you are here to stay, or passing through on your way to parts unknown, welcome to r/HalfLife. It's safer here.

    λ

    submitted by /u/Nobiting
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    Seeing as Eli states Alyx found this, this could mean Alyx can maybe come across a Cremator in HL:A

    Posted: 27 Dec 2019 01:38 PM PST

    Got this fantastic big box for Christmas from my best friend!

    Posted: 27 Dec 2019 04:23 AM PST

    Think we will find out how the Resistance came into possession of the HEV suit?

    Posted: 27 Dec 2019 11:44 AM PST

    The ultimate collection

    Posted: 27 Dec 2019 01:57 PM PST

    That pattern looks familiar...

    Posted: 27 Dec 2019 08:42 PM PST

    That must be some really strange feet

    Posted: 27 Dec 2019 03:54 PM PST

    I found this in my dad's basement!

    Posted: 27 Dec 2019 05:22 PM PST

    Real quick (and I realize not everyone is like this)

    Posted: 27 Dec 2019 07:42 PM PST

    As much as I'd like to see Merle return for Alyx, I still think that we need to show some respect to the VA for her in HL:A. I imagine theyd feel kind of upset, at the very least.

    submitted by /u/Hurricaden
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    Can any of you guys send me a Black Mesa's Lambda Core save file?

    Posted: 27 Dec 2019 06:13 PM PST

    Can't use my old saves due to game version and don't have the time to get there right now :T Thanks!

    submitted by /u/I_Cant_Think_Funny
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    I wish I could try out that exquisite cuisine

    Posted: 27 Dec 2019 06:03 AM PST

    How do I get past this door?

    Posted: 27 Dec 2019 01:32 PM PST

    So can someone tell me the order in which I need to play the half life and portal games?

    Posted: 27 Dec 2019 03:57 PM PST

    I know portal is set in the same universe as half life so can you tell me the order I need to play them?

    submitted by /u/geekboi2008
    [link] [comments]

    clipping

    Posted: 27 Dec 2019 10:13 PM PST

    Half-Life Review

    Posted: 27 Dec 2019 09:50 PM PST

    Half-Life has always been a series that I've wanted to get into to, but I never thought it'd be worth getting invested as the franchise had been left unfinished and was as good as dead for many years. However, the series was just given new life with the reveal of Half-Life Alyx. I decided that this would be the perfect time to finally try it. I have just finished the first game, so here's my non-spoiler review.

    Half-Life is a very good game but is very much a product of its time. The most notable example of dated game-design would be the game's physics. The main physics-related problem that you'll run in to on your playthrough of Half-Life would be the jumping. If you are standing still and you attempt to jump forward, you will have virtually no mid-air control. If you want to jump onto a platform that is in front of you, you'll need to already have forward momentum to have any chance.

    That brings me to my next topic, the level design. For the most part, the level design is superb. The game does a great job of making levels feel like real world environments. However, there are a few times where this realism hinders the level's functionality. There are quite a few hallways and rooms that result in dead-ends and many of them don't even have items to make it worth your time for exploring the world. This mostly happens at the beginning of the game though, so it can easily be ignored. Another note I have on the level design is the goal. There are a few levels in the game that have irregular goals, meaning that the goal of the level is something other than simply reaching the end. This on its own is not an issue, a bit of variety is welcome, in fact. The problem is that the game often does a bad job of portraying what it is you're supposed to do. There was one notable instance near the end of the game where you need to attack a monster until it runs away and opens a new path for you. This was never portrayed to the player outside of them providing you some ammunition. Not to mention, the monster must take a very large amount of damage before it will continue the stage. Again though, these moments are few and far between. The biggest problem I have with the level design is the platforming. Long story short, it's bad. The game's jumping physics doesn't lend itself to precise platforming, which there's a lot of. I often found myself landing on small platforms and sliding off due to jump momentum taking too long to wear off. I also found jumps that should by all accounts be easy to be very frustrating.

    Speaking of which, the combat is great. The game does a very good job of telegraphing upcoming enemies, as well as giving you sufficient cover to hide behind. Most of the cover is destructible, however, so you'll never want to stay in one place for too long. Enemy health is pretty well distributed for the most part as well. Your own collection of weapons is also very nice. Each gun has its own uses and progression never feels too steep. There's also plenty of good uses for the various bombs you're given. There are also multiple ways to solve most problems in the game.

    One of my favorite examples was near the midpoint of the game. First, you have to fight through a large room full of soldiers that were sent to kill you. There are many ways that you can stealth kill soldiers without them noticing you. You can also set up traps for later. Then, you have to go down an elevator. On the other side, you are greeted by a set of tripwires. You can either drop a grenade on the elevator and destroy the tripwires, or you could drop down into the water below, this is what I did. Later, after activating a few machines you have to go back up the elevator. However, you are ambushed by soldiers that arrived while you were downstairs. If you chose to drop into the water, the soldiers will run straight into the tripwire and blow themselves up. Then, if you thought ahead to set traps, the soldiers awaiting you on top of the elevator will get an unpleasant surprise.

    However, with every two steps this game takes forward, it also takes one step back. This step back would be health. There are many points in the game where the developers expected you to have a certain amount of health. The problem is, they don't provide you with said health. I repeatedly found myself trapped in major fight sections with only a few health points. I ended up saving after every killed enemy to ensure that I had any chance of progressing without resulting to console commands. There was also a decent amount of forced damage. Usually because of required falls. There was one moment in the game where I had taken so much damage in the previous section that I couldn't beat the game because of a required fall. I was forced to noclip in order to continue the game.

    Overall, despite the game's few shortcomings, Half-Life is an amazing experience and an amazing game. Although, I don't see myself returning anytime soon, with the likely exception of the Black Mesa remake. I look forward to continuing the series with Half-Life: Opposing Force.

    submitted by /u/AlexanderTheFrye
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    Valve VR Guide v3: play the HL2 games (including Deathmatch) + HL: Source + TF2 in seated VR using Valve's native VR support! Now works with Oculus and WMR, and vastly simplified (NO LONGER NEEDS HYDRA MOD)!

    Posted: 27 Dec 2019 07:16 AM PST

    This is a living document. It may be updated over time. If significant revisions occur, a new thread will be created and this post will be replaced with a link to that guide.

    So, about ten days ago I discovered that the native seated VR support in some Valve games isn't as broken as people thought. And after over 30 cumulative hours of testing and writing documentation, around ten Windows reinstalls, and a lot of headset juggling, I've come up with the following: a universal guide to play most of Valve's old VR-supported games.

    The advantage of this over something like VorpX is that it has decoupled headlook - you can aim your weapon independently of the direction you're looking in. It also doesn't risk you getting VAC banned in TF2 or HL2DM, which VorpX might since it's basically a hack. And yes, it also has full 6DOF movement (rotational and positional), so PLEASE stop asking.

    Games with '†' next to them work with the Novint Falcon, a haptic controller Valve experimented with before working on VR.

    Confirmed working on Valve Index, Oculus Link, and Samsung Odyssey+ with:

    • † Half-Life: Source (NOT Black Mesa)

    • † Half-Life 2

    • † Half-Life 2: Deathmatch

    • † Half-Life 2: Episode One

    • † Half-Life 2: Episode Two

    • † Half-Life 2: Lost Coast

    • † Half-Life 2: Update

    • † Team Fortress 2

    Confirmed working on Valve Index:

    • Half-Life VR (HL2 Razer Hydra mod for SDK Base 2013)

    • Half-Life VR: Episode One (HL2:E1 Razer Hydra mod for SDK Base 2013)

    • Half-Life VR: Episode Two (HL2:E2 Razer Hydra mod for SDK Base 2013)

    Not working:

    • † Half-Life Deathmatch: Source - Has VR console commands including 'vr_activate' but 'Virtual Reality Mode' menu does not appear in settings; might work if it could be forced on?

    • † Day of Defeat: Source - Has VR console commands including 'vr_activate' but 'Virtual Reality Mode' menu does not appear in settings; might work if it could be forced on?

    • † Counter-Strike: Source - Has VR console commands including 'vr_activate' but 'Virtual Reality Mode' menu does not appear in settings; might work if it could be forced on?

    • Counter-Strike: Global Offensive - VR mode not present

    • † Portal - VR mode partially removed from engine and non-functional

    • Portal 2 - VR mode not present

    • Left 4 Dead - VR mode not present

    • Left 4 Dead 2 - VR mode not present

    Irrelevant but included for completeness, not working:

    • Dota 2 - Only VR support is the 'Dota 2 VR Hub', which is entirely broken beyond the starting scene

    • Artifact - Contains VR code, seemingly related to Half-Life: Alyx (console commands mention 'HLVR'), when forcing VR via launch flag, game launches to a black screen both in desktop and in HMD

    • Dota Underlords - Contains VR code, seemingly related to Half-Life: Alyx (console commands mention 'HLVR'), when forcing VR via launch flag, game launches in a broken state on desktop, and to a black screen in HMD

    Notes:

    MAY work with some Source SDK Base 2013 mods. Your mileage may vary, and you may need to use the 'SPECIAL TEAM FORTRESS 2 PREREQUISITE INSTRUCTIONS' below.

    DO NOT attempt this with Black Mesa or any other game that significantly overhauls the Source Engine - at best it will not work, at worst it will crash immediately on startup until you entirely reinstall Windows. Yes, that happened once while testing.

    Additionally, some games may render without a crosshair (looking at you, HLVR mod and Episode Two). This is fixed by entering 'crosshair 1' in the console.

    Finally, for Methods One, Two, and Three, you may find that your target minimum resolution is not 1440p as given in the guide - this is simply the resolution that worked for me, but I believe that it might be different depending on your HMD resolution. Feel free to experiment.

    Prerequisites:

    For each game that you wish to play in VR, create an autoexec.cfg file if one does not already exist (you can look up how to do this) and add the following lines:

    vr_translation_limit 1000

    bind v vr_reset_home_pos

    DO NOT add 'vr_translation_limit 1000' if attempting to play the 'Half-Life VR' mod.

    SPECIAL TEAM FORTRESS 2 PREREQUISITE INSTRUCTIONS:

    1. Right-click Team Fortress 2, and click Properties
    2. Add '-vr' to launch options
    3. This should make 'Virtual Reality Mode' appear in the game's settings when you open 'Options'. If it does not, try unchecking 'Use Desktop Game Theatre while SteamVR is active', and then opening the game once while SteamVR is open and closing it (you may have to force it to close).
    4. As the 'Activate Virtual Reality' button is missing from the new menu, when you get to that step, enter 'vr_activate' into the console

    Whick method to use?

    • If you have an Oculus headset, try Method One first, then Method Two

    • If you have a WMR headset, use Method One if you have Revive's OpenXR support working. If you don't or if you don't know what that is, use Method Two

    • If you have a WIRED Vive or Index, USE METHOD FOUR. It is the best way to play with the least downsides or compromises.

    • If you have a WIRELESS Vive, you must use Method Three

    • If you have a Pimax or a Vive Cosmos, I have no idea, Method Four MIGHT work? If it doesn't, Method Three should.

    Method One (Oculus)

    Notes:

    I could not get this to work with WMR. However, if you can get Revive's OpenXR support working, this is the way to go. Method Two (the 'Oculus/WMR fallback') has hitching problems when you move your head that make it hard for me to recommend it over this one.

    Unfortunately however, Method One has drawbacks as well that make it not usable on certain headsets due to the way the game reacts to different setups. I am going to be beta testing a program called 'Desktop Portal' that should fix these issues, and if so, I will post a new guide that unifies Method One and Method Two into a single solution using Desktop Portal.

    Please note this method will result in anywhere from negligible (when I tested on Oculus Link) to unfortunately significant but still playable (when I tested Method Two on Samsung Odyssey+) resolution loss depending on your setup and how the Source engine reacts to it. Please also note that this method for some reason results in occasional dropped keyboard inputs in-game.

    Untested: using a controller instead of a keyboard might fix dropped inputs?

    Requriements:

    • An Oculus VR headset (WMR may work, see above, ymmv)

    • Virtual Desktop (Oculus Store version)

    • Either a 1440p monitor or the ability to use DSR (Nvidia) or VSR (AMD)

    • A high refresh rate monitor

    Steps:

    1. Set your desktop resolution to 1440p, or as close to it as you can (but no lower). If you cannot do this, enable 'DSR' (Nvidia) or 'VSR' (AMD), which will allow you to run the Windows desktop at a higher resolution via supersampling
    2. Set your VR headset and your monitor to the same refresh rate. Unfortunately, this does mean you need a high refresh rate monitor for this method. If your monitor doesn't have a mode that lets it match your HMD's framerate, use CRU or your GPU dettings to create one, AS LONG AS it is below your monitor's native framerate. I will not detail how to do this, as it is outside the scope of this guide.
    3. Add 'fps_max (your HMD's framerate + 1)' to your autoexec.cfg file, and '-freq (your HMD's framerate)' to your game's launch options (right-click in Steam, properties, set launch options)
    4. Set up SteamVR if you haven't yet, and if you are using a WMR headset, the 'Windows Mixed Reality for SteamVR' translation layer
    5. Start Virtual Desktop (Oculus Store version, NOT SteamVR)
    6. Open the game you wish to run in VR, WITHOUT starting SteamVR, with your VR headset plugged in
    7. Go to Options -> Video, and set 'Virtual Reality Mode' to Enabled. You will seem to exit the game either after clicking Options or clicking Enabled - it is still open. Alt-tab back to it.
    8. Click 'OK' on the popup, and click 'OK' on the options menu. The game should go into Windowed Mode, and SteamVR should have opened. Disregard the message about having to restart the game.
    9. Click 'Activate Virtual Reality'
    10. Alt-tab back into the game, if necessary
    11. If the game fills your entire monitor, close it and increase your ddesktop resolution. Repeat until the game DOES NOT fill your entire monitor after activating VR mode. If you cannot increase your desktop resolution any further, turn on DSR/VSR in your video card settings.
    12. Your screen should look something like this: https://i.imgur.com/bjH4PEU.png - note the size of the black box will vary based on your HMD.
    13. Click 'Options' (the sixth pixelated line of text), and then click 'Video' (the last tab on the window for singleplayer games, and the third from the right in multiplayer games).
    14. Click the middle-left dropdown, and select the middle option
    15. Click the top-left dropdown, and select the lowermost option. You may have to scroll down.
    16. Click 'OK' (the leftmost button on the very bottom of the window)
    17. Now for the fiddly part... Start a new game. If everything works, you should have a display that looks like this: https://i.imgur.com/a6oyNjI.jpg - ignore the black bar in the middle, it will be outside your field of view in-game. Do note that as with the prior image, the size of the game window will vary, as will the thickness of the black border around it, depending on your headset.
    18. If it does NOT look like that (only one eye rendering, part of the right eye cut off, etc), go back into Options and play with the resolution until you find one that works. I find only 16:9 resolutions 2560x1440 or above work, everything else either has broken rendering or no rendering at all. When you change the resolution, the window size will not hcange, but the size of the game relative to the window will. Your goal is to minimize the size of the black border while still rendering in proper stereo 3D.
    19. OPTIONAL: Go into settings and disable VR Mode (DO NOT click 'Deactivate VR Mode' in the main menu!). This MIGHT result in a resolution bump, and is worth trying at least once.
    20. In Virtual Desktop, set 'Screen Curve' to 0%, check 'Full SBS', 'Head Lock', and 'No Delay', and uncheck 'Motion Controls'
    21. Alt-tab into your game, then press the Oculus button on your right Touch controller, and select Virtual Desktop to switch back to Virtual Desktop from SteamVR. Repeat until it sticks, and you have the game in view in your HMD.
    22. NOTE: If the game window does not fill your screen (a small border on the edge is OK as with my testing with Oculus Link in my experience as long as you can't really see it in the HMD), or you notice visual anomalies related to the position of your eyes, please use Method Two. You can attempt to manually reposition the viewport by re-enabling motion controls in Virtual Desktop and using the grip button, but this is likely to cause sim sickness.
    23. You're done! Play the game!

    Method Two (Oculus/WMR fallback)

    Notes:

    This method is the only way I could personally get it working with WMR, however it comes with serious frame hitching due to problems with OVRDrop. I am going to be beta testing a program called 'Desktop Portal' that should fix this issue, and if so, I will post a new guide that unifies Method One and Method Two into a single solution using Desktop Portal.

    Please note this method will result in anywhere from negligible (when I tested on Oculus Link) to unfortunately significant but still playable (when I tested on Samsung Odyssey+) resolution loss depending on your setup and how the Source engine reacts to it. Please also note that this method for some reason results in occasional dropped keyboard inputs in-game.

    Untested: using a controller instead of a keyboard might fix dropped inputs?

    Requriements:

    • An Oculus or WMR VR headset

    • OVRDrop

    • Either a 1440p monitor or the ability to use DSR (Nvidia) or VSR (AMD)

    • A high refresh rate monitor

    Steps:

    1. Repeat all steps from Method 1 EXCEPT starting Virtual Desktop, up until (but NOT including) the step that starts with 'In Virtual Desktop'
    2. Now, open OVRDrop. Set the menu in the far lower left (red, should say 'World') to 'Screen', and select the game window with the red dropdown in the far upper-left. Set the framerate (red menu that says '60FPS') to the native framerate of your HMD, or 'Unlimited' if your native framerate isn't listed.
    3. Click 'Additional Settings', and check 'Content is Side By Side'
    4. There are six sets of sliders in the lower left. Set the leftmost three to '0, 0, 0.4' (the third number might vary based on your headset, but these numbers worked for me on Samsung Odyssey+ and Oculus Link)
    5. If you have a black border between the viewport and the edge of the Half-Life 2 window, find the number of pixels wide the right-side border is and the number of pixels tall the bottom border is.
    6. There are four text boxes with white borders in a diamond shape to the right of the red box where you selected the game window. Enter the number of pixels thick the right border is as a negative number in the right-side textbox, and the number of pixels thick the bottom border is as a negative number in the lower textbox. For example, if I get a 621px wide border on the right, and a 364px tall border on the bottom, I enter -621 and -364. Make sure you click out of the text box, but still within the OVRDrop window, after entering the number, or the setting will not apply.
    7. A note, you will see your regular desktop cursor in OVRDrop. THIS IS NOT YOUR CURSOR. Keep fiddling your mouse around until you see a gray cursor with a white outline. THIS is your cursor.
    8. You're done! Play the game!

    Method Three (Lighthouse method one)

    Notes:

    This method has all the same drawbacks as Method Two, however it is somewhat easier to implement than Method Four. However, I do recommend Method Four, as it fixes all said issues.

    Requirements:

    • A Lighthouse-tracked VR headset (or any other headset that has an Extended Mode)

    • OVRDrop

    • Either a 1440p monitor or the ability to use DSR (Nvidia) or VSR (AMD)

    • A high refresh rate monitor

    Steps:

    1. Follow Method Two, except immediately after clicking 'Activate Virtual Reality' / entering 'vr_activate' into the console, enter 'vr_distortion_enable 0' into the console.
    2. Follow the rest of Method Two
    3. You're done! Play the game!

    Method Four (Lighthouse method two)

    Notes:

    This method is somewhat difficult to set up due to requiring you to navigate the Windows desktop using the HMD as a monitor. However, it provides the best possible experience. It will render at your native HMD resolution, does not require a high refresh rate monitor, has no frame hitching, and does not have issues with dropped keyboard inputs.

    PLEASE NOTE, VIVE WIRELESS DOES NOT ALLOW FOR EXTENDED MODE. PLEASE USE METHOD THREE.

    Additionally, due to issues with the distortion filter Source uses, Method Four may cause eye strain or discomfort in some. This may be fixable, but would need to be done per HMD model. I do not have the time or knowledge necessary to do this, but maybe someone else will. In the meantime, use Method Three, and if you find the stuttering unbearable, wait until I can test Methods One through Three with Desktop Portal.

    Requirements:

    • A Lighthouse-tracked VR headset (or any other headset that has an Extended Mode, as long as when you activate VR Mode, the game applies barrel distortion / chromatic aberration)

    Recommended but not needed:

    • DisplayFusion

    Steps:

    1. Put your headset into Extended Mode
    2. Using your monitor settings, set your HMD as your primary monitor
    3. If using DisplayFusion, do the following (this will make it easier for you to move windows off of the HMD and back onto your monitor if necessary):
      1. Allow it to disable the Windows Taskbar and use its own taskbar
      2. Right-click your desktop and open DisplayFusion Settings
      3. Go to 'Taskbar' on the left-side menu, and set 'Taskbar Mode' to 'All taskbars show all windows'
      4. Go to 'Alt+Tab' on the left-side menu, and change the dropdown menu to 'SHow on All Monitors, Show All Windows'
    4. Start the game
    5. The following must be done IN-HMD, with SteamVR CLOSED (if SteamVR is open, the game will crash. If your HMD is off (due to closing SteamVR), unplug and plug it back in):
      1. Go to Options -> Video, and set 'Virtual Reality Mode' to Enabled. You will seem to exit the game either after clicking Options or clicking Enabled - it is still open. Alt-tab back to it.
      2. Click 'OK' on the popup, and click 'OK' on the options menu. The game should go into Windowed Mode, and SteamVR should have opened. Disregard the message about having to restart the game.
      3. Click 'Activate Virtual Reality'
      4. Alt-tab back into the game, if necessary
    6. You're done! Play the game!

    Bonus fun: Half-Life VR mod!

    Notes:

    This is the old 'Half-Life VR' mod for HL2, Episode One, and Episode Two, which adds Razer Hydra controls. It ONLY works with Lighthouse-tracked hardware, being a variant of Method Four. Methods One through Three DO NOT work, as the menu UI is rendered as part of the environment, and thus does not render. Since you cannot change the display resolution in this state, this is unfixable.

    Requirements:

    • A Lighthouse-tracked VR headset (or any other headset that has an Extended Mode, as long as when you activate VR Mode, the game applies barrel distortion / chromatic aberration)
    • A Razer Hydra
    • v1.4.0 of the Half-Life VR mod - this link is slow but it DOES work

    Recommended but not needed:

    • DisplayFusion

    Steps:

    1. Go into the properties for 'Source SDK Base 2013 Singleplayer', and switch to the 'Upcoming' beta
    2. Right-click the Razer Hydra tray icon on your taskbar, and click 'Close tray icon'
    3. From here, follow Method Four
    4. You're done! Play the game!
    submitted by /u/TheYadda
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    Found GMan in Freeman Pontifex Hl Ep 2

    Posted: 27 Dec 2019 01:05 AM PST

    Overall thoughts on Sweet Half-Life

    Posted: 27 Dec 2019 06:42 AM PST

    So I just finished Black Mesa and here's my review [SPOILER FREE]

    Posted: 27 Dec 2019 09:31 AM PST

    Hello guys, I just finished Black Mesa a few minutes ago, and here is my take on how Black Mesa is! I'm going to try to keep it spoiler-free, so that people who are eager to play it can read it!

    Some things that you should know before reading: I played the game on medium difficulty

    I played the game on a GTX 1060 & i5 4690k (4.3Ghz)

    First of all, if you've previously played Black Mesa, it can get a bit "boring", so I recommend that you play on the hard difficulty to keep things challenging. I played Black Mesa like 5 years ago, yet I still remember all the easter eggs, hidden locations, enemy hiding locations, etc., so I didn't feel my heart pumping that much in the starting. I realized that on the rail has gotten quite the overhaul, so it was fun for me to play it!

    The starting chapters can look a bit "outdated", and with no MSAA, things can start to look jaggy. Luckily, you can easily change the resolution to a higher one (Search on google how to do so).

    Now, let's move on to XEN! XEN has to be the most beautiful chapter I have ever played! It isn't fast-paced at all, in it, you mainly have to solve puzzles, kill a few houndeyes, head crabs, etc. Nothing too hard, but I like the puzzles in it, and the graphics were enough to keep me enjoying the chapter a lot! Everything was so beautiful, and often I found myself exploring every corner! With new enemies and new functionality, I found XEN to be the most enjoyable chapter in the entire game.

    Then comes the Gonarchs lair. Well, let's just say, things start to REALLY pick up here. There are the usual puzzles that you have to solve, but this time, some thing is after you. This chapter is beautiful and gets your heart pumping, and ready for the action up ahead in the next chapter.

    Now, we have the chapter "Interloper", and god damn are the graphics in it bad. As you start to progress into the chapter, you realize how Crowbar Interactive rushed to finish the game in time for Christmas, to give us fans a huge Christmas present!

    What's wrong you ask? Well, the AI is bugged, or shall I say, "not challenging" enough. Seriously, all you have to do to dodge an interloper attack is jump around like crazy, or just simply move around a lot. Now I know it might get fixed in the future release, but god damn the AI is bad!

    And the chapter, well let's just say I simply rushed up ahead without having to kill anything, except breaking a few things to progress further. The enemies are simply too slow, and you are simply too fast. You might be thinking "Hey, you didn't HAVE to rush forward! You could have FOUGHT the enemies like a real man!" Thing is, I would have fought the enemies, but I didn't have enough ammo, nor health. Add to the fact that 10 enemies spawn at the same time and start throwing those tiny fuckin things while head crabs also attack, I found the only way to continue forward was to just move like crazy, shoot if you have to, and progress forward.

    That enough blabbering about the AI, now let's move on to what's wrong with the graphics. Well, how about half of the textures don't fit? like seriously, the texture for the water is HIDEOUS! And the wooden/metal textures in the vortigaunts village? It shows how this chapter was just rushed and not properly finished. Again, I don't blame crowbar interactive, but if you want a more polished game, I'd recommend waiting a bit longer before proceeding to play the game.

    Then comes the final chapter, and wow was it fun! BUT WAYY TOO DAMN EASY!!! seriously, those (RPG) mage like attacks that alien does? They did not do ANY damage to me! I broke all the shields + 2 healers before I even had to go for the healing pool + diamond healer. The simple trick was to shoot rockets till you have no more left, then the tao gun, then go back to get ammo, and repeat. Of course, you had to ensure you moved around, A LOT, and chances are very high you would finish the game with 80 + health and armor.

    But, despite the easiness of the level, I did have a lot of fun trying to beat the Nihilanth.

    So overall, the game is REALLY fun, albeit it still has a lot of glitches, missing collisions, unfinished AI + unfinished chapter. I would recommend holding off playing the game until it is more polished, especially in the last two chapters!

    TLDR: Starting of game, awesome. Xen, awesome. Interloper, bad graphics + bad AI + sprint and pray. Nihilanth, fun but easy. Wait if you can, game on if you cant.

    submitted by /u/Icedwhisper
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    Why is it when I open the original half life game on my PC, the screen just goes black after the title picture?

    Posted: 27 Dec 2019 12:00 PM PST

    I open half life, it shows the pic with Gordon freeman and "Half Life" butcththen it just goes black, help?

    submitted by /u/sourpickles0
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    Should I play the goldsrc or source version of half life 1?

    Posted: 27 Dec 2019 11:09 AM PST

    I just bought the half life complete collection and was wondering what version of the game should I play?

    submitted by /u/geekboi2008
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