The Lab's Hands-On Update last week was pretty innocuous on the surface, adding some new physics code and support for a "skeletal input system" like that found in Valve's Index controllers. But digging into the update's source code a bit, Valve News Network found that decompiling the update's Unity-based DLLs resulted in a lot of readable C# code: "Almost the entire source code for a Half-Life VR game," as VNN's Tyler McVicker puts it.
Yes, we've seen too-cute-by-half Half-Life references in unrelated Valve code in the past. But this time, the decompiled Lab code shared by VNN (and independently evaluated by Ars Technica; see a small sample here) reveals a relatively complete skeleton for a game codenamed "Shooter." That code features a treasure trove of suggestive class, procedure, and variable names making reference to character, items, and locations in the Half-Life universe. That includes everything from "CombineSoldier" and "AmplifyBreenCast" to "shooterLogicC17Sim" and "playAudio_gmanTest" (emphasis added). Pistols, shotguns, and AR-type weaponry also earn references.
This code's sudden, hidden appearance in a new Valve game update may have some excited for the possibility that a Half-Life VR demo may actually be coming soon. But VNN speculates that it's more likely an old, defunct demo was inserted into the DLL through code regression in the latest update. McVicker says he has "heard many times about this cut Lab demo," likely created years ago as Valve was just starting to experiment to see how a shooter would work in VR.
McVicker suspects that this early Half-Life VR demo was likely cut from The Lab in favor of building out a more complete Half-Life VR experience. That fits somewhat with vague statements from HTC co-founder Cher Wang back in 2015 suggesting the company was working with Valve on a Half-Life game (Wang later walked back those comments). And Valve's Gabe Newell mentioned a "new IP" in the Half-Life/Portal universe back in 2017.
Released in November 1998, Half-Life used a heavily modified Quake engine to create a very immersive 3D FPS experience. Gordon Freeman heads to work at the Black Mesa research facility for what should be a normal day, but an experiment goes horribly wrong and a portal to another world opens.
Timing note: A penalty of half a second is added to the time for each demo recorded beyond the first. This is because the engine cuts out around 0.2 seconds on the start of every new demo, and to discourage using a large number of demos.
I'd like to thank quadrazid (a.k.a. QUVUBOOI) for being my main booi. He has given me tons of valuable feedback and comments on all of my attempts. He also captured and encoded the demo, what a cool guy!
Spider-Waffle for his amazing (but now out-dated) segmented speedrun and discoveries in this game.
My team HL24 Boyz (CrashFortress 2 & PineApple) along with the fellas mentioned above.
Everyone else who has either done single-segment speedruns or segmented speedruns of Half-Life; -think.circle-, dopefish, RandomEngy, droogie & rayvex to name a few.
Due to demo recording issues with the WON version of the game I decided to do this run on the current steam version of the game. There's unfortunately a huge disadvantage of using the steam version of the game; the speed cap. If you exceed the speed of 544 ups (units per second) and you attempt to do another jump with that speed you'll lose your speed and go back to 320 ups (normal walking speed). That's why you'll see me do a duckroll in certain places (continuously doing double ducks) to keep my speed rather than hitting the cap since your duckroll speed isn't capped at all. This became a huge pain in a few places but I learned to cope with it fairly well. The advantage of using the steam version is that you get one complete demo when you record and you can have your framerate set to above 100 which is useful for a few tricks. This version also comes with a few sound bugs in the demo recording which are caused by the game getting confused when you record one demo across several maps.
Hitting the broken bridge duck object boost in Unforseen Consequences
Utilizing much riskier strategies and superior movement throughout the game. I tried to go at it as aggressive as I could and it paid off for he most part.
New innovative tricks.
Using direct weapon binds instead of selecting stuff with slot1-5.
Rocket grunt beat my @$$ with his AR grenade.
Tripmine hell hiccups.
The destructable floor in Gonarch's Lair didn't blow up from 5 satchels and tripmines so I had to put some additional force into it.
The fight against Nihilanth was terrible but didn't end up costing me too much time. Damn me for chokin' it up at the very end!
I'm fairly satisfied with this run despite the major & minor flaws. I don't really see sub 36 happening on this version of the game in a single-segment as of now. I'll get back to improving this run whenever someone gets remotely close to beating it, I'm going to work on Green and Blue for now. Listen to the audio commentary and visit sourceruns.org if you're interested in know more about the game and its tricks!
Half-Life 2 was created using Valve's Source game engine, which was developed simultaneously. Development lasted five years and cost US$40 million. Valve's president, Gabe Newell, set his team the goal of redefining the FPS genre. They integrated Ipion Virtual Physics, licensed from Havok,[1] which simulates real-world physics, to reinforce the sense of presence and create new gameplay. They also developed the characterization, with more detailed character models and animations.
Like the original Half-Life (1998), Half-Life 2 is a single-player first-person shooter (FPS) in which players control Gordon Freeman. It has similar mechanics to Half-Life, including health-and-weapon systems (though with fewer overall weapons) and periodic physics puzzles, except with the newer Source engine and improved graphics. The player starts without items and widens their arsenal over the course of the game. While the game is mainly linear, effort was put into making exploration rewarding and interesting; many optional areas can be missed or avoided.[2]
A diverse set of enemies is present, which usually require being approached with different tactics: some coordinate in groups to out-maneuver or out-position the player; others, such as the Manhack, fly directly at the player through small openings and tight corridors.[3] Others use predictable but powerful attacks, while others hide before swiftly attacking the player. Gordon can kill most enemies with his weapons, or make use of indirect means, exploiting environmental hazards such as explosive pressurized canisters, gas fires or improvised traps. In chapters ten and eleven, Gordon can be joined by up to four armed Resistance soldiers or medics and can send his team further from him or call them back.
Many of the features use the Source engine's detailed physics simulation. Two sections of the game involve driving vehicles. Instead of button-oriented puzzles from Half-Life, environmental puzzles are also introduced with makeshift mechanical systems, revolving around the player's new ability to pick up, move, and place objects. Solutions involve objects' physical properties, such as shape, weight, and buoyancy. For example; In chapter three, "Route Kanal", the player is required to stack cinder blocks on a makeshift see-saw ramp to proceed over a wall. Alternatively, the player can build a crude staircase with the blocks, so the puzzle may be solved in multiple ways.
Part-way through the game, Gordon acquires the Gravity Gun, which allows him to draw distant objects towards himself or forcefully push them away, as well as the ability to manipulate larger and heavier objects which he otherwise cannot control. These abilities are required to solve puzzles later in the game. They can also be used in combat, to throw heavy objects at enemies or to shield themselves from gunfire.
The game never separates the player with pre-rendered cutscenes or events; the story proceeds via exposition from other characters and in-world events, and the player can control Gordon for the entirety of the game. Most of the backstory to the game is simply alluded to or told through the environment. Even tutorials are mostly placed in the environment or in dialogue. The few pop-ups that appear inform the player only of keyboard bindings for actions.
Upon his arrival at Black Mesa East, Gordon reunites with Eli Vance (Robert Guillaume) and meets Dr. Judith Mossman (Michelle Forbes). Alyx introduces Gordon to her pet robot Dog and gives Gordon a Gravity Gun. Black Mesa East is suddenly attacked by Combine forces, who capture Eli and Judith; Gordon is forced to escape through the zombie-infested ghost town of Ravenholm, aided by its lone inhabitant, Father Grigori (Jim French). Escaping the town, Gordon reaches a Resistance outpost, whose inhabitants provide him with a dune buggy. He drives across Highway 17 to reach the Combine prison of Nova Prospekt, where Eli and Judith are being held. He breaks into the prison and reunites with Alyx. They locate Eli and discover that Judith is a Combine spy. Before they can stop her, Judith teleports herself and Eli to the Citadel. The teleporter explodes moments after Gordon and Alyx use it to escape Nova Prospekt.
Development of Half-Life 2 began in June 1999, six months after the release of the original Half-Life. It was developed by a team of 82.[5] With voice actors included, this number is 100.[6][7] Valve's president, Gabe Newell, wanted to redefine the FPS genre, saying: "Why spend four years of your life building something that isn't innovative and is basically pointless? If Half-Life 2 isn't viewed as the best PC game of all time, it's going to completely bum out most of the guys on this team."[5] Newell gave his team no deadline and a "virtually unlimited" budget, promising to fund the project himself if necessary.[5] They used Valve's new in-house game engine, Source, developed simultaneously.[5]
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