Gunman Chronicles


#161

You sure it wasn’t spanish in the first place?
Here’s the english version of titles.txt, find and replace.

[code]//TITLES FOR Gunman
// Position command $position x y
// x & y are from 0 to 1 to be screen resolution independent
// -1 means center in each dimension
// Effect command $effect
// effect 0 is fade in/fade out
// effect 1 is flickery credits
// effect 2 is write out (training room)
// Text color r g b command $color
// fadein time fadeout time / hold time
// $fadein (message fade in time - per character in effect 2)
// $fadeout (message fade out time)
// $holdtime (stay on the screen for this long)

// Test values – JAY
$position -1 0.65
// Scan-out text effect
$effect 2
// This is the final color
$color 0 255 0
// This is the highlight color
$color2 0 200 50
// This is the time it takes to fade each character
$fadein 0.005
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.5
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5

//Gunman Intro sequence
$color 0 128 0
$color2 0 255 0
$fadein 0.05
$fxtime 0.2
$holdtime 2
$fadeout .5

TITLE
{
GUNMAN CHRONICLES
}

$position .8 .8

BC1
{
Rewolf
}

BC2
{
Mary Allred
}

BC3
{
Steve Baier
}

BC4
{
Adrian Banninga
}

BC5
{
Renier Banninga
}

BC6
{
Brian Bazyk
}

BC7
{
Steve Blevin
}

BC8
{
Dale Broadbent
}

BC9
{
Herbert Flower
}

BC10
{
Rodney Houle
}

BC11
{
Miriam Howes
}

BC12
{
Peter Immarco
}

BC13
{
Christopher Izatt
}

BC14
{
Joe Kennebec
}

BC15
{
Jeff Lane
}

BC16
{
Brian Legge
}

BC17
{
Cris Liesch
}

BC18
{
Bill Lovan
}

BC19
{
Christopher McArthur
}

BC20
{
Tomaz Zagar
}

BC21
{
Special Thanks To:

Erik Johnson
Marc Laidlaw
Doug Lombardi
}

$fxtime 0.3
$color 0 128 0

BC22
{
Intro Music: British Audio - www.britishaudio.com
Intro Music: Instant Access Music - www.iamusic.com
}

BC23
{
Intro Music: Sound Ideas - www.sound-ideas.com
Intro Music: Peter Immarco - ultralink.tzo.com
}

$position -1 -1
$fxtime 0.5
$color 0 255 0

SKYBASE1
{
Location :

Spiral Galaxy M51 (NGC 5194),
at the border to the Xenome infested territory
}

SKYBASE2
{
Federal Gunmen Starbase “Aeronautica”

  • Crew Section
    }

ValvePresents
{
ValveSoftware Presents
}

RewolfGame
{
A Rewolf Software Game
}

Gunman
{
GUNMAN
}

//Level Load Messages
// Lower left
$position 1 1
$effect 0
// Final fade-in color
$color 66 66 255
// This is the highlight/flash color
$color2 64 227 55
$fadein 0.07
$fadeout 1
$holdtime 2

Hours Later
{
Several hours later . . .
}

//red stuff
// All centered for now
$position -1 -1
$effect 0
// This is the final color
$color 200 0 0
// This is the highlight color
$color2 200 0 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 5
// How long it takes to fade out the message after holding
$fadeout .5

HOURSLATER
{
THREE HOURS LATER…
}

KILLGUNMAN
{
YOU HAVE BEEN FOUND
GUILTY OF HIGH TREASON !

DO NOT HARM FELLOW GUNMEN
}

TANKWITHPLAYER
{
YOU HAVE BEEN TELEPORTED
INTO KATA-SPACE !
}

TANKNOPLAYER
{
YOU NEED THE TANK TO
DESTROY THE KATA-CANNON !
}

KATAHITGUNNER
{
YOU NEED THE MAINFRAME’S DRONE
TO DESTROY THE GENERAL’S WAR DRONE !
}

//INTRO TITLES
// All centered for now
$position 0.8 0.8
$effect 0
// This is the final color
$color 0 255 255
// This is the highlight color
$color2 255 255 255
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 6
// How long it takes to fade out the message after holding
$fadeout 3

//ENDMAP
// All centered for now
$position 0.8 0.8
$effect 0
// This is the final color
$color 0 255 255
// This is the highlight color
$color2 255 255 255
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 6
// How long it takes to fade out the message after holding
$fadeout 3

BC1X
{
PROJECT LEADER

Herbert Flower
}

BC2X
{
PROGRAMMING

Brian Legge-
(lead programmer)

Christopher McArthur
Brian Bazyk (vehicles)
}

BC3X
{
FOLEY TECHNICIAN/SOUND

Peter Immarco-
(lead sound engineer)

Steve Blevin
}

BC4X
{
LEVEL DESIGN

Steven Baier-
(lead level designer)

Herbert Flower
Tomaz Zagar
Rodney Houle
Reid Kimball
Dale Broadbent
}

BC5X
{
MODELS

Renier Banninga-
(lead 3D artist)

Christopher Izatt
Adrian Banninga
}

BC6X
{
TEXTURES and SKINS

Mary Allred-
(lead 2D artist)

Herbert Flower
Renier Banninga
Miriam Howes
}

BC7X
{
RENDERED CINEMATIC

Adrian Banninga
}

BC8X
{
MUSIC

Steve Blevin
Chris Liesch
Anthony Brown
Chris Jensen
}

BC9X
{
SPECIAL THANKS TO

Aaron Stackpole
David Eckblad
Everyone at VALVE
and SIERRA
}

BC10X
{
Animal Sounds courtesy of the following companies:

Naturesongs - www.naturesongs.com
The Australian Broadcasting Company - www.abc.net.au
Hollywood Sound Factory - www.hollywoodsoundfactory.com
}

BC11X
{
Cinematic Music by British Audio - www.britishaudio.com
Cinematic Music by Instant Access Music - www.iamusic.com
Cinematic Music by Sound Ideas - www.sound-ideas.com
Cinematic Music by Peter Immarco - ultralink.tzo.com
Vocal Samples courtesy of Spectrasonics’ “Symphony of Voices”
}

BC12X
{
PLAYTESTERS:
John Largis - Stephen Musch
Jared Guthrie - Rick Gusa
Dave Thomas - Marc Nagel
Jon Pulling - Niko Simonson
Craig Bradford
}

BC13X
{
VOICES:
Bill Lovan – the “Bandit”
Cynthia Jones – Mainframe AI
Mary Kae Irvin – Intro announcer
Eric Snellman – as “The General”
Dex Manley – Gunman soldier
Jim French – The scientist
Peter Immarco – Misc.
}

// In-Game messages
$position -1 0.65
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 2.0
// How long it takes to fade out the message after holding
$fadeout 0.5

GAMESAVED
{
Saved…
}

//HAZARD COURSE TEXT

// Test values – JAY
$position -1 0.65
// Scan-out text effect
$effect 2
// This is the final color
$color 0 255 0
// This is the highlight color
$color2 0 200 50
// This is the time it takes to fade each character
$fadein 0.005
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.5
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5

ENDBOSS1
{
DESTROY THE GENERAL’S
KATA-CANNON
}

ENDBOSS2
{
KATA-CANNON DESTROYED
}

ENDBOSS3
{
LURE THE GENERAL TO THE
MAINFRAME’S HEAVY DRONE
}

ENDBOSS4
{
PROTECT THE MAINFRAME’S
DRONE FROM THE XENOMES
}

ENDBOSS5
{
THE MAINFRAME’S DRONE
HAS BEEN DESTROYED!
}

$position -1 0.65
$holdtime 6

TEACH0
{
MOVE FORWARD BY PRESSING FORWARD KEY
MOVE BACKWARD BY PRESSING BACKWARD KEY
MOVE LEFT BY PRESSING MOVELEFT
MOVE RIGHT BY PRESSING MOVERIGHT
}

TEACH2
{
PRESS FORWARD KEY TO RUN FORWARD
PRESS DUCK KEY TO DUCK
PRESS FORWARD + DUCK KEYS TOGETHER
TO MOVE IN STEALTH MODE
}

TEACH3
{
PRESS FORWARD KEY TO RUN FORWARD
PRESS JUMP KEY TO JUMP
}

TEACH4
{
PRESS FORWARD KEY TO MOVE UP LADDERS
PRESS BACKWARD KEY TO MOVE DOWN LADDERS
}

TEACH5
{
PRESS FORWARD KEY TO RUN FORWARD
PRESS JUMP KEY TO JUMP
}

TEACH6
{
ACTIVATE BUTTONS
BY PRESSING THE USE KEY
}

TEACH7
{
MOVE UP TO KNIFE
PRESS ATTACK1 KEY TO BREAK OBJECTS
}

TEACH8
{
USE MEDICAL STATIONS BY HOLDING DOWN
THE USE KEY UNTIL HEALTH IS AT 100
OR KIT IS DEPLETED
}

TEACH9
{
PRESS FORWARD KEY TO MOVE AGAINST BOX
KEEP PRESSING FORWARD TO PUSH BOX
}

TEACH9b
{
TO PULL THE BOX BACKWARD
PRESS USE + BACKWARD KEYS TOGETHER
}

TEACH10
{
TO JUMP OVER THE BOX
PRESS FORWARD + JUMP TOGETHER,
THEN THE DUCK KEY WHILE JUMPING
}

RANGE1
{
RETURN YOUR WEAPON
TO THE RED RECEPTACLE
}

RANGE3
{
PICK UP THE STANDARD-ISSUE PISTOL
AND GATHER AMMUNITION.
}

RANGE4
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO SELECT RAPID FIRE MODE.
}

RANGE5
{
PICK UP THE SNIPER-KIT AND USE YOUR
WEAPON CUSTOMIZATION KEY TO SELECT
SNIPER MODE. HOLD DOWN YOUR FIRE
KEY TO ZOOM-IN. RELEASE TO FIRE
}

RANGE6
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO SELECT CHARGE MODE.
}

RANGE7
{
DO 400 DAMAGE POINTS TO THE
HOLOGRAM TARGET BEFORE IT RESETS.
}

RANGE11
{
PICK UP THE SHOTGUN AND
GATHER AMMUNITION.
}

RANGE12
{
DO 300 DAMAGE POINTS TO THE HOLOGRAM
TARGET WITHIN THE TIME LIMIT.
}

RANGE13
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO ADJUST THE SHELL-COUNT.
}

RANGE14
{
FIRING FOUR SHELLS AT ONCE WILL
INCREASE YOUR SHOTGUN’S FIREPOWER.
}

RANGE17
{
DO 500 DAMAGE POINTS TO THE HOLOGRAM
TARGET WITHIN THE TIME LIMIT.
}

RANGE18
{
SOME WEAPONS CAN OVERHEAT
CAUSING MALFUNCTIONS.
}

RANGE19
{
PICK UP THE MULTIPLE-UNIT-LAUNCH-ENGINE
}

RANGE22
{
MULTIPLE-UNIT-LAUNCH-ENGINE (M.U.L.E.)
AMMUNITION MAY BE USED LIKE GRENADES.
}

RANGE23
{
THROW THE GRENADE OVER THE BARRIER
TOWARDS THE HOLOGRAM TARGET.
}

RANGE24
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO SELECT “TRIGGER TIMED” MODE.
}
RANGE25
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS IT AGAIN TO HIGHLIGHT “PAYLOAD”.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO SELECT “CLUSTER” MODE.
}

TANK2
{
TO ENTER THE TANK, WALK UP TO THE
SIDE AND PRESS YOUR “USE” KEY.
}

TANK3
{
USE YOUR STRAFE KEYS TO TURN THE TANK.
THE TURRET HAS INDEPENDENT CONTROLS.
}

TANK5
{
PRESS YOUR JUMP KEY TO EXIT THE TANK.
}

TANK6
{
PRESS YOUR CROUCH KEY TO FIRE THE
MACHINE GUNS. THE OTHER WEAPONS HAVE
BEEN TEMPORARILY DISABLED.
}

TANK7
{
PARK THE TANK NEXT TO THE PLATFORM EDGE
AND JUMP OUT. YOU CAN USE THE TANK’S
BODY TO HELP YOU JUMP ONTO THE PLATFORM.
}

TANK9
{
A RAMP TO THE PLATFORM HAS BEEN LOWERED.
}

ROCKET1
{
TARGET DRONES WILL BE RELEASED
INSIDE THE CAVERN.
}

ROCKET2
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESSING IT REPEATEDLY WILL CYCLE
THROUGH THE MENU CATEGORIES.
}

ROCKET3
{
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO CHANGE SETTINGS.
}

ROCKET10
{
ENTER THE ELEVATOR TO EXIT THE TRAINING
COURSE. YOU MAY CONTINUE TO PRACTICE
WITH THE M.U.L.E. OR OTHER WEAPONS.
}

FLASH1
{
PRESS YOUR FLASHLIGHT KEY TO
HELP YOU SEE BETTER IN THE DARK.
}

//map names

city1a
{
Tram Part 1
}

city1b
{
Tram Part 2
}

city2a
{
Briefing room
}

city2b
{
Movement Training
}

city3a
{
Firing Range
}

city3b
{
Landing Bay
}

mayan0a
{
Landing Zone
}

mayan0b
{
War Zone
}

mayan1
{
Anti Aircraft Site
}

mayan3a
{
The Renesaur
}

mayan4
{
The General Returns
}

mayan6
{
Outlaw Camp
}

mayan8
{
Jungle Runway
}

//Rust

rust1
{
Ferrin Moon Landing
}

rust2a
{
Outpost Section A
}

rust2b
{
Outpost Section B
}

rust3a
{
Plasma Transit Station
}

rust4a
{
Shield Tower Maintenance
}

rust4b
{
Shield Tower
}

rust4c
{
Shield Tower Cinematic
}

rust5a
{
Subterranean Encounter
}

rust6a
{
Pumping Station A
}

rust6b
{
Plasma Exhaust Station
}

rust6c
{
Laser Research Labs
}

rust6d
{
Surface Section 6D
}

rust7a
{
Surface Sector 7A
}

rust7e
{
Tram Loading Station
}

rust7b
{
Surface Sector 7B
}

rust7c
{
Mainframe Data Storage
}

rust7d
{
Mainframe Core
}

rust8a
{
Pumping Station B
}

rust9a
{
Unstable Sector
}

//West

west1
{
Icnus Crash Site
}

west2
{
Icnus Cliffside
}

west3a
{
Icnus Bombing Run
}

west3b
{
Icnus Sandstone Caves
}

west4a
{
Icnus Outpost One
}

west4b
{
Icnus Outpost Two
}

west5b
{
Icnus Motorpool
}

west6a
{
Icnus Dam
}

west6b
{
Icnus Rock Crusher
}

west6c
{
Icnus Outpost Three
}

west6d
{
Icnus Refinery
}

west6e
{
Icnus Outlaw Fortress
}

rebar0a
{
The Facility Entrance
}

rebar0b
{
Elevator Ambush
}

rebar2a
{
Deck A
}

rebar2b
{
Deck B
}

rebar3e
{
Deck B: Surface
}

rebar2c
{
Deck C
}

rebar2g
{
Deck C: Beak-Birther
}

rebar2j
{
Deck D: Genetic Labs
}

rebar2d
{
Deck D: No Way Back
}

rebar2e
{
Deck E
}

rebar2h
{
Deck E: The Mainframe
}

rebar2k
{
The new order
}

rebar2l
{
Reinforcements
}

rebar2i
{
Obvious Changes
}

rebar2f
{
Cold War
}

rebar3b
{
The Descent
}

rebar3d
{
Unusual Pathways
}
[/code]


#162

I’m not even sure, haha. Thanks for the file though.


#163

Thanks for the videos quadrazid. I’ve recorded some demos of stuff that might be interesting now, but I don’t know how to record it. I’m using NGHL to run GMC and I can’t get HLAE to work. I’ve read that you need to have the steam version of HL to get HLAE to work, does that mean that I have to buy and install the steam version of HL and install GMC again in that folder?


#164

Yes, you would need to buy the Steam version I believe. There’s a Gunman To Steam mod that you can then install, which you would then need to convert the demos to the newer version using HLAE’s demo tools.


#165

I installed the GMC to steam mod for NGHL before recording all the demos, do I still need to convert to demos to a newer version?


#166

Yes, because those demos are made on HL 1.1.2.0 Protocol 47, and you have to convert them to Protocol 48 using HLAE’s Demo converter to play them on HL 1.1.2.2 (Steam)

You could use MovieNation’s No-Steam HLAE if you want, but it’s a very old version and doesn’t have the features HLAE has right now, like a cvar to stop recording on demo playback stop.


#167

Download a pirated full version of Fraps and you’re ready to go.

I don’t get the HLAE obsession. It just a waste of time unless you want to capture at really high resolutiuon/fps and/or sampling. In all other cases I would prefer Fraps or a similar program.

It's **not recommended** to record speedruns using this tool
I disagree. I think it should be rewritten without recommendations and only tell ups and downs. Take my Opposing Force 19:23 run for example. 720p60fps with Fraps. One of the smoothest speedrun videos out there. *"But Quad maybe it has framedrops???"* Yeah sure, may be, can you spot any?

#168

Thanks for clarification Patrick. I ended up buying HL on steam and got it working.

I agree quadrazid, but me personally love to play around with sampling/depth maps/layers when I get the chance since I rarely play games with these kinds of functionalities.

I stumbled upon a problem with viewdemo however, weapon models and/or animations is most often not there and when I record there’s no weapon sound. Playdemo seems to work fine but it’s inflexible when you can’t pause, and i’m not even sure if you can record that way with HLAE. What am I doing wrong?


#169

Only reason I use HLAE is because my computer sucks too much to record in Fraps without any major frame loss. :stuck_out_tongue:


#170

Sometimes it can work if you play the demo with a slower rate or with more fps. Really annoying problem indeed.
For playdemo you can use HFR to pause. And it works great with HLAE, especially since the recent update I managed to get for the HL21 capture with playdemo autostop function. Some helpful playback buttons I use:

bind f1 "host_framerate 0" //normal bind f2 "host_framerate 0.001;wait;host_framerate 0.00000000001" //frameadvance/pause bind f3 "host_framerate 0.0001" //slowmotion bind f4 "host_framerate 0.009" //fastmotion


#171

Great, those binds will be very helpfull.

Here’s some stuff I found:
http://www.youtube.com/watch?v=xyoFeZV_OxI

Recorded before I knew of the HFR cvars for playdemo so some stuff looks weird. Went a bit overboard with DoF, fog etc but as I said, I like playing around with that stuff. :smiley:

The two first clips are stuff that might save a tiny bit of time in PJC’s first part. It’s also possible to bunny hop on the dropships docks at the very end to cut of some distance. Some of the other stuff is more health/armor efficient ways of doing already known skips and some are ways to perform skips when you have armor and can’t do high enough charge boost jumps. There’s also a trigger skip that saves ~27 sec by just charge boost jumping over the trigger, this is possible with lots of other triggers as well but this is the only one I’ve found that saves time thus far. The last skip is sort of obvious but I haven’t seen anyone mention it.


#172

Very nice clips. Especially the pretty much infinite vertical enemy boost!


#173

Oh wow, didn’t know DoF existed in HLAE. This looks insanely good


#174

There are some really great tricks in that video Kitin, well done. Since I’m going to redo the first segments I will obviously implement those first two skips/tricks into my run :slight_smile:


#175

Here’s some other stuff:
http://www.youtube.com/watch?v=xbjOEvcGtiU

The first one uses the vertical enemy boost, might be a tiny bit faster than the other way of doing this skip.

And here’s some weird changelevel stuff:
http://www.youtube.com/watch?v=5cDPZoNLQbs

The black screens are loadscreens. Not sure why some changelevel triggers are located like that. Is there a way do see the triggers in the game? Also, how does the “triggerdelay” trick work? I understand that you are supposed to flood the buffer with “wait’s” in order to delay the changelevel trigger, but excactly when and how? Also wonder if some of the other Half-Life stuff works like ammo duplicating and fastfire, I’ve no idea of timing and stuff since I’ve never been running half-life and games alike.

It doesen’t exist in HLAE itself that I know of, I used the mirv_movie_depthdump 1|2 cvar to get a depth map and then applied the blur based on the luminance of the depth map pixels in After Effects to produce DoF. Same thing with the fog, except you apply a solid color (white most likely) over the footage and let the luminance of the depth map decide the opacity of each solid color pixel.


#176

Some more very nice stuff, I also found that weird changelevel glitch when just playing through the game normally, after discovering you could go through the door again before it closed.

That teleporter trick at the end is also very nice!

I think I’m going to start a .doc up and just take note of all the tricks that have been discovered so far, since some really cool stuff is being found.


#177

[font=verdana, arial, helvetica, sans-serif]Pretty nice

Not weird at all, some triggers work like that, just like the trigger in the test chamber (c1a0e -> c1a0c) but without the mapchange loop stuff AFAIK. Also you should be able to see the triggers in GMC using BSP Viewer.

To perform a triggerdelay, you need to have keybind with an alias that floods the buffer with waits, such as “bind g w1000” (Refer to the wait table at the HL1 Scripts page on the SR Wiki). To use this, you have to be close to a trigger_changelevel, press +forward and then press G and, assuming 250FPS, you’ll have 4 seconds to pass through the trigger and reposition yourself to achieve the desired result, which is transitioning to the new map in a different position. Using this method you won’t be able to do anything else besides walk forward, for bunnyhopping in scripts you’ll have to use some advanced scripting.


#178

Just make a script “+forward;w1000;-forward”, activate it and trigger the changelevel. Then move away to the desired point.


#179

Thanks alot for detailed explanation. This is what I’ve managed to find:

Unfortunately all of these renders the weapons useless (notice the blue ammo count), so the only one that works in a run is the second one since the weapons gets removed and replaced after you enter the spaceship. The levels seems to be very spatially correct in general unfortunately, there would probably be alot more of these if you somehow could trigger the changelevel in the elevators and then get out again before the doors closes.

The same thing seems to be possible in almost every elevator, triggering the changelevel faster in the last elevator of the game saves almost 25 sec.


#180

I’m very glad to hear these can be used. In HL they are mostly touch-disabled or placed out of reach. The testchamber trigger is pretty much the only exception (luckily that one saves over a minute). YaLTeR also found a working trigger in the last elevator transition of the hazard course that could save about 1 second.
Sounds like they can save quite some time in GMC.