Half-Life - In 4 easy steps

cabriofahrer

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kpedersen , first of all a big Thank you! I have tried this following your provided instructions and are having a lot of fun playing this again after so many years! Also enjoyed some multiplayer sessions already, although it seems that there is only people playing one map (anarchy).
But could you please explain how to install the whole content of "steaminstall_full.exe", which contains

"Compliments of VALVe, this Steam Installer includes all the files you'll need to play several VALVe titles: - Half-Life - Half-Life: Deathmatch Classic - Half-Life: Opposing Force - Half-Life: Team Fortress Classic - Half-Life: Counter-Strike - Half-Life: Day of Defeat - Ricochet"

I would really like to play Counterstrike as well.
 
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kpedersen

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I would really like to play Counterstrike as well.
Unfortunately we can only use the *data* from that installer. We can't use any of the program code. Instead the code we are using (to build on FreeBSD) is actually compiled from Valve's official Half-Life SDK. They basically open-sourced the game code (not the engine).

The guys behind Counter-strike never released their 1.6 source code even after all this time and frustratingly it never got leaked. However there is a reverse-engineering project (from the guys upstream at the Xash3D engine) that looks promising. Though admittedly it will not have a high player base due to binary incompatibility with the SteamDRM version.

Currently the only SDKs released by Valve are Half-Life, Opposing-Force and Blue-Shift (they all work on FreeBSD :)). Valve released a public Opposing-Force installer (so I can add that to the bundle as steaminstall_opfor.exe). However they never released Blue-Shift game data publicly so we can't distribute that.

That said, these are all the options available to us in terms of mods that were open-sourced, leaked or reverse-engineered.

My personal want though is getting the Half-Life Decay (semi-official) going for a polished coop experience. Hosted here: http://half-lifecreations.com/
 

cabriofahrer

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But how Do I actually start Opposing Force? Is it even installed with your procedure?

And talking about Blue Shift: As far as I remember, it came with improved textures that applied to Half-Life and Opposing Force as well if you installed it, right? Well, I still have an old CD of that, so is there a way to extract the textures from there and use them after installing your project?
 
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kpedersen

Son of Beastie

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You should see that the build also creates an opfor in the export/bin folder, next to the hl. You should be able to run this.

Then the only thing you need to do is instruct the build script to extract the opposing force data from the SteamDRM gcf file. This is done on line 94 of the build.sh, so just uncomment it.

As for Blue-Shift, the SDK is in place so you could probably copy the build instructions for HL or Opforce and they generally work. However I have not integrated anything for that yet until I can find evidence of some sort of public distribution of the game data.
 
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kpedersen

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I had never heard of that expansion! I am very interested in trying it out. All the links I find for it lead to a blank page, though.
Yeah its pretty cool. Possibly one of my favorites because of a slightly shorter Xen section! You play as one of the soldiers. What that mostly means during gameplay is that your hands look different and some security guards are fat ;)

You can download the game data files here: https://www.gamefront.com/games/half-life/file/opposing-force-steam-installer

I haven't added it to my github repo yet to save space but I probably will at some point.

You can find more info on the game from the SteamDRM website here.
 

cabriofahrer

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Then the only thing you need to do is instruct the build script to extract the opposing force data from the SteamDRM gcf file. This is done on line 94 of the build.sh, so just uncomment it.
Thank you! But running the script again over an already existing installation does not work. I guess you would first need to remove everything first, fetch everything again, then edit the script and afterwards run it, because:

Code:
 cd openhl/
$ sh build.sh
mkdir: /usr/home/werner/openhl/export: File exists

It does not overwrite or add.


If you are a fan of Half-Life, you can now easily play this on FreeBSD. I have forked a number of projects in an attempt to make things easier to get up and running without relying on a port (which due to licensing is unlikely to be an option for binary distribution).

Why not? A port would be nice! And I thought that precisely with a port there would be no problem, as opposed to packages?
 
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kpedersen

Son of Beastie

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running the script again over an already existing installation does not work
Yep, thats true. Though I have been very careful to ensure everything is put in that export directory. So you can just delete that.

This is mainly a convenience. As for actually developing / improving the code you will still be using the upstream cmake and waf (hopefully not waf for too much longer to get rid of crappy Python as a dependency).

Would a port be worth it? It just means you will type make instead of sh build.sh. Yep, as you mentioned a package is a no go. I also need to push a few changes to enable saving of config files in $HOME rather than export/share.
 

Crivens

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Gnaa. I'm stuck in XEN. This bouncing bag thingy is stuck in that tunnel and won't come down. And noclip don't work so I can't wiggle out of it.

So I need to try OF or something.
 
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kpedersen

Son of Beastie

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Gnaa. I'm stuck in XEN.
Ugh, the worst place to be!

If you restart Half-Life and then bring up the console (before loading your game). Then type:
sv_cheats 1

Then load your game and /noclip should work.
 
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kpedersen

Son of Beastie

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And XEN is a fun place, imho ;)
Well it is great to hear that the Xen map designer's efforts are appreciated by some! ;)

In all fairness, I really liked the Xen world section in Blue Shift. It was a smaller section but set up like an incomplete science experiment on a small off-world outpost that you had to finish off.
 
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