- Half Life 2 Episode 1 Mac Download
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- Half Life 1 For Mac Download Version
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Developer(s) | YaLTeR |
Released | 23.11.2013 |
Type | Single-Player |
Game | Half-Life |
Download | v1.1 v1.0 |
Download Half Life Launcher for free. HLLaucnher is in beta stages. HL Launcher is a tool that allows you to start up GoldSource mods without any BAT or CMD files. It also have a server starting utility. Half-Life 2: Episode One is a first-person shooter video game that was developed by Valve Corporation published on June 1, 2006 for Windows, Mac OS X, Xbox 360, PlayStation 3 and Linux.Half-Life 2: Episode One is the first game in a series of episodes that serve as the sequel for the 2004 Half-Life 2. The day Half-Life comes to the mac (and therefore also Counterstrike) will be the most black and embarrasing day since Apple released the horrid Flower-Power/Blue Dalmatian colour scheme on the iMac! Comon, we dont NEED that kind of game, it will only trouble your macs ass! The game faithfully recreates the reality of the game half-life from 1998. Work on the title was launched a year after the release of half-life 2 in 2004. With this new version of the adventures of Gordon Freeman, we again explore the corridors of the Black Mesa, enjoying advanced graphics effects eyes, among others. Light effects or new. Half Life free download. Get the latest version now. Half-Life, is a science fiction first-person shooter.
This mod is very outdated, contains functionality that has never been in any Half-Life version (therefore making it not legitimate for speedrunning) and is not recommended. Use Bunnymod XT instead.
Download google maps for mac. Bunnymod Pro, a successor to HLSP Bunny Mod, is a mod designed specially for Half-Life running. Bunnymod is widely used in most of the runs, because of its features that allow easier routing and monitoring various significant parameters like speed and position.
Features
- Restored uncapped Bunnyhopping.
- Restored crowbar damage.
- Speedometer and lots of other counters (height, jump speed, etc.)
- Grenade Timer - shows how much time is left until grenade detonation.
- Trigger display.
- Updated Health indicator - shows exact health when it's above 255, up to 32767. Used with the Infinite Health Door glitch. Togglable with hud_health_5dig cvar.
- Variable HUD; all HUD elements can be moved to certain position.
- Ruler with many features! Measures distances in-game, multiple points can be set and distance is outputted both measuring in all three planes and only in XY plane (not counting height).
- Autostopsave points - you can set the radius and console command that is executed when you enter the sphere with the center in this point and the set radius!
- Autocmd planes - similar to triggers, but work like autostopsave points and entirely clientside!
- Damage indicator / history with smooth animation, clientside!
- Display of the health and other entity of the entity under your crosshair! Client + server
Console variables
- sv_bhopcap (0 | 1) - if 1, enables the bunnyhop cap, if 0 - disables.
- cl_bhopcap (0 | 1) - same as above, but clientside - used for movement prediction. You basically want to set this to 0 if the server doesn't have the bunnyhop cap and to 1 if it does.
- sv_crowbar_won_damage (0 | 1) - if 1, the first crowbar swing damage is correctly recognised as it was in the WON version.
- sv_explosion_display (0 | 1) - if 0, explosions are not rendered.
- sv_trigger_***_display (0 | 1) - replace *** with a trigger name (push, teleport, etc.); enables the display of *** trigger. May need a map restart.
- sv_trigger_***_color 'r g b' - replace *** with a trigger name (push, teleport, etc.); sets the display color for *** trigger. May need a map restart. Don't forget the double quotes.
- sv_info_landmark_display (0 | 1) - if 1, displays info_landmark entities. May need a map restart.
- sv_info_landmark_model - if set, this model is used for displaying info_landmarks. Unexisting models may cause crash. May need a map restart.
- sv_firemon_target - sets the classname, which is monitored using hud_firemon command.
- sv_dumptriggers (0 | 1) - if set to 1, dumps the triggers from the map on map load as custom boxes into a config file that will be located inside your working directory/your mod name/mapname.cfg, for example: Half-Life/hlspbunny/t0a0.cfg.
- cl_rendermodels (0 | 1) - if 0, models are not rendered.
- cl_rendergibs (0 | 1) - if 0, gibs are not rendered.
- cl_modelalpha (0 | 1) - if 1, viewmodel is 50% transparent.
- cl_wallhack (0 | 1) - if 1, renders entities through walls.
- cl_ruler_enable (0 | 1) - if 1, you can add points to the ruler.
- cl_ruler_render (0 | 1) - if 0, ruler points are not rendered.
- cl_ruler_autodelay - if greater than 0, sets the points automatically to your position every <value> seconds. This is a floating point value, which means that you can set it to, for example, 0.5.
- cl_boxes_render (0 | 1) - if 0, custom boxes are not rendered.
- cl_autostopsave_radius - sets the radius of the autostopsave point.
- cl_autostopsave_cmd - sets the command that is executed when you enter the autostopsave point. If you want multiple commands to execute, just set the variable like that: cl_autostopsave_cmd 'stop;save mysave'.
- cl_autocmd_enable (0 | 1) - if 1, autocmd planes execute commands.
- cl_autocmd_render (0 | 1) - if 1, autocmd planes are rendered (drawn to the screen).
- cl_autocmd_plane (x | y | z) - sets the coordinate that is checked. This is more understandable if you look at it in-game.
- cl_autocmd_coord - sets the coordinate value to check. Again, this is more understandable visually. Imagine an infinite thin wall with cl_autocmd_plane coordinate set to cl_autocmd_coord. I don't really know a good way of explaining it.
- cl_autocmd_distance - sets the distance, in which you have to be from the autocmd plane, for cl_autocmd_cmd to execute. Default value is 34.0.
- cl_autocmd_cmd - sets the command that is executed when you touch the autocmd plane. If you want multiple commands to execute, just set the variable like that: cl_autocmd_cmd 'stop;save mysave'.
- cl_gauss_tracer (0 | 1) - if 1, renders the line that shows how the gauss beam will act. The tracer assumes that the gauss is fully charged, if you fire a not fully charged gauss, it may not reflect to the end. If the beam is red, then the gauss fire will produce a wallgauss.
- hud_color 'r g b' - sets the color of HUD elements. Set to 'auto' to use the default color. Don't forget the double quotes.
- hud_alpha (0 - 255) - sets the opacity of the HUD elements. Set to 'auto' to use the default value.
- hud_accuracy (0 | 1) - if 1, numbers like speedometer are displayed with 6 digits after the comma.
- hud_***_pos 'x y' - replace *** with a hud element (health, speedometer, etc.); offsets the position of *** on the screen. 0 is no offset. Don't forget the double quotes.
- hud_pos_percent (0 | 1) - if 1, all hud_***_pos variables are measured in percents instead of pixels.
- hud_origin_x (0 | 1) - if 1, displays your X position on the screen.
- hud_origin_y (0 | 1) - if 1, displays your Y position on the screen.
- hud_origin_z (0 | 1) - if 1, displays your Z position on the screen.
- hud_viewangle_x (0 | 1) - if 1, displays your X viewangle on the screen.
- hud_viewangle_y (0 | 1) - if 1, displays your Y viewangle on the screen.
- hud_speedometer (0 | 1) - if 1, displays your speed on the screen.
- hud_jumpspeed (0 | 1) - if 1, displays the speed of your last jump on the screen.
- hud_zspeed (0 | 1) - if 1, displays your vertical speed on the screen.
- hud_acceleration (0 | 1) - if 1, displays your acceleration on the screen.
- hud_demorec_counter (0 | 1) - if 1, displays the demo recording time on the screen. More accurate than the built-in one (time that shows in listdemo concmd) because it doesn't count the time while the game is paused.
- hud_grenadetimer (0 | 1) - if 1, displays the grenade timer on the screen.
- hud_gaussboost (0 | 1 | 2) - if 1 or 2, displays various values, relevant to gauss boosting (like the speed you'll get after the boost) on the screen. Setting this to 2 will display more values.
- hud_speedinfo (0 | 1) - if 1, displays a table with different speed values on the screen.
- hud_damage (0 | 1) - if 1, displays the damage history.
- hud_entityhealth (0 | 1) - if 1, displays the health of the entity under your crosshair.
- hud_entityinfo (0 | 1) - if 1, displays some info about the entity under your crosshair.
- hud_firemon (0 | 1) - if 1, displays the entity fire monitor that displays how many times an entity with sv_firemon_target classname was fired, for example, due to being a target for a button and the said button getting pressed.
- hud_health_reqhev (0 | 1) - if 1, health is showed even if you don't have a HEV Suit.
- hud_health_5dig (0 | 1) - if 0, uses the default HL1 health display, up to 255. If 1, displays health up to 32767.
- hud_battery_5dig (0 | 1) - if 0, uses the default HL1 battery display, up to 255. If 1, displays battery up to 32767.
- hud_grenadetimer_width - sets the width in pixels of the grenade timer bar.
- hud_grenadetimer_height - sets the height in pixels of the grenade timer bar.
- hud_damage_enable (0 | 1) - if 1, any health change is recorded into the damage history.
- hud_damage_size - size of the damage history.
- hud_damage_anim (0 | 1) - if 1, damage history has smooth animation on every change.
Console commands

- sv_sethealth - sets your health. Up to 32767.
- sv_setbattery - sets your armor. Up to 32767.

- alias_ex <name> <command> - works like alias, but supports command arguments. Use _ for invoking the aliased commands.
- _ <alias name> <optional arguments> - invokes the command aliased with alias_ex.


- fps_save - saves the current fps_max value.
- fps_restore - restores the fps_max value saved by fps_save.

- cl_ruler_reset - deletes all ruler points.
- cl_ruler_distance - outputs the total distance between ruler points.
- cl_ruler_aimpos - creates a new point where you're looking at.
- cl_ruler_playerpos - creates a new point where you are.
- cl_ruler_viewpos - creates a new point at your eyes position.
- cl_ruler_addorigin 'x y z' - adds a new point with x, y and z coordinates. Supports floating point numbers. Don't forget the double quotes.
- cl_ruler_dellast - deletes the last point.
- cl_boxes_reset - deletes all custom boxes.
- cl_boxes_dellast - deletes the last custom box.
- cl_boxes_addorigin <x1> <y1> <z1> <x2> <y2> <z2> <r> <g> <b> <opacity> - adds a new box with x1, y1 and z1 being the coordinates of one corner; x2, y2 and z2 - of the opposite corner; r, g and b - red green and blue colours and opacity - uhm, opacity. Supports floating point numbers.
- cl_autostopsave_addpoint - converts the last added ruler point to an autostopsave point.
- cl_autostopsave_delpoint - deletes the autostopsave point.
- cl_autostopsave_printorigin - prints the origin of the autostopsave point into the console.
- hud_health_difference - acts like a console variable. Adds that value to the health value that is displayed on the screen. Can be negative.
- hud_demorec_reset - resets the demo recording time.
- hud_damage_reset - resets the damage history.
Half Life 2 Episode 1 Mac Download
Changelog
- v1.1
- Fixed a crash on changelevel.
- Added sv_bhopcap, cl_bhopcap and sv_crowbar_won_damage.
- Added alias_ex and _.
- For hud_color and hud_alpha defaults use 'auto' instead of numbers.
- Added a fix for campaths (from the new HLSDK), those should be working now.
- Added sv_dumptriggers.
- Added fps_save and fps_restore.
- Added cl_boxes_*.
Half Life 1 For Mac Download Windows 10
Credits
- Huge thanks to Maverick for telling me how to fix colours in TriAPI rendering.
- Developers of HLSP Bunny Mod: rofi, MrBozo.
- Original developer of Bunnymod Pro: Julien.
- Ideas and motivation: quadrazid, SpiderWaffle.
- Uncle Mike for his Xash3D engine, the source code of which helped me to understand how certain parts of GoldSrc were supposed to work.
- Motivation: a bunch of suspicious lithuanians.
Half Life 1 Download Mac Free
- Original HLSP Bunny Mod idea: SpiderWaffle's vision to create a framework for a better, more seamless Half-Life speedrunning experience, with original single player settings, untainted by patches influenced from Counter-Strike, still preserving all the integrity that is Half-Life, unmodified on a fundamental level. With an ultimate goal to create a better, larger, unified, easier to become involved with community of Half-Life speedrunners.