Mistakes made in the video: 43:26 - Quit smoking does nothing. The reason it kicked me out was because I typed quit. 35:31 - The crate does not have a higher poly counter, rather just a higher resolution texture. (Audio Mistake) 18:08 - The volume was accidentally extremely loud. 18:29 - Hairballs were likely created for testing rope physics 23:54 - You can see the full model much more easily when you get to the rooftops. This comment will be updated, let me know if there’s any other mistakes I made in the video.
Buddha must be one old ass cheat... It's only cheat I know that say its off or on, like it's relic of an old command console akin to Quake or Half-Life's Alpha, which its most likely is from. It's also insanely a useful command in other games like Counter-Strike or TF2 because they bar god. It age I think is it grace. If it weren't, I bet those games would've blocked them too. The name itself is epic. You got 'god', but you got the cooler one that's 'buddha'. I don't even know why they used buddha. God is self-explanatory, but Buddha is all about indifference and incarnation and shit. That does ironically happen sometimes. Your buddha will sometimes break, resulting in death. I can't tell if it intentional or not. Buddha is also much better if you want to still experience knockback for example like rocket launcher because god does not allow you to experience that. You could do what TF2 rocket jump academy I think and some other modes to allow you to experience knockback without being said in either buddha or god, they just give you a lot of recharging health and constant impulse 101s basically. It's neat it tells you it off and on, only wish that was the case for the more less obvious commands or even godmode itself. Sometimes I just didn't know what I just turned on and off and get to see the consequences of it, death. I can't tell if it's obscure or not, I barely see people use it in their videos even though I believe it's objectively better then god.
@@isaiahsimmons5776 Buddha is a command derived from the source engine's roots in Quake. Quake had the exact same cheat with the exact same functionality.
0:40 That is the most amazing band-aid solution I've seen in a video game. "should we change the animation?" "naww just stuff some pallets under there."
Doing stuff like this is a pretty common thing to do in game dev and doesn't necessarily mean it got band-aided. It's less about being lazy and more about saving resources on not doing pointless stuff. After all, the player would see the same result in the end.
It's also genius when you think about it, instead of completely redoing and testing the animation, just stick a static prop under the NPC. Much simpler.
43:24 Actually, if you type "Quit smoking", then the console actually uses "Quit" and ignores everything after "Quit", so you can type "Quit shooting" and the game will still crash. This command also can be used in original Half Life and Quake.
This works in a few source games. I remember back when I used to play on GMod servers that people would try to trick other players into closing their games by telling them to type into the console "quit smoking" (or something with the word "quit" in it.) Good times.
43:25 the reason it crashes your game is because you actually put the command "quit" in not "quit smoking" and using the "quit" commands closes the game for you
43:03 fun fact: in the orange box for the xbox 360 the Medic actually helps the rebel once you go around the corner and both the Medic and injured rebel join your party. There are many big differences that the 360 version has to the PC version
Something I noticed is when you noclip into the room at the first map where Dr greens giving the speech, when a texture covers up the model so that it can repeat a couple seconds later you can briefly see Dr breen showing discomfort before the model resets, showing how he really feels about giving these speeches.
27:00 Fun Fact : Advisors have entire unused AI in the source code of Ep2. Originally one were planned to be a boss, using a system where they would use effects to distort the player and do telekinesis to fling objects and kill the player if he got close. The idea was to fling enough objects to kill or overwhelm him. However, it was never finished and was cut, making this animation and damage sound a remnant of that unused AI. Here's it in a testmap someone made youtu be/CCD_FFdqgws
@@southernbrain691 You could just post the link into google and it would find it right away? Or edit the link in another app like notes or something. Mobile or not, you could copy and paste the text over to here, then edit it and search. It's not like the mobile stops you from copy and pasting, then editing. Just for future knowledge cx
3:07 This area is actually an early version of the area where Alyx leads you to Kleiner's lab. For some reason, the vmf leaks don't contain this room but the current version of hl2 does. The tall room with the grate on the top is the elevator shaft.
Unlike HL2: Ep.1, the HL2 Stalker was never meant to be interacted in game. This Stalker model was only meant to be observed from a distance in-game. This means that's the rag doll physics for this model are not properly developed.
The "hair" was most likely used for flying objects, and how the physics for the object changes if the object is in motion like with the hunter chopper, depending on which way it turns, the back propeller turns with it. This most likely also affected rope physics with wind.
39:18 this segment (up to 39:18, when he's no clipping around the rocket) reminds me of how gorgeous Episode 2 really was. The mountain atmosphere and woodlands were done incredibly well.
The "quit smoking" one isnt an easter egg, its just that the console read "quit" which is the command to quit the game, the "quit smoking" thing is mostly used as a troll, my favorite is telling people in tf2 to type "quit env_fire" or something like that to make it seem important and telling them that it'll boost their FPS. lol
7:00 That's actually a really amazing touch I never knew about, man, I wish modern games did more stuff like this, it's just the little things that makes this game so damn amazing.
41:26 In addition to this, the AR2, which _are_ used pretty often by rebels, use the SMG animation when held by the rebels and even when fired by the combine soldiers. This is despite animations for holding and even reloading the AR2(which involves manually reloading the canister you see in the barrel rather than putting a non-existant magazine into the rifle's underside - which has no ammo feed) being present in the game. At least from my experience modding the game, this is because moving over the animation cues the weapon gives to the npc holding it from the base smg animations to the proper ar2 animations is unreasonably tedious and difficult. So the people at Valve probably just ditched the effort and decided people wouldn't notice the animations being copied over. Which has worked for the most part. Also, the crowbar _is_ technically used by a rebel - or at least a citizen. The guy that uses a pipe to help you fight the manhacks is actually wielding basically a reskinned crowbar. And the metrocops that are given a crowbar end up being stuck in a T-pose because they are attempting to turn off/on their stunstick - which doesn't work because they are using a crowbar, which doesn't have turn off/on functions in its coding.
0:57 The reason for this is probably to keep the game fair and easy for the player, making it so that you have to see the enemies before they can shoot you.
Actually, for some reason the combine can only see your head so if you walk past that cp and then turn your back on him, he will still shoot since he can now see your head
It's most likely a way of making the advance on the turret more interesting, as the metrocop will stop shooting at you when it sees you're on cover. They just never specified how big the cover needed to be, and as the commenter above posted it recognises cover based on whether or not it can see your head.
The real reason for this is actually because the player "entity" is quite small and floating in midair in line with the crosshair at your "eye level". It's not the same thing as your hitbox, this invisible floating box is what NPCs target and interact with. If you hold something up in front of you, the NPCs literally can't see "you", and they aren't complex enough to shoot at where you "should be". Even a little jar is big enough to obscure the player entity.
I feel proud over knowing most of these besides a few. Mainly the APC you could enter on the bridge or the low poly train. I've spent way too much time in this game from kid all the way up to being an adult. I just love Half-Life and the world building Valve did.
I thought crossbow bolts being able to be ricocheted was common knowledge, but my friend who has played gmod and half life longer than i had apparently didnt know about it
At 3:40 that unfinished room is actually the hallway in a red letter days as you walk to lab. And the building next to the crowbar pick up actually completely changes from the intro train sequence. Going from red to yellowish. And Dr Kleiners office is actually physical impossible layout, as the elevator goes too far down
41:31 Their animation used to be working fine in older build. But I think SteamPipe update broke them. Only female rebels will pick pistols if they can find one (assuming they were unarmed). As males does not pick them up and cannot fire while running (this leads to rebels running away from zombies unless cornerd since Rebels has fear relationship to zombies) Additionally: They can only fire 10 rounds before needing to reload. As opposed to CPs can shoot 17.
20:05 According to the Valve Developer Wiki: "CreateHairball is a console command that was probably made for stress-testing ropes. It spawns many groups (balls) of ropes, and spins them around in random directions and speeds. A few seconds after spawning, the hairballs will fly off in random directions. Hairballs never de-spawn and will continuously fly around until the map changes."
You can get a good look at the suppression device in normal gameplay too, it's still just sitting there unattended when you head up to the roof after disabling it
35:31 talks about poly count, never actually shows the wireframe or poly count to show that it has more polys. And I feel like you meant to say that the textures are much higher resolution. Since putting the text into the 3d model with actual polys would be completely unnecessary and just a waste of polys.
I agree, can’t think of too many other examples, but was a good way of teasing the weapon, or at least letting you start with healthy chunk of ammo to start with
1:12 metrocop Whispering: "Where did he go where did he go.." "THERE HE IS OPEN FIRE OPEN FIRE!" "wait where did he go?" "OPEN FIRE!" "Must have been the wind"
@@isaiahsimmons5776 the 'deathmatch' command requires a map reload to effect changes. it still works that way, type 'deathmatch 1' and then 'map xxxxxx' and the map will be loaded with deathmatch settings enabled.
@@bryanpratt3933 that's probably what half-life does when you create a server. there's some differences between singleplayer and multiplayer. most importantly the weapons. half-life 2 doesn't have deathmatch or multiplayer tho, so probably a remnant. wonder if it actually does do anything tho.
I feel like this video doesn't have to be as long as it is, you could remove the extended parts where nothing happens after some of the facts, just a suggestion :3
This was intresting, im surprised how many of these i didnt know but im proud there was only one of those extra secret supply caches i havent found. Its the one with the crows. Also 9:42 this is a fun feature, i once painted an entire room in ravenholm by doing this, it was surprisingly fun
10:36 I think the reason as to why some windows are destructible and some aren't could be because, you and the combine wouldn't find yourselves shooting up, the combine could be shooting at you and missing and shooting the wallwindow instead, breaking it, but when would you be above the combine, leading them to shoot up to the top windows? Same goes for you, the player.
regarding fact 25, i believe the buddha command was added for the purposes of trailer/review footage, since that way you can still visibly take damage while recording gameplay but not die and have to re-shoot it
Another fun fact about the APCs once being ridable vehicles: in some levels, pushing an APC all the way to the shore and submerging it causes a level failure since the game thinks you've lost your buggy in the water!
You're bang-on with the driveable APC theory. There are maps in the WC Mappack that have you driving APCs. I recall one in particular where you are at a Combine outpost in the Wasteland, intended for E3 but never shown.
heres my own fun fact: at 13:50 you can get to that spot without the need of any jumping, literally, just place your jeep in the correct spot and put it in turbo. now you can also drive around up there! i found this by accident
17:07 This was likely an oversight that Valve forgot to fix, since all combine soldiers were textured like a regular soldier pre Orange Box, every combine soldier was a regular one before the Orange Box.
1:44 Avid Pinsplash viewers may recall that fail states triggered by the Jeep leaving the playspace are also triggered by APCs. Furthermore, you may have noticed that APCs have bouncy suspension just like the Jeep and the Jalopy. This is further evidence for the idea that they were originally intended to be drivable vehicles, or at least that they use some of the same code as the Jeep and the Jalopy.
I noticed while having fun on Gmod, that the Broadcast things on Fact 13, they have multiple layers to reinforce the color of the Screen and not make it colorless, if it was one Screen, you would barely see anything from the Broadcast
know one has talked about how you can stop the trains in the beginning of route kanal with barrels and props, and how the reload sounds for guns for citizens and combine soldiers are delayed signigicantly
1:45 - As far as I know, this fact is entirely false. It wasn't planned for the player to be able to man & drive a Combine APC (wouldn't even have made any sense either). That was just Valve adding details to make the world more immersive. 43:23 - That's a joke, right? Because both commands "quit" and "exit" will cause the game to close. It doesn't even matter what you put after either of said commands.
yes, that was a joke, about quitting FUN FACT: if you put in console "quit your job" or "quit my job" or "quit job" or something it quits is job. its job is running. it quits running. it stops
The floating barrel is easy to explain. To reduce memory usage, most physics props start "asleep" - that is, they spawn stationary until a force is acted upon them. Otherwise, an inordinate number of physics calculations would have to occur at the beginning of a map, causing slowdown. The calculations are usually for gravity, because it's common practice to place props slightly above the world geometry to prevent it from clipping. It's typically unnoticeable because these frozen props usually start on the ground, but when the gap is especially large, this illusion is broken.
Fact 4 : apc's are vehicle entities, once spawned you can change the settings so you cant get in, usually they are placed outside player reach or destroyed before you can get close.
I didn't know as many as 25 facts, I thought it was already impossible, but it's cool that I'm learning new facts about this game all the time, thanks for the video!
Yes, the APC could have been driven in the beta. There is a vehicle in the HL2 beta files which is an APC. There’s also a modified buggy that has some sort of mining spinning crusher on the front which would likely have been used in the Ravenholm mine segment
23:54 - This is the "supressor", not the actual supression field, the supressor is a thing that shoots energy beams from the sky, the supression field is in the citadel.
i believe the leftover rooms in point insertion are leftovers from the 2003 beta of half life 2, as there was a short segment where you had to walk across an indoor bridge, stand in line to go upstairs and finally when first meeting barney and going down a corridor, you had to walk up a short flight of stairs.
32:24 I actually know this one, I explored this part by foot and imagined I'd chill out a bit by the beach and contemplate what ever happened up until now on Earth. This is by far the most quiet place in the game.
2:04 in the half life 2 beta there was a wasteland map where you had to hop into an apc so some combine soldiers would let you into their base. Also the apc on the bridge isnt the only one you can drive, there's another one in the roof escape section at the start of the game that you can hop into, works about the same though... 26:30 those sections are also leftover from the half life 2 beta, you were supposed to be able to go up there.
41:03 The interesting thing about this cache is that you don't have to lower it to get the goodies. You can just bump the airboat into the pylon with the lambda sign and due to some clipping glitch you'll get the items
Fact 2: This isn't entirely true, this doesn't just apply to Metro Police, this also applies to anything using the mounted turret gun. Entropy Zero 1 proves this in Dead Tenant. The citizen will never shoot unless your vision is visible. Fact 6: I'm not 100% sure about this, but I think the layout of the developer textured room might be the detexturized hall you walked through with Alyx to the vending machine entrance into Kleiner's lab. In fact, I think it's basically a copy paste of it, without objects, textures, or anything that would needlessly rendering. They might've done this to geometrically sync the locations, so it made the world seem more real. After all, when you're teleported outside of Kleiner's lab, it's not the same lab, it's a copy paste.
Mistakes made in the video:
43:26 - Quit smoking does nothing. The reason it kicked me out was because I typed quit.
35:31 - The crate does not have a higher poly counter, rather just a higher resolution texture.
(Audio Mistake) 18:08 - The volume was accidentally extremely loud.
18:29 - Hairballs were likely created for testing rope physics
23:54 - You can see the full model much more easily when you get to the rooftops.
This comment will be updated, let me know if there’s any other mistakes I made in the video.
E
A
Sports
it's in the game
tf2 public servers love the "quit smoking" command
**silence**
*"IT IS POSSIBLE TO COMPLETELY SKIP THE FIRST SECTION OF FOLLOW FREEMAN"*
Good to see I'm not the only one who got jumpscared by that
@@combineshowcases i was worried my volume was too loud XD
information jumpscare
jesus christ
This made me lol when I heard it
I imagine that the Buddha cheat was created as a way to easily test damage and knockback values without having to deal with reloading everytime
Buddha must be one old ass cheat... It's only cheat I know that say its off or on, like it's relic of an old command console akin to Quake or Half-Life's Alpha, which its most likely is from. It's also insanely a useful command in other games like Counter-Strike or TF2 because they bar god. It age I think is it grace. If it weren't, I bet those games would've blocked them too. The name itself is epic. You got 'god', but you got the cooler one that's 'buddha'. I don't even know why they used buddha. God is self-explanatory, but Buddha is all about indifference and incarnation and shit. That does ironically happen sometimes. Your buddha will sometimes break, resulting in death. I can't tell if it intentional or not. Buddha is also much better if you want to still experience knockback for example like rocket launcher because god does not allow you to experience that. You could do what TF2 rocket jump academy I think and some other modes to allow you to experience knockback without being said in either buddha or god, they just give you a lot of recharging health and constant impulse 101s basically. It's neat it tells you it off and on, only wish that was the case for the more less obvious commands or even godmode itself. Sometimes I just didn't know what I just turned on and off and get to see the consequences of it, death. I can't tell if it's obscure or not, I barely see people use it in their videos even though I believe it's objectively better then god.
@@isaiahsimmons5776 Buddha is a command derived from the source engine's roots in Quake.
Quake had the exact same cheat with the exact same functionality.
@@adirblazkowics7717 I knew it
0:40 That is the most amazing band-aid solution I've seen in a video game. "should we change the animation?" "naww just stuff some pallets under there."
Doing stuff like this is a pretty common thing to do in game dev and doesn't necessarily mean it got band-aided. It's less about being lazy and more about saving resources on not doing pointless stuff. After all, the player would see the same result in the end.
Didn't use a brush with clip/invisible texture either.
they must have been in the level editor when they added that, so why didn't they put a block there instead of going to the effort of adding a prop
@@therealvbw props are easier to add than brushes
It's also genius when you think about it, instead of completely redoing and testing the animation, just stick a static prop under the NPC. Much simpler.
10+ years and 500 hours of playing Half Life 2 and I'm still finding new stuff about it. Absolutely mesmerizing
Best game ever made.
43:24
Actually, if you type "Quit smoking", then the console actually uses "Quit" and ignores everything after "Quit", so you can type "Quit shooting" and the game will still crash.
This command also can be used in original Half Life and Quake.
"crashing" would be an inaccurate term, as it just closes the game the same way you would click on quit in the menu.
no it's an elaborate rouse! the game simply cannot handle the pressure of quitting smokeng and it explode💥💥
@@CombustibleLemon77 damn
This works in a few source games. I remember back when I used to play on GMod servers that people would try to trick other players into closing their games by telling them to type into the console "quit smoking" (or something with the word "quit" in it.) Good times.
@@user-xh8df9oz4y
I feel bad that I missed this historical event.
43:03 Female medic with shotgun is the absolute best rebel variant by the way. Women shoot their shotguns much faster than men for some reason.
That is not on accident.
That is not on accident.
That is not on accident.
That is not on accident.
43:25 the reason it crashes your game is because you actually put the command "quit" in not "quit smoking" and using the "quit" commands closes the game for you
i think that part is supposed to be a joke
43:03 fun fact: in the orange box for the xbox 360 the Medic actually helps the rebel once you go around the corner and both the Medic and injured rebel join your party. There are many big differences that the 360 version has to the PC version
Uuuuuuu
cool
wait 2 reply but there only 1???
@@EndolisYT yeah, i see it says 3 replies but there are only 2. maybe someone deleted theirs?
When i first played the pc version i noticed this too
Something I noticed is when you noclip into the room at the first map where Dr greens giving the speech, when a texture covers up the model so that it can repeat a couple seconds later you can briefly see Dr breen showing discomfort before the model resets, showing how he really feels about giving these speeches.
He like
Goes up and gets stiff
Cuz the model goes to its default state
I typed this in my sleep on accident
Dr greens, the city 17 weed dealer
@@badinfluenceforchildren7777 lmao
Dr. Greens
Here's another fact: While standing still, you can slowly drain your aux power by spamming shift (or whatever key you have bound to sprint).
or flashlight battery in hl2.
idk if the batery does the same in ep2
I used to do that all the time and thought that the noise it made was really funny
Lore-wise, the HEV suit is probably using whatever is left of the Long Jump Module to help Freeman reach optimal sprinting speed more quickly.
44:33 So that's how "7 Hour War" looked like.
HAAGAHHAAAADGF
27:00
Fun Fact : Advisors have entire unused AI in the source code of Ep2.
Originally one were planned to be a boss, using a system where they would use effects to distort the player and do telekinesis to fling objects and kill the player if he got close. The idea was to fling enough objects to kill or overwhelm him.
However, it was never finished and was cut, making this animation and damage sound a remnant of that unused AI.
Here's it in a testmap someone made
youtu be/CCD_FFdqgws
Fix the link pls
@@southernbrain691
Put a dot between YouTu and be.
I had to space it otherwise YT bot would nuke the comment.
@@labenvenci1584 well thats gonna be quite hard since im on mobile
@@southernbrain691
czcams.com/video/CCD_FFdqgws/video.html
@@southernbrain691 You could just post the link into google and it would find it right away? Or edit the link in another app like notes or something. Mobile or not, you could copy and paste the text over to here, then edit it and search. It's not like the mobile stops you from copy and pasting, then editing. Just for future knowledge cx
3:07 This area is actually an early version of the area where Alyx leads you to Kleiner's lab. For some reason, the vmf leaks don't contain this room but the current version of hl2 does. The tall room with the grate on the top is the elevator shaft.
Are you a boy?
@@itdobelikedattho8112 wait how is this 2 days ago if the original comment is 1 day ago??
@@zhankazest nigga you trippin
@@zhankazest for me it says 4 days for the comment and 3 days for reply
@@potatoenugget because my original comment was from 1 day ago, now it makes sense
The stalker animations in HL2 looks like the stalker is on the verge of falling asleep but something keeps waking them up.
That's how they keep the executive function part of the brain quiet
True hell.
Unlike HL2: Ep.1, the HL2 Stalker was never meant to be interacted in game. This Stalker model was only meant to be observed from a distance in-game. This means that's the rag doll physics for this model are not properly developed.
The "hair" was most likely used for flying objects, and how the physics for the object changes if the object is in motion
like with the hunter chopper, depending on which way it turns, the back propeller turns with it.
This most likely also affected rope physics with wind.
39:18 this segment (up to 39:18, when he's no clipping around the rocket) reminds me of how gorgeous Episode 2 really was. The mountain atmosphere and woodlands were done incredibly well.
The "quit smoking" one isnt an easter egg, its just that the console read "quit" which is the command to quit the game, the "quit smoking" thing is mostly used as a troll, my favorite is telling people in tf2 to type "quit env_fire" or something like that to make it seem important and telling them that it'll boost their FPS. lol
yeah it works like a wild card thing, it only takes quit into account
7:00 That's actually a really amazing touch I never knew about, man, I wish modern games did more stuff like this, it's just the little things that makes this game so damn amazing.
1:57 thats common for a lot of combine tech, it usually means 'locked'
27:09 you can actually see the advisors out the window, if you stack a prop to get up there, you can also shoot them and hear the sound.
how tf dont you have more subs? this is quality
44:00 if you die with a crowbar and there are rebels around they can pick it up
"Someone grab his crowbar."
41:26 In addition to this, the AR2, which _are_ used pretty often by rebels, use the SMG animation when held by the rebels and even when fired by the combine soldiers. This is despite animations for holding and even reloading the AR2(which involves manually reloading the canister you see in the barrel rather than putting a non-existant magazine into the rifle's underside - which has no ammo feed) being present in the game.
At least from my experience modding the game, this is because moving over the animation cues the weapon gives to the npc holding it from the base smg animations to the proper ar2 animations is unreasonably tedious and difficult. So the people at Valve probably just ditched the effort and decided people wouldn't notice the animations being copied over. Which has worked for the most part.
Also, the crowbar _is_ technically used by a rebel - or at least a citizen. The guy that uses a pipe to help you fight the manhacks is actually wielding basically a reskinned crowbar. And the metrocops that are given a crowbar end up being stuck in a T-pose because they are attempting to turn off/on their stunstick - which doesn't work because they are using a crowbar, which doesn't have turn off/on functions in its coding.
0:57 The reason for this is probably to keep the game fair and easy for the player, making it so that you have to see the enemies before they can shoot you.
Actually, for some reason the combine can only see your head so if you walk past that cp and then turn your back on him, he will still shoot since he can now see your head
It's most likely a way of making the advance on the turret more interesting, as the metrocop will stop shooting at you when it sees you're on cover. They just never specified how big the cover needed to be, and as the commenter above posted it recognises cover based on whether or not it can see your head.
The real reason for this is actually because the player "entity" is quite small and floating in midair in line with the crosshair at your "eye level". It's not the same thing as your hitbox, this invisible floating box is what NPCs target and interact with. If you hold something up in front of you, the NPCs literally can't see "you", and they aren't complex enough to shoot at where you "should be". Even a little jar is big enough to obscure the player entity.
from what i know yeah, its supposed to make the game more fair
1:09
"you can't see me if I don't see you"
I feel proud over knowing most of these besides a few. Mainly the APC you could enter on the bridge or the low poly train. I've spent way too much time in this game from kid all the way up to being an adult. I just love Half-Life and the world building Valve did.
the train is just brush, not actually a model (could a map count as a model?)
Im pretty sure if you noclip down to the APCs that come to the building where alyx finds you in point insertion you can get into one of them aswell
@@oberonia7264 It's a model and it's named "train004"
I thought crossbow bolts being able to be ricocheted was common knowledge, but my friend who has played gmod and half life longer than i had apparently didnt know about it
At 3:40 that unfinished room is actually the hallway in a red letter days as you walk to lab.
And the building next to the crowbar pick up actually completely changes from the intro train sequence. Going from red to yellowish.
And Dr Kleiners office is actually physical impossible layout, as the elevator goes too far down
41:31 Their animation used to be working fine in older build. But I think SteamPipe update broke them.
Only female rebels will pick pistols if they can find one (assuming they were unarmed). As males does not pick them up and cannot fire while running (this leads to rebels running away from zombies unless cornerd since Rebels has fear relationship to zombies)
Additionally: They can only fire 10 rounds before needing to reload. As opposed to CPs can shoot 17.
Let's revert the steampipe update
Although not Pinsplash level of obscure facts, but still got a ton I didn't know
Good work
20:05 According to the Valve Developer Wiki: "CreateHairball is a console command that was probably made for stress-testing ropes. It spawns many groups (balls) of ropes, and spins them around in random directions and speeds. A few seconds after spawning, the hairballs will fly off in random directions. Hairballs never de-spawn and will continuously fly around until the map changes."
Buddha mode actually makes sense for testing, now that I think about it.
You can get a good look at the suppression device in normal gameplay too, it's still just sitting there unattended when you head up to the roof after disabling it
cccvc5yy6uuvuv6vvvv.
cccvc5yy6uuvuv6vvvv.
13:47 I chuckled at this bit where the guy shakes the aim around as the spoopy music plays
17:15 the fact that the combine soldier plays a cp death sound after killed, you can hear it for a split second
18:07 xbox 360 mic
35:31 talks about poly count, never actually shows the wireframe or poly count to show that it has more polys.
And I feel like you meant to say that the textures are much higher resolution. Since putting the text into the 3d model with actual polys would be completely unnecessary and just a waste of polys.
That was probably it thanks for correcting me
I remember using createhairball on a bot only match in cp_gorge in TF2 when I was twelve, it was so weird
me too man, id spam the hell out of that command
It was common practice for games of that era to give you ammo for a weapon you were soon to pick up before picking it up.
I agree, can’t think of too many other examples, but was a good way of teasing the weapon, or at least letting you start with healthy chunk of ammo to start with
I love how you turn to the swings once you're done pushing the merry-go-round off the cliff
2:01 There are two exceptions, actually. You can enter another APC that's down on the street below right before you meet Alyx for the first time.
If you can't see a metrocop, they can't see you
1:12
metrocop
Whispering: "Where did he go where did he go.."
"THERE HE IS OPEN FIRE OPEN FIRE!"
"wait where did he go?"
"OPEN FIRE!"
"Must have been the wind"
my guess is the "createhairball" command was made to test out rope physics when theyre turning and moving around
0:57 They actually just don't shoot if they "can't see you," which basically means if you can see their head.
most noticeable at the vents in route kanal
@@dkskcjfjswwwwwws413 well yes, that was one of pin's facts
The 'deathmatch' command is a remnant from Quake where you could choose deathmatch or coop multiplayer
makes sense
@@isaiahsimmons5776 the 'deathmatch' command requires a map reload to effect changes. it still works that way, type 'deathmatch 1' and then 'map xxxxxx' and the map will be loaded with deathmatch settings enabled.
@@bryanpratt3933 that's probably what half-life does when you create a server. there's some differences between singleplayer and multiplayer. most importantly the weapons. half-life 2 doesn't have deathmatch or multiplayer tho, so probably a remnant. wonder if it actually does do anything tho.
15:25 im high asf and this is the hardest transition i've ever seen, nice
I feel like this video doesn't have to be as long as it is, you could remove the extended parts where nothing happens after some of the facts, just a suggestion :3
I don't mind it. I like the showcases after explanation.
20:58 they are modifies cps and cps when u shoot them 1 time in a headshot on stealth mode they die
what
43:57 it appears the rebels are using their inner freeman
This was intresting, im surprised how many of these i didnt know but im proud there was only one of those extra secret supply caches i havent found. Its the one with the crows. Also 9:42 this is a fun feature, i once painted an entire room in ravenholm by doing this, it was surprisingly fun
10:36 I think the reason as to why some windows are destructible and some aren't could be because, you and the combine wouldn't find yourselves shooting up, the combine could be shooting at you and missing and shooting the wallwindow instead, breaking it, but when would you be above the combine, leading them to shoot up to the top windows? Same goes for you, the player.
It's just that the mapmaker didn't care or forgot to. You have to manually make a brush into a breakable one and then change the settings aswell
in some early tech demos, it shows gordon breaking windows and antlions entering from them after, so maybe its just left over from that feature
regarding fact 25, i believe the buddha command was added for the purposes of trailer/review footage, since that way you can still visibly take damage while recording gameplay but not die and have to re-shoot it
Nope, it was actually used to test enemy damage
Another fun fact about the APCs once being ridable vehicles: in some levels, pushing an APC all the way to the shore and submerging it causes a level failure since the game thinks you've lost your buggy in the water!
18:50 those hairballs are used when the citadel first wakes up when Barney gives you the crowbar
You just watch a 45 minute video about nerd details of half-life. It worth it.
I've been in this community for so long yet I knew only a few of these facts, thanks for the video man
You're bang-on with the driveable APC theory. There are maps in the WC Mappack that have you driving APCs. I recall one in particular where you are at a Combine outpost in the Wasteland, intended for E3 but never shown.
heres my own fun fact: at 13:50 you can get to that spot without the need of any jumping, literally, just place your jeep in the correct spot and put it in turbo. now you can also drive around up there! i found this by accident
17:07
This was likely an oversight that Valve forgot to fix, since all combine soldiers were textured like a regular soldier pre Orange Box, every combine soldier was a regular one before the Orange Box.
9:37 I discovered this one while throwing random stuff at zombies in Ravenholm.
2:06, in early beta days there *was* ability to drive an apc, so i guess this is one of those little remains of cut content.
1:44 Avid Pinsplash viewers may recall that fail states triggered by the Jeep leaving the playspace are also triggered by APCs. Furthermore, you may have noticed that APCs have bouncy suspension just like the Jeep and the Jalopy. This is further evidence for the idea that they were originally intended to be drivable vehicles, or at least that they use some of the same code as the Jeep and the Jalopy.
Metrocop logic is
"If he doesn't see me, I don't see him"
I noticed while having fun on Gmod, that the Broadcast things on Fact 13, they have multiple layers to reinforce the color of the Screen and not make it colorless, if it was one Screen, you would barely see anything from the Broadcast
@@yngle stay mad idc
know one has talked about how you can stop the trains in the beginning of route kanal with barrels and props, and how the reload sounds for guns for citizens and combine soldiers are delayed signigicantly
there should be whole franchise on this
Yeah this, the former is something no one i have talked to has even known about but the latter is very obvious to notice especially with rebels
1:45 - As far as I know, this fact is entirely false. It wasn't planned for the player to be able to man & drive a Combine APC (wouldn't even have made any sense either). That was just Valve adding details to make the world more immersive.
43:23 - That's a joke, right? Because both commands "quit" and "exit" will cause the game to close. It doesn't even matter what you put after either of said commands.
The APC was drivable, but players thought it was too slow.
Don't spread false information, bro
@@benb9151 Mind providing me a source with this? I'd like to read/see that for myself.
Because I can't find it anywhere myself for some reason.
Though I do not know exactly which parts, the beta for half life 2 had it.
@@BillyBob-jy1gv Hm, I see..
yes, that was a joke, about quitting
FUN FACT: if you put in console "quit your job" or "quit my job" or "quit job" or something it quits is job. its job is running. it quits running. it stops
The fact that the metro cops wont see you because theres a prop in the way makes me think they got a lobotomy
The floating barrel is easy to explain. To reduce memory usage, most physics props start "asleep" - that is, they spawn stationary until a force is acted upon them. Otherwise, an inordinate number of physics calculations would have to occur at the beginning of a map, causing slowdown. The calculations are usually for gravity, because it's common practice to place props slightly above the world geometry to prevent it from clipping. It's typically unnoticeable because these frozen props usually start on the ground, but when the gap is especially large, this illusion is broken.
Fact 4 : apc's are vehicle entities, once spawned you can change the settings so you cant get in, usually they are placed outside player reach or destroyed before you can get close.
I actually managed to save Lazlo pre-patch. I grenaded all the Antlions with an SMG shot and blew them all up. Nothing interesting happens.
Imagine “how did he get passed our turret gunners?”
“He had a jar of mayo sir”
In the level before the slum in canals, the reason they used sand because it prevents a guy I won't be saying his name from going near it.
?
@@catgamingftw8239 you get who it is, the man that slaughtered the sand people.
@@SonofGuilliman281 i dont know what ur talking about, is it freeman?
@@SonofGuilliman281 ah now I understand
I didn't know as many as 25 facts, I thought it was already impossible, but it's cool that I'm learning new facts about this game all the time, thanks for the video!
The most not innacurate tittle for a video I've ever read.
there is also a fact that u can find in gmod if you use the blue physicsgun on the broadcast screen you can see it is in different pieces
As a kid, i never noticed that guy dropping supplies. Or was it because i played with no noise(my parents hated seeing me play fps)
0:57 maybe he isn't dumb,he loves headshots
This is very good keep it up, I really like this video
Yes, the APC could have been driven in the beta. There is a vehicle in the HL2 beta files which is an APC. There’s also a modified buggy that has some sort of mining spinning crusher on the front which would likely have been used in the Ravenholm mine segment
You CAN see the suppression device in normal gameplay, you walk right past it on the roof section with the sky bridge
Breen: *exists*
Sournale: 🔫🔫🔫
23:54 - This is the "supressor", not the actual supression field, the supressor is a thing that shoots energy beams from the sky, the supression field is in the citadel.
2:17 during the rooftop chase, the one on the street also has this
i believe the leftover rooms in point insertion are leftovers from the 2003 beta of half life 2, as there was a short segment where you had to walk across an indoor bridge, stand in line to go upstairs and finally when first meeting barney and going down a corridor, you had to walk up a short flight of stairs.
in point insertion you were originally meant to start up there and walk on the catwalk but was eventually scrapped and replaced with the train
2:20 you can also enter on rooftop section of city 17
32:24 I actually know this one, I explored this part by foot and imagined I'd chill out a bit by the beach and contemplate what ever happened up until now on Earth. This is by far the most quiet place in the game.
2:04 in the half life 2 beta there was a wasteland map where you had to hop into an apc so some combine soldiers would let you into their base. Also the apc on the bridge isnt the only one you can drive, there's another one in the roof escape section at the start of the game that you can hop into, works about the same though...
26:30 those sections are also leftover from the half life 2 beta, you were supposed to be able to go up there.
41:03 The interesting thing about this cache is that you don't have to lower it to get the goodies. You can just bump the airboat into the pylon with the lambda sign and due to some clipping glitch you'll get the items
18:10
it is possible to blow my eardrums out
18:07 HOLY FUCK THAT WAS LOUD
the createhairball command was likely used for testing jigglebones in early iterations of the source engine and left in
2:24 : it’s because the game thinks that you’re still moving and that you hit the trigger so if you don’t get there then the ship just waits
1:18 The embodiment of every young child's belief "If I can't see them, they can't see me"
Fact 2: This isn't entirely true, this doesn't just apply to Metro Police, this also applies to anything using the mounted turret gun. Entropy Zero 1 proves this in Dead Tenant. The citizen will never shoot unless your vision is visible.
Fact 6: I'm not 100% sure about this, but I think the layout of the developer textured room might be the detexturized hall you walked through with Alyx to the vending machine entrance into Kleiner's lab. In fact, I think it's basically a copy paste of it, without objects, textures, or anything that would needlessly rendering. They might've done this to geometrically sync the locations, so it made the world seem more real. After all, when you're teleported outside of Kleiner's lab, it's not the same lab, it's a copy paste.
1:17
Gordon playing peek-a-boo with civil protection
18:07
R.I.P headphones users
These 45 mins used for good, great video man
1:00 The Combine doesn't shoot because in order for them to shoot you, they need you to be able to have an unblocked view of their head.