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  • Half Life 1 Aimbot Hack
    카테고리 없음 2020. 3. 2. 18:44

    PC Specs:Processor: AMD Phenom II x6 1100T Black EditionMotherboard: Gigabyte 990-FXA-UD3Graphics Card: Gigabyte Radeon HD 7770 OCRam: 8gb DDR3I play HLDM/AG and here are the issues:1.) fpsoverride 1 - Allows players to set fps above 100. This command is great for clients to achieve smoother image quality, however, it speeds up the game resulting in 'speedhack'.

    Values of 125, 250, etc.)2.) auto bunnyhop - Since the removal of special alias, some players and admins found a way to get around this by replacing '.dll's'. They replace the current one with the old one. Even though there is server command to allow this or not, this is not enough.

    If the game would simply fail to launch with such modified.dll's (authentication required) then this may help solve this problem. Each and every steam user should use the original.dll.In conclusion, these two issues are very important. Why should a player be able to run, jump, spawn, and shoot faster with some command? Why should admins decide to allow modified.dll's? Skill wants a voice too.Below I have attached some links. I'm showing this so you know exactly where I am coming from.

    I train very hard the right way and it's very discouraging to know players can do such things. I'm playing without scripts (not even bunnyhop script), default sprites/models/sound, and using 100 fps in 1920 x 1080 resolution. Nobody else plays this way, unfortunately. This game doesn't need scripts.Gameplay montage:The full demo.

    I'm as well for block autobunny, ppl need to get skill, and should practice this as well, cause how far goes this? So i could simply use an 'Auto aimbot' too.same way, cheat is cheat, to move smoothed required alot of skill, which some ppl just doesn't have.forcing 100fps is mb needed, but not really essential, i can reg perfect 125fps Players if they are using highrates:rate above 25000updaterate 100cmdrate 100cmdbackup 0-8 maximaland yes, ofc force the original.dll make sense, valve updated as well the netcode, so why some dudes want to keep that old one?

    With that update we can use rate '100000' what just run so smoothed. When your refresh rate matches or is higher then your FPS, the game will be more smooth. This is because refresh rate is how many frames your monitor can show per second. Say for example, you use 60Hz, and use 125 FPS. You are still seeing only 60 FPS since your refresh rate doesn't match your FPS. I remember I set my FPS to 160 and refresh rate to 160 to test out the new fpsoverride command, and it was smoother, but there were many glitches.Setting the FPS to be capped at 100 again will not stop people from playing, since until this year, people have been playing with 100FPS (hopefully) for over a decade of CS1.6's existence. If someone is going to stop playing because they cap the FPS back to 100, that would be ridiculous.

    No one would quit playing for such an absurd reason. I'm totally for capping the FPS back to 100 (or at least making it only accessible with svcheats 1).

    100FPS is more then enough. If you want CS to be smoother, buy a CRT and use 160Hz.Certain commands that allow bunny hopping and other malicious exploits should be blocked for sure.

    There should also be a.dll check on clients so that they are not using old or modified.dlls. This just opens the door for hacks and other exploits. The server or Steam itself should check the users.dlls. Not only.dlls, I say it should check ALL the files. It should make sure there are no additional files that would be suspicious. There should be a server option (if not one already) to allow custom player models and skins. I have heard of certain hacks that take advantage of this.

    I know ESEA doesn't allow custom models and skins, so maybe you should make it a server option on Steam servers also for additional security. CS1.6 and the whole Half-Life franchise of games are so popular (for good reason), so they are a number 1 target for hacks. They are in high demand for these games. Something must be done. ESEA does a good job at preventing cheats, so should Steam. 'If you want CS to be smoother, buy a CRT and use 160Hz.' Do you realize how absurd this statement is?Of course if you make people play on a tearing screen they'll eventually stop playing or lose their eyes.

    It's 2013, a game that's been working so far shouldn't be capped to a rate where it's unplayable for common configurations (most widescreen LCDs are 60 Hz).And the world doesn't spin around the fact you've heard of fpsmax a year ago - I've been playing on 120 fps for over 6 years (and 120 fps is actually slower than 100 fps, but it's smooth).This is an example of screen tearing -take attention to when the camera is turning, or there are sudden moves.In HL these lines appear basically every time when you move the mouse. It's affecting a lot for a fast paced game like Half-Life.On the note about the.dlls, I agree completely - but they should be forced when the build is stable enough for that (or there should be a server command). Too many bugs have occurred. Ideally this should be a separate option from svcheats for the sake of servers/mods that aren't effected or can tolerate the side effects of playing at a higher fps.If I recall the physics were fixed for movement at higher fps in one of the beta builds. So what's left? Higher fire rate with mp5?

    Is a.05 shot/s increase to the fire rate worth ruining the game feel on modern LCD's?Please implement svfpsmax or something to let server owners control what they want the max fps to be until the side effect issues are worked out. This seems like the type of thing that should be policed by communities, not by the game itself.I come from the Science & Industry community. We're pretty casual - we all follow AG/Quake/etc, but most of us would prefer to have the FPS we expect on our monitors, and we don't care if someone is getting a tiny advantage out of it.It's not even clear that there is any real advantage to be gained - I don't see any analysis or data above.just someone saying 'it results in a speedhack'.

    I would hope that people posting on github can put in the effort to act like scientists/engineers instead of just pushing a personal agenda.I don't want to be forced to run the game at 100FPS on my 144Hz monitor, because it will be crappy. It's as simple as that.Please keep in mind that more games use Half-Life than AG. You obviously have never played above 100Hz, or else you would know that there is no screen tearing at all if you play with high refresh rates. When your refresh rate is higher then your FPS, there will be no screen tearing, which is why I recommend 160Hz or 120Hz in the first place.If you play with 60/75Hz, there is LOTS of screen tearing if FPS exceeds those refresh rates.

    No matter how high you set your FPS, if you use low refresh rates like 60 or 75Hz, you will have screen tearing. So setting your FPS higher then 100+ will not eliminate screen tearing if you use 60/75Hz. This is why most players recommend using 100Hz+ for your refresh rate. High refresh rates eliminate screen tearing, not high FPS values. This is common knowledge, so you obviously have no idea what your talking about.Just because you use 100+ FPS in other games, doesn't mean that its better, or is even necessary for Goldsrc games. Goldsrc is optimized for 100FPS. Anything more or less will result is bad gameplay, from stuttering movement, to bad recoil, invisible nades, faster movement, missing sounds, etc.

    I played with 155FPS one day, and I would fire my gun, and it would make no sound when I shot. There are just numerous glitches when you play with above 100+ FPS.I've been playing since 1.0, you obviously haven't since you don't know what truly causes screen tearing. I have been making scripts for a long, long time kid.

    Please stop from posting ignorant statements. You might make someone believe your lies. Screen tearing does indeed occur when you use low refresh rates. You have it backwards.

    Pros use high REFRESH RATES to eliminate screen tearing, not high FPS. Setting your FPS higher when using low refresh rates will actually result in more screen tearing since more frames are being drawn that the monitor can't keep up with (which is why the tear occurs in the first place). 60Hz = 60 FPS. When you try and render more frames then your monitor can draw, you will get tearing. This is common knowledge. You must be trolling. Everyone knows that only high end LCD's support above 60/75Hz.

    The standard refresh rate for most LCD's are 60/75Hz. Only high end gaming LCD's go above 60/75Hz. Most gaming LCD's are 120Hz, and the standard LCD's far outweigh the gaming ones. Pros use gaming LCD's that support 120Hz for smooth motion and to eliminate screen tearing. Using 60/75Hz will always result in screen tearing if you go above 60/75 FPS.

    This is also common knowledge.The only reason you may not experience screen tearing is because you use VSync, and judging by your ignorance, I will assume this is the case. Only noobs use VSync. Shooter420, why are you trying to convince somebody they're wrong? When they are simply explaining the symptoms they are witnessing?I used to use a 60hz monitor, then 75hz and now i use 120hz.I never noticed screen tearing until i got my 120hz monitor. I was testing different frequencies and at 100hz at 100fps i got screen tearing. It seems when my monitor hz is sync'd to my ingame fps i get tears.

    Even at 120hz (120fps) - which is why i now use 125fps because it is smooth.as you can see, your theory isn't correct, there are lots of differences in monitors which can cause screen tearing, which is why players don't want fps capped. Your refresh rate must be set at least 5 Hz higher then your FPS to eliminate screen tearing. If you use 100Hz and 100FPS, you will still get screen tearing. Why you would use 100Hz when your monitor supports 120Hz is beyond me. With 100FPS and 120Hz you will get no screen tearing. Just as long as your refresh rate is 5Hz higher then your actual FPS you won't experience screen tear.

    Only noobs use 60Hz. Increasing your FPS above your refresh rate will NOT reduce screen tear, only increase it more. This is not a theory, this is a fact. Actually screen tearing is always present, the question is if it on screen or off screen, because screen tearing is a line when frame changes. For VSync ON this happen when 'scan line' is off screen.

    Half Life 1 Aimbot Hack

    For fps equal refresh rate there is a chance that screen tearing will be placed off screen too, but because of freq fluctuations it will appear on screen at some time and will be slow migrating or rarely randomly jumping. When fps differs from refresh rate screen tearing is happen at different places, i.e. Migrating on the screen. Migration speed is higher when difference between fps and refresh rate is higher. Migration direction (to top or to bottom) depends on difference sign. Double frequencies (like 60 fps on 120Hz or 120 fps on 60Hz) will have same effect as on equal frequencies (60fps on 60Hz).

    When fps is far from refresh rate screen tearing migration speed is very high, so it looks like it is appearing on random places thus generating effect that it is absent.So there is no actual difference if you will play on 125 fps on 120Hz or 115 fps on 120Hz, just screen tearing will change its migration direction. If you divide the 120 by 2, you get 40. You take that 40 and square it to get 160 (40+40+40+40=160). Then, you try setting your fps value at 200, while using a 120hz monitor and you should get 80 extra hidden FPS. Then, add on 4 more fps and take that 84 fps calculation and divide it by 4, times that by 2 and your answer is: 42You have to be trolling.

    Remember, Hertz = FPS. So if you use 120Hz, your monitor can display a maximum of 120FPS. Anything more will have no benefit. You will just be exhausting your video card to render more frames then your display can draw. Let alone, all the bugs and glitches that running Goldsrc games with 100+ FPS causes.

    If you want to use over 100+ FPS so bad, just go play a Source engine game.btw, making the override1 (fps values over 100) linked to svcheats 1 would be a grave mistake. For a player running on a 60hz monitor, reducing a fast-pace fps game to 100 is a death sentence.No it wouldn't. Since the monitor is set to 60Hz, he wouldn't benefit from any FPS increase, since his monitor would only be able to display 60 frames. 60Hz = 60FPS. HL1 is fast paced enough when using 100FPS.

    All the players prior to the February update where not complaining that the game was too slow. Using values higher then 100+ will make your character run a tad bit faster, but this could be considered speed hacking.There are just way too many glitches when using over 100+ FPS in Goldsrc games because the engine wasn't designed with it in mind. It creates glitches that people can exploit. I would even consider it hacking.

    If you run and shoot faster then other players, it sounds like speed hacking to me.Alfred, I assume you know the right thing to do here. Goldsrc just wasn't designed for using 100+ FPS. You should make it so that only svcheats can allow the fpsoverride command to be used. It creates unfair glitches and numerous bugs that people can exploit. There are already enough cheaters who play Goldsrc games, don't open the door for them to exploit even more. Shoober420, u aren't right, all LevShisterov information is correct, u should read more, before write. Watch this videoour world is not static and in the near future we will see displays which will handle more than 250 and 500 Hz, or even 1000 Hz.

    Proceeding from the aforesaid: the more fps, the better.Here's what should be doneFPS-independent physics, complies with physics that calculated for 100 frames per second (shooting, movement, etc.)The number of gaming world FPS should be greater than number of FPS which displayed at the client displayPS: LevShisterov add any ur contact details (e-mail, icq, jabber, etc.) to ur profile, or write it to my e-mail, thanks. Fpsoverride isn't needed at all, just fix fps dependet physics bugs and uncap fpsmax.to fix fps dependet aspects just add new cvar that control it like in quakeworld clients clphysfps and use it instead of fpsmax.you can add server variable like svphystickrate or svphysfps to control it on server.or you can cap it at 100.In result we will have predictable behavior, no matter how much fps is set.goldsrc is a modified qw engine, in qw engine that issue is fixed due to gpl release. In forks created by enthusiasts.Ridiculous that valve didn't fix that, while in similar circumstancies it has fixed by enthusiasts long time ago. NOT IMPORTANT, SKIP THIS PARTPros have been playing HL1 since the days of WON, when there was no way to increase your FPS over 100.Since Steam, in Half-Life 1 you were ALWAYS able to raise your fps above 100, just by entering 'developer 1' and then 'fpsmax' commands.If you need to use more then 100FPS to bhop, you need to work on raising your skills, not your FPS.All Half-Life 1 speedrunners out there, even quadrazid or Spider-Waffle use 250fps to Bunnyhop. You can't argue about their skills, as they're clearly better than you'll ever be and they know the engine inside out.You have no idea what your talking about. You're just a kid. I bet you don't even have 100 hours of HL1 gameplay.

    Please remove yourself from the discussion. Using 100+ FPS will not make you a better player, and if your display is unsmooth even if you use 100FPS, you need a new monitor. Its garbage.Dude, what the hell is your problem? All he did is expressed his opinion nicely. You have no idea how much I want to punch you in the face right now for insulting him.Also, I can guarantee he plays HL1 10 times better than you, he has more than 100hrs of HL1 gameplay and he has even got a few segments on the new 20 minute HL1 speedrun that's coming out.

    Get out of the HL1 scene as you clearly don't know how much this whole thing means to us, PLEASE.IMPORTANT PARTIn my opinion, you should leave the FPS raising alone and just somehow fix the bugs that they create.I wrote an article about all of the bugs that you can get by changing your fps.Also, bring back special for us speedrunners ^^. Our world is not static and in the near future we will see displays which will handle more than 250 and 500 Hz, or even 1000 Hz. Proceeding from the aforesaid: the more fps, the better.This is fine for games that are designed for 100+ FPS.

    Goldsrc and the Quake 1 engine isn't designed for 100+ FPS, which is why it glitches out when you use developer 1 or fpsoverride. So more FPS isn't always better.just fix fps dependet physics bugs and uncap fpsmax.I agree that this should be done. But, until these FPS dependent bugs are fixed, developer and fpsoverride should be controlled via svcheats.Since Steam, in Half-Life 1 you were ALWAYS able to raise your fps above 100, just by entering 'developer 1' and then 'fpsmax' commands.Doing this still creates the same bugs that using fpsoverride causes (actually, even more).

    Playing with developer 1 is a bad idea, even worse of an idea then to use fpsoverride. If you re-read what I said, I said in the days of 'WON'. Back then, you couldn't have more then 100FPS, even if you set developer to 1.All Half-Life 1 speedrunners out there, even quadrazid or Spider-Waffle use 250fps to Bunnyhop. You can't argue about their skills, as they're clearly better than you'll ever be and they know the engine inside out.It does increase your momentum a little bit but this could be considered speed hacking.

    Using developer 1 can even slow you down. If someone needs to increase there FPS higher then 100 to Bhop better then they are not legit. A legit player Bhops at 100FPS.You have no idea how much I want to punch you in the face right now for insulting him.Don't internet tough guy me kid. You mad bro?Also, I can guarantee he plays HL1 10 times better than you, he has more than 100hrs of HL1 gameplay and he has even got a few segments on the new 20 minute HL1 speedrun that's coming out.I have 2150+ hours of CS1.6.

    Half Life 1 Aimbot Hack

    Don't even talk to me about hours kid. For a legit speedrun, you need to use 100FPS. You can't use developer 1 for a speedrun. That's not even legit. If you need to use more then 100FPS to speedrun and bhop better you just need to work on your skills. Allowing 100+ FPS creates more problems then it solves.

    I think its more important for players to all shoot the same speed and have no glitches, then to have slightly higher movement speed (which could be considered speed hacking). Speedrun like a man and use 100FPS.Using 250FPS in the Goldsrc engine instead of 100FPS, is like someone running Super Mario World at 150FPS instead of the default 60FPS, just so Mario can run and jump faster. Its not a legit way to do a speedrun.Alfred, please, lock developer and fpsoverride to svcheats.

    If someone wants to speedrun with higher then 100+FPS, then fine. Just make it so they have to use svcheats 1. Since speedrunning is single-player anyway, this shouldn't be a problem. I just wouldn't consider that speedrunner legit. This is fine for games that are designed for 100+ FPS.

    Goldsrc and the Quake 1 engine isn't designed for 100+ FPS, which is why it glitches out when you use developer 1 or fpsoverride.Actually Quake 1 was patched to separate FPS and Physics into different cvars:clindependentphysics 1clphysfps 77See:After separating FPS and physics it's entirely up to the player to set their frame rate to whatever they desire with zero effect on the engine.Point being, if the game engine that Half-Life was built upon can manage separating the two, then surely it's worth investigating a similar solution. Shoober,you really seem to have a bad case of the 'know-it-all' syndrome. You have been wrong about important things and that is something HOPEFULLY Valve just ignore just about everything you have said thus far. Maybe before you continue to comment, you check out the mod we have been talking about (adrenaline gamer), because it IS NOT counterstrike, which involves very little real actually mouse movement compared to the mod we play. Most of the contributors of this thread have a great degree of experience regarding the issue on hand because YOU HAVE NOT PLAY THIS MOD and we have played counterstrike. Dealing with FPS, its really apples to oranges to how much a difference 125 makes over the 100 fps counterpart.CS involves very small precise mouse movements most of the time. Our mod requires very large 180 degree mouse movements at incredibly high speeds (1000-1600 speeds), while trying to visualize the target and make a hit.Until you FIRST-HAND experience our situation, all you are doing is trolling and getting on people's nerves.

    Half-life 1 Cheats Console

    I guess it must be nice to have Momma Valve and Papa Valve keep deleting most people's responses voiced to you. Hopefully you actually receive email updates so you can clearly see how all other people see how unproductive and dim you are. I don't think you could survive a forum where there isn't censorship.Bring your know-it-all behavior to another thread.My voice is for 125 not being linked to svcheats 1! You really seem to have a bad case of the 'know-it-all' syndrome.I don't know everything, just whatever I decide to talk about is something I'm very educated on. Like if you started talking to me about Football, I would not even talk to you. So no, I don't consider myself a know-it-all. But, if you see me talking about something, you better hope you are educated, because I sure do know a thing or two about the things I do decide to discuss.You have been wrong about important thingsLike what?you check out the mod we have been talking about (adrenaline gamer)This looks like HL1 DM to me, nothing special.because it IS NOT counterstrike, which involves very little real actually mouse movement compared to the mod we play.This is the most ignorant thing I've ever read.

    Any FPS requires precise mouse movements. No FPS requires more precision then another.

    All FPS need precise mouse movements.Most of the contributors of this thread have a great degree of experience regarding the issue on hand because YOU HAVE NOT PLAY THIS MODJust because I haven't played this mod, doesn't mean what I say is inaccurate. Everything I've said makes complete sense and are facts.Until you FIRST-HAND experience our situation, all you are doing is trolling and getting on people's nerves.Your game is no different then Quake. I've played all of them. HL1DM and Quake are very similar. In fact, all DM games have very similar gameplay.

    I would crush you on Quake 2/3 rail server, something that requires very, very high mouse speed movements and precision. Your mod isn't special.I guess it must be nice to have Momma Valve and Papa Valve keep deleting most people's responses voiced to you. Hopefully you actually receive email updates so you can clearly see how all other people see how unproductive and dim you are. I don't think you could survive a forum where there isn't censorship.The only message that I have seen that was deleted was from TheFalcon, and he was talking about CRT monitors, and how they give off radiation.

    CRT's are superior to LCD in everyway. They have more color and lower latency. He knows nothing about CRT and it shows. This is why graphic designers still prefer CRT displays. The admins most likely deleted his comment, because of how ignorant the comments were.Bring your know-it-all behavior to another thread.I'm not a know-it-all.

    You are just intimidated and threatened by how well I can hold up the argument with facts. Let's look at the HL1 player base.not too many people. Let's look at the CS1.6 player base.you get my picture. I doubt Valve will cater to your needs, especially when what your asking for will bring glitches to all Goldsrc games.The only way I support allowing 100+ FPS is if they make the physics independent from FPS, which would not allow you to bhop faster and exploit the game engine, which is what you want. All physics will be the same, regardless of FPS. I support this. The only way I would increase my FPS above 100 is if they make the physics independent from the FPS.

    That will be one serious update.So there are two ways of fixing these exploits and glitches:. Block use of developer 1 and fpsoverride via svcheats. Make FPS independent from physicsI'm all in favor for option 2, since it would not allow you to exploit the game by moving faster, and allow you to have FPS higher then 100+ with no glitches. But, until Valve patches the Goldsrc engine to make FPS independent from physics (if they even do this), developer 1 and fpsoverride should be locked via svcheats 1 so no one can exploit the game engine. Trust me, I play most other games with 100+ FPS, just not Goldsrc games because it is too buggy.On top of that, using developer 1 is illegal in ESEA and most other leagues and tournaments. GEE, I WONDER WHY?

    125fps was decided as a compromise - it balances better image qualityFPS has nothing to do with image quality. If I took a static wall texture, and looked at it with 100FPS, then 250FPS. It would look the same.

    Sure, it makes gameplay smoother, but when your monitor is set to 120Hz, its kind of pointless, since your monitor could only draw 120FPS at 120Hz. You're just exhausting your video card to push out all these frames that you can't even see. I would rather play with no bugs, then have my movements a tad bit smoother.Seriously, 100FPS is smooth enough. Playing with above 100+ FPS will not make you a better player. When I was testing playing with above 100+FPS, 125FPS was a minimal difference compared to 100FPS.

    But, when I set ti to 150FPS, you can really feel the difference. It was very smooth. But, you can also really feel the movement bugs to, which I couldn't stand. My dude would jitter at random times, especially when I jumped.

    If Valve decides to make physics independent from FPS, I will consider going above 100+FPS, but until then, developer and fpsoverride should be locked down by svcheats. 125fps was decided as a compromise - it balances better image quality corrected to it balances smoother motion image quality (to most it was clear this was what i meant)I would rather play with no bugs, then have my movements a tad bit smoother.this is your opinion, which agreeably is shared by some, but the majority within the hldm/ag community spoke years ago on this matter and decided that 125fps was an acceptable cap. Obviously an unlimited cap without bugs would be ideal.

    Until then, the harm which would be caused by capping fps is unnecessary this late in the game. Smoother motion image qualityIt wasn't clear that you meant this, let alone this makes very little sense anyway. I have never heard anyone ever say 'smoother motion image quality' when they are talking about increasing the smoothness of motion.

    It hardly makes any sense. Like honestly, who says that. Most people would think you are trying to justify being incorrect by changing what you previously said into something that is laughably the strangest wording I have ever read for someone trying to say increased smoothness in motion.until then, the harm which would be caused by capping fps is unnecessary this late in the game.No harm is done capping the FPS to 100. What does harm the game, is letting it be uncapped to further allow players to exploit the engine. This isn't a 'patch'. Its a source port.

    Download

    EZQuake is a source port of the original Quake 1 engine. The original Quake 1 engine (which Goldsrc is based on) does not seperate FPS and physics.Isn't EZQuake a client, not a source port?You can play in the same quakeworld servers with other clients, but it's up to the server to regulate things.?This issue is more analogous to changing quakeworld itself (which must have already been done if any of the clients support disconnected clientside FPS and physics).

    Isn't EZQuake a client, not a source port?EZQuake is a source port of the QuakeWorld client. It is a client, but its a source port of the QuakeWorld client. So its most definitely a source port. QuakeWorld, and all its source ports can be considered clients. Source ports can also be considered 'forks'. EZQuake is a source port because its based on the original QuakeWorld client. So its a source port and a client, not just a different client.Having FPS independent from physics is for sure not impossible.

    There are numerous source ports of the original QuakeWorld client to prove this. Its just will Valve take the time to do this massive update.

    I say, its totally worth it. It not only fixes the glitches and exploits we all are talking about, it also lets you play with FPS above 100 bug free. So you get the best of both worlds and each side will get what they want.

    This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Half-Life 2: Black Box for PC. If you've discovered a cheat you'd like to add to the page, or have a correction, please. (Portal) Aperture Science Login You can find a neat Easter egg hidden in Test Chamber 17.

    One malfuncitoning wall panel reveals a den with cameras and pictures of cubes.Right of the piston and near the floor of is a user-name and password. Once you have written that down go to www.aperturelabrat oies.com. And type login. Enter the user-name and password.Type 'Help' if you want to know all you can do. ApertureScience.com The various grafitti in Portal can help you crack the code for the website www.aperturesc ience.com. Go to the website (it uses Shockwave Flash) and type in the command LOGIN.

    The user name is CJOHNSON and the password is TIER3. Once you are in, you may type in HELP for a list of valid commands. Addition by PROGAMER: You should also be able to login to aperturescience.com with the username GLADOS and the password PORTAL, as well.Addition by red7ring: It actually doesn't matter what name you login with.

    You can login with any name you want.Free Download Counter Strike Aimbot Hack. Counter strike free download - Half-Life. Counter Strike 1.6 Patch v44, Counter desert strike, and many more programs. Download Half-Life 2 - Aimbot and Unlimited Ammo Hack torrent. Dragon Ash Lily Of Da Valley Rare. Bit Torrent Scene ( BTScene ) a public file sharing platform.It's the password you insert that's important.

    Half-life 1 Download Torrent

    Addition by Spilled Salt: After logging in, type at the prompt 'thecakeisalie' (minus the quotes). Doing so will unlock some secret messages for you to view.Half-life 2 Portal Gun Hack This process modifies your game files, so make back- ups of the proper files and directories before attempting this hack. You need both Portal and Half-life 2 for starters. Install or re-install both games now. Back up your Portal directory.

    Unless you changed the install path, the directory is in.Steamsteamapps(yourusername)portal. If you make a mistake during this hack, you may need to re-download Portal through Steam (or at worse, Half- life 2 through Steam).

    Download and install GCFScape if you do not have it already. This program allows you to access the cached game files for games using the Source engine.

    Head into the directory.Steamsteamapps for all the available GCF archives available. Open the file half-life 2 content.gcf via GCFScape. Click the hl2 folder on the left pane of the GCFScape Explorer window.Right mouse click maps and select the command Extract to place all the contents of the maps folder into the directory.Steamsteamappsthegreatbundiniportalportal. This merges Half-life 2 maps with the Portal map folder.

    Repeat the above step with the scenes folder via GCFScape. Boot up Steam to run Portal. Drop the developer console with ‘’ (you may need to enable it under your keyboard options or enable it via the -console command switch on the executable's shortcut). On the developer console, type maps. to list all the available maps; this should inclde the Half-life 2 maps imported from the previous steps.

    Type map and then the name of that map (i.e., map d1canals01). Once the map is loaded and you can play, drop the console and enable the cheats for Portal by entering svcheats 1. Give yourself all (including the Portal Gun) by entering impulse 101.You may need to input upgradeportalgun to enable you to fire both portals. Enjoy the havoc. Note that this hack also works with and Episode 2.

    You will notice that while NPCs from Half-life cannot pass through portals, all other inert objects (including yourself) and fire will pass through with no problems. Submitted by Primotechnology.com Half-Life 2 Cheats Turn on the cheat console in-game, and press the tilde to bring it up. You can then type the codes in below for the desired effect.

    Bo2 Aimbot Hack

    aidisable - NPCs are turned off. give itembattery - Receive 15 battery points. give itemhealthkit - Receive 25 health points. kill - Character eliminates himself. npccreate - Create NPCs Hit tilde “” and type 'npccreate npc name” to spawn an NPC. Telecharger Mediator 9 Avec Crackberry.

    Here is a list of the names you can enter for name:. 'alyx' (Alyx Vance). 'barney' (Barney Calhoun). 'dog' (Dog). 'kleiner' (Dr.

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