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


// Someplace Else
// --------------
//
// Titles added by me, Adam Foster

$position -1 -1
$effect 0
$color 180 180 180
$color2 0 0 0
$fadein 1.0
$holdtime 3.0
$fadeout 1.5

VERC_18TITLE
{
Someplace Else
}

// Messages received on the HEV suit's communications module.

$position 0.02 0.1
$effect 2
$color 200 120 40
$color2 250 220 140
$fadein 0.04
$fxtime 0.25
$holdtime 5
$fadeout 1.5

VERC_18R1
{
***INCOMING MESSAGE*** 04/01/2002-13:37:01 ...
                      
I see, another visitor.

I'm under the impression that you don't particularly want to be 
here. That makes two of us.

If you're lucky, my experience and insatiable kleptomania might
help you, but I doubt it. It hasn't improved my situation much.

I'm just around the corner, always out of reach...

***END MESSAGE***
}

VERC_18R3
{
***INCOMING MESSAGE*** 04/01/2002-13:40:25 ...
                      
Sometimes, there are those dreams where you can't tell whether
the dream is in fact reality, or a minutely detailed construct
of a mind's thoughts, memories and low-level architecture.

Am I having such a dream, or are you?

***END MESSAGE***
}

VERC_18R5
{
***INCOMING MESSAGE*** 04/01/2002-13:52:56 ...
                      
You know, I once met someone who almost realised what was going on.
A soldier, believe it or not. Way before your time.

Surprisingly, he seemed to understand. While the actual physics were
beyond him (plus that awkward word 'classified' made book learning
unlikely), his childlike curiosity quite endeared him to me.

It's a shame nobody learned from that incident.

***END MESSAGE***
}

VERC_18R6
{
***INCOMING MESSAGE*** 04/01/2002-13:38:37 ...
                      
As you've probably guessed, I'm having a lousy day. I won't go into
it, since my problems tend to be fairly complex.

As for your current problem? I imagine there's a switch somewhere. 
I turned the gravity nullifier off myself, actually.  It's one of 
the few perks you get when you're something like me.

***END MESSAGE***
}

VERC_18R7
{
***INCOMING MESSAGE*** 04/01/2002-13:45:09 ...
                      
Please try not to antagonise the locals. I tolerate them, but I tend
not to kill them unless absolutely necessary. I'd help you, but you
probably wouldn't appreciate it.

Now get back to what you were doing, before their friends arrive.

***END MESSAGE***
}

VERC_18R8
{
***INCOMING MESSAGE*** 04/01/2002-13:53:27 ...
                      
I try to keep the doors closed to discourage unwanted guests. Despite
you being some hairless ape, I imagine you'll figure it out. Contrary
to popular belief, the local 'civilisation' is anything but. 

There are safety toggles for the machinery you saw. I'll need some help
activating everything - there are some things that can't be done remotely.
Get everything running smoothly, and I might be able to get you out of
here.

***END MESSAGE***
}

VERC_18R9
{
***INCOMING MESSAGE*** 04/01/2002-13:55:42 ...
                      
We've been detected. I don't know how, but somehow it got through their
chitinous little skulls that you're up to something. I'll open the door
in a moment - don't do anything stupid.

***END MESSAGE***
}

VERC_18R10
{
***INCOMING MESSAGE*** 04/01/2002-13:57:02 ...
                      
What the hell are you doing? Stealth is primary. Your gung-ho heroics
have just attracted further attention. How the fuck do you think I
continue here? By blasting everything that moves?

Get through the door. It's no use trying to contain this now. They're
through already.

***END MESSAGE***
}

VERC_18R11
{
***INCOMING MESSAGE*** 04/01/2002-13:59:12 ...
                      
Impressive, isn't it? It took mankind sixty years to get from general
relativity to glimpsing this kind of science. I doubt you appreciate it -
you seem to prefer the stains of alien blood to the subtleties of physics.

I played a large part in mankind's discovery of this, although few would
like to admit it.

And as for getting home? The hardware can do it, but needs fine-tuning.
You just have to approach things from the right angle.

***END MESSAGE***
}

VERC_18R12
{
***INCOMING MESSAGE*** 04/01/2002-14:02:50 ...
                      
I see you've made the relevant adjustments. Still wondering as to whose
dream this is? I think I've found the answer - I think it's yours.

Perhaps we shall meet again, but I doubt it. Some other time, some other 
form? Perhaps violence will not be the primary means of communication.

Goodbye.

***END MESSAGE***
}

VERC_18R13
{
***INCOMING MESSAGE*** 04/01/2002-14:07:49 ...
                      
Aren't you trying to get home? Such enthusiasm towards this world
reminds me of someone. Remember that soldier, the bloodthirsty poet?

His predicament had to be recorded somewhere, even someplace
away from prying eyes. Such an incident, the second of its kind,
had to be remembered.

Second? You're the product of the third. Don't forget that.

***END MESSAGE***
}

$position -1 -1
$effect 0
$color 210 200 160
$color2 0 0 0
$fadein 1
$holdtime 13
$fadeout 1

VERC_18R14
{
Your conspiracy theorists had it all wrong. There was no Area 51, 
no Roswell incident. The closest the US government ever got to a 
downed alien spacecraft was the capture of an unlaunched Soviet 
ICBM. There were no UFOs, only aircraft. No laughable alien 
abductions, only delusions.
}

VERC_18R15
{
The real aliens were closer than you ever thought - just around 
the corner, but out of reach, caught by a quirk of twentieth 
century physics. Half the universe, inaccessible to all but the 
highest energies.

But such a boundary could never remain unbreached.
}

$holdtime 16

VERC_18R16
{
We are trapped in an immense world of delight, 
closed by our senses five.
}

$position 1 0.15
$color 180 180 180
$holdtime 10

VERC_18CREDITS1
{
Someplace Else   
By Adam Foster   
http://parallax.webhop.org/   
}

VERC_18CREDITS2
{
Original Majestic textures by Shaderlab   
http://www.shaderlab.com/   

Modifications and additional textures by   
Adam Foster   
}

VERC_18CREDITS3
{
Thanks to everyone on Project Quantum Leap!   

Additional thanks to autolycus, Delete_Me,   
ken20banks, KungFuSquirrel, loc, Prometheus,   
Unquenque and anyone else I might have   
forgotten...   
}



// End of Someplace Else titles

//INTRO TITLES
// All centered for now
$position -1 -1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5

CR27
{
Black Mesa Research Facility
Black Mesa, New Mexico
}


//INTRO CREDITS
// Test values -- JAY
// Lower left
$position 0.1 0.8
$effect 1
// Final fade-in color
$color 128 128 128
// This is the highlight/flash color
$color2 0 0 0
$fadein 1.5
$fadeout 0.5
$holdtime 1.2

CR1
{
Ted Backman
}

CR2
{
TK Backman
}

CR3
{
Kelly Bailey
}

CR4
{
Yahn Bernier
}

CR5
{
Ken Birdwell
}

CR6
{
Steve Bond
}

CR7
{
Dario Casali
}

CR8
{
John Cook
}

CR9
{
Greg Coomer
}

CR10
{
Wes Cumberland
}

CR11
{
John Guthrie
}

CR12
{
Mona Lisa Guthrie
}

CR13
{
Mike Harrington
}

CR14
{
Monica Harrington
}

CR15
{
Brett Johnson
}

CR16
{
Chuck Jones
}

CR17
{
Marc Laidlaw
}

CR18
{
Karen Laur
}

CR19
{
Randy Lundeen
}

CR20
{
Yatsze Mark
}

CR21
{
Lisa Mennet
}

CR22
{
Gabe Newell
}

CR23
{
Dave Riller
}

CR24
{
Aaron Stackpole
}

CR25
{
Jay Stelly
}

CR26
{
Harry Teasley 
}

CR35
{
Steve Theodore
}

CR36
{
Bill Van Buren
}

CR37
{
Robin Walker
}

CR38
{
Douglas R. Wood
}

//END CREDITS
$position -1 -1
$effect 0
// Final fade-in color
$color 128 128 128
// This is the highlight/flash color
$color2 0 0 0
$fadein 0.5
$fadeout 0.5
$holdtime 4

VALVEIS
{
Valve is:
}

END1
{
Ted Backman
TK Backman
Kelly Bailey
Yahn Bernier
Ken Birdwell
Steve Bond
Dario Casali
John Cook
Greg Coomer
Wes Cumberland
}

END2
{
John Guthrie
Mona Lisa Guthrie
Mike Harrington
Monica Harrington
Brett Johnson
Chuck Jones
Marc Laidlaw
Karen Laur
Randy Lundeen
Yatsze Mark
}

END3
{
Lisa Mennet
Gabe Newell
Dave Riller
Aaron Stackpole
Jay Stelly
Harry Teasley
Steve Theodore
Bill Van Buren
Robin Walker
Douglas R. Wood
}

//INTRO TITLES
// All centered for now
$position -1 -1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5


CR28
{
SUBJECT:
Gordon Freeman
Male, age 27
}

CR29
{
EDUCATION:
Ph.D., MIT, Theoretical Physics
}

CR30
{
POSITION:
Research Associate
}

CR31
{
ASSIGNMENT:
Anomalous Materials Laboratory
}

CR32
{
CLEARANCE:
Level 3
}

CR33
{
ADMINISTRATIVE SPONSOR:
Classified
}

CR34
{
DISASTER RESPONSE PRIORITY:
Discretionary
}

$fadein 0.03
$holdtime 9

GAMEOVER
{
SUBJECT:  FREEMAN

STATUS:  EVALUATION TERMINATED

POSTMORTEM:
Subject failed to effectively utilize
human assets in achievement of goal.
}

$fadein 0.03
$holdtime 9
TRAITOR
{
SUBJECT:  FREEMAN

STATUS:  HIRED

AWAITING ASSIGNMENT
}


$fadein 0.03
$holdtime 9
LOSER
{
SUBJECT:  FREEMAN

STATUS:  OBSERVATION TERMINATED

POSTMORTEM:
Subject declined offer of employment.
}

//CHAPTER TITLES

$fadein 0.01
$position -1 0.4
$holdtime 3.5
T0A0TITLE
{
HAZARD COURSE
}

$position -1 0.65
C0A0TITLE
{
BLACK MESA INBOUND
}

OPENTITLE3
{

}

OPENTITLE4
{

}

C0A1TITLE
{
ANOMALOUS MATERIALS
}

C1A1TITLE
{
UNFORESEEN CONSEQUENCES
}

C1A2TITLE
{
OFFICE COMPLEX
}

C1A3TITLE
{
"WE'VE GOT HOSTILES"
}

C1A4TITLE
{
BLAST PIT
}

C2A1TITLE
{
POWER UP
}

C2A2TITLE
{
ON A RAIL
}

C2A3TITLE
{
APPREHENSION
}

C2A4TITLE1
{
RESIDUE PROCESSING
}

C2A4TITLE2
{
QUESTIONABLE ETHICS
}

C2A5TITLE
{
SURFACE TENSION
}

C3A1TITLE
{
"FORGET ABOUT FREEMAN!"
}

C3A2TITLE
{
LAMBDA CORE
}

C4A1TITLE
{
XEN
}

C4A1ATITLE
{
INTERLOPER
}

C4A1BTITLE
{

}

C4A1CTITLE
{

}

C4A1ETITLE
{

}

C4A1FTITLE
{

}

C4A2TITLE
{
GONARCH'S LAIR
}

C4A3TITLE
{
NIHILANTH
}

C5TITLE
{
ENDGAME
}


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

GAMESAVED
{
Saved...
}

// Game title
// This is a placeholder to hold the effects controls for the "Half-Life" title
$position -1 -1
// Only effect 0 is supported for game title
$effect 0
// This is the final color
$color 180 180 180
// Not used color2
$color2 0 0 0
// This is the time it takes to fade in the title
$fadein 1.0
// How long to hold the message on the screen (after it scans out)
$holdtime 3.0
// How long it takes to fade out the message after holding
$fadeout 1.5

GAMETITLE
{
Half-Life
}

//HAZARD COURSE TEXT

// Test values -- JAY
$position -1 0.65
// Scan-out text effect
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 0 200 50
// This is the time it takes to fade each character
$fadein 0.005
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.5
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5

$position -1 0.3
HZBUTTON1
{
PRESS YOUR USE KEY TO PUSH A BUTTON
}

$position -1 0.65
HZBUTTON2
{
PRESS YOUR USE KEY TO PUSH A BUTTON
}

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

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

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

HZCOMBO
{
PRESS FORWARD KEY TO RUN FORWARD
PRESS JUMP KEY TO JUMP
PRESS DUCK KEY TO DUCK
PRESS JUMP KEY TO JUMP
}

HZDUCKJUMP
{
PRESS FORWARD + JUMP TOGETHER,
THEN THE DUCK KEY
}

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

HZLJUMP
{
WHILE MOVING FORWARD,
HOLD DOWN DUCK KEY--
THEN PRESS JUMP
}

$position -1 0.3
HZLMOD
{
BE SURE YOU PICKED UP THE LONG-JUMP MODULE
AT THE BEGINNING OF THE OBSTACLE
}

$position -1 0.65
HZMEDKIT
{
USE MED-KITS BY HOLDING DOWN THE USE KEY
HOLD DOWN USE KEY UNTIL HEALTH IS
AT 100 OR KIT IS DEPLETED
}

HZMOMENT
{
ACTIVATE WHEELS AND DIALS 
BY HOLDING DOWN THE USE KEY
HOLD USE KEY UNTIL BRIDGE IS IN POSITION
}

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

HZPULL
{
PRESS USE + BACKWARD KEYS TOGETHER
TO PULL BOX BACKWARD
}

HZCROWBAR
{
MOVE UP TO CROWBAR
PRESS ATTACK1 KEY TO BREAK OBJECTS
}
 
HZLITEON
{
PRESS FLASHLIGHT KEY 
TO TURN FLASHLIGHT ON
}

HZLITEOFF
{
PRESS FLASHLIGHT KEY AGAIN 
TO TURN FLASHLIGHT OFF
}

HZWEAPON
{
MOVE UP TO WEAPON TO PICK IT UP
}

HZFIREWEAP
{
PRESS ATTACK1 KEY FOR PRIMARY ATTACK
PRESS ATTACK2 KEY FOR ALTERNATE ATTACK
PRESS RELOAD KEY TO RELOAD AT WILL
}

HZARMOR
{
PRESS AND HOLD YOUR USE KEY
HOLD DOWN UNTIL SUIT ARMOR IS CHARGED
OR CHARGER IS DEPLETED
}

HZSWIM
{
PRESS YOUR FORWARD KEY
AIM WITH THE MOUSE AS YOU SWIM
FIND AIR IF YOU BEGIN TO LOSE HEALTH
WAIT IN THE AIR UNTIL HEALTH 
RETURNS TO FORMER LEVEL
}

HZDAMAGE
{
CERTAIN TYPES OF DAMAGE WILL REGISTER 
ON YOUR HEADS-UP DISPLAY.
DIRECTION OF DAMAGE IS INDICATED BY RED 
FLASHES IN THE CENTER OF YOUR SCREEN
}

HZHAZARD
{
RADIATION HAZARDS 
ACTIVATE A GEIGER COUNTER
}

HZSCIENTIST
{
APPROACH SCIENTIST
PRESS USE KEY TO RECEIVE HEALTH FROM SCIENTIST
}

HZBARNEY
{
APPROACH SECURITY GUARD
PRESS YOUR USE KEY TO GET HIS HELP
WALK TOWARD DOOR AND GUARD
WILL ACTIVATE BUTTONS
}

HZTRAIN
{
PRESS USE KEY TO ENGAGE TRAIN
PRESS FORWARD KEY TO ACCELERATE
PRESS BACKWARD KEY TO DECELERATE
PRESS USE KEY AGAIN TO DISENGAGE
}

HZDONE
{
CONGRATULATIONS!
YOU HAVE COMPLETED 
THE BLACK MESA HAZARD COURSE.
COME BACK ANY TIME.
}

Spec_Mode1
{
Locked Chase-Camera
}

Spec_Mode2
{
Free Chase-Camera
}

Spec_Mode3
{
Free-Look
}

Spec_Mode4
{
First Person
}

Spec_Mode5
{
Free Map Overview
}

Spec_Mode6
{
Chase Map Overview
}

Spec_NoTarget
{
No valid targets. Cannot switch to Chase-Camera Mode.
}

Spec_Help_Title
{
Spectator Mode
}

Spec_Help_Text
{
Use the following keys to change view styles:

 FIRE1 - Chase next player
 FIRE2 - Chase previous player
 JUMP - Change view modes
 USE - Change inset window mode
 
 DUCK  - Enable spectator menu
  
In Overview Map Mode move around with:

 MOVELEFT - move left
 MOVERIGHT - move right
 FORWARD - zoom in
 BACK - zoom out
 MOUSE - rotate around map/target
}

Spec_Slow_Motion
{
Slow Motion
}

Spec_Replay
{
Instant Replay
}

Spec_Auto
{
Auto
}

// Multiplayer Scoreboard
Spec_Map
{
Map
}

Spectators
{
Spectators
}

Unassigned
{
Unassigned
}

TEAMS
{
TEAMS
}

PLAYERS
{
PLAYERS
}

CLASS
{
CLASS
}

SCORE
{
SCORE
}

DEATHS
{
DEATHS
}

LATENCY
{
PING
}

VOICE
{
VOICE
}

// other menu text
Menu_OK
{
OK
}

Menu_Cancel
{
CANCEL
}

Mic_Volume
{
Mic Volume
}

Speaker_Volume
{
Speaker Volume
}

Voice_Properties
{
Voice Properties
}

Map_Description_not_available
{
Map Description not available.
}

Player
{
player
}

Player_plural
{
players
}

Muted
{
You have muted %s.
}

Unmuted
{
You have unmuted %s.
}

No_longer_hear_that_player
{
You will no longer hear that player speak.
}

OBS_NONE
{
Camera Options
}

OBS_CHASE_LOCKED
{
Locked Chase-Cam
}

OBS_CHASE_FREE
{
Free Chase-Cam
}

OBS_ROAMING
{
Roaming
}

OBS_IN_EYE
{
First Person
}

OBS_MAP_FREE
{
Free Overview
}

OBS_MAP_CHASE
{
Chase-Cam Overview
}

SPECT_OPTIONS
{
Options
}

CAM_OPTIONS
{
Camera Options
}

Spec_Duck
{
Press DUCK for Spectator Menu
}
