//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)

//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
}

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
{

}

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.
}

// Spectator Menu
Spec_Mode1
{
Locked Chase-Camera Mode
}

Spec_Mode2
{
Free Chase-Camera Mode
}

Spec_Mode3
{
Free Roaming Mode
}

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

Spec_Help
{
ENTER to Play  FIRE for Next Target  ALT-FIRE for Prev Target  JUMP to Change Modes
}

Spec_Help2
{
Your text messages can only be seen by other Spectators
}

// Multiplayer Scoreboard
Spectators
{
Spectators
}

Unassigned
{
Unassigned
}

TEAMS
{
TEAMS
}

PLAYERS
{
PLAYERS
}

CLASS
{
CLASS
}

SCORE
{
SCORE
}

DEATHS
{
DEATHS
}

LATENCY
{
LATENCY
}

// other menu text
Menu_OK
{
OK
}

Menu_Cancel
{
CANCEL
}


/////////////////////////////////////////////////////////////


// Iced Earth titles

$position -1 -1
$effect 2
$color 64 128 192
$color2 0 255 255
$fadein 0.01
$fxtime 0.25
$holdtime 8
$fadeout 2

ICE_MAIN_TITLE
{
Timeline II
ICED EARTH

a single-player mission for Half-Life
by Ross Smith
}

PART_1_TITLE
{
Part One
BEYOND THE NOTHINGNESS

"In the darkness of an endless night
At the dawn of eternal life
In the coldness of a land without sun
Our spirits dive in the world of silence"
-- Samael,
"Beyond the Nothingness"
}

PART_2_TITLE
{
Part Two
BEWARE THE HEAVENS

"Nothing remains of the western front
Civilian dreams vanished overnight
The mask unveiled, now they realise
Armageddon has seized the land"
-- Sinergy,
"Beware the Heavens"
}

PART_3_TITLE
{
Part Three
LONDON CALLING

"The ice age is coming, the sun's zooming in
Engines stop running, the wheat is growing thin
A nuclear error but I have no fear
London is drowning, and I live by the river"
-- The Clash,
"London Calling"
}

PART_4_TITLE
{
Part Four
IN THE HEART OF EUROPE

"Our landscape raped by different armies
Soldier-slaves who have no faces
Control our ways and lives completely
Our minds are torn, time left its traces"
-- L'Ame Immortelle,
"In the Heart of Europe"
}

PART_5_TITLE
{
Part Five
QUEEN OF WINTER, THRONED

"Blessed be these spells of winter
Unto us that wait with patience in this secret garden
To storm our way into another
As yet undone"
-- Cradle of Filth,
"Queen of Winter, Throned"
}

ICE_END
{
Timeline II: Iced Earth

THE END
}

// Iced Earth briefing matter

//..:....1....:....2....:....3....:....4....:....5....:....6....:

$position -1 -1
$effect 2
$color 0 64 192
$color2 0 128 255
$fadein 0.01
$fxtime 0.25
$holdtime 12
$fadeout 2

ICE_BRIEFING_A
{
"Good morning, Mr Freeman. My apologies for keeping you waiting,
but I'm sure you know how it is ... things to do, people to see.

"My congratulations, by the way, for your excellent work against
those troublesome Nazis. I must say, you really are justifying my
faith in your abilities. The time apparatus is now in the hands
of the proper authorities ... which is to say, ourselves.

"Which brings me to the subject of your next mission ..."
}

ICE_BRIEFING_B
{
"While experimenting with the time apparatus, we have discovered
a parallel universe in which the ... ah ... little conflict with
Xen, in which you participated so successfully, if reluctantly,
had a rather different outcome.

"It seems that this world suffered from the return of the Ice Age
about three centuries ago. Since then, they have been gradually
losing territory to the ice, and their population has been
falling. When the invaders from Xen arrived, the Earth was
unprepared, and the invasion was entirely successful.

"The human race, in that world, is an endangered species ..."
}

ICE_BRIEFING_C
{
"If the aliens can consolidate their hold on that world, they may
be able to use it as a staging point for renewed invasions of
other parallel worlds -- including yours.

"We believe we can use the time apparatus to send you to that
world's counterpart of Black Mesa. You successfully stopped the
aliens in this world -- now you must repeat your success on
another Earth."
}

$position -1 -1
$effect 2
$color 0 64 192
$color2 0 128 255
$fadein 0.01
$fxtime 0.25
$holdtime 4
$fadeout 2

ICE_BRIEFING_D
{
"Oh, and Freeman?
I really hope you succeed ..."
}

ICE_BRIEFING_E
{
"... Because your counterpart in that world
has already failed."
}

// Other messages

$position -1 -1
$effect 2
$color 64 128 192
$color2 0 255 255
$fadein 0.01
$fxtime 0.25
$holdtime 8
$fadeout 2

ICE_GAMEOVER
{
SUBJECT:  FREEMAN

STATUS:  EVALUATION TERMINATED

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

$position -1 -1
$effect 2
$color 64 192 64
$color2 128 255 128
$fadein 0.01
$fxtime 0.25
$holdtime 15
$fadeout 2

ICE_NAZI_INFODUMP_1
{
REPORT TO THE REICHSMINISTER

All is proceeding according to plan. As our scientists predicted,
the sixth-stage form of the creature we captured in Xen is able
to create other Xen life forms almost without limit.

The invasion of the Ice Age world has been entirely successful,
and has proved an excellent test of our procedures. Of course,
the sixth-stage creature is more comfortable in the cold, but
forcing it to cooperate when we invade other parallels should
present no problems. The life forms used in the invasion have
occasionally caused difficulties, but this was expected and we
are developing techniques for controlling them.

HEIL HITLER
}

$position -1 -1
$effect 2
$color 64 192 64
$color2 128 255 128
$fadein 0.01
$fxtime 0.25
$holdtime 10
$fadeout 2

ICE_NAZI_INFODUMP_2
{
ADDENDUM

There have been reports of an interloper apparently not native to
the Ice Age parallel. It may be our old enemy Gordon Freeman. He
will not be a problem; our personnel at the main base have been
warned, and are ready to deal with him.

In any case, his world is next on our invasion schedule. Once we
have dealt with their authorities, he will have no chance alone.
}
