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Old 21st Jul 2010, 09:57 PM   #1
Stein
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Play Classic Alien Swarm

List of Console Commands To Return Alien Swarm to Classic

WARNING: This makes the game considerably more difficult on all difficulty levels.

● If you are an Alien Swarm veteran or simply believe the game is too easy, then this is for you.

Please add these options to your Autoexec.cfg so that these options are persistently enabled on your client and any servers you host.

Code:
asw_horde_override 1
asw_wanderer_override 1
asw_ignore_need_two_player_requirement 1
asw_custom_skill_points 1
asw_marine_collision 1
asw_marine_shoulderlight 1
asw_parasite_inside 1
asw_realistic_death_chatter 1
asw_marine_ff_absorption 0
asw_hear_from_marine 1
asw_scanner_classic 1
asw_scanner_idle_sound 3
asw_scanner_idle_volume 0.7
asw_scanner_warning_sound 1
asw_scanner_warning_volume 0.9
asw_scanner_pitch_change 0.7
mp_friendlyfire 1
Additionally, these commands allow you to play Single Player, while taking advantage of some new AI options.
Code:
asw_show_all_singleplayer_maps 1
asw_marine_scan_beams 1
Please take a visit to the Alien Swarm Console Commands thread if you'd like to discuss commands more.

Last edited by Stein; 21st Jul 2010 at 11:39 PM. Reason: Added Scanner adjustments.
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Old 21st Jul 2010, 10:18 PM   #2
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asw_instant_restart 1 would be authentic to the original Classic style (as well as being helpful for saving time during the many wipes sure to come), but unfortunately this variable currently causes crashes at the end of a match so I have removed it from the list.
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Old 21st Jul 2010, 10:22 PM   #3
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I thought reactivating the skill points system was not recommended.
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Old 21st Jul 2010, 10:30 PM   #4
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It makes the game harder due to starting a campaign with no skills and ending it with even less skills than standard. If by not recommended they mean too hard, then sure.
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Old 21st Jul 2010, 10:31 PM   #5
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No no, I meant the system was said to be buggy and potentially game-breaking.
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Old 21st Jul 2010, 10:34 PM   #6
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It's not.

Clarification: I have been playing with them on for quite a few playthroughs on both Hard and Insane mode. I have maxed out my piercing and minigun damage on Wolfe and the difference was hardly noticeable concerning pierce. Everyone else has 3+ ranks in most skills, many with 5 ranks in several skills. If it's not imbalancing game play when you begin with 5 ranks in half of your skills, it certainly is not going to imbalance anything when you can only afford to max two.

Through the Jacobs campaign you will only earn a total of 12 skill points. If you know how much each point in each skill provides benefit wise, you will understand the most powerful skills are already maxed or nearly maxed on the marines whom possess them in default skill settings.

I am of the opinion the naysayers haven't played enough with it on to know their front from their back and so far I have not seen any instability as a result of the skills whatsoever.

Last edited by Stein; 21st Jul 2010 at 10:48 PM.
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Old 21st Jul 2010, 10:44 PM   #7
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Then why isn't available by default?
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Old 21st Jul 2010, 10:48 PM   #8
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For the same reason friendly fire absorption is on by default.
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Old 21st Jul 2010, 10:52 PM   #9
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 Originally Posted by JohnnyTheWolf: ( link to post ) 
Then why isn't available by default?
Because it's unsupported and the game isn't balanced for it or made with it in mind?

Although I'll note if you look under the difficulty settings you can faintly see a "Skill Points" setting if you have the Custom Skill Points mode enabled.

I'm not sure asw_hear_from_marine actually does anything, and the exact effect of asw_marine_shoulderlight.
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Old 21st Jul 2010, 10:53 PM   #10
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 Originally Posted by Stein: ( link to post ) 
For the same reason friendly fire absorption is on by default.
To minimize frustration?

Anywho, I don't doubt your word, it's just that Dalai himself said that the system was unsupported. When a dev says such a thing, you can't help but wonder...

EDIT: Yeah, Arcalane beat me to it.
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Old 21st Jul 2010, 11:15 PM   #11
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Shoulder light puts the classic shoulder lights back, of course!
But it's client side only, so is the classic radar
I still need to tweak the volume settings a bit on the hostile warning beep, it's far too quiet by default.
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Old 21st Jul 2010, 11:20 PM   #12
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 Originally Posted by Stein: ( link to post ) 
Shoulder light puts the classic shoulder lights back, of course!
I know that* but it defaults to '2', so there are three potential settings. I'm guessing 0 is off, but what's the difference between 1 and 2, if anything?

*And it looks pretty neat, even if it's utterly useless.
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Old 21st Jul 2010, 11:24 PM   #13
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 Originally Posted by Arcalane: ( link to post ) 
I know that* but it defaults to '2', so there are three potential settings. I'm guessing 0 is off, but what's the difference between 1 and 2, if anything?

*And it looks pretty neat, even if it's utterly useless.
Both 2 and 0 are off states at first glance. Perhaps initially 2 was a new form of the shoulder lamps that was meant to add illumination, but it is likely that if that was ever the case it simply was never finished.

Edit: Quick thought, it's not entirely useless. It does help you see which direction a marine is facing with your peripheral vision. Possibly even in pitch dark.
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Old 21st Jul 2010, 11:33 PM   #14
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 Originally Posted by Stein: ( link to post ) 
Edit: Quick thought, it's not entirely useless. It does help you see which direction a marine is facing with your peripheral vision. Possibly even in pitch dark.
The laser pointer does that as well, though. And the fancy angle-changing reticle-thingie.
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Old 21st Jul 2010, 11:41 PM   #15
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Yes, but just like having the extra reloading bar enabled under your marine, giving a total of 3 reloading bars, more indicators isn't necessarily a bad thing. Having the shoulder lamp to give an additional indication of which direction a marine is facing can't hurt

● Added in some changes to the list to make the scanner sound even closer to the original.
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Old 22nd Jul 2010, 05:50 AM   #16
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So these commands aren't flagged as cheats? Think I'll have to try some of these, they sound promising.

What exactly does asw_parasite_inside 1 do?
What's the need to put in mp_friendlyfire 1, is it some sort of failsafe?

EDIT: Okay, found Arcalane's txt, so the parasite parameter is just cosmetics.
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Old 22nd Jul 2010, 05:58 AM   #17
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Not only is it just cosmetic, but it also reduces the urges confused and scared players have to try and shoot the parasite off of the infected person's face.
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Old 22nd Jul 2010, 06:47 AM   #18
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It's all part of the game (also playing with people who actually realize the difference between them and hunters/jockeys helps)

Usually in the chaos of an infestation I don't notice the parasite hat on people anyway. Sometimes I don't even notice that I got infested myself.
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Old 22nd Jul 2010, 07:30 AM   #19
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Played with most of these turned on. They do make the game feel a lot like the old one. It can get fairly intense.

I turned the single player on too. It seems like kind of an odd feature to leave out if it works. Do the bots work okay on all the maps?
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Old 22nd Jul 2010, 07:41 AM   #20
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Welding seems to act strange with these options

[edit] Seems restarting the game did the trick, works fine now
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Old 22nd Jul 2010, 02:07 PM   #21
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 Originally Posted by Wolfbullet: ( link to post ) 
I turned the single player on too. It seems like kind of an odd feature to leave out if it works. Do the bots work okay on all the maps?
Yes they'll work fine, the AI is actually improved. There is the option to turn on the old AI, but since it's not as good as the new one, I figured it was probably a stupid thing to add to the list. Last thing we need are dumber AI. They were destined for so much more, it saddens me to know that they'll probably never reach the level Dalai and the others had planned for them.
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Old 22nd Jul 2010, 02:15 PM   #22
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 Originally Posted by Bucchus: ( link to post ) 
EDIT: Okay, found Arcalane's txt, so the parasite parameter is just cosmetics.
I wouldn't be so sure. Zapping or burning the parasite off (may require the parasite to be on fire but not dead before jumping on someone's face) may reduce the damage taken when infested. It's hard to test because marine health is relatively low and people are generally unwilling to be infested in the name of SCIENCE!
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Old 22nd Jul 2010, 02:28 PM   #23
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 Originally Posted by Arcalane: ( link to post ) 
I wouldn't be so sure. Zapping or burning the parasite off (may require the parasite to be on fire but not dead before jumping on someone's face) may reduce the damage taken when infested. It's hard to test because marine health is relatively low and people are generally unwilling to be infested in the name of SCIENCE!
My partner said this is a quick way to get ammo bags and other sensitive equipment exploding, having been shocked by a lot of people.
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Old 22nd Jul 2010, 03:19 PM   #24
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 Originally Posted by Stein: ( link to post ) 
My partner said this is a quick way to get ammo bags and other sensitive equipment exploding, having been shocked by a lot of people.
See? This is what I mean about people being unwilling to make sacrifices in the name of SCIENCE!

Could just, y'know, drop the sensitive stuff beforehand.
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Old 22nd Jul 2010, 05:05 PM   #25
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From what I have witnessed zapping and flaming someone who is infested does nothing (apart from kill the person slightly faster with the flamer).

A parasite that is already on fire and lands on someone though I'm 99.9% sure will die quicker. I've seen someone set a para on fire and then have it land on him. I was the only medic but I didn't even get a chance to heal him cause the parasite fell off nearly right away.
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Old 22nd Jul 2010, 06:17 PM   #26
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 Originally Posted by Stein: ( link to post ) 
List of Console Commands To Return Alien Swarm to Classic

WARNING: This makes the game considerably more difficult on all difficulty levels.

● If you are an Alien Swarm veteran or simply believe the game is too easy, then this is for you.

Please add these options to your Autoexec.cfg so that these options are persistently enabled on your client and any servers you host.

Code:
asw_horde_override 1
asw_wanderer_override 1
asw_ignore_need_two_player_requirement 1
asw_custom_skill_points 1
asw_marine_collision 1
asw_marine_shoulderlight 1
asw_parasite_inside 1
asw_realistic_death_chatter 1
asw_marine_ff_absorption 0
asw_hear_from_marine 1
asw_scanner_classic 1
asw_scanner_idle_sound 3
asw_scanner_idle_volume 0.7
asw_scanner_warning_sound 1
asw_scanner_warning_volume 0.9
asw_scanner_pitch_change 0.7
mp_friendlyfire 1
Additionally, these commands allow you to play Single Player, while taking advantage of some new AI options.
Code:
asw_show_all_singleplayer_maps 1
asw_marine_scan_beams 1
Please take a visit to the Alien Swarm Console Commands thread if you'd like to discuss commands more.
Gonna try this Looks like is going to be fun!!
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Old 23rd Jul 2010, 11:48 AM   #27
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Not sure if this is still cheatflagged, but;

HTML Code:
"asw_marine_death_protection" = "1" game cheat
Prevents marines from dying in one hit, unless on 1 health
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Old 23rd Jul 2010, 10:23 PM   #28
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Any idea on how you can undo?
Iv put the above commands at my autoexec.cfg and the game turned to classic mode as expected.
Deleting the autoexec.cfg tho doesnt undo the changes for some reason.
Is there any cache i have to clear too or something?
How can i reset it to original?
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Old 23rd Jul 2010, 10:38 PM   #29
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You could try just having a blank autoexec.cfg . I think when you delete lines and save it reverts so it might work.
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Old 24th Jul 2010, 02:02 AM   #30
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Find the lines in your config.cfg and delete them.
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