DOD:S - How to cheat

Another way to "cheat is to just shot into smoke clouds randomly... 50% of the time people are running through it so you will sometimes get a kill..
 
far better guide

So in my time here I've seen a lot of Ban Requests for good players that I've played with on a regular bases... The requests where for "hacking" Now this guide may of been for Day of Defeat and not source but oh well :] Here's a nice cynical guide to cheating in DOD:S


Source: http://www.themesshall.net/forum/showthread.php/3547-How-to-Cheat-in-Day-of-Defeat-a-guide

I made a better guide on how to really for really cheat at this game. Take it from a cal-invite, cpl, banned on over 100 public servers for "hacking/cheating/wallhacking/aimbotting/"There's no way on earth you made that shot"/"How could you possibly know I was there", played this miserable game for each and every eleven years (11 fucking YEARS!) of its godforsaken existence, certified Day of Defeat murderer of small children and fluffy bunnies blatant hacker! Sorry it's long; I'm thorough; BLOW ME! Read on IF YOU DARE!

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The information here is no secret, but I see so many players making avoidable mistakes or not knowing things could help them, that I wanted to share some of the knowledge I have gained over the years. Hopefully everyone can find something here they didn't know. Please add anything you have found that works, including other play styles, or feel free to challenge anything. Things change; I might be mistaken.

Please forgive the ramblingness. It kind of got away from me.

I make no warranty or guarantee on the factuality or efficacy of anything contained in this guide. Some of the trix and settings in this guide can DAMAGE YOUR SYSTEM, YOUR EXPERIENCE OF THE GAME, OR YOUR EGO. If you have doubts about any of the settings, don't mess with them. If you are unsure of any of the stunts, do not try them without a helmet. If you have moral reservations about anything, do not use it and pray for those of us that do. CONTINUE AT YOUR OWN PERIL!!! (just a little peril)


SPEED

Speed is key in this game. Being where the enemy doesn't even think you can get to in X time is a great way to confuse the enemy and score a lot of kills. As such, it is important to maximize your speed whenever possible.

Sprinting makes you run faster, but it decreases your stamina, which makes you run slower. Overall on level terrain, the effects cancel each other out. This is not true however on non-level terrain. You can run faster in dod, but you have to use your sprint in the right places to do so. Sprint off the top of anything like a ledge or little hill or anywhere there is the possibility of a slight drop and as you land duck and stand right back up. This will cause you to skip ahead a little faster because you are moving while ducking and regaining your stamina at the maximum speed.

Bunny-hopping: Bhopping has been largely eliminated in dod (idiot dev team!) but there are a few places where it works and makes sense. Generally long downward inclines offer the opportunity to gain a huge speed advantage if you can get the timing right. On Avalanche, if you are Axis, you can bunny-hop down the whole map. The first ramp out of spawn heading to the arch can be traversed twice as fast by two well timed hops as someone sprinting it all the way down. This allows you to place a nade on the large group of allies at the apartment entrance before they can get safely inside.

Inclines: dod's physics are not true to life. This can be exploited to advantage in many ways if you know how things work. One of the defects in the physics is that forward speed remains constant regardless of incline. This means you run uphill and downhill faster than you would expect. It is really all the same speed, but it appears faster the steeper the incline. It can help you dodge bullets if you know which way to run because overall you are traversing the hypotenuse of the triangle in the same amount of time it takes to traverse the horizontal leg.

Start of rounds: Ever hear anyone call you a "fatass" in-game? It's because you are in front of them and running slower than possible, and they know getting to point X to get the jump on the approaching enemy is crucial, but they won't be able to do it running behind you. How the start of a round goes often leads directly to how the entire map will play out. Getting the entire team out and in position is critical, and getting them further than expected is bonus. If you spawn in the first positions of any map and you don't plan on getting anywhere too fast consider getting out of the way.

Sprinting just to get in front of your teammates, to say, get a flag is retarded and slows everyone down. **** your stats!

NADES

Throwing a nade makes you vulnerable to immediate attack. The sound of you tossing it and picking it back up is unmistakable and loud. If you come upon me at a corner, we both miss and retreat, and then you prime a nade, I am going to come around the corner and blast you faster than you can get rid of it, and often even have time to pick it up and throw it on your teammates. This is the worst situation you can possible use a hand grenade.

Unprimed nades: Mostly they are a total waste of time. Of all of the thousands of unprimed nades I've left laying around, I get kills on less than 5% of them. While tossing the nades you are vulnerable. The nades are easy to spot and people run the other way. The nades are easy to hear, so again people just run away or wait for them to go off. Really the only players that get killed by them are NOT the ones murdering your team. I also see many players throwing all of their nades at round start. I plan for it and I'm sure others do as well.

That said there are a couple of uses. Defending your back. When evacuating an area or running from someone who is about 5 seconds behind you. Decoy. Just to make me sprint around the corner to find you holding a gun. Ouchies...

Throwing nades whether primed or not gives away your position. For the most part hand grenades are not worth the trouble. I probably use them on less than 20% of my lives though it does depend on the map. I usually just run straight ahead, shoot some guys, and let my team nade me.

SHAKE N BAKE

Learn to sprint jump, period. I have sprint bound to mouse2. It will get you out of dying quite frequently as well as allow you to access areas not accessible to shorter jumps. It is also quite useful in popping corners. I almost never hit jump unless I'm sprinting.

When in a face to face fire fight, do not stand still. I've been asked if I am and flat out accused of wearing armor. No I just move away from the bullets. dod seems to favor moving targets as opposed to still targets... ...and not for obvious reasons.

Proning to dodge will get you dead ASAP, so use it only as a last resort. Ducking to doge may work on occasion, but it actually exposes more of your hitboxes than standing or proning. Jumping to dodge is more useful against automatic weapons.

Two out of the three leave you without a gun for too long. Use accordingly, and try to vary it. People will learn your habits.

It is key to vary your movements in face to face firefights. This way the game server knows as little as possible about your true location and must rely on it's player prediction algorithm. The game will ultimately side with actual location in hindsight giving you some milliseconds of trigger advantage.

Other players rarely expect you to run out of high windows. Other players rarely expect you to run out of high windows and go back in the door, up the stairs, while they so carefully crouch-walk into the room where you aren't anymore because you're stabbing them in the back. H4X! Bad players rarely expect you to keep coming at them with a knife. Good aggressive play with high emphasis on thinking in 3D will net you more kills per minute than sitting around. Higher KPM helps your team, K/D is a MEANINGLESS stat. Look at it this way, if you run around and get 100 kills in an hour but you had 40 deaths, you helped your team way more than the guy sniping from the back who is 25-2 in the same amount of time.

I can not over-emphasize thinking in 3D. The best places to score massive kill streaks are where you can get to the top of something enclosed and where you can jump out the window and immediately go back in and go up again. The more levels a structure like this has, the more filthy places you can surprise people from.

Don't wait in obvious places like exactly in the corner. I like the middle of the hallway. Someone coming around the corner expects players to be on one wall or another. They often come firing pre-aimed to those locations.

When fighting from close cover, try and burst fire more. When firing from long cover, empty your clip. Aggressive players will come back out faster and just get caught in your stream of fire. If you know you're facing a "safer" player, charge his ass! If facing a crack shot your best bet is to be moving while he's firing and firing while he's standing still. I'll let you work out the details of that. That's getting into psychology. Most players however do play it safer when they know you know they are there, so again, aggressive play is rewarded.

Jumping from high places can be accomplished with little or no loss of health if you hit a steep incline at the bottom of the jump. Rubble piles are frequent places I jump on to, but the tiniest sliver of steeply inclined wall or object will do the trick. You can also jump from high into almost any water and reduce the damage you would normally take by pressing jump at the same time you hit the water. It's a bug they never fixed.

When two opposing players are coming together the LOWER player will be able to see the higher player first. i.e. you are sitting in a high window (I don't know what it was smoking) and an enemy is walking backwards facing the window you are in. At some point he will reach a spot where if he stops he can see the top of your head but you can not see him at all. i.e.i.e. it is to your advantage to be lower. The only advantage to higher ground is the ability to move completely out of sight, but most of the time the instant you come back to the window or the edge of the hill you're dead.

BUMP AND GRIND

Bumping your teammates causes them to miss, miss throw, and be unable to dodge. You should never be within 10 feet (approximate optical) of any teammate when danger is afoot (which is generally always). If you see a teamate with a nade, stay away from him. Bumping him while he throws it could be the difference between 8 enemy deaths and 8 TKs.

You should never run inline with any team member. I live to mow down lineups in this game. The thing is that there is a straight line between any two players, how do you know which line to be on and which not to be on? Simple, don't line up on ANY line of fire. If your coming around a corner, this means there almost is no safe line, so stay back and space out so players aren't turning the corners in big rows. You should never ever ever ever ever form a group; you're just a screenshot waiting to happen. There is another funny bug in dod which is somewhat related to this, if you are in a line up you are better off being the front guy. For some reason dod seems to choose to have the bullet hit the guy in the back of the line if it's going to hit anyone at all. I've shot thousands of guys unintentionally just because the guy I was shooting at ran in front of someone else. Again, dod favoring aggression over camping.

TEAM FIRE WORKS

Don't get too close to your teammates doesn't mean don't cover them. dod works best with pairs of players who trust each other to be in the right place and looking the right direction. Generally this is well spaced, with each player looking about 45 degrees back at the other player. This gives two players a huge field of view, crossfire, and each has the other's back. Not many opportnities for this type of play on a pub, but it can still be done to devastating effect if a couple guys are used to each other or communicate well.

If you come across a teammate camping a cutoff or distraction behind enemy lines, leave immediately. Put yourself in a poition to help him rather than getting close to him and getting both of you killed. The camping player probably already has the flow of enemies all cinched up, so you being there making noise can only lead to doom. There is also an element where one camper can be such a distraction to the other team that you can cap out easily while they **** around hunting him down, or get totally cut off by him.

CAMPING VS. NOT PLAYING DOD LIKE A FAIRY

It's a game. You are going to die. Luckily the game characters haves Jesus-like abilities. Generally camping is a poor strategy. You must advance to capture flags. You are easier to kill sitting still. You are very easy to kill while prone. Odds are a sprinting enemy is going to get to that flag before you can gun him down.

Like all quake-engine games and most FPS games, the game engine favors movement. The largest reason is the net code. The net code for dod uses a client prediction algorithm to determine your location to display to other players. There is about a 80-300ms difference between where you actually are and where the game thinks you are (double your ping plus double the other guy's ping). Erratic movement causes the game to lose you and the rest of the net code compensates for this by awarding the fastest reasonably accurate player to shoot with the kill. This is why people using strafe scripts are so hard to hit. Make your fingers your strafe script. This also favors players with maxed out connection parameters (cl_clupdaterate 100, cl_cmdrate 100, Rate 20000). Players with the default rate settings may be harder to hit (if they're moving), but it also make it harder for them to hit anyone, moving or not. I will emphasize this point once more, the default rate settings for dod, an 11 year old game, were for a time when most players used dialup internet. That was 48kbps (8kbps overhead) max. If your connection is better than 200kps you should be using the max rates. Anyone on cable or DSL should be using max rates, regardless of ping or choke. The only reason not to use max rates is if you experience packet LOSS. Choke is irrelevant. Choke is you sending more information to the game server than the server can handle, and has no effect on your game. Setting these higher than default is not cheating in any way. I would find NOT setting them to max for most players to be more akin to cheating. Willfully setting your cl_updaterate low for no other reason than to be hard to hit is dishonest to me.

Now a couple of proners on your team is good, so long as they move up as the flow of battle dictates. They can get the straggler, or infiltrator when he expects to be alone. Having numerous guys camping your first while your team is up to their second isn't helping your team. Having a team of guys who would rather sit in windows and dark corners will cause you to lose. Most of the team should be on the move at all times.

COM UN C T N (it's not always the same)

Most of the time calling out enemies is counterproductive. Players with headphones and EAX sound cards can tell EXACTLY where an enemy is by any sound they make. Even non-EAX sound is good enough to know where things are by sound. Having to listen to someone call out their obvious position interferes with hearing them move. Calling out across the map MG and sniper positions in detail is helpful. Asking a teammate for help to cap when you are already in the flag cap zone and the light is lit up is too late. Your team should be paying attention to flag lightups and just come, but you should really plan in advance. Squawking about help when you need it is going to get you killed from not paying attention to the grenadier who is paying more attention to the flag lightups than your team. Better to run ahead and cut off for those that follow you. Most of the time we're listening to whatever Astronomy or demontacoslayer are babbling about anyway, so this is irrelevant, and the conversation is more fun anyway, but when you're all trypants it's the best policy.

While were on it, blindly running to double caps and complaining at your teammates running past you is silly. This game is about capping flags, but capping flags is much easier when there is no one shooting at you. Most middle double caps should not even be attempted until someone(s) is at the next flag. Team play is more complex than you are accounting for. Some players also simply prefer to kill. Rather than yell at them, use them to your team's advantage. Let them go up an kill while you get easy caps. The worst guys at killing should hone themselves into the best cappers, and sometimes the best killers should not be bothering with two man caps, in the interests of the team.

ETC.

Sound: EAX soundcards are the only way to get the soundfield you are supposed to have in this game. With them you can tell the exact position of anything making a noise you can hear in the game. Most motherboard built-in soundcards are not EAX. In fact I don't know of any. I don't think Creative licensed the tech to mobo manufacturers. Quake and by proxy half-life were designed for EAX soundcards. All other sound solutions are plain fucked. Reflection and occlusion in the Intel and Realtek audio drivers is broken and unfixable. You may get used to it well enough, but no other soundcard reproduces the sound the way the game intends it to sound. If you are stuck with another audio chipset I recommend turning off any surround sound. dod is in stereo only anyway. If you do have an EAX card, I still recommend turning off any surround mode AND disabling all EAX sound effects.

The cheapest headphones are better than the most expensive stereo systems. If you use speakers a pair of headphones will provide you with an immediate skill increase. More than the rest of the tips in this impromptu guide combined!

Know your sounds!!!

Bind a key to "stopsound" and get used to using it. It can drastically help you kill sounds that get in the way of hearing enemies. It works by instantaneously stopping all playing sounds. Sound that continue to play in game will come back on after a very brief delay, but all sounds that have started a play one cycle will cease, including atmospheric sounds like constant mortars in the background. It's essential when people are talking and your trying to hear the enemy.

Launch options: Go to your Steam Library and right-click on Day of Defeat. Choose Options. This will bring up the options dialog box for dod. On the General tab there is a button called SET LAUNCH OPTIONS... Click it. It will bring up a box with a blank command line (if you're a nub ). Mine looks like this: -32bpp -noforcemaccel -noforcemspd -noforcemparms -w 1024 -h 768 -freq 100 -full -gl -noipx -nojoy -console.

The launch options can be entered into the regular in-game console, but these can not be entered into the .cfg files, so to repeatedly use them, the only practical way is to set them here. Now I'll explain what those mean.

Each launch option is preceded by "-" (a minus sign). There should be a space in between each option. One syntax error in this section will cause it to be entirely ignored by the game.

32bpp means that my game will launch in 32 bit color mode. bpp stands for bits per pixel. Other options are 16bpp and 8bpp (not sure if it allows 8bpp or 4bpp any longer).

noforcemaccel will turn mouse acceleration setting over to Windows.

noforcemspd will turn mouse speed over to Windows.

noforcemparms will give special mouse parameters control to Windows

None of the three mouse commands will affect mice with installed drivers like Razors, but should still be used to take dod mouse settings out of the equation. Adding these will probably make adjustments to "sensitivity" in the config files necessary, and it may take some getting used to. I recommend using the cpl_mousefix (google it nerds!) to eliminate all Windows mouse acceleration and enhance pointer precision.

w means pixel width of the screen. I play in 1024x768 mode.

h means pixel height of the screen.

Valid options are 1600 1280 1200 1024 768 800 640 600 and 480. I am not sure if this supports wide aspect modes like 1620 x 1080. Going outside the supported geometry of your monitor COULD damage it, but I doubt it. I think either the game will ignore it and go to default mode, or you will get a blank screen and have to quit dod.

freq means monitor refresh rate. THIS COMMAND CAN **** UP YOUR MONITOR AND VIDEO CARD. USE WITH CAUTION!!! If you use an LCD monitor, again my sympathies, but most of them have a maximum refresh rate of 60Hz. There are some 120Hz and 240Hz models out now, but they are still rare. Even if you have a CRT, you can still set this too high. If in doubt leave it out. I just choose to let dod tell my video subsystem what to do directly, but this can be set from your video drivers.

full means fullscreen.

gl means OpenGL renderer mode. Software mode and DirectX mode suck for dod, period.

noipx turns off all IPX network support. You are not on an IPX network, why have the game load crap and run crap it doesn't need to. Get some extra FPS by turning this off.

nojoy turns off all joystick/gamepad support. Again why have it running your CPU down if you are not using it. If you do use a gamepad, my sympathies.

There are more commands, most of which you will find do not apply. You can get more info at www.google.com

Gamma: I play dod with my gamma jacked. If you ever wondered how someone could scope so fast on the sniper, try it. It's completely fair. Everyone has different video cards and monitors and even more different drivers. They all handle the lighting in dod differently and have different default brightnesses and video modes and switchable modes. On top of that the brightness slider in half-life is completely broken. There is no "default" brightness for dod, so why not make it easier on your eyes? The settings are usually in your video drivers, but you can use third-party programs like Powerstrip if you like or need to. Just be careful, you can damage your monitor, especially LCD monitors.

For fun I have included my userconfig.cfg so you can see exactly how my game is set up and yours should be (except for my crazy binds). userconfig.cfg is not the default configuration file. To use userconfig.cfg or xxx.cfg, you must add a line to config.cfg "exec userconfig.cfg" If you do not have a userconfig.cfg you can create it by opening config.cfg and doing a File/Save As. Now you can mess with stuff in here while having a copy of the default config safe and sound. dod only uses the last "exec"ed config file. Generally "1" means on/enabled "0" means off/diabled, but many of the commands require other numerical values or keyword values. I don't think dod config files use any bitmapped variables though. I highlighted the important config options in red.


// This file is overwritten whenever you change your user settings in the game.
// Add custom configurations to the file "userconfig.cfg".

unbindall
bind "TAB" "+showscores"
bind "ESCAPE" "cancelselect"
bind "SPACE" "+jump"
bind "0" "slot10"
bind "1" "slot1"
bind "2" "slot2"
bind "3" "slot3"
bind "4" "slot4"
bind "5" "slot5"
bind "6" "slot6"
bind "7" "slot7"
bind "8" "slot8"
bind "9" "slot9"
bind ";" "dropobject"
bind "`" "toggleconsole"
bind "a" "voice_menu2"
bind "c" "changeteam"
bind "d" "+duck"
bind "g" "+back"
bind "j" "+use"
bind "k" "drop"
bind "l" "dropammo"
bind "n" "stopsound"
bind "o" "messagemode"
bind "p" "messagemode2"
bind "q" "voice_menu1"
bind "r" "+moveleft"
bind "s" "prone"
bind "t" "+forward"
bind "u" "+reload"
bind "x" "changeclass"
bind "y" "+moveright"
bind "z" "voice_menu3"
bind "~" "toggleconsole"
bind "F5" "snapshot"
bind "CAPSLOCK" "+voicerecord"
bind "MWHEELDOWN" "invnext"
bind "MWHEELUP" "lastinv"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+speed"
bind "MOUSE3" "+attack2"
_ah "0" <---------- turns off Autohelp i.e. the dod dog
_cl_minimap "2"
_cl_minimapzoom "1"
_snd_mixahead "0.1"
ati_npatch "1.0"
ati_subdiv "2.0"
bgmvolume "1.000000"
bottomcolor "6"
brightness "1.000000"
cl_allowdownload "1"
cl_allowupload "1"
cl_autoreload "0"
cl_backspeed "400"
cl_bulletejects "1"
cl_cmdbackup "2"
cl_cmdrate "100" <---------- data rate FROM the server
cl_corpsestay "10"
cl_cutscenes "1"
cl_dlmax "128"
cl_dmshowflags "1"
cl_dmshowgrenades "1"
cl_dmshowmarkers "1"
cl_dmshowobjects "1"
cl_dmshowplayers "1"
cl_dmsmallmap "1"
cl_download_ingame "1"
cl_drawmodels "1"
cl_drawplayermodels "1"
cl_dynamic_xhair "0" <---------- Cuz **** that!
cl_dynamiclights "1"
cl_fog "0" <---------- Some people like it, some don't. There is really no framerate hit for enabling this.
cl_fog_blue "192"
cl_fog_density "0.0"
cl_fog_end "3500.0"
cl_fog_green "192"
cl_fog_red "192"
cl_fog_start "10.0"
cl_forwardspeed "400"
cl_himodels "0" <------ Freamerate hit.
cl_hud_ammo "1"
cl_hud_health "1"
cl_hud_msgs "2"
cl_hud_objectives "1"
cl_hud_objtimer "1"
cl_hud_reinforcements "1"
cl_hudfont "1"
cl_idealpitchscale "0.8"
cl_identiconmode "2"
cl_lc "1"
cl_logocolor "#Valve_Orange"
cl_logofile "lambda"
cl_lw "1"
cl_numshotrubble "5"
cl_particlefx "0" <---------- You COULD get a SERIOUS framerate reduction by setting this to something other than 0.
You WILL get a visual impairment. Valid values are 3 2 1 or 0.
cl_timeout "60"
cl_updaterate "100" <---------- data rate TO the server
cl_vsmoothing "0.05"
cl_weatherdis "1700"
cl_xhair_style "0"
con_color "255 155 50"
console "1"
crosshair "0"
dodcredits "0"
fps_max "100.0"
fps_modem "0.0"
gamma "2.660000" <---------- Irrelevant
gl_dither "1"
gl_flipmatrix "0"
gl_fog "0"
gl_monolights "0"
gl_overbright "0"
gl_polyoffset "4"
hisound "1"
hpk_maxsize "0"
hud_capturemouse "1"
hud_centerid "1"
hud_draw "1"
hud_fastswitch "1"
hud_takesshots "0"
joystick "0" <---------- Does not do the same thing as -nojoy, but is irrelevant if -nojoy is used
lookspring "0.000000"
lookstrafe "0.000000"
m_filter "0"
m_forward "1" <----------
m_pitch "0.022000" <----------
m_side "0.8" <----------
m_yaw "0.022"<---------- Adjusting these was considered cheating in leagues.
I don't know if they work any longer. I think even if they do they can be enforced at the server level.
model "gordon"
MP3FadeTime "2.0"
MP3Volume "0.600000"
mp_decals "300.000000"
name "You pretty much suck at dod"
net_graph "3"
net_graphpos "1"
net_scale "5"
r_bmodelhighfrac "5.0"
r_detailtextures "0" <---------- You WILL get a SERIOUS frame rate reduction by enabling this no matter what video card you have.
rate 20000 <---------- This is the maximum valid value. Higher values = 20000.
Most everyone should have this set to 20000 The exception would be the HPB, in which case I think you should play in Brazil.
s_a3d "0.0"
s_automax_distance "30.0"
s_automin_distance "2.0"
s_bloat "2.0"
s_distance "60"
s_doppler "0.0"
s_eax "0.0" <---------- I have an EAX sound card. This is correct no matter what card.
s_leafnum "0"
s_max_distance "1000.0"
s_min_distance "8.0"
s_numpolys "200"
s_polykeep "1000000000"
s_polysize "10000000"
s_refdelay "4"
s_refgain "0.4"
s_rolloff "1.0"
s_verbwet "0.25"
sensitivity "3"
skin ""
suitvolume "0.250000"
sv_aim "1"
sv_voiceenable "1"
team ""
topcolor "30"
viewsize "120.000000"
voice_enable "1"
voice_forcemicrecord "1"
voice_modenable "1"
voice_scale "1"
volume "0.200000"
+mlook

After you get your config file set up how you want I recommend setting the Windows file properties to Read Only and keeping a copy of it around. Angry admins can ruin your day at the press of a buton.

Good hunting.
 
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Day of Defeat Version history (Complete)

Alpha 4 (April 8, 2000)*
Alpha 6 (September 27, 2000)
Alpha 6.5 (October 15, 2000)
Alpha 6.5 (October 16, 2000)**
Alpha 6.7 (October 28, 2000)
Alpha 6.8 (November 06, 2000)
Beta 1.0 (January 12, 2001) <------ Cheaters, playing since
Beta 1.1 (February 14, 2001)
Beta 1.2 (April 5, 2001)
Beta 1.3 (June 4, 2001)
Beta 1.3b (July 27, 2001) <------ ikari, playing since
Beta 2.0 (February 6, 2002)
Beta 2.1 (May 10, 2002)
Beta 3.0 (July 11, 2002)
Beta 3.1 (August 8, 2002)
Version 1.0 (May 1, 2003)?
Version 1.1 (November 14, 2003)?
Version 1.2 (May 19, 2004)
Version 1.3 (July 7, 2004)

*Alpha 4 was the first public release. The readme.txt file lists "fixes" from previous private versions.

**Alpha 6.5 was re-released under the same number with some "missing wads and sounds"

?First available for retail purchase, but still available (and always) available as a free download add on to half-life. Retail purchase eliminated the need of owning half-life.

?First release on the Steam content delivery system.

I've been playing since Beta, and I've always known Classic is 1.3, but drove me crazy hearing people call it 1.6. Did people just do this cause of CS, or what?

/irrelevant.
 

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