Talk:The Stanley Parable

How to explore The Stanley Parable
As you may be aware, if you use sv_cheats 1 in console, it kicks you into the "serious" room. While hilarious in its own right, it makes it a pain in the ass to explore, as you can't noclip around. To use cheats, just copy "server.dll" from The Stanely Parable Demo folder to the final revision's "SteamApps\common\The Stanley Parable\thestanleyparable\bin\" and replace the existing "server.dll" file.

So as a summary:

Set -console as a launch command. Copy "server.dll" to "SteamApps\common\The Stanley Parable\thestanleyparable\bin\". Verify The Stanely Parable's game files in Steam if you ever want to reset the files back to normal. Have fun, and good luck!

Oh, and uh, P.S. Should we make a separate page for the demo? It's kind of its own game, and it has a different unused developer note in the same place as the original. Robotortoise (talk) 01:54, 3 November 2013 (EDT)
 * Or just follow the instructions here: -Einstein95 (talk) 03:55, 21 November 2013 (EST)
 * Is that more stable? Because my way involves the game crashing almost every five seconds. Either that's some sort of meta joke, or an over-reliance on the stacking of scripts....I don't know.
 * I've found it to be stable, and crashes if you get too near another room (ie. causing the narrator to start saying things). -Einstein95 (talk) 17:11, 21 November 2013 (EST)
 * Oh. So it IS a script issue. Robotortoise (talk) 17:13, 21 November 2013 (EST)

Skybox
The game is EXTREMELY unstable as soon as you go OOB. Anyone know how to make it less prone to crashing? Portal 2 doesn't do this when you noclip around. Robotortoise (talk) 22:43, 3 November 2013 (EST)

Name
The Stanley Parable used to be an HL2 mod some years back. Should we name this article The Stanley Parable (2013), in accordance to the 2013 game release, to distinguish it from the mod? {EspyoT} 19:56, 8 November 2013 (EST)
 * YES. // Foxhack 10:17, 21 November 2013 (EST)
 * Actually, I'd say no. According to the rules and guidelines, we can't have pages for mods, so it's not really necessary to have a name to distinguish it from a page we're not supposed to have. Pgj1997 (talk) 17:49, 21 December 2013 (EST)
 * I don't see anything about mods in that page. It lists "Fan games and hacks", and The Stanley Parable mod is neither. It relies on existing Half-Life 2 / common Source Engine assets, yes, but it still uses its own maps, scripting, textures, and audio content. // Foxhack 22:01, 21 December 2013 (EST)
 * A "mod" means the same thing as a "hack". Pgj1997 (talk) 14:20, 22 December 2013 (EST)
 * When it comes to PC gaming, a mod can be something that simply uses the game's main executable to play a game. It doesn't have to use the game's original assets, all it needs (at the very least) is a valid executable from a legally registered game. The Stanley Parable's original release was a total conversion of the original game, so it's neither a fan game nor a hack. // Foxhack 19:20, 22 December 2013 (EST)
 * It's a large hack, completely different from half-life 2. And it was sold later on, so it is exempt from these rules. --Hiccup (talk) 05:34, 23 February 2014 (EST)
 * Okay, it is a mod, as a mod is short for modification, as they are modifications of the game, no matter the extent. Previous ruling on mods deemed them to be not covered by TCRF. -Einstein95 (talk) 05:40, 23 February 2014 (EST)
 * There are too many non-admins making "official" decisions here and it needs to stop. :|
 * We can make exceptions for mods/hacks that eventually turned into commercial games. How different is the HL2 mod from the 2013 release? --BMF54123 (talk) 06:04, 23 February 2014 (EST)
 * It's a completely different game.--Hiccup (talk) 06:13, 23 February 2014 (EST)
 * I'd hardly call something which is essentially a remake a "completely different game". The changes are in the graphics, level design, music, narration and a greater amount of endings. A "completely different game" would be keeping only the name while making something like a MLP:FiM turn-based RPG. -Einstein95 (talk) 06:59, 23 February 2014 (EST)
 * I guess I shouldn't have corrected myself, when I was correct in the first place (see page history). --Hiccup (talk) 08:48, 23 February 2014 (EST)
 * ... Why are people still arguing about this? :( The original mod release and the commercial release are two different games, despite sharing the name and concept, so this should have the year in the name to prevent confusing it with the original release. I thought that was the point of the year in the name thing. It's common sense. Even if we can't have the original game on the site (which we should since it's technically allowed) the year should be appended to the name for the reasons I mentioned. Gah. // Foxhack 11:17, 23 February 2014 (EST)