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Your issue is unrelated to this mod. You simply have the High Definition Pack enabled. Go to the Options/Video menu and disable the "Enable HD models" setting.
It's likely possible to port the PS2 maps, but I'm afraid I don't have the tools to achieve that. The PC Decay port team probably does, but that's up to them.
The mod was broken by the recent Half-Life update that occurred on Steam. This patch makes the mod work again. That's the only change, and it was absolutely necessary.
As stated, it makes the mod work again after the Steam Half-Life updates.
The version 1.1 update is now available to download.
Me want beta key. Me crush puny dinosaurs.
The enhanced models in the PS2 port are massively, massively different over anything in the Dreamcast version and even the PC HD Pack. These new models allow NPCs to have complete facial animations, individually animated fingers, full flowing lab coats on scientists, and so much more.
Additionally, the maps in the PS2 port are modified even further over the Dreamcast version, including the addition of upgraded textures and the replacement of brush-based objects with actual animated models such as the health and HEV chargers. The NPCs in the PS2 port also sport unique AI behavior such as human grunts being able to kick or throw grenades back at you and roll away from danger instead of ducking in place.
I didn’t change the key hints in the Hazard Course. That’s how they’re actually displayed in the Dreamcast version. Since I was porting the DC port, it was of course appropriate to bring over the titles.txt alterations as well. At least, I can’t imagine why I would deliberately exclude them as doing so would make the port less accurate.
I also double checked my files to count the number of Dreamcast logos I included and I could only find two: the game icon in the Steam library browser and the corner window icon at the main menu (replaces the Steam icon).
That scripted sequence not working is a symptom of the save game issue. Basically, from what I've determined with the reports given to me, it seems save games from the base Half-Life game game are conflicting with the HL: DC mod even if you don't load them. Follow these steps to fix it: Go to your Half-Life save game directory ( C:\Program Files (x86)\Steam\steamapps\ [SteamName]\half-life\valve\SAVE ) and either delete all files you find there or temporarily move them to a different folder.
Multiplayer was omitted as it was in the actual Dreamcast game. However, I left in the normally inaccessible ported multiplayer maps, including dm_office, for anyone who was curious to try them. If you want to play dm_office on-line, you can just copy the level to the normal Half-Life maps directory since it does work there.
Assuming you're using Steam, use this as your launch options to start the game in a 640x480 window: "-windowed -w 640 -h 480". You should be able to set your video options without issue then. Be sure to remove the launch option commands when you're finished.
The Dreamcast Alien Grunt model has a higher poly count than the PC High Definition Pack model: the DC's 2836 polys versus the PC's 1788 polys.
Yes, substitute [SteamName] with your Steam account name.
I have had reports that save games from the base Half-Life game are conflicting with the HL: DC mod. I was not able to personally replicate this bug yet, but here's one thing to try that worked for other people: Go to your Half-Life save game directory ( C:\Program Files (x86)\Steam\steamapps\ [SteamName]\half-life\valve\SAVE ) and either delete all files you find there or temporarily move them to a different folder.
If this helps, please tell me. I'm very interested in pinpointing a cause and solution for this problem.
I'm afraid I can't help you with that. I did not have to edit the GFX.wad myself as the Dreamcast version was already in PC-useable format.
I was the one who ported about 25 Dreamcast models and released them on HIT back in late 2005. They're actually in this mod! Check the file dates in the models folder. I have since ported an additional 100 models during the past week specifically for this mod.
The only ones responsible for a crap end product are the developers who put so much effort into making it crap. They spent, quite literally, years working on a measly four maps of astoundingly sub-par quality. They even demanded (and received) money, too, so it's not as if we should appreciate them working on good will because they certainly did not.