Half-Life 2: Wars Beta 1.0.4 PATCH EXE
Mar 12, 2011 Patch 10 commentsEXE version of the client installer for the Beta 1.0.4 PATCH of HL2: Wars.
Half-Life 2: Wars brings the struggle between the human resistance and their Combine overlords to a real-time strategy setting. HLW has been in development since 2007 and last saw a public release (Multiplayer Beta 1.0.4) in March 2011. The Multiplayer Beta, which you can download here on ModDB, requires Half-Life 2: Episode 2 to play and is our very first public multiplayer release! It features 3 game modes: Antlion Skirmish, Antlion Capture the Point, and Overrun, showcasing the Antlion and Combine playable factions. Future releases will include skirmish matches between Resistance and Combine.
Multiplayer Beta 1.0.4 requires Orange Box to play. Source SDK Base 2007 and HL2: Episode Two must be installed.
For questions, comments, suggestions, and support for any of our past or upcoming betas, visit our forums.
22 comments by Ennui on Jan 24th, 2012
Hello again! Like we promised a few weeks ago, we're committed to keeping you guys posted with a steady stream of media and updates this year, and here is another one! Today we have some nice things to show you: brand new building models and a new HUD (the latter of which you have already seen in action in our most recent videos).
For a long time we simply used grey boxes as placeholders for our building models, but our newest developer ChromeAngel has gone out of his way to make us some nice new models for all of the Resistance and Combine buildings. On top of that, our friend Garrador (who also made our original HUD) has designed us a brand new HUD that looks more Half-Life than before and doesn't borrow quite as heavily from the Company of Heroes design. Check out the new buildings and HUD in the screenshots below (click them to enlarge of course).
In this screenshot you can see all of the Combine building models. The big one in the center is the HQ, and from left to right the others are the Garrison, Special Ops, Synth Factory and Armory. The little posts you see in between are Power Generators. The Garrison produces most of the basic Combine troops, while expensive infantry such as Elites and Snipers are produced at the Special Ops. The Synth Factory is self-explanatory (it builds Hunters and Striders) and the Armory provides all kinds of upgrades and research.
These are the Resistance buildings. The HQ is seen front and center. At the top back you can see several Billets, which raise the population cap for Rebel players. The other buildings are (from left to right): two Barracks, Munitions Depot (similar to Armory for Combine), a Triage Center just above the HQ, then Special Ops and finally the Vortigaunt Den all the way to the right. There is also a new model for Scrap points, which you can see by clicking here.
In this image you can see the new HUD in all its glory. It has several improvements over the previous HUD from a design perspective and is overall a lot cleaner looking and uses space more efficiently. On the right side is the command panel which allows you to issue commands to units or buildings (using abilities, attack move, construction, repair, etc). In the center are selected units - if only one is selected then it displays some statistics about that particular unit. The box to the left of the center is for unit portraits - not all are finished yet.
Above the selected units area you can see all of your assigned Control Groups (Ctrl+#) where you can group units or buildings together and hotkey them for fast and easy command of your forces. Like in Starcraft, you can put buildings in a control group so that you can use hotkeys to produce units at those structures even when not looking at your base. The left side of the HUD displays the minimap, resources (Requisition and Scrap for Resistance and Requisition and Power for Combine) and Population.
That's all for today folks. We have more to show off, but not all at once! We are progressing steadily towards releasing Beta 2 and we'll keep you posted as release draws closer. Next time you can expect to see another gameplay video and some other nifty stuff. For now, head over to our community forum if you want to help out or tell us what you think, and let us know in the comments how you like the buildings and HUD! Also make sure to add us to your ModWatch and follow us on Twitter if you don't already!
EXE version of the client installer for the Beta 1.0.4 PATCH of HL2: Wars.
ZIP version of the client installer for the Beta 1.0.4 PATCH of HL2: Wars.
EXE installer for the Half-Life 2: Wars Beta 1.0.3 client.
ZIP version of the client installer for the Beta 1.0.3 of HL2: Wars.
ZIP archive of the Beta 1.0.3 DEDICATED SERVER for Half-Life 2: Wars.
ZIP archive of the Beta 1.0.2 DEDICATED SERVER for Half-Life 2: Wars.
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i'm sorry for my entheusiasm, but i have more questions, will the mod have a skirmish mode? custom RTS AI? gamemodes like capture the enemy flag? Or assasinate the commander?
what vechicles will the resistance have? cause i've played both games out and the only vechice i see that are for the resistance is that automobile you ride in' sandtrap' chapter.
might have more questions to come :)
can we have some more information about the unit and Tiers(if any), i'm looking forward on what the vortigaunts will be, builder units? or somekind of strong support unit? or both...
Is Episode 1 really essential? Normally you'd build a mod on the Source SDK... I'm gonna test it anyways.
The mod requires episdoe one installed. I did make a small mistake however, where I accidently load the dod source gcf. Strange enough I don't have the game and steam makes an empty dod source gcf.
But for ones without episode one or mount file errors you can temporary use these dll's:
Student.science.uva.nl
These dll's need to be placed in sourcemods/hl2wars/bin
You will get some error models however.
looks good but when i run it... it says some error and quits..doesnt work...some mount file error.
see if you got to a traditional RTS factory thing, or if certain units can build things like manned or automated turrets, or bunkers, stuff that's small and they salvage equipment from special points on the map or from enemy soldiers.
Oh dude, not kidding but the map view remembers me Army Men xD, btw i am downloading :3
There are no real sides currently, it just depends on the available buildings in the map which units you can recruit. The mod will likely have two worked out sides, combine and resistance in later releases.
It is not possible to take control of a unit, but you can toggle between fps and rts mode with a console command ( "toggle_rtsmode "). I might implement such a feature later for the sake of fun.
what sides are there? will u only be able to play as combine and resistance, or will the zombies and the ant loins also be playable? if so how will u be able to play as zombies and ant lions, i can already see zombie factor, u only have one building (combine rocket) and u have like 3 option, normal, fast or poison crab. with zombies, stealth and strategy is key :P. don't know how ant lions would be able to work tho...
Nice Mod,
Did you plan vehicles?
Is it possible to control a Unit directly (FPS-Mode) like in Dungeon Keeper?