HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
This demo has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest demo.
=================== Half-Life: Enriched Version alpha 0.87 =================== Description: ============ HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
===================
Half-Life: Enriched
Version alpha 0.87
===================
Description:
============
HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
This build contains the following chapters:
-1: Hazard Course
0: Black Mesa Inbound
1: Anomalous Materials
2: Unforseen Consequences
3: Office Complex
4: We've got Hostiles
5: Blast Pit
6: Power Up
7: On A Rail
8: Apprehension
9: Residue Processing
10: Questionable Ethics
11: Surface Tension
12: 'Forget About Freeman'
13: Lambda Core
14: Xen
15: Gonarch's Lair
16: Interloper
17: Nihilanth
18: Endgame
More work is being done on the MOD. Check the MODDB page for new releases!
Installation:
=============
Copy the 'enriched' folder into your Half-Life folder (../Steam/steamapps/common/Half-Life/). Restart Steam and Half-Life: Enriched should be visible in your list.
For specific installation guidelines for the old retail (WON) version of Half-Life, please refer to the installation guide in the WON folder.
Copyright notices:
==========
- Original maps, models, sprites and sounds by Valve
- Updated and new maps, textures, models, sprites and code by Hezus
- Updated Half-Life SDK by Solokiller
Special Thanks:
==========
Beta Test Team:
- a1ba
- Al'Essandro
- AlexCorruptor
- SV BOY
- ContraZ_VII
- eyeling
- FedorZoddKanun
- jonnyquattro
- Mdisk64
- PsyWarVeteran
IMPORTANT: If you want to use any of the content from this MOD, ASK ME FOR PERMISSION FIRST. Just adding me in the credits is not enough.
Changelog:
==========
Version 0.87 (7th August 2023)
----------------------------
Maps:
C0A:
- fixed bad face
C0B:
- added CLIP above the tram
- added CLIP to moving tram door
C1A:
- fixed overscale face
- hev pickup trigger is now smaller
- added more detail to barney brush chair
C1B:
- added clip around test chamber machine
- fixed bad geometry
C2A:
- fixed bad geometry
C2B:
- fixed zombie vent clipping
- fixed scientst fall being interrupted by player
- added clip to tram tunnels
- all breakable screens now toggle light
C2C:
- added zombie vent from c2b
- fixed light texture scale
- fixed visible NULLs
- fixed bullsquid getting stuck
- crab push now starts off
C3A:
- fixed clipping door
- added CLIP around the destroyed ceiling
- fixed water clipping through model
- crab zap triggers are now killtargets when power goes down
- fixed lightswitch sound
- added wall around sci vent pull to stop players from breaking the sequence
- added little extra light to the vent pull sci
- added toggleable monsterclip around doors
- fixed book textures
- added monster roaming
- reinforced glass is now unbreakable
C3B:
- runner sci doesn't open the door for you (too many issues with it)
- added toggleable monsterclip around door
- fixed texturing
- added details
- set zombie break to only trigger
- set zombie sequences to uninterruptable
- barney will not lock up anymore
- added monster roaming
C4A:
- added more HINTs
- fixed crate shortcut
- minor texture fixes
- fixed missing glow effects
- sci's now act scared if you activate sentry guns
- added monster roaming
- unbreakable glass now has reinforced texture
- fixed crate canopies having 1 health
- laser lights are now func_illusionary
C4B:
- falling ladder now does damage
- collapse trigger_hurt now turns off
- added monster roaming
- changed grunt positions so players have a chance at stealth
- fixed crate canopies having 1 health
C5A:
- added more HINTs
- train disables when crashed now
C5B:
- fixed pipe/water issues
- added hurt trigger to tentacle hole
- added more from c5a for better transition effect
C5C:
- added more HINTs
- made sloped func_ladder thicker
- added monster roaming
- added scripted sequence to barney zombie
C5D:
- added more HINTs
- removed redundant entities
C5E:
- added more HINTs
- added CLIPs to tunnel where barrels come from
C6A:
- added more HINTs
- changed garg/grunt battle sequences
- monsters can't open the gates anymore
- moved gman node further into the corner
- electric water now does proper damage
- made monsterclips smaller for better garg movement
- fixed crate canopies having 1 health
C6B:
- added more HINTs
- fixed texture issue on level change
- power sign can't be used by player anymore
- fixed crate canopies having 1 health
- laser lights are now func_illusionary
- fixed missing trigger for exploding computer
C7A:
- added more HINTs
- removed redundant targetnames
- added monster roaming
- laser lights are now func_illusionary
C7B:
- added more HINTs
- fixed crate clipping into wall
- fixed up rocket geometry
- added monster roaming
C7C:
- added more HINTs
- flipping the switch will kill the tram grunt sequence
- removed redundant path_tracks
- fixed texture issue on level change
- added monster roaming
C7D:
- added more HINTs
- fixed visible backside of rocks
- fixed rushing the rocket sequence
- fixed rocket hurt not targeting monsters
- fixed tram starting slanted at map start
- added monster roaming
- fixed crate canopies having 1 health
C8A:
- added more HINTs
- sci/ichty sequence triggers before players can see them now
- fixed redundant trigger targets
- fixed bad brushes
- made railing smaller for easier jump from floating barrels
- changed water height to avoid ceiling clipping
C8B:
- added more HINTs
- fixed redundant trigger targets
- sci now targets player for sentence targets
- gman can't be interrupted now
- added monster roaming
- changed fx on wire beam
- fixed crate canopies having 1 health
C8C:
- added more HINTs
- fixed visble NULL faces
- slightly changed triggering around trash compactor
- added monster roaming
- fixed crate canopies having 1 health
C9A:
- added more HINTs
- fixed water tank wooden bottom clipping
C9B:
- added more HINTs
C9C:
- added more HINTs
- rollers now do proper damage
C10A:
- added more HINTs
- fixed door trigger not being disabled at start
- added monsterclips above agrunt pods
- not all the crab glass breaks at once
- minor texture fixes
- fixed being able to see the bottom of the rocks outside
- fixed monsterclip stopping barney from moving
- fixed lighting issues around agrunt pods
C10B:
- fixed crate canopies having 1 health
C11A:
- added more HINTs
- water rises faster now
- fixed crate canopies having 1 health
C11B:
- removed one crab mound
- added monster roaming
- added new grunt sequences
- moved sentry gun to different spot
- added more info_nodes around cliffs
- hurt_trigger below cliff now follows shape of 3d model
- fixed crate canopies having 1 health
C11C:
- added more HINTs
- fixed visibility issues with the skybox
- fixed decal issue
- fixed skipping the tripmine part
- added transition volume to stop skybox from carrying over to next map
- lowered delay on barney run sequence
- made push trigger smaller so it doesn't affect box
- fixed crate canopies having 1 health
C11D:
- fixed passable geometry
- move osprey to opposite side of the map
- fixed 3d sky model issues
- added monster roaming
- fixed crate canopies having 1 health
C11E:
- added more HINTs
- fixed missing sky light behind apc hole
- pipe tnt does more damage now
- tnt explosion on door is now smaller
- fixed crate canopies having 1 health
C11F:
- fixed garg car shove sequence
- fixed crate canopies having 1 health
C12A:
- added more HINTs
- added monster roaming
- added agrunt sequence
- added barney sequence
- fixed crate canopies having 1 health
- added dead hevsuit with goodies
C12B:
- added more HINTs
- fixed crate canopies having 1 health
- updated tele fx to env_warpball
C13A:
- added more HINTs
- added monster roaming
- fixed crate canopies having 1 health
C13B:
- added more HINTs
- added monster roaming
- minor texture fixes
- fixed bad brush
C13C:
- added more HINTs
- CLIPped sci walkway
- added shades to teleport beam
- env_warpballs are reusable now
C14A:
- fixed hole in geometry
C14B:
- added more HINTs
- added monster roaming
- fixed hole in geometry
- minor texture fixes
C15A:
- added more HINTs
C16A:
- added more HINTs
- added monster roaming
- fixed nih's line playing twice
- 0.5 second delay between garg animation and rock breaking
- fixed some bad geometry
C16B:
- added more HINTs
- added monster roaming
C17A:
- swapped telefx for env_warpball
- added extra fade effect for entering nih's chamber
- fixed nih's line repeating after save/load
T0A:
- added more HINTs
- added monster roaming
- made trigger around suit slightly smaller
- moved grate around longjump area
T0B:
- added more HINTs
- target range door door stays open now
- removed redundant triggers
Models:
- new gargantua model
- updated barney desksit animations
- updated barney diesimple animations
- updated barney cower_stand animations
- new barney wave animation
- updated hgrunt deadonside animations
- gave hgrunt longer necks to fix clipping issues
Code:
- barney doesn't switch head models when dying without gun
- barney now always drops his gun regardless of drawn state
- env_explosion now has a 'no sound' flag
- hgrunts will no longer target the player while fighting alien passive class
- [WON] fixed osprey roter smoke
- [WON] cycler_sprite state is now saved
- [WON] monster yaw speed is now calculated properly
- [WON] Luther with glasses now has black skin body
Misc:
- updated FGD for new env_explosion flags
- fixed some bad seamless textures in WAD
- made new chapter select images with new skyboxes
- added default sprites/events/hw/scripts folders to the build
- updated RAD file
- [WON] added updated hw.dll and sw.dll to support model transparancy
- [WON] added old localisation files
- [WON] new game now starts with chapter selection again
- [WON} updated menu art
Known issues:
C0A:
- helicopter sound doesn't play (probably a code issue because of the larger grid size)
C7B:
- [WON] hgrunt corpse near moving train lift will hurt players
C7C:
- hgrunt on train falls off at corners (code issue?)
C11C:
- tripmines do not explode when crate breaks after loading a saved game
C12A:
- You can trick the elevator doors by pressing the button from the side or through the wall, needs code changes to fix: no readable ON/OFF status for doors
C16B:
- last tentacle is missing because of strange sliding bug (still unsure why this happens)
[WON] In some rare cases players get stuck on lifts. Restarting the game fixes this.
cool! when will the new alpha come out? i'm really looking forward to it! :)
dollar sign
Noice
screenshots look quite good for this old engine
very good mod, a facelift to the maps and models of the game, which make the original experience feel but with a drastic graphic change, but which shows that it still has those polygonal graphics that characterize it so much, the only thing that makes me I would complain, is that you change the model of the mp5, it looks very ugly and I don't feel that it connects so much, I would like you to return the model that I had before, I am not complaining about the rest, another thing is that I would like you to add more garbage or objects to the maps and improve the AI of the allies and enemies a little more, good job.
EDIT:I forgot to mention that it improves the appearance of xen. bye
have you fixed the missing texture bug?
do you planned create blue shift/opposing force /decay and azure sheep Enriched?