Installation guide by LimE: Steamcommunity.com

In order to play under Linux, set the original HL:S to run using Proton.

If the mod fails to appear in your steam games list, place the mod in your Half-Life 2 directory (Half-Life 2/hls_fix/) and run HL:S with the launch parameter "-game hls_fix" (sans the quotes).

Credits:

The code from Half-Life: Source Update, by Cobalt-57 on moddb.com was often
used as a reference, not as a base, for the creation of this mod.

Special thanks to Sergey "Mr. Lazy" Fetisov, TheMostUpset, and Maestra_Fenix
for the Half-Life Resized Maps pack.

The subtitles were made by il_mix. Steamcommunity.com

The new chrome shaders were made using the Source Shader Editor: Developer.valvesoftware.com

I forgot to add the shader editor into the included credits.txt so that's why you won't find it there.


Changelog (for v2.0 from the original HL:S):

Weapons:
-Crowbar clang sound now plays properly.

-Glock HD model now plays reload sound.

-Mp5 uses proper HL1 recoil.

-Mp5 HD model now plays reload sound.

-Shotgun plays proper double barrel sound on alt-fire.
-Shotgun plays pump sounds properly.

-Crossbow bolts can no longer pin NPCs to walls.
This is because I use different ragdolls that don't fall through moving surfaces and can be gibbed.

-Snark now uses proper world model.

NPCs:
-Apache now has better hitbox.

-Barnacle:
Barnacle tongues now render at the proper height.
Barnacle stops playing eating animation after prey has been killed.
Other NPCs will no longer attack Barnacles, this is how it was in the original HL.

-Barney
Barneys will not repeat damage sounds after being injured by another NPC.
Barneys will attack the player if he sees the player attack a scientist or barney.
Barney no longer fires as fast in HD.
Barneys no longer walk into the player.
Barney's speech and response system from the original HL has been fully restored.
(In the original HL:S they could ask a question to the player or NPC, but they could not answer back.)

-Bullsquid will now attempt to reposition itself when there is something blocking its view of its enemy.

-Gargantua's enerby ball attack now spawns on the floor instead of falling to the ground.

-GMan now plays ricochet effects when hit like in the original HL.

-Gonarch
Gonarch spray attack now leaves proper decal.
Gonarch now breaks walls and dies at the proper time instead of waiting until after his animation is finished.
Gonarch will now pursue the player.
Gonarch hitbox now collides with projectiles instead of just bullets.
Gonarch HP has been reduced by 1/3 to deal with players running out of bullets.
-This can be reverted with a simple adjustment in the cfg/skill.txt files.

-Headcrab
Headcrabs will now follow the player more often instead of standing around staring at them.
Baby headcrabs no longer sound like regular headcrab/

-Houndeye
Houndeye now has proper hitbox.
Player no longer hears awful sound when hit by houndeye.

-Nihilanth
Nihilanth attacks now sound more like the ones in the original HL.
Nihilanth no longer stops any vertical movement after a certain amount of time.
Nihilanth no longer fails to trigger end event on death.

-Osprey now has proper hitbox.

-Scientist
Scientist no longer repeats damage sound after being injured by another NPC.
Scientists will now properly heal the player.
Scientists no longer walk into the player.
Scientst's speech and response system from the original HL has been fully restored.
(In the original HL:S they could ask a question to the player or NPC, but they could not answer back.)

-Tentacle will now damage players and NPCs on impact.

-Turrets
Turrets animation now longer snaps around when aiming fully up or down.
Ceiling turrets now aim downward when killed.
Turret aiming has been improved to help prevent the player from avoiding attacks.
Though this can still happen if the player is standing in just the right position.
Turret beserk behavior has been fixed.
Hitting ceiling turrets in their shield now does less damage than hitting it anywhere else.

-Zombie now plays proper bash sound when hitting wall in c1a2.

-Alien Grunt, Alien Slave, Human Grunt, Houndeye: now use proper squad behavior, preventing certain bugs.
An example of this is that the Human grunt no longer runs away from the scientist in "We've Got Hostiles."

-All NPCs now longer play death sound when gibbed.

Maps:
-c0a0:
Automated voice has been modified to use subtitles.

-c0a0a:
Automated voice has been modified to use subtitles.
-c0a0b:
Automated voice has been modified to use subtitles.
Lowered the helicopter so it is no longer floating above the ground.
-c0a0c:
Automated voice has been modified to use subtitles.
-c0a0d:
Automated voice has been modified to use subtitles.
-c0a0e:
Automated voice has been modified to use subtitles.
-c1a0:
Fixed issues with scientist and gman sometimes not playing animations and scientist occasionally
talking to Gordon.
-c1a0a:
Fixed elevator sound
-c1a0b:
Lowered scientist so he is no longer floating above chair.
-c1a0e:
Modified anti-mass spectrometer to no longer play door sounds when touched.
-c1a1c:
Bullsquid and headcrabs no longer respawn after going down the ladder.
-c1a1f:
Merged c1a1f and c1a1g into one map.
-c1a2:
Elevator lights now look proper.
Fixed barnacle tounges going through ceilings.
Modified zombie bashing door sequence so breaking stuff lines up with zombie animations better.
-c1a2a:
Fixed ceiling turret from being completely black and disapearing when disabled.
-c1a2d:
Barney opening door sequence has been altered so door lines up with Barney's animations.
-c1a3:
Marines will no longer attack player in vent until attacked first.
-c1a3_l_0:
Only exists so existing version in HL:S will not overwrite the
changes made to the above map.
-c1a3a:
Made level transition smoother.
-c1a3c:
Modified Osprey path so it no longer drops Marines outside of shaft.
-c1a3d:
Made level transition smoother.
-c1a4b:
Silo doors no longer snap open on level change.
-c1a4i:
Zombie now drags Barney and Scientist across floor.
-c2a1:
Broken catwalk no longer plays door sound when touched.
-c2a1_l_0:
Only exists so existing version in HL:S will not overwrite the
changes made to the above map.
-c2a1b:
Fixed issue with bullsquid disappearing after playing animation. It now begins eating marine.
-c2a2:
Fixed issue with barnacle tounges going through elevator.
-c2a2b1:
Level transitions have been moved to prevent crashing.
-c2a2c:
Level transitions have been moved to prevent crashing.
-c2a2d_l_0:
Turrets will now all activate when any of them are damaged or killed.
Only lmp file is available because I had trouble re-compiling map after edits.
-c2a2f:
Turrets will now all activate when any of them are damaged or killed.
-c2a2g:
Turrets will now all activate when any of them are damaged or killed.
Blast doors no longer play door sounds when touched.
-c2a2h:
Blast doors no longer play door sounds when touched.
-c2a3a:
Lowered crossbow so it is no longer floating.
-c2a4c:
Fixed weird graphical issues.
-c2a4e:
Fixed tripmine exploding prematurely if level was reloaded.
-c2a4f:
Fixed issue with player being unable to hear scientist and security gaurd through walls.
-c2a4g:
Turrets will now all activate when any of them are damaged or killed.
-c2a5a:
Lowered rocket launcher so it is no longer floating.
-c2a5b:
Large door no longer plays handle jiggle sound when touched.
-c2a5c:
Fixed issue with skybox glitching out.
Moved Jet back so it is no longer visible just hanging there before flight.
-c2a5d:
First elevator no longer plays door sound when touched.
Box on elevator no longer ceases to exist.
-c2a5f:
Fixed issue with marine occasionaly leaving before playing scripted sequence.
-c2a5g:
Radio message has been altered to work with subtitles.
-c3a1:
Radio message has been altered to work with subtitles.
Rotated turret to the orientation it was in the original Half-Life:
This allows the turret time to spin up before attacking barney,
preventing him from killing it every time before it can attack.
-c3a1a:
Rotating gears will no damage the player when blocked.
Elevator lights now look proper.
-c3a1b:
Elevator lights now look proper.
-c3a2:
Altered door sounds so they no longer play handle jiggle sound when touched.
-c3a2d:
Lowered weapons so they are no longer floating.
-c4a1:
Nihlanth speech altered to support subtitles.
-c4a1_l_0:
Only exists so existing version in HL:S will not overwrite the
changes made to the above map.
-c4a1a_l_0:
Nihlanth speech altered to support subtitles.
Only lmp file is available because I had trouble re-compiling map after edits.
-c4a1b:
Manta will now spawn enemies and only appears after player is spotted by grunts.
Controllers will now appear after player is spotted by specific alien slave.
-c4a1b_l_0:
Only exists so existing version in HL:S will not overwrite the
changes made to the above map.
-c4a1c:
Nihlanth speech altered to support subtitles.
-c4a1c_l_0:
Only exists so existing version in HL:S will not overwrite the
changes made to the above map.
-c4a1d:
Conveyor belt was modified to use proper texture speed.
-c4a1f:
Nihlanth speech altered to support subtitles.
-c4a2:
Nihlanth speech altered to support subtitles.
-c4a2_l_0:
Only exists so existing version in HL:S will not overwrite the
changes made to the above map.
-c4a3_l_0:
Nihlanth speech altered to support subtitles.
Only lmp file is available because I had trouble re-compiling map after edits.
-hls03amrl:
Fixed barnacle tounges going through ceilings.
-hls07amrl:
Fixed barnacle tounges going through ceilings.
-hls14amrl:
Player now spawns with weapons.
-t0a0:
Modified some sentences to work with subtitles.
-t0a0a:
Modified some sentences to work with subtitles.
-t0a0b1:
Made level transition smoother.
-t0a0b2:
Modified some sentences to work with subtitles.
Underwater grates no longer play handle jiggle sound when touched.
-t0a0c:
Elevator lights now look proper.
-t0a0d:
Elevator lights now look proper.
-All maps:
Fixed issue with model gibs being completely black.
Altered many door entities to no longer inappropriately play handle jiggle sound when touched.
Altered many sounds to work with subtitles.
All turrets will activate nearby turrets when damaged or killed.

Misc:
-Training room Hologram no longer turns black.

-Items no longer cast shadows (since they are usually on the ground anyways and their shadows were being cast underneath tables).

-Models now use proper chrome materials. (This can be reverted by commenting out the line specified in gameinfo.txt.)

-Reflective textures are no longer overly shiny. (This can be reverted by commenting out the line specified in gameinfo.txt.)

-Autosaves now have proper HL1 logo.

-Menu backgrounds now have widescreen blur textures.

-Glock knuckle texture is now orange instead of red.

-Gibs now sound like flesh instead of plastic.

-Now supports subtitles.

-Player and NPCs now play gibbed sound when gibbed.

-Soda cans can now be picked up and play can drop sound when spawned.

-Weapon animations no longer glitch out when aiming straight up.

-Mod now has full support for Resized Maps.
Resized Maps can be launched under new menu.
Save games now show proper Chapter Title followed by - RM instead of map name.

-Now has new options menu with several options in it.
MP5 recoil can now be toggled between HL1 and HL:S variants (HL1 default).

Toggleable Gibbable Ragdolls.

The decal left behind from a Bullsquids spit can be toggled between HL1 and HL:S variants (HL:S default).

The decal left behind from a Gonarch's spray can be toggled between HL1 and HL:S variants (HL:S default).

Player movement can be toggled between HL1 and HL:S variants (HL:S default).

Player movement sounds can be toggled between HL1 and HL:S variants (HL:S default).

Crowbar clang sound is now customizable.
The player can choose which materials it plays on and at what volume.


NOTE!!!:
There are likely many other smaller changes I forgot to add into this changelog.

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Post article RSS Articles

Hello Everyone!

I know it's been a while since I've really said anything on how the next version of the mod is coming along and I just want to assure you that I am still working on it. Unfortunately, I still can't be sure when the next version will be ready, so I'm thinking about posting images of work-in-progress or completed features which will be included in the next version, though, again, I don't know how often I will be posting such images.

For now, please tell me what you think of this Glowshell replacement I've been working on recently (you would not believe how much trouble this thing has given me.)

glowshell wip

glowshell wip2

Half-Life: Source Fixed v2.0

Half-Life: Source Fixed v2.0

News 2 comments

Half-Life: Source Fixed v2.0 has been released alongside its Source Code!

RSS Files
Half-Life: Source Fixed Patch 2.1 Source Code

Half-Life: Source Fixed Patch 2.1 Source Code

Source Code 6 comments

The modified source code files for Half-Life: Source Fixed Patch 2.1

Half-Life: Source Fixed Patch 2.1

Half-Life: Source Fixed Patch 2.1

Patch 25 comments

Patch file 2.1 of Half-Life: Source Fixed for v2.0

Half-Life: Source Fixed v2.0 Source Code

Half-Life: Source Fixed v2.0 Source Code

SDK 5 comments

The Source Code for my v2.0 of Half-Life: Source Fixed. Before using, make sure you run the creategameprojects.bat file.

Half-Life: Source Fixed v2.0

Half-Life: Source Fixed v2.0

Full Version 26 comments

v2.0 improves many of the issues present in v1.0 In order to revert to the original chrome shaders or shiny textures, you can open up the mods gameinfo.txt...

Half-Life: Source Fixed

Half-Life: Source Fixed

Full Version 54 comments

This mod uses the source 2013 code to fix many of the issues present in Half-Life: Source. After downloading the zip file, extract the hls_fix directory...

Post comment Comments  (0 - 10 of 551)
dev1LjAn
dev1LjAn - - 1 comments

Do you plan to add the new gamepedui to the mod?

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BloodyMuffin Creator
BloodyMuffin - - 193 comments

Yes.

Reply Good karma+1 vote
shadowysn
shadowysn - - 12 comments

The chrome shaders for this mod are not working if another mod uses HL:S Fixed as it's base, even if the shaders and shadereditorui folders and bin/game_shader_dx6.dll and bin/shadereditor_2013.dll files responsible for the chrome shaders are copy-pasted into the HL:S Fixed-based mod.

Gamebanana.com

I do not know how the shader code works to fix this, so I have to advise people downloading my mod to disable the fixed chrome textures.

Reply Good karma Bad karma+2 votes
Nin10doGMod
Nin10doGMod - - 186 comments

New HD Pack: Gamebanana.com

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Guest
Guest - - 689,708 comments

How I can use it with HL: Source Fixed?

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Phantron
Phantron - - 149 comments

BloodyMuffin can you PLEASE make an optional patch for any deep water (even the ones that are just a a half leg deep) to have the original Source engine graphics ? :))
instead of a lowres texture.

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Guest
Guest - - 689,708 comments

This comment is currently awaiting admin approval, join now to view.

McGe
McGe - - 10 comments

Does it fix whatever it is that makes marines kill the player in .01 seconds? Dunno if it's their SMG fire rate, damage or both but I can't see anything mentioned in the notes

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Magnoplayer
Magnoplayer - - 7 comments

Can someone help me to install this mod please? (I've never installed a mod before)

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shadowysn
shadowysn - - 12 comments

Houndeyes are sometimes crashing the game when they're on attack mode and they both don't have line of sight and a way to path to the player.
The player's body also needs to be fixed to only rotate it's yaw rotation whenever you look, as you can dodge NPC bullets by just looking up or down which causes your body to lie on the ground but your camera's height which NPCs target remains unchanged.

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