I'm used to modding Doom (G/ZDoom) and I'm only just getting into modding Half-Life.
Although I can program in C and C-styled languages, it would be great to have a few
Below is the storyline for the Half-Life Alpha
An accident in the Threshold's power core fractures the local fabric of spacetime, and hordes of creatures begin
spewing into our world through the fissures. Monsters are everywhere, and your co-workers are dropping like flies.
You head for the surface but the usual routes are unpassable--damaged by the disaster and infested with monsters.
The silo security guards are in a state of primal terror and looking for someone to blame. The obvious scapegoats
are the scientists. Namely, you.
In your flight to the surface, you acquire a device which means the difference between victory and annihilation--but
you don't realize whose victory, until too late. As the Portal experiment's first human subject, you are cast into the
alien world to confront the ultimate horror... to cut off the invasion at its source. In Half-Life, you won't just go
head-to-head with an alien boss--you will fight it from the inside out.
Currently, the mod is all maps and models, but no code. All of the maps work (from what I can tell) and Barney is fully animated. I managed to convert every model from the alpha except for the ones in the MDL v4 format.
Converting polyrobo.mdl was a pain because of how many vertexes it has, I had to split the model into 3 parts and recompile it with a custom QC. It works and looks exactly the same though.
- Barney's gun disappears when he's shooting
- Barney seems to have trouble walking around, I probably have to set up dummy animations for him turning around.
- The crowbar uses the wrong animations (idle for attack, attack for selection), but this is because it doesn't have a custom QC yet.
- Map transitions don't work (possibly because they haven't been converted to the final format?)
If I were to release this in alpha form, I'd include the custom QC files that I have used as well.
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