ONLY LATEST STEAM VERSION OF HALF-LIFE IS SUPPORTED

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Half-Payne is a Half-Life mod that aims to bring some gameplay bits from Max Payne. It ended up as interesting way to replay the game and this is the first time ever I tried to mod the game by dwelling into it's source.

Here's the list of all changes that have been made:

Slowmotion ability

  • Simillar to original Max Payne game, there's hourglass icon which shows how much slowmotion charge do you have. Fill the hourglass by killing your enemies, the more dangerous the enemy - the more charge you get for the kill.
  • Slowmotion toggle button is bindable in the options and defaults to MOUSE3, you can also toggle the slowmotion using "impulse 22".
  • You can activate infinite slowmotion cheat using "impulse 24".

Diving move

  • Simillar to original Max Payne games, you can make a dive move (shootdodge). Dive works simillar to long jump module, but isn't that far and can be done in any direction. You can make diving move only if you have enough slowmotion charge (which is 10%). Slowmotion charge won't deplete during the actual dive afterwards.
  • You can cancel slowmotion during your dive by toggling slowmotion.
  • Diving is bindable in the options and defaults to LSHIFT, you can also dive using "+alt1".

Painkillers and player's health

  • Simillar to original Max Payne games, you use painkillers to heal yourself.
  • All portable medpacks are now considered as painkillers.
  • All Medical stations have been replaced with animated Med cabinets which contain 2-4 painkillers depending on your difficulty level.
  • You can hold up to 9 painkillers and only when you have the suit on.
  • Taking painkillers is bindable in the options and defaults to G, you can also take painkillers using "impulse 23".
  • All suit charging stations and batteries have been removed to counter the ability to take painkillers at any time.
  • Health regenerates up to 20.
  • Player's health is displayed with replica of Max Payne healthbar.

Max Payne

  • You're actually playing as Max Payne now - you can see that on replaced playermodel and weapon viewmodels.
  • Instead of wearing HEV suit, you have to pickup your coat. It's located in your closet (c1a0d map).
  • Max will comment when certain things occur. Commentary on story events is achieved by map configuration files. Max will also comment on gameplay situations, such as:
    • Finding or taking painkillers
    • Taking damage
    • Taking huge damage dealt by player himself
    • Being near death while (not) having painkillers
    • Wasting bullets
    • Killing innocent people
    • Having no ammo in the gun
    • Answering a very important rhetorical question

Bullet Physics

  • Which by default is present when slowmotion is active and can only be shot by enemies. Physical bullets are simillar to crossbow bolts and also emit trail effect when shot in slowmotion.
  • Turning it on for player can be done in custom game modes.

Dual Berettas - new weapon

  • Picking up a pistol when you already have one allows you to dual wield them.
  • Both pistols have independent clips. Ammo in the clip is preserved when you switch back and forth to single or dual pistols.
  • Dual pistols rate of fire is alittle higher compared to single one.

Desert Eagle - revolver replacement

  • Replacement model comes from Opposing Force, but got it's laser sight cut off.
  • In previous versions of Half-Payne, revolver's fire cooldown has been shortened.
  • Max ammo in the clip has been increased from 6 to 7.

Weapon behavior

  • Each shot of Beretta, Deagle and Shotgun has to be done by yourself. In other words, you can't hold the button to fire continiously.
  • Secondary fire of Beretta has been disabled, you have to do rapid fire by yourself.
  • Shotgun annoying reload time has been shortened.
  • SMG is much more accurate now if you don't shoot it too much.
  • Hand grenades and SMG grenades can be shot down. During marine encouters, you can shoot grenades in slowmotion while maintaining your cover.
  • Punchangle (recoil effect) for some weapons affects your actual accuracy (especially noticeable on revolver).
  • All pistols, shotguns, MP5 and turrets produce tracer effects.
  • Weapons reload faster when in slowmotion, but turning the slowmotion off while reloading doesn't make the reload finish as fast as it had to.

hud_fastswitch

  • Implemented proper 'hud_fastswitch' behavior. 'hud_fastswitch 1' only works with weapons that only take one slot in the weapon group, otherwise weapons selection works as usual.
  • Use 'hud_fastswitch 2' to make it work just like in Half-Life 2. Pressing slot3 three times selects crossbow etc.

hud_autoswitch

  • You can turn off automatic weapon switching after picking up the weapon by setting 'hud_autoswitch 0'.

Classic viewmodel bobbing

  • This was present in the original WON version of Half-Life. You can turn it on by setting 'cl_bobclassic' console variable to 1.

Classic viewroll

  • This was also present in the original WON version of Half-Life. You can turn it on by setting 'cl_rollenabled' console variable to 1.

Black Mesa Minute gamemode

  • Rush through the levels against the minute while killing your enemies the most efficient way as possible.
  • Basically it's somewhat time attack mode where score is your time at the end. It resembles New York Minute from Max Payne 3 and has simillar time bonuses.
    • Ordinary kill - 5 seconds
    • Headshot kill - 6 seconds
    • Explosive kill - 10 seconds
    • Crowbar kill - 10 seconds
    • Projectile destroyed - 1 second (when you destroy enemy grenades)

Score Attack Game Mode

  • Play through familiar levels while killing as many enemies as possible and keeping your combo multiplier at max.
  • You can read additional info on scoring in README file.

Custom Game Modes

  • Play singleplayer game with a custom loadout and additional mods that change gameplay (simillar to Unreal Tournament mutators).

Misc.

  • Max Payne style deathcam, complete with proper soundtrack.
  • Disabled fast bunnyhop prevention.
  • Player doesn't collide with enemies in their dying animations.
  • Marine or Barney's helmet now absorbs up to 10 damage before it will stop reflecting projectiles.
  • Infinite flashlight charge.
  • White HUD colorscheme.
  • All weapons have the same white dot for the crosshair.
  • Health more than 100 (like when using infinite health door glitch) is shown on hud.
  • You can kill G-Man, seriously just screw him.
  • Gibbable barnacles.
  • HGrunts turn around faster when playing on Medium or Hard difficulty.
  • Sentry turrets emit sparks when you hit them.
  • Fixed not being able to use certain cheats (like impulse 101) after loading save files.

Credits

  • Directed by suXin
  • Max Payne viewmodels, vanilla Barney with Beretta and minor coding help - Rara
  • Main menu background by Ninja_Nub[NOR]
  • Max Payne resources ripped from
    • Original Max Payne game, made by Remedy
    • Max Payne 3, by Rockstar
    • Med cabinet model rip from Max Payne by Xinus22
  • Several custom mods ideas by Facepunch pals and ~my buddy~
  • Code changes that allow you to walk with reversed gravity - YaLTeR
  • sys_timescale hint - SoloKiller
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HALF-PAYNE

INGRAM UPDATE

Half-Payne latest update brings iconic Ingrams, more Max Payne soundtracks and custom game modes.


Half-Payne / December 30th 2017


INGRAM MAC-10


This devastating submachine gun was one of the must fun to use in the original Max Payne games and now it comes to Half-Payne. Ingram is (in)famous for insane rate of fire and terrible accuracy, and in Half-Payne it uses the same ammo pool as MP5 and Berettas, so use is wisely. The best use case is as an alternative to shotgun. Just like Berettas, Ingrams can be dual wielded and have the same approach when it comes to shoot and reloading animations - only the gun that has ammo in the magazine will shoot and the only gun that will be reloaded is one that actually needs it. It's very fun to use and doesn't feel unbalanced compared to other weapons. The picture below shows locations where you can find Ingram.


MAX PAYNE SOUNDTRACKS

The idea came to me about a week before the release. I remembered the complain long time ago that there could be more Max Payne music, so I decided to fill most of the game with it. Most of tracks and ambience are from Max Payne 3, because the original game didn't have much to include. You can hear Killer Suits from Max Payne 1 at the beginning of video above and it's actually played in this particular moment, so music slowmotion effects described in the previous article apply here.
I think the reason why this wasn't done before is because I didn't want to derail from the original Half-Life too much, but let's be honest: there are only a couple of titular Half-Life tracks that are worth it, which is simillar to Max Payne 1 lack of notable tracks, and Half-Payne has derailed from Half-Life enough to be considered as it's own thing, so I stopped caring about this too much.

(to be honest I still feel weird about Half-Life/Max Payne/1/3 music mix, they all have very distinctive styles which makes me think that Half-Payne as a mod is just not sure what it wants to be)

GOAL MARKER

New entity has been implemented that allows to end Custom Game Mode sessions by activating and touching this GOAL marker. Inspired by Metal Gear Solid 2 VR Missions, the idea was proposed in the previous article to add more variety for short custom game modes. It feels more smooth making player run to the goal instead of ending the session instantly. Another good use for GOAL marker is to direct player to the arbitary place. GOAL marker can be placed with custom game mode configs and activated by specifying a set of conditions that player has to meet.
Thanks a lot to my buddy Kiori-tan for making the requested mesh, despite it being a simple one, I'm always glad when this kind of work can be delegated so I can focus on other things.


SPANISH SUBTITLES

KennyGilberto250 suggested help with providing spanish subtitles for Half-Payne, which required me to implement support for multiple subtitle languages. These are included in this update and you can switch to them in advanced options or with 'subtitles_language sp' cvar.



NEW GAMEPLAY MODS AND SECTIONS FOR CUSTOM GAME MODE CONFIGS

Another new batch of custom game modes came in with this update, most interesting ones are highlighted:

  • always_gib
  • detachable_tripmines
  • heal_on_kill
  • prevent_monster_drops
  • prevent_monster_movement
  • prevent_monster_stuck_effect
  • shotgun_automatic
  • show_timer
  • show_timer_real_time
  • slowmotion_fast_walk
  • teleport_on_kill
  • teleport_maintain_velocity
  • time_restriction
  • weapon_impact


Several fixes were made to existing gameplay mods:

  • no_walking: fix water pushing player even when there's no current or movement input
  • superhot: holding jump button now only speeds up the time for a short span.
  • superhot: fix incorrect counting of real time.
  • weapon_push_back: fix not working when utilised with bullet_physics_constant.

New config sections include:

  • [end_conditions], which allows to setup several quotas that have to be met by whatever you specify: killing certain monsters, activating triggers etc. Unfortunately, saving the game with [end_conditions] is not supported at the moment.
  • [teleport], which can move the player to specified location on current map.
  • [entity_remove], which can remove entities, including brush-based ones.
  • [music_stop], which stops current music playback with smooth fade out.

Config sections changes and fixes:

  • [entity_spawn] config section now allows to spawn: monster_human_grunt_shotgun, monster_human_grunt_grenade_launcher, monster_tripmine, monster_barnacle
  • [entity_use] config section now can be used to activate triggers.
  • Custom Game Mode config hash now doesn't depend on [name], [description], [sound], [music], [playlist], [max_commentary] config sections. Hash also doesn't depend anymore on line order. In other words, gameplay configs with the same gameplay mods but various descriptions and non-gameplay stuff etc. ARE CONSIDERED SAME.
  • Spawns defined in [entity_spawn] config section now can and must be dispatced with proper hooking, not just implicitly on first map visit.
  • game_text, target_cdaudio, button_target and Monster deaths that were not caused by player can now be hooked by custom game modes.
  • Arguments specified in custom game mode configs will now preserve whitespaces if they're quoted.
  • Fixed explosion kills being hooked two times instead of once.
  • Fixed [intermission] config section causing cheat detection false positives.

OTHER MAJOR CHANGES AND FIXES

  • Added some monster spawns to UNFORESEEN CONSEQUENCES, BLAST PIT and RESIDUAL PROCESSING chapters.
  • Added some painkiller spawns to GONARCH'S LAIR chapter.
  • Crosshair now changes it's appearance after kill is confirmed. This can be disabled by setting 'crosshair_kill_confirmed 0' in console or advanced options menu.
  • Max now always starts with full slowmotion charge (previously you'd start with no charge in vanilla gamemode).
  • Max is now not allowed to use slowmotion or diving if he has no suit.
  • Tripmines that were initially put into the map now powerup almost instantly.
  • Default ammo in the MP5 clip after picking it up is now 50 instead of 25.
  • Picking up a new gun now doesn't give you additional ammo on top of that. For example, picking up the shotgun for the first time was giving you 8 / 12 shots, now it's just 8 / 0.
  • God Mode is now applied after custom game mode session ends.
  • Custom Game Mode menu now shows personal bests for ALL completed custom game modes.
  • Creating sub-directories inside 'cgm_cfg', 'bmm_cfg' and 'sagm_cfg' will now show config files in them as separate categories in Custom Game Mode menu.
  • ImGUI hack compatibility with Half-Life builds has been improved. It now MAY work on older no-steam builds.
  • New ImGUI debug windows, which are activated by cvars: 'print_model_indexes 2', 'print_aim_entity 1' and 'print_player_info 1'.
  • Fixed not being able to progress in PAIN% custom game mode due to dying after getting captured by grunts.
  • Fixed satchels submerging underground after throwing them while being close to the wall.
  • Fixed being able to tamper with Black Mesa Minute timer state by reloading save files after restarting the game and Black Mesa Minute game mode instance.
  • Fixed being able to bypass painkiller and slowmotion flashing effects, and also fade out effect by setting 'hud_draw 0'.
  • Fixed Max's commentary on picked up weapon being played when it was picked by using 'impulse 101' command.
  • Fixed gauss beam splitting into two when using primary fire.
  • Fixed real time still being counted when game is paused.
  • Fixed original trigger_cdaudio and target_cdaudio not working when restarting the game and loading the save file with these not yet activated entities.
  • Fixed Nihilanth's death flares not being set to additive, which results in them having a dark square background. (ZikShadow)
  • Fixed xspark4 sprite having odd square semi-transparent background, the sprite is used by one of the beams in Questionable Ethics. (ZikShadow)
  • Fixed med cabinet duplicating itself in POWER UP chapter.
  • Fixed player's physical bullets being shot from incorrect origin if cl_bobcyle cvar wasn't set to 0

IN CONCLUSION

I'd say this update is not really mindblowing but still feels important with bringing some more Max Payne stuff and also tools that will allow me to include more custom game mode scenarios, and more fixes/polishment. Unfortunately, almost the whole november has been wasted due to bad personal state, which means more stuff could get into this update.

I also want to thank everyone who voted for this mod so it managed to get into Top 100 this year, which also helped to get the Best Crossover award. This is very important for me because I aimed to get into Top 100 from the moment I released the Definitive Update. This award, despite not giving mod more attention, makes me know that time spent working was indeed worth it. If you really want to appreciate how much work went into all of it - how about you also try the first version ever released on JUN 12th 2016?


While it feels like Half-Payne is not getting more attention and people don't really record their experience with the mod, I don't let it to ruin my motivation yet. I still have several other crazy ideas in mind, some of them being mentioned long time ago, but still not implemented. Stay hooked! I'll get back to work in a couple of months and most likely make another article to show the new stuff. Teasers or WIPs may appear on my Twitter way before that. Here are several major scraps from my TODO list that I might work on:

  • More short custom game mode scenarios: now I may have the opportunity to do it but didn't have enough time
  • Twitch chat integration attempt
  • Bring Heavy Machine Gun from Opposing Force
  • Dual Deagles
  • Quake-like rocket launcher behaviour
  • Nightmare mod to replace everyone with Max Payne
  • German Edition mod
  • Gungame mod
  • func_vehicle attempt

As usual I'm always open to suggestions and support. If you'd like to contribute for the mod, preferrably by mapping - contact me.

Half-Payne - Painkilling Update

Half-Payne - Painkilling Update

News 6 comments

Half-Payne latest update focuses on presentation issues and better delivery for your pain relief. It also brings several new game modes and other improvements...

Half-Payne - Game mode accessiblity and Music enhacements

Half-Payne - Game mode accessiblity and Music enhacements

News 5 comments

Plenty of new game modes were planned for the next update, but so it's happened that I focused on something else entirely.

Half-Payne - Definitive Fixes Released

Half-Payne - Definitive Fixes Released

News 5 comments

Half-Payne latest update fixes several issues, thanks to the feedback.

Half-Payne - Definitive Update Released

Half-Payne - Definitive Update Released

News 21 comments

Half-Payne Definitive Update has been released! Play the mod the way it was meant to be from the beginning.

Add file RSS Files
Half-Payne / December 30th 2017

Half-Payne / December 30th 2017

Full Version 9 comments

Unpack ALL archive contents INCLUDING bass.dll / bass_fx.dll STUFF into your Half-Life Steam directory and restart Steam. You should see 'Half-Payne...

Half-Payne / September 29th 2017

Half-Payne / September 29th 2017

Full Version 4 comments

Unpack archive contents into your Half-Life Steam directory and restart Steam. You should see 'Half-Payne' in your Games list, launch it to start playing...

Half-Payne / May 29th 2017 Patch

Half-Payne / May 29th 2017 Patch

Patch 2 comments

* Fixed Max's commentary not being played sometimes when visiting a new map. * Fixed minor annoyance in the ending.

Half-Payne / May 17th 2017

Half-Payne / May 17th 2017

Full Version 12 comments

Unpack 'half_payne' folder in your Half-Life Steam directory and restart Steam. You should see 'Half-Payne' in your Games list, launch it to start playing...

Half-Payne / May 07th 2017

Half-Payne / May 07th 2017

Full Version 10 comments

Unpack 'half_payne' folder in your Half-Life Steam directory and restart Steam. You should see 'Half-Payne' in your Games list, launch it to start playing...

Half-Payne / August 01st 2016

Half-Payne / August 01st 2016

Full Version 2 comments

* Fixed level states being saved in Black Mesa Minute when you restart using mouse click after dying. * Added "holdtimer" to [mods] section for Black...

Comments  (0 - 10 of 187)
BrupcatBR
BrupcatBR

Try adding most of the songs from Max Payne 3; TEARS, MAX:FAVELA, U.F.E., SHELLS, PAINKILLERS, THE GIRL, MAX KILL, DEAD, GUNS, THE IMPERIAL PALACE, COMBAT DRUGS, FUTURE, MAX:PANAMA (Optional due to it being more useful to Max Payne 3's atmosphere and styles for the character's emotions at the moment of the level), MAX:DOCKS, and some combat music from the game's files which aren't incluided in the official OST. But put them in an order you think they'd fit the levels more.

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suXin Creator
suXin

I'm not sure if you played the mod but there is Max Payne 3 cherry-picked music. I didn't aim to include everything because there should be silent moments and I wouldn't like to bloat mod size.

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alexdemi
alexdemi

How to install this mod ?

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Wratman
Wratman

Here's a Black Mesa Minute Hardcore run by me if anyone is interested.

The time score is in a second video because the game crashed when I killed Nihilanth in the demo. (In the second video I recorded the last minute with Shadowplay DVR).

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suXin Creator
suXin

Bonus points if, after next version releases, it'll be redone without glitchy demo playback, and also without that telepathy-rocket bug on 51:01 I'm shocked it's still there lol.

Reply Good karma+1 vote
suXin Creator
suXin

Holy **** thanks for proving it's possible, I hope you enjoyed the challenge!

Reply Good karma+2 votes
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Guest

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Geekysam
Geekysam

Will you also later add the Colt Commando and Lead pipe from Max Payne 1 too?

P.S. it will be nice if you can also add some Dead Man Walking style game mode like in Max Payne 2

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suXin Creator
suXin

The weapons you suggested would only work as reskins. And we can consider the HD model of MP5 as something that resembles Colt.

Dead Man Walking would require a proper arena map, but you can actually bake it as a custom game mode config if you don't allow player to go other maps and use [entity_spawner].

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Geekysam
Geekysam

Thanks for the reply :)

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