This compatibility patch enables experimental MMod support for Entropy : Zero. Make sure to read the description before installing!
DISCLAIMER: Due to MMod's source code not being publicly available, some of the gameplay features that were introduced in Entropy : Zero are currently not present in the patch. EZ1's campaign, however, remains fully playable despite these omissions. To make up for these omissions, the patch integrates some of MMod's new weapons and features into the campaign and adds some exclusive balancing changes and minor map tweaks to ensure that the player has an enjoyable gameplay experience.
UPDATE NOTICE: If you currently have a version of the patch that is dated before the release of the "April 2024 Hotfix" on April 24, 2024, please uninstall it and re-download the patch to recieve its newest release. For more details on the newest update, be sure to scroll down to the "April 24th Release Notes" section of the patch's description.
Fight your way through the rebel sanctuary of City 10 and revisit Bad Cop's origin story - now featuring MMod's suite of gameplay modifications and visual enhancements.
- PRE-INSTALL REQUIREMENTS -
NOTE: Please make sure that you read the pre-install requirements and installation instructions carefully and concisely. Comments that say stuff like "crashes on startup pls fix" are unconstructive, unhelpful and will be deleted without warning.
Before you install the patch, make sure that you have the following things installed:
• Source SDK Base 2013 Singleplayer + Half-Life 2: Episode Two
You also need to be enrolled into Source SDK Base 2013 Singleplayer's 'upcoming' beta branch.
Here are step-by-step instructions on how to do so, courtesy of malortie:
- Right-click on Source SDK Base 2013 Singleplayer. (you can find it in the 'Tools' section of Steam)
- Go to the "Properties" tab. In the "Properites" tab, open the "Betas" menu.
- Change the "Select the beta you would opt into" option to "upcoming".
• HL2: MMod (1.3) along with my MMod Fixes and Enhancements Project
• Entropy : Zero
To install the patch, simply extract the "HL2MMod_EZ1" folder into your sourcemods folder. Once you have done that, restart your Steam client and the patch should be listed within your Steam library.
NOTE: The patch is also shipped with some optional bonus content, including an addon that enables support for the MMod: Classic addon and a new version of the "12 Gauge Auto-Loader" addon. Be sure to read the "Addons Info.txt" file that comes with the patch for more information on these addons.
-- RELEASE NOTES - APRIL 24, 2024 HOTFIX --
ADDON UPDATES:
• Boosted audio levels for the shotgun's firing sounds when using the "12 Gauge Auto-Loader" addon.
GAMEPLAY UPDATES:
• Slightly decreased the pistol's reload times.
HUD UPDATES:
• Added Black Mesa: Blue Shift-style closed caption scaling.
• Adjusted closed caption formatting.
Question: how do you change color of HUD, but keep other elements unchanged? Is it editing ClientScheme.res in some way?
Noticed, that allied metrocops are extremely easy to die at the beginning: lost all three in just a few seconds. Stunstick lost electric visual effect. Manhack spawns replaced with .357 - importing script with weapon data didn't work?
• Yes, the ClientScheme.res file needs to be edited in order for MMod-specific HUD elements to appear, but I also have to edit the hudanimations.txt file (located in the scripts folder) so that MMod's hitmarkers properly show up on the player's HUD.
• The .357 was added to flesh out the weapons roster a little bit and to also provide the player with a powerful, but limited option to fight back against the rebels. (the .357 can kill them in 1 shot!)
• I tried replacing the crowbar with the stunstick by editing the weapon spawn locations via MMod's mapadd system but I was unable to do so, which meant that I had to re-skin the crowbar to look like the stunstick, just without the electric visual effect.
But how are you supposed to complete few moments at last chapter, where you have to kill out-of-sight stalkers? First moment is with vent, that manhack used to fly through, second is with lasers, that prevent you from walking out of room.
Mod is mostly playable, but loss of manhacks hurts it a lot, as it's one of unique features of EZ, together with nightvision(replaced with flashlight).
The manhack puzzle was removed via MMod's mapadd system, the rest is dependant on you knowing how to get through the mod's more challenging sections.
Well, if you could rework the system to add the ManHacks then it would really be worth it.
Manhacks rely on custom code, which means that they cannot be added in without full access to MMod's source code.
And even if we DID have access to MMod's source code, Entropy: Zero's source code is not publicly available so the manhacks would have to be re-coded from scratch.
I suppose you can "recreate" Manhack weapon, by simply spawning one with set parameters, like being friendly to player, etc.
Obviously it won't be complete replacement, but would be sufficient to not alter maps.
The authors of MMod or EZ aren't willing to provide any insight as to how the manhacks are integrated? If you haven't, it might be worth reaching out.
Such a feature being removed basically makes the patch not worth playing. I think some kind of solution is necessary if we want MMod to work with EZ. If you could get an idea of how the system works, would it be possible to integrate custom code/scripting to achieve something similar?
it is available
The flashlight used in EZ was just a Flashlight with a higher(r_flashlightfov) fov, being blue in tint and a Screen Overlay (r_screenoverlay). I think it can be resurrected.
I'll probably look into bringing the NVGs back as a optional addon for this patch.
too bad already did it in my patch's patch but now that you made this one I guess I will scrap it but if you want the NVGs go in your patch content vpk and in materials and inside create a folder named effects and go to the Entropy Zero folder and go inside the materials folder then effects folder then copy the files that start with Ez_MetroVision and paste them inside that effects folder you made in your vpk and rename Ez_MetroVision.vtf to flashlight001.vtf and rename Ez_MetroVision_border.vtf to flashlight_border.vtf and done you now have the NVGs
UPDATE: It turns out the values for the flashlight's FOV are 100% hardcoded into the engine and reset on game load/map load. This makes it impossible to bring back the NVGs without access to MMod's source code.
I might look into this again in the future as I am aware of a possible workaround (I currently haven't tested it though) but for right now the NVGs are completely off the table.
Have you tried what I've done?
I did. It looked awful. (bad fov/texture scaling)
I tried to upscale the flashlight texture to see if it would improve things but it didn't improve things at all.
Huh,strange. It didn't look that bad to me.
Please make a flashlight as in the original MMod. The flashlight from the original Entropy Zero is very bad. Eyes begin to hurt.
Like I said before, the NVGs will be an OPTIONAL addon for this patch. You won't be forced to use the NVGs, it will be an option that the player can pick, if they want to, of course.
That was Awesome!
I've completed it without any bugs or issues!
Thank You for that Amazing compatibility patch! :)
There is one little mismatch: original mod has "PCV" next to armor value (Personal Combine Vest?), while MMod patch replaces it with "Armor".
I'm curious about something, you stated that the subtitles are forced on to prevent a crash. How do the subtitles prevent this?
When the subtitles/closed captions option is completely switched off, a game crash occurs every time an NPC or Bad- uh, sorry I meant Unit 3650, speaks in the game. Enabling the subtitles option is the only workaround that prevents this issue from occuring.
I tried to recompile the subtitles to see if a faulty compile on Breadman's side was the cause of the problem but that didn't fix it.
Breadman himself has been aware of the issue since April of last year but no fix has been released as of the time of writing this comment. Steamcommunity.com
Until a fix is released, the only solution is to force-enable the subtitles so that the crashing issue is avoided entirely.
Weird. Okay then, thank you.
Did you mean "Weird flex but okay"?
no
There probably won't be fix, as Breadman is busy working on sequel, Entropy:Zero 2.
IDKFA-93, Please make MMod compatibility patches with:
1. Exit
2. Exit 2
3. Research And Development
Patches for Exit and Exit 2 are planned for the future. (possibly later this week, if nothing goes wrong, that is)
I was actually working on a patch for Research and Development a couple of weeks ago but I ran into severe crashing issues with the mod so I've put the patch on ice for right now, but I have plans to revisit it in the not-so-distant future.
Research and Development i try to patches too, but reaches chapter escape velocity i can't even use gravity gun to pull out some prop to build the car. I think is impossible to do this patches
Too bad there is not the NVG, it's a lot better than normal flashlight, alot easier on the eyes as well.
Yeah, I too would prefer to use the "Combine vision" instead of the flashlight.
Hi,
I have a problem which is related to the subbtitle-crash. When I start the game the subtittles are OFF so I start with an istant crash when I try to start a New Game. I tried to enable it in the options menu but the panel is missing. So how shoud I enable the subtittles. Thx for the awnser. :)
I have just pushed out an update that should fix your issue. Please re-download the patch. And be sure to let me know if the issue still persists.
It's working now perfectly. Thank you!
Why "A.I.Disabled" ?
;-;
[sigh]
Drive.google.com
Can you update for the new version of EZ (4.0)? Store.steampowered.com
Crashes with new version of EZ (4.0)
This is because our binaries have changed. Sorry!
Doesn't seem to work right. Metrocops attack me and Rebels ignore me and I cannot shoot them, as if they were friendly like in HL2.
I have the same issue! Am I some sort of Undercover rebel or somethin'? Jokes aside, same issue as JCD up there
How did you get it to work with the new version?!?
az_c4_3 map is bugged during normal playthrough. Typing "restart" in console fixes it but the HUD is gone
Would love to get this updated for the latest steam version
I have made a combine nightvision to replace the flashlight in mmod entropy: zero
Just put it in custom folder and it all set
Can you do the same for The Forgotten Journey mod? Cause current version is bugged and needs to be fixed/updated.
Sorry, but I won't. I don't really have the time, or interest, to make more compatibility patches and my current focus is on making smaller addons for MMod and supporting the patches that I've already released.
Your best bet would be to compile a bug report with every issue you've found in the patch for The Forgotten Journey and send it to the person that made the patch.
Other than that, I can't really help you. Sorry :(
No problem. I've reported it but nobody respond yet. Those compatibility patches for MMod are giving second life for all HL2 mods, which is brilliant and satisfying to play it through, so your work is great anyway :D
It really does kill me that you aren't able to use the manhacks. I know why you aren't able to bring them over, it's just like the one thing left and one of E:Z's most unique mechanics.
It's not a huge deal, just frustrating given everything else you've been able to integrate.
cant play past the first chapter, title screen is default purple/black texture, sorta broken
FIXED: relocate Source sdk to where your HL mods are