Half-Life 2 : MMod i is all about updated effects and gameplay.

This is the revival of my old Half-Life 2 Enhanced mod, i've decided to re-do mod concept completely. Let me explain.

Half-Life 2 : MMod will follow Half-Life : MMod approach : new effects, weapon replacements, lots of tweaks, gameplay tweaks, graphics enhancements several new weapons, updated ai.

You can try to play all Half-Life 2 related maps with it, even campaign ones, but expect to have some glitches on them.
Everything in mod is configurable,
almost every new addition can be tweaked/turned on or off with console
variable, don't like something - disable it! For more ease every new
command start with hl2mmod_

This Mod contain lots of stuff which people contributed to Half-Life 2 Modding Community i will provide credits to all of you.

Want more media? Go check my screenshots on steam, i am making alot of them CLICK.

Image RSS Feed Latest Screens
Half-Life 2 : MMod - MMod menu redesign and recode Half-Life 2 MMod : Gotta Configure 'Em All! Half-Life 2 : MMod - Post Processing Shaders
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14 comments by ᎶʋƝʂℋɨƤ_ℳƘ_ƖƖ on Feb 20th, 2014


Meeth the Half-Life 2 : MMod

Hello again, this is Gunship Mark II, again.

First of all - story time!

You know, this mod story is too long, as far as i remember this mod were renamed twice and re-done from scratch 4 times. First version were just my experiments with source engine and it's brand new ( at that time ) particle system, it was several years ago, good old times when i actually had fun making stuff. Looking back at it it was a mess, over bugged mod with DEBUG dll's and earraping sounds, this monstrosity got released, most of people actually liked it for no reason, i assume they never seen so much new effects in my mod, even if they were crappy and unoptimized. Still fun, still in my memory. I took it down today though, because it's now irrelevant to new mod concept and broken due to two valve source engine updates. Then i decided to make it story mod with campaign, i failed because my mapping skills is all about simple brushwork and putting props. After that Mac update broke mod entierly, i've got lot's of complaints, but i can't do anything, so i decided to revive it, and i did, new weps, new effects, new stuff, more bugs. I don't quite remember what happend with it, but i stopped working with it. After long while i revived it as Half-Life 2 : Enhanced V2, i worked on it for a really long time, with a help of a friend i've re-wrote content loading system to load all Source engine content, right after that Valve pushed another update, known as Linux update, this killed mod entierly, it didn't launch at all, crashed at start up. I've tried to re-do it on brand new ( at that time ) Source Engine 2013, but it were really bugged as hell right after release, so i forgot about this mod for a while. I had better things to do.

2 weeks ago i've decided for myself : I will release this mod for sure, but i will redo concept entierly, because Enhanced were mess-of-a-mod with tons of bugs and glitches. Too much trash weapons, too much clones, code is a mess. So, i've decided to follow more successful approach of my Half-Life 1 : MMod . That means : Everything is configurable, no more earrape, only needed features, less crap.

New future for mod - here it begins...

So, let's follow to more interesting part without ( almost ) spelling errors. Right now you might be thinking : Gunship, what is this? What is all about? Where is Enhanced? Take this out of my face right now! But wait, i'll explain.

Half-Life 2 : MMod is a revival of my old Half-Life 2 Enhanced mod, i've decided to re-do mod concept completely. Let me explain.

First of all i've decided to change the name of mod to give it to more relevant project to avoid any confusion.
Second - mod will follow Half-Life 1 : MMod approach, new effects, weapon replacements, lots of tweaks, gameplay tweaks, graphics enhancements and so on.
Third - This is not SMOD, i decided to not add shitload of guns, because most of HL2Enhanced guns were just clones with diffirent effects, i don't want distract the player with all this shit. I'll better concentrate on gameplay aspects, more effects to replace, AI tweaks and other more important stuff.

Everything in mod is configurable, almost every new addition can be tweaked/turned on or off with console variable, don't like something - disable it! For more ease every new command start with hl2mmod_

Let's finally go to media.

Half-Life 2 : MMod - Desert Eagle & MuzzleflashHalf-Life 2 : MMod - Shotgun Primary Fire
Half-Life 2 : MMod - Shotgun Secondary FireHalf-Life 2 : MMod - AR2 Muzzleflash
Half-Life 2 : MMod - SMG MuzzleflashHalf-Life 2 : MMod - SMG Muzzleflash&Rock Impact
Half-Life 2 : MMod - Pistol Muzzleflash&Wood HitFXHalf-Life 2 : MMod - Explosion Effect
Half-Life 2 : MMod - Post Effects Showcase

You can see here new muzzle flash effects, they are not distracting and now view obscuring. Also some post effects, and explosions.

Now let's get to some brand new gameplay :


That is all, for now. Cya soon lads, i will keep this mod updated and actually push it to release. Thank you for your cooperation for all these years.

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Post comment Comments  (10 - 20 of 325)
Guest
Guest Dec 5 2014, 6:50am says:

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epicstufff
epicstufff Dec 23 2014, 5:46pm replied:

Who knows? It's the Creator's choice. I mean it makes it more realistic.

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Guest
Guest Dec 24 2014, 6:05am replied:

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starfleet86
starfleet86 Nov 27 2014, 11:35am says:

I am really interested in this! I will definitely follow until release.

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Guest
Guest Nov 26 2014, 9:10am says:

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WyldStyle
WyldStyle Nov 18 2014, 11:04pm says:

Are you going to add gibbing?

+1 vote     reply to comment
ᎶʋƝʂℋɨƤ_ℳƘ_ƖƖ Creator
ᎶʋƝʂℋɨƤ_ℳƘ_ƖƖ Nov 19 2014, 10:38am replied:

While i do want and know how to add it, i don't have a modeler to model ragdolled gibs for me, so i will include this feature if only i will find a modeler.

+1 vote   reply to comment
WyldStyle
WyldStyle Nov 19 2014, 10:32pm replied:

Why not use SMODs Gibs?

+1 vote     reply to comment
ᎶʋƝʂℋɨƤ_ℳƘ_ƖƖ Creator
ᎶʋƝʂℋɨƤ_ℳƘ_ƖƖ Nov 20 2014, 5:17am replied:

I don't really want to use SMOD stuff, and it would really look silly in my mod. Instead I want model specific gibs ( head, hands,legs,torso ) , but sadly I can't find anyone capable of making them.

+2 votes   reply to comment
Qui_Gon_
Qui_Gon_ Nov 20 2014, 8:26pm replied:

Unless I'm being a derp, a simple way of making model specific gibs would be to just delete the part(s) of the mesh and skeleton you don't need. For example, say I wanted to make a Civil Protection leg gib, I would delete the limbs all except for one leg and save it as a separate model (In theory). I'm defiantly not an expert modeller, I'm just guessing from my (very little) experience. :)

+1 vote     reply to comment
ᎶʋƝʂℋɨƤ_ℳƘ_ƖƖ Creator
ᎶʋƝʂℋɨƤ_ℳƘ_ƖƖ Nov 21 2014, 4:48pm replied:

That is actually how it works, but i have no knowledge in making it ragdolled, or how to sew holes with gore textures, the only thing i done with modelling is .qc editing, everything else is beyond my knowledge.

+1 vote   reply to comment
bloodshot12
bloodshot12 Nov 23 2014, 2:25pm replied:

What about a basic gore system as a sort of "placeholder", maybe until you get a modeler?

Like, zombine model without headcrab for the "gibbed" combine, then maybe retextured bones/skull from EP2 models?

Or at the very least, could do a fear style cloud of red blood, which creates a bunch of blood decals around the radius of the cloud on the floor - have it only happen on direct explosions on a character, and maybe occasionally a shotgun blast?

Also got an estimate on when you're gonna release? I want to play HL2 again but I'm so sick of vanilla

+1 vote     reply to comment
bloodshot12
bloodshot12 Nov 23 2014, 2:55pm replied:

almost forgot, SMOD-style blood spurts out of bullet wounds could be a good alternative to full gore

+1 vote     reply to comment
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