Research and Development (installer)
Jul 18, 2009 Full Version 54 commentsUpdated 17 July 2009, fixed several issues & added a dynamic crosshair when using the keypads & lab buttons. Requires Episode Two.
Research and Development is a puzzle-centric mod for Half-Life 2: Episode Two featuring an unarmed player but plenty of violent mayhem.
28 comments by Varsity on Jul 20th, 2009
PC gaming super-blog Rock, Paper, Shotgun loves R&D! In a new review Alec Meer praises the mod as "a seismic shift" away from the norm, telling readers that it is "as must-play as an HL2 mod gets":
R&D’s hook is that it’s essentially non-combative. Yep – you go without guns throughout (bar the ol’ Gravity jobbie, but hey, that’s more about construction than destruction here). Sure, you can tell an Antlion to claw someone to death or arrange to squash men with falling girders, but you’re definitely not Edward Pistolhands. It’s an environmental adventure game, taking the irregular physics and logic puzzles seen in HL2 itself and turning them into the game itself. Mazes, gravity, exploding microwaves and fire-retardant antlion carapaces all make an appearance – it’s very much a point’n’click adventure in an FPS engine.
If you still haven't played Research and Development, which requires Episode Two, download it now!
Updated 17 July 2009, fixed several issues & added a dynamic crosshair when using the keypads & lab buttons. Requires Episode Two.
Updated 17 July 2009, fixed several issues & added a dynamic crosshair when using the keypads & lab buttons. Requires Episode Two.
Highest Rated (11 agree) 10/10
Let me start by saying this was exactly what I was looking for when I began looking through the hl2 mods available here. For some reason I love any puzzle elements executed in the hl2 engine and enjoyed all the little puzzles you had to solve throughout the actual hl2 game itself and R&D pretty much mixes all those great moments into one sweet package.
Research & Development pretty much a perfect mod for any fps puzzle lovers and the only thing I can hope for now is a sequel :D
Feb 28 2011, 7:36pm by Akito8
I have a problem in Chapter 2, entering the code digits into the keypad to get the energy cube.
NB: this is NOT the well-known old problem, where the wrong buttons were being pressed by mistake (which was solved by "crosshair 1")
I have the newest version, with crosshairs AND "finger-cursor" when I approach the keypad.
No matter where or how I press, NOTHING lights up - not the "ring" around the button digit, not the coloured lights above the keypad. Nothing. It is as if the mouse button clicks are being completely ignored.
I am running Windows 7, 64-bit.
If anyone has any ideas, please share them. I cannot progress any further into the game.
Update: Thanks to "Sparks" at PlanelPhillip.com, for pointing out to me that you don't press the buttons with the mouse, but instead with "use" (E). I haven't comfirmed that yet, but I'm sure that's nailed it.
I'm 25% embarrassed, but not a single percentage point more: the way the mouse cursor turns into a finger is more than a "hint" to press the mouse button - it's hardcore blatant. Still, the rest of the mod is awesome, and I should acknowledge that a one-person show can't afford level of QA and play testing that the major studios can.
Additional info:
(a) The console is frantically scrolling this message:
Material models / magnusson_teleporter / magnusson_teleporter_fxglow1 does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer!
(b) there are six mouted square plates, three on each side, of the energy cube containment cylinder. The INSIDE faces of these squares are transparent, allowing me to see the wall on the other side. (The outside faces are rendered correctly).
Voted on this!
I'm having a problem...
I installed the game fine, have been playing it fine, and am loving it. The problem is that in the level with Mr. Whirly every time i get out, A,W,S+D still affect the cart.
HELP!
i have the same problem D:
I found out how to fix this- 'Luther2K' gives this fix on the developers profile:
"This got me too. I solved it by adding a command via the console. You should be able to add it to a script file too:
bind k ent_fire ui disable
which will bind the command 'ent_fire ui disable' to k. Use the 'k' key to properly exit Mr. Whirly. 'ent_fire' is a command used to fire commands to objects and is usually used as a debugging tool. In this case it tells the current UI (in this case, Mr. Whirly's fans) to disable itself, returning control to the player."
And 'Valius_Forter' replied with this:
"I had to change your command a little;
bind k ent_fire ui deactivate
'disable' didn't work, so I tried writing it from the beginning and that showed up and worked. Cheers mate! "
Hope this sorts the problem for you as well!
If your intention was to give the player many "Aha!" moments in gaming history; This is it. I loved it. Hell, it took me a year of coming back to solve a puzzle. I was dumbfounded at realizing how simple things really are. Great mod!
Downloading now, looks sweet :)
I expect to see a sequel the ending was perfect for one. I did get frustrated at times but overall a great mod.
If there was a sequel i would definately play it too.