Spirit of Half-Life (SoHL) is a modified game engine for Half-Life 1 modders that includes many new things not seen in the original Half-Life engine by Valve. This includes reflections, mirrors better lighting, weather like moving clouds, rain, snow, and fog. Physics capabilities like picking up objects and dropping them, or when some thing explodes objects go flying off in the direction.
Compiled binary of Spirit of Half-Life 1.9 (2011) by Unkle Mike, intended for mappers.
Allow me to introduce a result of my latest development: Spirit 1.9. It wasn't planned honestly but at some point thambs asked me to make tracktrain door for his mod, something else later on, and in the end enough features accumulated for straight up new version.
And what a version! This is probably the most stable and glitch-free version of Spirit of all you've ever seen. Gigantic job was done for complatibility with former versions and to clean out inherently buggy code that appeared in it since version 1.4 from stupid arrangemodders and their imperialistic minions. Since I've got no time left for documentation and FGD, I'll write in detail right in this thread what's new in this Spirit, what was fixed or removed.
!!! A system of scripted sequences of Spirit was put back in place. This makes it impossible to complete Half-Life on this Spirit, but on opposide all the demos of Spirit itself began to work properly.
1. Files: pak0.pak contains files necessary for correct work of Spirit itself and cannot be removed without editing corresponding code. pak1.pak contains demo maps and examples. Map sources are in spirit\devkit\map_sources. Large filesize of this release was indeed caused by a great number of demo maps.
2. Spirit 1.9 is compatible with all the demo maps since Spirit 1.0.
All these demo maps are in an archive of this release and you can personally test them to be convinced that everything is correct. Addendum: gruntbattledemo only works correctly with fps_max 50 and below. This is neither a bug of GoldSource, Xash, or Spirit itself. Most likely this is a mapper's mistake in timing of calling a certain sequence.
3. Gigantic number of errors was fixed that nobody could be bothered to fix ever since Spirit 1.0. For example, laser rays on gatlinggundemo disappearing upon save-restore, a crash on migrainedemo map, crashes upon save-restore on locusdemo and a bunch of similar flubs. Including engine's nasty freeze in attempt to activate "storm" button on spiritdemo (a special thanks for this bug goes to SysOp, Confused and other fools).
4. renderfx reflection was put back in place for backwards compatibility with older versions of Spirit. From now on shinyfloordemo is working correctly. This fix didn't affect mirror functionality in any way.
5. A system of Script sequences of Spirit was put back in place. This made it impossible to play HL on Spirit, but on a brighter side all the script demos of Spirit itself have begun working as they should.
6. Minor enchancements and fixes of my own code were implemented, in particular - some improvements for Xash Weapon System. Weapon_cycler, too, was rewritten and appear to be a full-fledged generic now.
Just specify a path to w_, p_ or v_ model in its fields and it'll load all three of them on its own and then it will pretend to be quite a real weapon, that, even if it cannot shoot, nevertheless, can play sequences specified in deploy, holster, primary, secondary fields accordingly. To take cycler away from player, new field "generic" appeared in player_weaponstrip entity, it can either be 0 or 1: 0 - take away, 1 - keep.
7. New entity to control tracktrain: train_setspeed. Allows you to increase or decrease tracktrain speed smoothly, also performs reverse movement.
8. A thing many HL1 mappers were dreaming about for so long: func_traindoor. A dedicated entity that appears to be a door for tracktrain and unlike objects attached with regular "movewith", this one is guaranteed to never lag behind a train and it will transfer to the next level along with it and will open by moving forward and right (or back and left). You can look up an example of func_traindoor and train_setspeed usage on new demo map tramtutor.
9. New mp3 player! Unlike old one, can play mp3, wma, xm, it, ogg and somethin' else. Also allows you to load music from paks directly and support looped tracks (spawnflag 2) for already mundane ambient_fmodstream.
10. This Spirit was thoroughly tested not only with GoldSrc but also with Xash3D on the matter of functioning correctly
P.S. Since the matter of Spirit is closed for me once and for all upon this version's release, no need to offer me to fix or add something. If you encounter a bug that, nevertheless, managed to hide from me, I would just make a sympathetic stance and understanding look (that's for free).
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