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Half-Life 2 Substance is back!

The 2005 original is available once again, rebuilt and expanded in an all-new 10th Anniversary Edition, thanks to the support of our community and the crews of System Shock Infinite and SMOD Standalone.

Half-Life 2 Substance installer v2.1
Half-Life 2 Substance full version




This mod harks back to a bygone age, when innovation with first person shooters was king.
Games like Thief, Requiem or Shogo would explore new approaches to the shooter genre.
Substance sought to merge the different playstyles into a precursor to the Crysis suit.

Each of the HEV Suit Modes comes with its own weapons and abilities, like energy shields or cloaking.
Just like multiplayer classes, which can be switched on the fly and share one gigantic inventory.

Newly available in this version, is the VR Missions map pack: as Substance used to be limited to the
vanilla and remastered campaigns, it can now be played in over a hundred Half-Life 2 classic maps
such as Strider Mountain, The Citizen, Rock 24, Riot Act and Mistake of Pythagoras!

VR Missions Final


To install the mod, place the Half-Life 2 Substance installer in Sourcemods and run it with admin rights.
Note: Half-Life 2 and Source SDK 2006 must be installed, and run at least once before installing.

Half-Life 2 Substance Readme

Half-Life 2 Substance Readme

Feature

Half-Life 2 Substance v2.0 Information, Troubleshooting & Credits.

RSS Files
Half-Life 2 Substance installer v2.1

Half-Life 2 Substance installer v2.1

Full Version 22 comments

The full version of Half-Life 2 Substance. Extract it in Sourcemods and run the installer with admin rights. Requires HL2 and Source SDK 2006.

Half-Life 2 Substance archive v2.1

Half-Life 2 Substance archive v2.1

Patch 7 comments

A version of Half-Life 2 Substance with no installer. Extract it in Sourcemods and move the "hl2.exe" file to SteamApps\Common\SourceSDKBase.

Half-Life 2 Substance addons and fixes

Half-Life 2 Substance addons and fixes

Patch 3 comments

A collection of mutators for Half-Life 2 Substance. Includes fixes for common issues with the SDK and missing DLL files.

Comments  (0 - 10 of 383)
xraymanslay
xraymanslay

Is this mod still being worked on?

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xdiesp_ Creator
xdiesp_

It was updated and re-released last year, after a long hiatus. Feel free to post any request for mutators, i.e. different damage types!

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atroublestarter
atroublestarter

I've been looking over the known issues. I'm getting the slowing down by myself a lot, I think it's particularly when I kill someone in recon mode, but I can't be sure.

Also, it does seem to be much more buggy than the original Substance that I always loved.

For one, I can't use the right mouse button to zoom when using weapons like the sniper rifle. My suit zoom is gone, too! I've checked the keybinding and it's there.

For two, if you put the bug bait into spawner mode whilst in Gordon freemon mode, you can't throw the bug bait in recon mode at all or squeeze it.

These are just the bugs i've found in 5 minutes playing in the first level.

I really miss the old Substance (Substance Gold?), I hope this manages to be just like that!!

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atroublestarter
atroublestarter

Just to correct myself, it's just in the first part before you get the suit that you can't use the right mouse button to zoom. My bad! (This is even if you use impulse 101 to get all the guns and apparently, the suit), zoom is disabled at this time, but is enabled afterwards.

I wonder what the ETA is on a fix for the automatic slow-mo?

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xdiesp_ Creator
xdiesp_

Thanks for your report! About the keybinds, I suggest using the default ones to minimize potential issues. About the walkspeed bug: it happens during weapon switching (and gets fixed the same way) particularly when switching to the MP5 tier. I'm afraid I can't fix it, it spawned during the new port. :(

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atroublestarter
atroublestarter

ok thanks! Not sure if you've noticed but it also affects death - if the slowdown effect is occuring, metrocops die in slow motion!

I'm not seeing this problem in SMOD, which also has slow motion. Infact, I would love to see the SMOD slow motion ported into Substance, as it's really really cool!! (Bullets travel in slow motion and everything, whereas in Substance slow mo, bullets seem to be instant)

Otherwise, it's a shame to see a problem that cannot be fixed :-(

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MaxShadow09
MaxShadow09

First of all, great mod! I used to play it a few years ago, I see you improved it a lot. Its my favorite SP mod so far c: However, the addition of new classes produced some... redundancies. I would like to give you some suggestions that might improve the mod.

- Both Snake and Raiden have an invisibility power, and both work exactly the same. If I have to choose one, I'll prefer to see stealth in raiden because I like to play it as Fox, and he has invisibility. Perhaps snake should have another power, OR you could make them a bit different. For example, you could make Raiden's invisibility not consume energy, but instead consume health at a higher rate than when he's visible, letting him use it as long as he wants. Also, he should stop losing health when visible. That's how Fox invisibility worked in the MGS1 VR Missions.

- Snake shockwave is a bit out of context, at least with the MGS world. I think thats a power for Raiden. Fox had a shockwave power that also damaged him. He used it in his battle against Snake, and is also useable in the MGS1 VR Missions. Snake should have another power, or at least swap it with the Raiden "Taunt".

- Boss camouflage is not only unnecessary, but also a bit annoying. When you're trying to snipe enemies while crouched, the camouflage activates blocking your ability to fire, and forcing you to move. It also has zero gameplay advantage, as there are other classes with a better stealth ability.

- Liquid is fine as the pure damage class. However, his berserk ability is almost the same as Raidens melee, but without the health loss. If you change the way Raiden works like I suggested, then they would be exactly the same. I would like to say that he should have another power, but I really like punching enemies and watching them explode :v This is another redundancy, but I really don't know how it could be improved.

- Theres a small bug that sometimes make you walk much slower. I think it mostly happens with Raiden.

- I think that Gordon's flashlight and Boss night vision should be stated in their description, as those are their real F abilities.

Thats all. I don't know if you're still working on this, but if you do, I think these changes would improve the mod and make each class more unique. Anyway, keep up the good work :)

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xdiesp_ Creator
xdiesp_

Thanks! Some can't be done now without the source code, but your idea for Raiden's shockwave is stellar. Notice that the attack itself, is based on Fortune's device in MGS2: you both release the shockwave, and become invulnerable to bullets for a short time.

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MaxShadow09
MaxShadow09

Yeah I remember the Fortune's device, although I don't remember Snake using it :| but I haven't played any MGS in a long time.

The thing is that the shockwave doesn't fit well in Raiden either :P (Although I haven't played MGR, perhaps he uses something like that there?). I was thinking in Fox because I like to use Raiden as him, but Raiden is the default character. Perhaps its better if you leave that power like it is. Anyway, that "taunt" thing is a waste of a power slot. There should be something else that could be added to the Ripper mode. Perhaps the ability to block bullets in front of him when using melee, quickly draining the energy reserve? Thats a classic ;)

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MaxShadow09
MaxShadow09

Any chance of running this with the HL2 episodes? I tried it before with SMOD and it didn't work well, NPCs were mute most of the time.

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xdiesp_ Creator
xdiesp_

Can't be done, as long as we're stuck with the present version of the SDK. At most, I could adapt more maps to work as VR Missions.

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Highest Rated (4 agree) 10/10

Back in the golden days of hl2 modding, this was something I played multiple times, and looking back at it, I sincerely wish I could go back for more :( The new additions to the hl2 campaign struck me with surprise and awe and the dozens of new weapons made the action tight and refreshing, with new additional monsters and player abilities to decimate them with. It's a shame this only partially works with mod fixes following the may 2010 update. Perhaps someone with some free time on their hands…

Jun 3 2013 by flippedoutkyrii

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