Adds sprint sound (and tiring sound) from Precursor, flashlight sound from Slums 2, C17 Citizen Zombie skin by Fragger and Imortality, Combine Elite, Shotgunner and combine/zombine sounds from JB's Alternate Combine Soldiers, AK47 from Wood N Steel pack, High Res Rollermines V2 by Dekker, and Vile Viscerator (Manhacks) by Tweevle, the rest of the weapons and sounds are from NO ESCAPE. The reason for this pack is because I've always wanted the combine to look alot more threatening then they ended up being originally, the weapons and the rest of the sounds I feel are much more realistic than in HL2 and as for the zombie skin, it matches the city 17 citizens, and provide it all in one neat download. There is a difficulty enhancer included but you can delete cfg/skill cfg if you don't like it. The resistance members and combine soldier wear forest camo because No Escape was made for Ep2 like forest areas. Fixed issue with v_grenade not loading pinpull wav, explanation in the description.
Basically pinpull.wav or any sound tied to an event, will not work unless its specified in a custom event since HL2 does not have a event for a grenade draw sound, so in other words you need to include the game_sounds_grenadepinpull.txt in the game_sounds_manifest.txt (which I have provided for you). In case you are using a custom sourcemod with its own game_sounds_manifest.txt and you don't want to delete since it may cause issues, all you need to do is open it with notepad and anywhere in it (preferably near game_sounds_weapons.txt) paste this: "precache_file" "scripts/game_sounds_grenadepinpull.txt"
and save it. Done, pullpin.wav will work.
Full Credits-
Fire Axe: Terje1510
CCRS Combine Soldier v2: Extorios, Valve
EoD SPAS 12 for hl2: Model, Compile- end of Days, UV Maps- Hellspike Skin- H4wk
Fragmentation hand grenade Mk II: Model- Kaskad, UVMaps- Malignant, Skin- DrHubbler, Sounds- Vunsunta
Medkit: J.Barnes
OldSchool Beretta 92FS: Model- Sureshot and Twinke Masta, UVMaps- flamshmizer, Skins- TwinkeMasta, Animations- Dr.Zoidberg and Valve, Sounds- Vunsunta, Compiles, NOrmal Maps and Sound Edits- Modderfreak,
Raging Bull for HL2: Model- FraGGer and Wannabe, UVMaps- Milo, Skins- Cigano and Kimona, Skin edits- Unbreakable, Animations- Valve, Compiles- ModderFreak
SMG1: Model- Schmung, Skin- Tharez and Grizzly, Reflection Maps- Bumpmaps by [Xero], Compile- Saber, Recompile- [Xero], Metroid,
C17 Citizen Zombie skin: Fragger, Valve, Imortality
Firestorms Camo Rebels V2: Skins- DagooN and Firestrom
JB's Alternate Combine Soldiers (Combine Elite and Shotgunner, Zombine and Combine death sounds): J.Barnes
Wood N Steel pack (AK47): Cliffton Vlodhammer
High Res Rollermines V2: Dekker
Vile Viscerator (Manhacks): Tweevle
Difficulty Enhancer:
player_old_armor 1 // Armor normally absorbs 80% of damage. However there is no reduction in damage taken. This reverts it back to HL1 system which will reduce all incoming damage by 33% and then the armor will absorb about 66% of the reduced damage. Eg having 100 health and 100 energy is the equivalent of 300hp, so it lasts longer & is more effective. Black Mesa modification does not turn this on. In HL2 difficulty affects all sources of damage you receive (not just enemy damage), old armor doesn't change this. Both normal & old armor does not protect from falling/drowning damage.
phys_pushscale .6 // Reduces pushback of weapons. Makes ragdolls more realistic
cl_phys_timescale .65 // Just a personal preference. Slows down ragdolls, making it a little more realistic. Also, I think it looks cool, as sometimes the bodies look as if they squirm or reach for their throat.
Also dramatically increasing enemy reaction times isn't realistic so much as it annoying, what I do generally is increase melee damage across the board for combine/zombies/headcrabs/rollermine and especially guns. Crowbar, Pistol and SMG do slightly more damage, as does AR2 and shotgun. Explosives do more damage and have a larger blast radius, especially rockets (you can carry alot more smg1 grenades as well). Limb shots do less than half the regular damage on enemies and you find less health in medkit stations and small health vial pickups (medkits remain the same).
Also messing with sk_dmg_take_scale2 is great, because of the issue associated with playing on hard (enemies taking alot more damage before they go down), you are free to mess around with how much damage is multiplied to the player on normal difficulty without that draw back. The number in scale2 refers to the 2nd difficulty, so scale3 would be hard difficulty ect. With sk_dmg_take_scale2 "3" you'd take triple damage on normal. I chose not to change this since its purely for others to experiment with.
sk_dmg_inflict_scale2 is what affects how much damage yours is multiplied to enemies in general, don't find any need to mess with that. Found it better to fine tune location based damage, enemy health and weapon specific damage.
Then as a final note I'd up the health on the hunters, sk_hunter_health from 210 to 320 or something to make them stand a chance to your more powerful guns. I slightly increase zombie health from 50 to 80, and poison zombie from 125 to 160 so that headshots are more necessary for them.
How to I install and play it?
Just create a new folder called custom and put the in it