This demo has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest demo.
=================== Half-Life: Enriched Version beta 0.84 =================== Description: ============ HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
===================
Half-Life: Enriched
Version beta 0.84
===================
Description:
============
HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
This build contains the following chapters:
-1: Hazard Course
0: Black Mesa Inbound
1: Anomalous Materials
2: Unforseen Consequences
3: Office Complex
4: We've got Hostiles
5: Blast Pit
6: Power Up
7: On A Rail
8: Apprehension
9: Residue Processing
10: Questionable Ethics
11: Surface Tension
12: 'Forget About Freeman'
13: Lambda Core
14: Xen
15: Gonarch's Lair
16: Interloper
17: Nihilanth
18: Endgame
More work is being done on the MOD. Check the MODDB page for new releases!
Installation:
=============
Copy the 'enriched' folder into your Half-Life folder (../Steam/steamapps/common/Half-Life/). Restart Steam and Half-Life: Enriched should be visible in your list.
Copyright notices:
==========
- Original maps, models, sprites and sounds by Valve
- Updated and new maps, textures, models, sprites and code by Hezus
- Updated Half-Life SDK by Solokiller
Special Thanks:
==========
Beta Test Team:
- a1ba
- Al'Essandro
- AlexCorruptor
- SV BOY
- ContraZ_VII
- eyeling
- FedorZoddKanun
- jonnyquattro
- Mdisk64
- PsyWarVeteran
IMPORTANT: If you want to use any of the content from this MOD, ASK ME FOR PERMISSION FIRST. Just adding me in the credits is not enough.
Changelog:
==========
Version 0.84 (14th April 2023)
--------------------------
Models:
- updated scigun model
- updated shotgun world model
- new osprey model
- new apache model
- new tripmine v_ and w_ model
- new satchel v_ and w_ model
- new gluon v_ model and w_ model
- new female assassin model
- fixed vertex/bone allocations in death animation on zombie/barney/soldier
- fixed crossbow clip not showing on v_ model (flipped normals)
- fixed clipping animations on shotgun v_model (and some texture improvements)
- updated mp5 v_model
- fixed bad mouth bone on Einstein scientist head
- fixed ears on Slick and Luther scientist heads
- fixed clipping around scientist arms
- barney hands and gun are now smaller
- barney mouth controller reduced from 45 to 25 degrees
- fixed missing dark neck skin on human_grunt
- completely remade animations on human_grunt
- updated skin on RPG world model
Code:
- adjusted laser beam size/transparancy/colour of the tripmine
- adjusted wall mount orientation of tripmine
- added 'no weapon' hack to human_grunt
- human_grunt now has 30 round clip (was 36)
- changed max ammo types:
- 9mm (250 to 180)
- shotgun (125 to 64)
- crossbow (50 to 30)
- handgrenade (10 to 5)
- satchel/tripmine (5 to 3)
- snark (15 to 10)
- hornet (8 to 10)
- AR grenade (10 to 5)
- changed clip size:
- mp5 (50 to 30)
- changed default give:
- mp5 (50 to 30)
- shotgun (12 to 8)
- hivehand (8 to 10)
Misc:
- updated FGD for human_grunt changes
- updated detail texture files
- updated sentences.txt
Changes to old maps:
C0A:
- recompiled with proper light information
C1A:
- fixed missing speech for sitting sci's
- updated book textures
- added speech to coffee break sci
- added speech to cart sci
- suit background are not random anymore now
C1B:
- added speech to sitting sci
C2B:
- updated book textures
- barney says he'll wait for others once player goes out of his reach
- easier to crawl through broken airlock door now
- chair zombie doesn't die when laptop is broken
- file drawers are now breakable
- added monsterclip to grate so vent crawler zombie doesn't walk into it
- sitting sci now talks to you when he stands up
- sci now reacts to his friends being killed in the vent
- moved hev battery in broken elevator
C2C:
- freight elevator now has indicator lights and more time to get on it
- houndeye breaks through crate on spawn
- added better depth effect in bullsquid pit
- last green small door now opens one way (into the corridor)
C3A:
- made crate smaller, so it's easier to get up to the ledge
- elevator now goes back to c2c
- changed orientation on slave in office
- fixed stuck headcrab in ceiling
- fixed visbile null face in ceiling maintenance area
- barney in shotgun area now speaks after zombie is dead
- updated barney variants
C3B:
- fixed textures not matching up with c3a transition area
- removed hidden headcrab to stop npc's from locking up
- removed zombie from dying barney area
- fixed sci not opening door
- glass jumping sci now screams
- swapped wooden door with metal door
- updated barney variants
- friend barney now speaks when he sees zombies
- friend barney now speaks when he comes to the elevator
- moved gman trigger further back, so he's harder to spot (OMNIOUS!)
- diving bob has more speech now
- injured scientist speaks to you at elevator
- freezer sci now has speech when running
- moved freezer sci trigger back a little
- changed 'climb' sentence to something else (barney can't climb)
- breakout zombie now walks into the corridor
C4A:
- fixed floating light
- reseated tripmines
- moved first tripmine so it's more likely the sci didn't see it
- door to kitchen can now be opened
- monsters now trigger all lasers
- updated tarp crates
- fixed missing emergency light
- added more shotgun grunt variants
- barney/zombie actors are now killtargeted
C4B:
- updated tarp crates
- fixed texture differences in map transition
- added headcrabbed soldier
C5A:
- fixed textures alignments
- added transition volume on top of the lift
- adjusted crate textures/positions
C5B:
- added transition volume on top of the lift
- fixed pipe texture difference between c5b and c5c
- added more barney variants
- added more handgrenades (5 instead of 3)
C5C:
- added more zombie variants
C5D:
- fixed scale on light textures
- elevator now has fake off-button
C5E:
- rebalanced crate contents (more ammo, less tripmines)
- fixed scale on light textures
- removed old dangling light that shouldn't have been there
- updated tarp crates
C6A:
- fixed floating buckshot ammo
- fixed minor texture issues
- updated tarp crates
- removed sci scream when bridge collapses
- track switch can't be used while platform is in rotation
- track switch can't be used from down below anymore
- gman now walks off
- added shake effect when generator goes on
- fixed triggers used by monsters when they shouldn't
- garg moves around now
- fixed missing beam targets in generator room
C6B:
- removed the rush script for the grunt
- sentry is now trigger by red lasers (like in c4)
- fixed getting stuck on the slope
- reseated tripmines
- fixed minor texture issues
- only one headcrab now drops from vent
- removed water from power 1 room
- grunts are now reinforcing when they spot gordon
- more grunts react to the explosion sound
C7A:
- fixed glowing lever
- added laser triggers for sentry
- water level in pipes fixed
- swapped houndeyes for zombies
C7B:
- added autosave to start
- barney now speaks when he sees player
- gates now have sound effects
- fixed book textures
- added fence near top of the stair
- reseated tripmines
- added scientist to boarded office room (with dialogue)
C7C:
- reseated tripmines
- gates now have sound effects
- fixed hgrunt stuck in bunker
- removed satchel from elevator shaft
- fixed tnt trap voice playing after trap was gone
C7D:
- sniper sound is now closer to the player
- crates on grunt trap now break again
- gates now have sound effects
- grunts can't open blast door now
- moved bush models to make them disappear less obviously
C8A:
- added extra red flare
- added hurt field in case grunt isn't gibbed by train
C8C:
- Gordon dragging grunts carry no weapons now
C9A:
- pipe now explodes
- barney now has speech
- fixed clipping issue in starting pipe
- water tank now holds a bit of water so you can drop in from heights
- stopped slime clipping into pipe
C9B:
- fixed clipping water level
- realigned 3 switches
- changed shotgun ammo to 357 ammo
C9C:
- added zombie sequence
- added sequence to bullsquid
- moved headcrabs to other locations
- added dead barney with 9mm pistol
- added dead scientist with healthkit
- moved tripmine futher on
- added trigger_push to soften falldamage
- firepuffs now work properly
C10A:
- made entirely new sequence in cage lab
- fixed glass in doors not being alinged with the doors
- all sliding doors have tracks and glass now
- removed redundant grunt spawn
- added clip to consoles so you don't walk onto them
- added more crossbow ammo to the cages
- removed snarks (don't like how they are introduced here)
- reseated tripmines
- removed 1 tripmine ammo around dead grunt
- added real lights to the biohazard sign
- removed 9mm ammo from crate area (put buckshot/357 ammo in crates)
- fixed light difference between c10a and c10b
C10B:
- added monsterclips to lasers so NPCs don't walk through them blindly
- swapped clean bones in gauss room for bloody gibs
- added locked sound to big laser button
- added explosion fx to breaking wall
C11A:
- fixed bridge part breaking when it shouldn't
- removed light underwater
- reduced explosion damage on bridge mortar destruction
- ambush grunts now run for cover when they hear combat
C11B:
- added more grass models
- removed one rock that the tentacle was clipping through
- removed snarks
- fixed missing sand sounds
- reseated tripmine
- jetplane now goes around the corner so you don't see it disappear
- added more rpg ammo in crates
C11C:
- removed patrol points for grunt
- reseated tripmines
- fixed orientation of mine explosion sprites
- added func_push to break player fall damage
C11D:
- fixed angle on button pushing barney
- fixed orientation of explosion sprites
- ruins barney now speaks to player on sight
C11E:
- removed 1 agrunt from corridor
- added monsterclip to top of broken building so agrunt doesn't run away too far
- made barney gate trigger a little larger
- 50 cal isn't getting stuck now
C11F:
- fixed bunker door not blowing up
C12A:
- changed barney body
- fixed angles on rotating objects
- fixed wave hight on water
- fixed angles on steam jets
- made more organic xen webbing
- gave snarks more space to spawn from eggs
- barney speaks to you when you go down the ladder
- tank now has .50 cal machine gun
C12B:
- fixed angle on 50. cal
- added humming sound to truck
- fixed elevator block active when it shouldn't
C13A:
- fixed light around door to match c12b
- added anims to speaking sci's
- added missing detail texture to chrome panel
- repositioned gluon gun
C13B:
- fixed visible null on railing
- barney responds to player
- added anims to speaking sci
- agrunts have activity now in coolant tank 1 room
C13C:
- gman gets kill targeted after teleport
- fixed door angles
- fixed stuck sci's
- fixed lighting above grate in 3 sci room
- fixed minor texture issues
- removed hivehand from locker
- restocked the ammo lockers
- added alien slaves to final battle
- made ceiling higher in portal chamber, more room for controllers to fly around
- added animations to depot conversations
- synced up scientist shotgun animation
- added animations to hiding scientists
C14A:
- death fall is faster now so it'll load game before hitting the ground
- player is now locked in place for teleporter
- realigned dead hev suit guy
- swapped env_warpball back to normal entities (it's not done for WON DLLs)
- larger water scale
- healing pool magnitude set to -8
C14B:
- death fall is faster now so it'll load game before hitting the ground
- changed Nih voice line
- fixed floating fungi and eyelights
- added more scientist presence
- removed weaponboxes
- fixed missing sounds inside stalk
- moved cover at spawn so aliens don't see you
- moved clipping item_battery
- added snark nests and eggs to tunnel area
- healing pool magnitude set to -8
C15A:
- added clips to stop players going out of bounds
- reduced time for Gonarch to show up from 40 to 30 seconds
- made final death sequence more reliable
- added grenades to the ledge of the pit
- added more scientist presence
- removed weaponboxes
- healing pool magnitude set to -8
- moved ledge in tunnel down a bit to prevent fall damage
C16A:
- changed Nih voice line
- now starts with fade in
- raised water level in cave so it's easier to get out
- added spawn effect to incoming gonad
- moved rocks to stop players from getting stuck
- fixed bad brush
- added effects to healing pool
- garg now acts upon seeing player
- healing pool magnitude set to -8
- fixed bad map name in transition volume
C16B:
- fixed landmark name
- added spawn fx to controllers
- agrunt egg doesn't go into visible ceiling anymore
- monster spawners now only spawn once
- removed weaponboxes
- healing pod magnitude set to -8
C17A:
- removed weaponboxes
- fixed bad map name in landmark
- fixed clipping in jump mounds in area 3
- healing pool magnitude set to -8
- added more ammo to area 3
- fixed sprites with black backgrounds
- added health/hev before red teleporter
- removed small healing pool from area 3
- added more goodies to area 1 and 2
- saveload will trigger faster so you don't gib in the bottom of the void
C18A:
- added webbing block to island area
- credits are slower now
- added endsection trigger that takes you back to menu after credits are done
- removed clipping mantas
Chapter:
- fixed missing crowbar in loadout in chapter 3-8
- adjusted loadouts to real playthrough
Known issues:
C0A:
- helicopter sound doesn't play (probably a code issue because of the larger grid size)
C7C:
- hgrunt on train falls off at corners (code issue?)
C16B:
- Last tentacle is missing because of strange sliding bug (still unsure why this happens)
Version 0.83a (15th March 2023)
--------------------------
Changes to old maps:
C0A:
- fixed texture alingment issues
- updated barneys flashlight
- fixed entities with unnamed target fields
- added sounds to welding machine
- added more rock detail to tunnel
- added new game title at start
C0B:
- fixed tram line not connected to the tram at the end
- added monsterclip to last door so you can't push barney into the hallway
- final door closes faster now
- removed extra bar at final door that clipped out of the wall
- fade light and door now sync up in tram crossing
- fixed moving rail clipping at the first door
- realigned barney for his pressbutton animation
- added clip so players can't jump back into the tunnel
C1A:
- fixed texture alingment issues
- fixed nulled face at door to suit room
- fixed background textures for suits
- fixed collission issues
C1B:
- added lib to doors
- fixed collission issues
- fixed texture alingment issues
- added monsterclip to test chamber
- added sound to carrier lift
- fixed visible null in xen tunnel
- xen crystals replaced with new models
- hurt fields in test chamber beam now extend to the bottom
- added block to the top of the carrier cage
- reactor pit will always damage players now
- fixed monster triggered trigger_once's
C2A:
- fixed background textures for suits
- fixed collission issues
- fixed texture alingment issues
- removed global name on double doors near barney checkpoint
- fixed monster triggered trigger_once's
C2B:
- fixed collission issues
- fixed texture alingment issues
- fixed breakable monitor not showing
- hanging sci can't be interrupted now
- fixed sound issues on alien slave sequence
- fixed ammo falling through the wood panel
- sci/headcrab sequence room is now blocked by debris
- sci/headcrad sequence has found effects now
- added clip ramps to airlock doors
- added trigger_push to the spot where the houndeye lands (glass breaker)
- sliding broken door doesn't clip into the wall anymore
- houndeye reinforcement won't come until first one has teleported in
- fixed monster triggered trigger_once's
C2C:
- fixed grates being unrendered
- moved up button so it can't be pressed from outside the elevator
- hurt now deals enough dmg to kill bullsquid on hard difficulty
- crate top will nolonger remain if rest of the box is destroyed
- fixed monster triggered trigger_once's
C3A:
- fixed texture alingment issues
- moved ele button to correspond with c2c
- large ceiling lights are integrated into tiled ceilings now
- fixed floating buckshot ammo
- fixed missing effects in closet zombie
- outside ele button is locked while being inside the elevator
- added clipbrush to fence
- added extra barney speech
- increased speech time of 'transmission' scientist sentence
- added more nodes for better monster navigation
- fixed slightly floating barney zombie
- fixed monster triggered trigger_once's
C3B:
- fixed texture alingment issues
- fixed zombie 'hungry2' being used twice
- fixed lever angle in fridge area
- addded sound to first level fridge area
- fixed non-solid brush showing the void
- can nolonger bypass the dangler script trigger
- fixed monster triggered trigger_once's
- fixed elevator top brushes get players stuck
- fixed floating buckshot ammo
- bullsquid event trigger is now killed after death of bullsquid
- added clipbrush to fence
- large ceiling lights are integrated into tiled ceilings now
C4A:
- fixed texture alingment issues
- fixed orientation buttons for vending machines
- freezer sci now sits against the wall properly
- fixed freezer door
- fixed monster triggered trigger_once's
- extended railings
- fixed fall damage in shaft
- fixed visible null faces
- blast door now blocks light
C4B:
- staying on the ladder during the collapse will now kill you
C5A:
- Added back route to c4a
- fixed texture alingment issues
- fixed monster triggered trigger_once's
C5B:
- fixed visible null textures
- clipped water exhaust pipe
- tentacle sequence trigger can't be bypassed anymore
C5C:
- added clipbrush to top of the fan room so you won't get stuck behind the duct
- fixed black models in fan area
- fixed sticky walls in lower fan area
- added extra closed door to fan room
- retextured fan
C5D:
- cart no longer goes through the rails
- elevator wires are longer now
- fixed visible null faces
- fixed texture alingment issues
C5E:
- fixed texture alingment issues
- you can nolonger go past the pipe grate at the end
C6A:
- Auto close the garg gate now removes on fire
- falling debris doesn't go back up now
- added sounds to big lever
- moved steam sprite to broken pipe
- blocked barrier to c7a (to stop tripmine exploit)
- fixed tram texture issues (also on c7a,c7b,c7c,c7d,t0a)
C6B:
- added more detail to big windows
- fixed up the soldier/bullsquid drag sequence
C7A:
- fixed floating elevator button
- set lib to bridge to stop z-fighting
- fixed floating lever
- lowered water to stop it reaching the train
- set rails to hurt 5 shock dmg
C7B:
- fixed visible nulls
- barriers don't go up into the ceiling anymore
- fixed zfighting cabinets
- fixed medkit falling through the table
- added sounds to metal doors
- fixed nonsolid ladder
- fixed texture alingment issues
- set rails to hurt 5 shock dmg
- added missing rail hurt fields
C7C:
- added cables to the elevator (tnt trap)
- set rails to hurt 5 shock dmg
- added clips to turret bunker
- train control lever now has a 5 sec reset
- extra effects also work now when player shoots the tnt on the wall
- synced plunger with animation
- fixed texture alingment issues
- added sound to elevator
C7D:
- set rails to hurt 5 shock dmg
- conversating grunts now stop when they see player
- killing sniper now killtargets the rifle
- sniper active trigger is larger now
- sniper pitch and yaw wider and faster now
- moved chairs from clipping into desks
- fixed z-fighting glass
- fixed non-solid cart
- fixed wires and boxes not being connected
- added crossing to railing outside
- going back out will lock the launch button
- changed origin on apprehension train
C8A:
- fixed texture alingment issues
- changed origin on apprehension train
- moved trigger for sci/itchy sequence back a little
-
C8B:
- raised pipe so you can get to the ladder
- fixed texture alingment issues
- added extra trigger for killtargeting gman
- ARgrenade should fall from broken crate now
C8C:
- fixed texture alingment issues
- crushers set to 'no user control'
- barney now runs away if you hurt him
C9A:
- floating meat now has meat properties (instead of glass)
- fixed slime shooters
- fixed not floating meat
- fixed ground geometry not fitting outside
- fixed texture z fighting on pipe
- fixed water being too low
- fixed redundant light
- made pipes hollow so you can look into them
C9B:
- fan now does crush damage
- fixed texture alingment issues
- lowered water level slightly to combat z-fighting
C9C:
- water doesn't wave anymore to stop clipping issue
C10A:
- fixed texture alingment issues
- moved the headcrabs around to stop them from getting stuck
- fixed NPCs not going up stairs
- added dead barney with pistol (in case you didn't pick it up in c9)
- agrunt script now stops if tank is destroyed by player
- agrunt tubes now do crush damage to players
- added clips about agrunt tubes
- added real emergency lights
- widend the trigger in the rotating door, so you can trigger it if stuck
C10B:
- added wire to floating laser mirror
- fixed crates not breaking
- added sound to big laser
- moved changelevel to c10a futher down
- explosive crates now have explosion effects
- players can't break the terminals into the gauss room
C11A:
- fixed texture alingment issues
- fixed missing light glow
- remade outside lamps
- fixed non solid bunker
- stopped player seeing edge of the world
- fixed players getting stuck on geometry
- players can't see grunt/slave before sequence triggers
- players get pushed off flying barrel on explode
- barrel pen has a functional door now
- fixed clipping issues on ladder
- bridge grunt doesn't die from explosions anymore
- removed transparent ladder and grate that would show up through the water fog
- fixed strange floating invisble water bug
C11B:
- C11B & C11C merged into new C11B
- fixed clipping issue behind large pipe
- big doors to RPG have sound now
C11C:
- fixed tanks destroyed by instant crowbar
- made tank hurt field slightly larger
- doors in warehouse can now also be pushed open
- tripmines out of the rocket range do not trigger insta death anymore
- warehouse explosion scene is faster now
- fixed nonsolid railing
- fixed texture alingment issues
- fixed sniper trigger bug
- first sniper now uses firing sound
- fixed tripmine remaining after breaking the box
- fixed monsters hitting trigger fields when they shouldn't
- added monsterclips to stop grunts falling into the water
- fixed door clipping
- made fence higher to stop bypassing map
- fixed door clipping
- fixed non-solid bars
- barrels now have global names to stay consistent through levelchange
- moved a crate under the roof hole so you don't have to take fall damage
- metal doors have sound now
- manta speeds adjusted
- lowered sniper fire speed from 2 to 1.5
C11D:
- fixed monsters hitting trigger fields when they shouldn't
- reduced dmg from exploding pipes so it doesn't instakill you from a distance
- fixed visbile nulls
- fixed table clipping into wall
- changed barney skin
- metal crates around tank now only break on trigger
- fixed misaligned textures
- fixed manta clipping
- moved barrels to stop players from using shortcut
- made glass texture darker
- added clip to sniper nest
- fixed visible map end
- fixed passable fences
- fixed big door being insta-crowbar
- reworked osprey paths
- lowered sniper fire speed from 2 to 1.5
C11E:
- fixed monsters hitting trigger fields when they shouldn't
- fixed explosion sound at map load
- vents nolonger break in glass gibs
- extended the porch behind garage so door doesn't clip through
- fixed door doing -1 dmg
- fixed effects on bradley breakthrough
- garage explosion does less damage to players now
- fixed players getting stuck on debris geometry
- fixed misaligned textures
- fixed ceiling not breaking
- apc door now gibs players if blocked
- added protective wall so you can't interfere with the hgrunt/agrunt sequence
- added a safe way down from the top floor of wrecked building
- fixed crate top not breaking
- satchel explodes faster now in pipe, so you can't push through it anymore
- barney sequences cannot be interrupted anymore
- added monsterclip around jumppad
- mirrored barney metal door so it's easier for him to navigate
C11F:
- fixed monsters hitting trigger fields when they shouldn't
- fixed non solid antenna
- red handles on mortar map no longer emit light
- you can destroy radio now
- garg girder bust triggers now removed when garg dies (so barney doesn't trigger them)
- removed redundant explosion effects
- removed one falling bit of ceiling
- mortar now keeps striking on espace
C12A:
- fixed z fighting on netting
- fixed turret slightly floating
- moved the wheel higher so it's easier to get through
- fixed radio still playing when destroyed
- fixed stuck headcrab
- fixed tank killed insta-crowbar
- keyboard is no longer pressable
- snark eggs break on touch and pressure
- snark egg breaks when hatch opens
- decreased tank yaw distance
- fixed floating 9mm ammo
- added clips to rocky area
- added invisible wall to elevator doors
C12B:
- fixed non-solid clamps
- fixed clipping issue with falling debris
- added a block to the doors to stop players from messing up levelchange
- added invisible wall to elevator doors
C13A:
- added a block to the doors to stop players from messing up levelchange
- set elevator to toggle
- adjusted lenght of player_loadsaved fade
- lift to c13b now works with button
- players can shoot lights too now
C13B:
- lift to c13a now works with button
- fixed no water issue in final core
- fixed floating pipes
- changed barney skin
- fixed visible nulls
- moved sitting scientist to the wall
- fixed texture issues
- fixed water not raising
- going into the reactor gives you shock damage
- fixed ladder not being usuable
C13C:
- fixed bad red teleporter effects
- fixed gman interruptions
- fixed glass door lips
- sci and barney cannot be interrupted
- fully clipped scientist button area
C14A:
- set up trigger_transition so models do not carry over to next map
- added a block so you can't wander off during the teleport sequence
- fixed pool water clipping
C14B:
- C16A is C14B now
C15A:
- added extra nodes for bigmomma
- added invisble explosion in the pit so force momma to search for next node
- added more monsterclips to stop bigmomma wall clipping
- added gradient layers to the endless hole
- fixed floating fungus
- falling into the hole triggers fade and loadgame
C16A:
- fixed floating medkit
- fixed water level in chumtoad pool
- fixed getting stuck on rocks in the pool
- waterfall in the pool is now non-solid
- removed redundant triggers
C16B:
- fixed getting stuck on start teleporter
- fixed monsters hitting trigger fields when they shouldn't
C17A:
- extended max view range
C18A:
- fixed visible NULL face
- fixed soldier position
- added clip around tram door
- synced mantarays to stop them from clipping
Chapter:
- made background wider for higher FOV setting
- changed load-out to use player_equip only
- fixed strange starting angles
T0A:
- fixed longjump sequence not playing
- scientist rooms have doors now
- fixed visible nulls
- fixed holo not crawling into cylinder
- players cannot bypass the 3 jump puzzle
- fixed floating light
- fixed non-solid railings
T0B:
- fixed visible nulls
- added clips above railings so you can't get out of bounds
- door to targetrange will open when you pick up mp5
- extended clips around targetrange so you can't get out
- you can't longjump past the swim training now
- fixed soda machine buttons
- added skybox
- fixed non-solid railing
- end fade is now faster
- fixed non working tutorial buttons
- added small gap to elevator to stop it from locking up
Misc:
- changed in-game fonts in Clientscheme.res/TrackerScheme.res
- updated several detail textures
the elevator doors from the start of office complex wont open after loading the level by using the elevator from the last map from the last chapter before office complex
without pressing the elevator button a few times for some reason
Seems completely fine on my end. What version of HL are you playing on?
The retail steam version
Hi Hezus can I use some of you models for my Half-life community patch?
Gamebanana.com
The goal of this project make community update for vanila half-life as pack of improvements made by the community. Big part of that project is to make the HD gearbox pack to fell better and more close to original models.
Because some of the models dont have hd counter part I really like your fungos and light models. Also the scope of the rpg models tits very well with the Gearbox's rpg. At least I need that part to rework the weapon models. And for the others I will find replacements. I really hope you agree. Full crediting is gurantied.
Thanks for asking but I do not want my models to end up in some pack. Next to that, all content is still in alpha and can still be changed/improved on, so it's not a good idea to start grabbing stuff.
It's compatible with xash3d?
It should work with the old WON DLLs but I'm not officially supporting it.
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