This demo has been archived by the uploader because it is out of date and no longer supported.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 0.85===================Description:============HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
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Half-Life: Enriched
Version beta 0.85
===================
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 0.85 (30th Mai 2023)
----------------------------
Models:
- new hivehand v_model & w_model
- new snark v_model
- new snark nest ammo model
- new 3d skybox models
- updated scientist cpr animations with speech
- updated bullsquid to have proper bottom texture
- updated barney model with proper boot bottom texture
- updated osprey model to have the right hitboxes
- updated alien slave to have dead poses (and some more detail / uv fixes)
- fixed zombie_barney issue in neck area
Code:
- new entities: monster_alien_slave_dead & monster_alien_grunt_dead
- adjusted osprey code to have smoke emitted from the right spot on the rotor
- monster_generic, monster_furniture and cycler do not bleed anymore
- env_warpball now has a light effect
- baby headcrabs do not gib now
Misc:
- updated FGD to support monster_alien_slave_dead and monster_alien_grunt_dead
- updated sentence.txt with new vox lines for c7d launch
- updated _detail files with new detail textures
Changes to old maps:
C0A:
- added more detail
- added new 3d skybox
C0B:
- added bar so door cylinders aren't visible when open
- bars in the far door to c1a don't open now
C1A:
- minor texture fixes
- fixed missing faces in cassarole lid
C1B:
- minor texture fixes
- set sci speech to non-concurrent so they don't cut eachother off
- retextured test chamber and new details
- red cage lights will now toggle
- disaster beams now render as they should
- button cover is now transparent with embedded lightmaps
- fixed missing faces on pipe
C2A:
- retextured test chamber
- minor texture fixes
- dead sci now leans on pipe properly
- gave spawning headcrab more space in machine
C2B:
- added bars from C0B
- minor texture fixes
- added cord to broken fan
C2C:
- added more detail to lower areas
C3A:
- moved medkit so it doesn't fall through the wooden plank
- removed strange pause animation from zombie in storage
- added more details
C3B:
- destroying all 3 boxes will stop the squid doing his smash animation
- fixed logic on breaking meat slabs
- fixed issues surrounding sci opening door sequence
- fixed issues surrounding barney backup at zombie sequence
- added more details
- fixed missing detail textures
C4A:
- fixed first fire button glass not breaking on use
- fixed angles on soda machines
- fixed clipping issues on rails
- fixed non-solid geometry
- fixed visible laser light hack
- fixed z-fighting at last elevator
C4B:
- added full 3d skybox
- added more detail
C5A:
- red emergency lights have glow sprites now
- warning sounds are off
- added more detail
- lift button doesn't clip through the elevator anymore
- added extra details
- first lift is now func_train instead of door
- added button to bottom of the lift
- removed squid from tunnel
- removed headcrab from top of the control center roof
C5B:
- fixed broken trigger_hurt when test is fired
- made sci/tentacle sequence sync better
- added extra details
C5C:
- fixed minor texture issues
- fuel and oxi pipes go deeper now
- removed small ledge in zombie area
- fixed visible NULLs
C5D:
- fixed clipping carriage
C5E:
- added more detail
C6A:
- fixed missing effects from generator
- added more detail
C6B:
- added more detail
- fixed issues surrounding bullsquid/grunt sequence
C7B:
- added ammo box for medkit to lay on
C7C:
- shooting the tnt now kills the plunge sequence
- train grunt is killtargeted after you've used the handle
- fixed non solid fence
- fixed hgrunt stuck in bunker
- fixed up big gun brushes
C7D:
- remade the rocket launch sequence
- fixed getting stuck on sandbags
- fixed up big gun brushes
- fixed hole in the side of the track doors
- new 3d skybox
- updated lighting effects
C8A:
- cage now sinks all the way
- removed lamp that made players take shortcut
- railings can be shot through now
C8B:
- added extra detail
C8C:
- added extra detail
- added new skybox
C9A:
- added new skybox
- fixed seeing underside of plunger
- added extra detail
C9B:
- fixed getting stuck in pipes
C10A:
- added extra detail
- fixed scientist pose
- fixed crash with button and agrunt sequence
- added new skybox
- you can now shoot through the headcrab cage
C10B:
- added new skybox
C11A:
- added new skybox
- fixed grunt/slave sequence being able to break
- added new details
- added load/save trigger for falling off the dam when there's no water yet
C11B:
- added new skybox
- fixed apache getting stuck
- fence now does shock dmg
- fixed hole in geometry
- fixed AR grenade falling through ground
C11C:
- fixed explosion sprite orientation
- clipped part of the rock wall
- fixed hole in geometry
- fixed partrol grunt
- added new skybox
- fixed too large breakable around tank
- added new details
- killing sniper1 now killtargets the trigger field
C11D:
- added new skybox
- added new details
- fixed barney sequence angle
- tank now does explosion damage
C11E:
- added new skybox
- added new details
- fixed positioning on skewered grunt
- made satchel trap even harder to run through
- moved medcharger to different room
- added missing sound to pipe door
- grunts in broken building are squad now
C11F:
- added new skybox
- added new details
- falling ceiling is harder to skip now
C12A:
- fixed radio message playing after radio is destroyed
- removed one barnacle
- fixed wheel clipping into wall
- removed some cockroaches
- fixed clipping RPG
- fixed visible NULLs
- added monsterclip around hatch
C12B:
- fixed a few larger non-solid objects
C13A:
- elevator now does crush damage
- fixed visible NULLs
- added new details
- you can't escape the elevator now
- scientists can nolonger open elevator doors
C13B:
- made elevator bottom less deep so you can get out
- added new details
- fixed redundant targets
- fixed lighting issue above grate
C13C:
- fixed entity overload crash
- fixed green beams going through geometry
- fixed respawning headcrabs
- fixed gman being interruptable
- hurting barney now reloads the game
C14A:
- updated sky lighting
C14B:
- updated sky lighting
- fixed landmark position
C15A:
- updated sky lighting
- removed large spore that let you skip a part
- set boss delay from 30 to 20
- added shake effect when rock wall clears
- moved rock collapse debris higher so it doesn't clip into the ceiling
- added transition volume so babycrabs do not go to the next map
C16A:
- updated sky lighting
C16B:
- updated sky lighting
- fixed manta clipping through walls
T0A:
- minor textures fixes
- added grate so you can't skip longjump training
T0B:
- minor textures fixes
- fixed targets not being on their rails
- you can't grenade jump out of the shooting range now
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?)
C11C:
- tripmines do not explode when crate breaks after loading a saved game
C12A:
- You can trick the elevator doors by pressing the button from the side or through the wall, needs code changes to fix
C16B:
- last tentacle is missing because of strange sliding bug (still unsure why this happens)
you are doing the lords work with this mod, I can't thank you enough for your hard work.
Just gonna list off a few bugs I've encountered while playing this version of the mod:
- In the start of Office Complex the elevator doors don't open by themselves so I had to noclip to get out.
- The Gargantua in On A Rail seems to be broken too? On my first playthrough it completely ignored 2 grunts and immediately went after me, and on my second playthrough I loaded up a previous save only to find the Gargantua wouldn't chase me properly unless provoked with explosives.
- Around the end of On A Rail when you're done launching the rocket, if you happen to reload a quicksave and get out from the command center it just straight up kills you. (Edit: It actually happens no matter what, doesn't depend on whether you loaded a save or not. It seems like the killzone just continues to linger around after the launch sequence.
These are just the ones that I remember, there are probably some other smaller bugs I ran into which didn't bother me too much.
And this is probably a skill issue but did the game get any harder or smth? I feel like the HECU and Vorts seem to hit a lot harder.
But other than that I'd say this is a great mod, a definite 10/10 in my book once the mod fully releases.
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So do I put this in my valve folder or something?
you put the folder inside the half-life folder
In version 0.84, I was having a bug in Inbound where the tram doesn’t move & the player is stuck at the beginning of the map. Assuming it’s not just a case of leftover maps from previous versions (with the maps being shuffled & chapter transitions being moved) causing graph issues, what was causing this & was it fixed?
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- You softlock after launching the rocket in On A Rail because you instantly die if you try to leave that area
- The dam water at the start of Surface Tension isn't transparent
- There's weird invisible walls around in the cliff area of Surface Tension that makes it very unpredictable to navigate, particularly at the very start when you exit the pipe and around the ladders after the chopper attack
- The skyboxes don't really look good when you're moving around, feels way too claustrophobic like you're stuck in a small box instead of being outside.
The area in the cliff area of Surface Tension also no longer has it's 'wow' factor since it looks like you're so close to the ground instead of super high up.
Just some critiques I had playing through. I really love all the changes and work you put into this! Looking forward what else you have planned.
Btw, odd suggestion but you could remove that one platform in that large Interloper room full of vorts and controllers to encourage more use of the longjump instead of just walking over to the other side, it's between the "nostrils" and the first ramp in that large room. (I feel like Xen areas never encourages the player to use the longjump except the very first 3 jumps.)
good mod