Description

This patch fixes most issues related to engine branch incompatibility and is designed to run using the latest "Beta" of Half-Life Steam version. Instructions on how to install and use it are within the archive.

Preview
Half-Life: Invasion [SteamPipe Patch]
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malortie Author
malortie - - 491 comments

Please, be sure to read the description, as
important information follows.

If you have any questions related to this patch, please let me know.

Criticism & suggestions are greatly appreciated.

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alcatraz88
alcatraz88 - - 39 comments

Hi! I found in this fix one bug(after we awake i press button F and game crashed).Please,fix this)

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malortie Author
malortie - - 491 comments

alcatraz88

You are correct. Thanks for pointing out this issue.
I will look into this issue and upload a fix as
soon as possible.

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alcatraz88
alcatraz88 - - 39 comments

Great work,comrade!)))

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carlos2016anton
carlos2016anton - - 2 comments

Buen Juego

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malortie Author
malortie - - 491 comments

Update:

The issue in regard to the crash reported
by user alcatraz88 has been fixed.
The patch has been updated.

Many thanks to user alcatraz88 for having
pointed this issue.

Along with this update come several other fixes,
which are described in the file 'readme', respectively.

Please note that this update does not affect
any saved games, so users can continue
playing without having to restart the game.

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malortie Author
malortie - - 491 comments

Good news!

As a follow up to many issues fixed yesterday,
I managed to fix older issues mentioned
in the description above.

These fixes include the radio messages that
were causing players not being able to look
around, missing fog, and many more. For a
complete list of fixes, please refer to the
'readme' file within the patch archive.

Unfortunately, this update brings compability
issues with saved games, starting from the
gas room (l4m5) until the end of mod (l5m5).
Every saved game before this level remains
unaffected.

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Segasensei
Segasensei - - 3 comments

Hey ! Great mod, I used to play it when I owned the CD version ! Anyway I have a problem... I installed the game as a mod for the Steam version of Half-Life and in the game, the sniper scope is permanently stuck on my screen, it's really uncomfortable... I tried reinstalling the game several times, both with zip and .exe, as well as installing the game on another PC, nothing changes...

Sorry to bother for this stupid question, but I'd really really love to get this game another go...

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staticanimal
staticanimal - - 113 comments

i'm getting two very hard to deal with problems when attempting to play this mod running the half-life 1 beta branch with both the 1.1 patch and the steampipe patch applied in that particular order

1. there seems to be some sort of sniper scope permanently stuck on my screen from the moment i start the game

2. seemingly randomly, the game severely limits the range in which i can turn my character, going from a 360° field to what seems to be close to 50°

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SweetRamona
SweetRamona - - 5,114 comments

The music doesn't loop for me. :<

Also, can you please fix the sniper rifles scope function?

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wulf_21
wulf_21 - - 10 comments

Hi, I found a weird glitch, maybe can be adressed in the remaster if it can be replicated. Installed 1.0 + 1.1 patch + this patch + missing files in that order and started a new game on hard mode.

When I first picked up the MP5 dropped from a grunt, I had following behaviour:
-ammo counter in magazine displayed 20-something, yet the gun clicked like empty when trying to primary fire
-after reloading (dont remember how much ammo in reserve but was y 50) the ammo counter in magazine changed to 3 and gun still clicked. I reloaded the quick save after that.
-only after picking up more than 50 ammo for reserve later, reloading would bring the ammo counter to 30-something and the gun would fire
-after that it behaved normally

I suspect that the ammo in magazine of the MP5 that I picked up somehow was negative (but the ammo counter does not display -sign since thats not supposed to happen), so I needed to collect more than the negative number and reload to bring it to positive (otherwise just lower negative value).

Maybe there is a game mechanic that lowers the ammo in the gun the more the grunt fired before killed (It shot quite often, because I ran for a spot where it could not hit me before I killed the grunt) or lower based on difficulty? If yes, that may explain it if there is no lower bound how low tha ammo in the gun can go.

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