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Subject: Xash3d engine v43/0.91 (rev 3737); adaptation for ESHQ mod

Purpose: this engine adaptation created specially for ESHQ mod for Half-Life part 1. Modification based on old (from 2015) version of engine and may contain old bugs. But some new features may be useful for developers with the same aims.

Main features: main changes touch client and server libraries, not engine core and menu.

1. We have fix some known bugs: non-rotating func_rotating; crashes at killed scientists sentences and bullsquids; invalid behaviour of start-opened 'door_rotating'; some other bugs.

2. We have added entity 'trigger_sound' instead of 'env_sound' (saved for compatibility). It works as well as 'trigger_multiple' (with hardcoded 'wait' value - 1 s). We cannot understand, why there was no brush entities to set sound effect. Spherical 'env_sound' has very weird and unpredictable behaviour. And it is difficult to apply it in cases like long narrow building entrances (f.e., partially opened gates, see below). This situation really needs two brushes - before and after the gate - to trigger sound effects.


Application example: map #30 (here and below - numbering for ESHQ mod), road to hidhway 90, tunnel entrance. One trigger before gate and one after it (there is two different triggers on the picture).
Features: best doors and entrances shapes matching, fully controllable behaviour. Just set type of room.

3. We have returned green blood to some monsters. This feature was implemented but not activated in client library. This feature also added to 'env_blood' and 'monster_generic'. In case of 'monster_generic' color of blood also determines type of gibs.

Blood color application

Application example: map #31, 'Base 2', samples room.
Features: more flexible monsters differentiation.

4. We have removed from our maps the 'cycler_sprite' and added 'Non-solid' flag to 'cycler'. Also our 'cycler' now have 'Material' field (crowbar and bullets hits sounds depend on it) and two fields that defines collision box endpoints (looks like 'Color' setup). 'cycler' and 'env_sprite' entities can also accept 'body', 'skin' and 'sequence' settings and can shoot its targets.

cycler application

Application example: map #2, hotel rooms.
Features: flexible model files inclusion.

5. Our doors (momentary, rotating and simple) have different fields for 'Just opened' and 'Just closed' sounds. We are planning to split 'Opening' sound to 'Opening' and 'Closing'. But now it's not necessary. Also we planning to make non-linear speed modes for doors moving.
Also we have fixed some bugs (basically, around 'Starts open' flag) and have expanded list of sounds (not only replaced exist ones). Finally, our doors are not playing 'locked' sounds when opened.

Application example: map #1, openable wooden doors; map #2, vault metal door that closes after going through (for locked sound).
Features: flexible door behaviour.

6. Our 'monster_turret' and 'monster_apache' can trigger something on death.

Application example: map #20, near from metal fortress.
Features: turrets and apaches may be included in scenario sequences.

7. Our ambient_generic (and all entities that can sound) has more accurate sound radius. Now you can use 'env_spark' without risk of noise from everywhere.

8. We have added entity 'item_key' in addition to 'item_security'. It can look like a keycard or like a bunch of keys. Also we want to add 'item_generic' (with changeable model) for collectable objects.

Keycard model

Application example: map #33, old hospital.
Features: plausible triggers for doors.

9. We have added 'game_player_set_health' entity. It sets absolute value of health and armour. Applicable when you need to create effect of immediate but controllable damage.

Application example: map #18, after crush; map #26, full health; map #35, falling; etc.
Features: full control for health / armour level; simple healing / damage application.

10. Our grunts, barneys, scientists and zombies got 'burned' state: we can add burned corpses to the map. Also zombie got 'dead' animation.

Burned grunt

Application example: map #8, ESSL, burned desk.
Features: more corpses types available.

11. Our 'monster_rat' can run and can be smashed (as well as 'monster_cockroach', but with red blood, of course).


Application example: map #4, metro tunnel.
Features: it's funny.

12. We have added 'Don't reset view angle/speed' flag to 'trigger_teleport' entity. It is useful in case of map space expanding: you can make teleportation almost imperceptible and use it for visual expanding map sizes in single file. Read annotation for details.

Application example: map #12, metro tunnel; map #39, elevators shafts.
Features: expanding visible map size without changing level.

13. Our weapon_fastswitch is really fast (as it is in HL2). Just press slot button again for next weapon selection.

Features: it's really quick.

14. Our 'game_end' entity works correctly (ends the game). And 'player_loadsaved' can kill player. So you don't need 'trigger_hurt' or some other 'frozing' method when the player's corpse tries to run.

Application example: map #2, underground cave.
Features: correct game ending; frozing player when he fall off or something like this.

15. Also:
- We have returned human-like gibs and red blood to zombie. We think that zombie is more like a scientist than a bullsquid.
- Breakables can spawn crowbars (why it was not so?) and gauss gun clips.
- Our 'func_illusionary' triggers its textures when get called (as well as 'func_wall' or 'func_button').
- Our gman has 'Killable' flag and two skins.
- Our .357 and crossbow got correct reload sounds.
- Wood, glass, snow, tile and rubber textures got own sounds for player steps and weapons hits.

We work on engine's improvement and with known engine's issues. Hope that our work will be helpful. If you found bugs or have some advices about functionality, please, remind us. Thanks!

New Half-Rats Mod? Maybe!
Half-Rats: Waking Nightmare

New Half-Rats Mod? Maybe!

Half-Rats: Waking Nightmare 15 comments

Yes. A new Half-Rats modification! Taking place three days after the events of Half-Rats: Parasomnia; "Dawn of Pestilence" thrusts Half-Rats straight...

ESHQ development - what can we say about?

ESHQ development - what can we say about?

ESHQ 5 comments

An interview-like story about our mod's development process.

Half-Life: Anti-Climax Update #5

Half-Life: Anti-Climax Update #5

Half-Life: Anti-Climax 8 comments

In todays update a look at more unlike-Half-Life features of Anti-Climax: random environments!

Progress Update and Dev introduction!

Progress Update and Dev introduction!

GoldSrc Kart 2 comments

Just updating you all on the progress of the mod as well as introducing you all to the developers that are working on the project so far.

Add file RSS Related Files
Random Trigger Example RMF

Random Trigger Example RMF

Half-Life: Anti-Climax Tutorials 2 comments

Example map file for the random trigger entity setup. Please refer to the tutorial thread for in-depth explanation.

Sean's Better Quality Sounds for Quake

Sean's Better Quality Sounds for Quake

QUAKE - HD Audio

The same old sounds from 1996, only much better! You'll never want to play Quake the old way again.

Hungry Jack's Quest 2: Mod Files

Hungry Jack's Quest 2: Mod Files

Hungry Jack's Quest 2: The Summer BBQ Pineapple Whopper Full Version

The base mod for HJQ:2, extract into steamapps/common/half-life

ESFA update to v 6.0

ESFA update to v 6.0

ESHQ Patch

This package opens ES:FA mod content for ESHQ v 6 setup assembly.

ESHQ v 6.0

ESHQ v 6.0

ESHQ Full Version

This assembly contains full actual release of ESHQ mod (without ES:FA spin-off). 5th version haven't last maps and some required updates

ESHQ update to v 6.0

ESHQ update to v 6.0

ESHQ Patch

This update is not critical and only needed to make correct translate to stand-alone phase of ESHQ mod's life

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first 2019 comment

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Merry Christmas everyone :)

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I love you

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can anyone make this half-life game replace the sound and text into Thai? :) <3

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Happy 20 Half-Life!
Time really flies when you're having fun :)

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20th anniversary WoW even Black Mesa do Half Life 20th Anniversary Do you guy see The Black Mesa Xen Trailer yet? -Im not offensive but i do love both of them

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I have, and it looks ******* amazing.

It makes Dear Esther and the Cinematic Mod look primitive.

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Happy 20th Birthday HL!

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Highest Rated (53 agree) 10/10

Run. Think. Shoot. Live.In Half-Life, players assume the role of the protagonist, Dr. Gordon Freeman, a recent MIT graduate in theoretical physics, and also a recent employee at Black Mesa. After an experiment that goes horribly awry when an unexpected Resonance Cascade (an apparently completely fictitious occurrence) rips dimensional seams that devastate the facility, Gordon must fight to escape the now alien-infested facility as creatures from another world — known as Xen — subsequently enter…

Jan 12 2011 by GordonFreeguy

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