Contains bug fixes for various maps for Half-Life - single player.
To note that the structure of the maps isn't changed at all , only entities have been edited.
The full list of fixes can be found in the description.
Full list of fixes:
Changelog v1.2 (April 10th, 2017)
map c1a0e
- scientists can no longer be pushed inside test chamber.
map c1a0c
- flickering light will properly turn off when leaving test chamber (won't turn on after game save/load).
map c1a2
- flickering lickt will properly turn off after the power is shut down ( this time I fixed it properly).
- changed the sound (on/off) of one lightswitch to match the others.
map c1a4b
- fixed texture overlapping on open doors (lip added).
map c1a4i
- fixed texture overlapping on open doors (lip added).
- when the tentacles are burned both doors will open instead of one.
** scientist / tentacle encounter changes and fixes:
- event will begin as soon as the door is opened (will prevent interruptions).
- scientist is no longer interruptable (the event should work properly).
- fixed tentacle attacking delay.
- fixed glass break delay.
map c1a4d
- fixed texture overlapping on open doors (lip added).
map c1a4e
- fixed texture overlapping on open doors (lip added).
map c2a1b
- removed sounds for 2 doors before green pit (the sounds were causing endless loops when using the valve handle multiple times).
map c3a1
- progress won't reset from previous map when entering c3a1.
general
- added node graphs for each map.
Changelog v1 (Dec 12th, 2014)
map c0a0e
- preventing the doors to close using a npc (ex: barney) is no longer possible.
map c1a0e
- preventing the doors to close using a npc is no longer possible.
map c1a1a
- fixed headcrab attached to scientist - if the headcrab is shot now it will attack player or enemy npc.
map c1a1b
- fixed scripted sequences for scientists - they can no longer be interrupted by talking / shooting.
map c1a1d
- fixed missing ambience sounds shown in console - the sounds properly play within the game now.
map c1a1f
- fixed scientist on catwalk script - npc is no longer interruptable.
- fixed missing headcrab sounds shown in console - the sounds properly play within the game now.
- fixed dying barney - changing from level c1a1f to c1a1b - npc can no longer be saved and the event continues on the next level.
- fixed missing blast door before catwalk.
map c1a2
- fixed light structures on ceiling dissapearing after shutting down power.- fixed flickering lights - should be turned off after power is off.
map c1a2b
- fixed dying barney event - the npc's are no longer interruptable as well as corrected speech , all sounds correcrly play now.
- fixed player start - player is no longer stuck in ground if going to map through console commands.
map c1a3
- fixed running scientist - npc no longer interruptable.
map c1a4e
- fixed player start - player is no longer stuck in ground if going to map through console commands.
map c1a4f
- crouching scientist is no longer interruptible through talking/shooting.- fixed zombie dragging scientist and barney - event no longer interruptible.
map c1a4i
- dying scientist is no longer interruptable through shooting - the npc will die properly when triggered.
map c2a3c
- fixed missing ambience sounds shown in console - the sounds properly play within the game now.
map c2a3d
- fixed missing ambience sounds show in console - the sounds properly play within the game now.
- fixed barney assassination - if barney is interrupted (shot) he will trigger the assassination script and will die.
map c2a3e
- fixed missing ambience sounds shown in console - the sounds properly play within the game now.
map c2a4e
- fixed door leading to scientists - the door can no longer be opened through wall.
map c2a5e
- fixed missing ambience sounds shown in console - the sounds properly play within the game now.
map c2a5f
- fixed missing ambience sounds shown in console - the sounds properly play within the game now.
map c4a1d
- fixed missing ambience sounds shown in console - the sounds properly play within the game now.
awesome im going to try it in steam hl
Sure thing , a feedback would be great and i will release a patch for Opposing Force pretty soon.
Nice idea! :)
Thanks very much.
Lately, I've been meaning to replay Opposing Force, but I'll now wait until you release your Opposing Force patch.
Do you have any plans to issue a patch for Blue Shift?
The patch for Opposing Force is already out and yea i plan on making one for Blue Shift also , tho i don't think that many fixes are needed for Blue Shift so it's gonna be fast.
Hey I read the changelog and I didnt notice a fix for the tentacle and scientist scripted event. There seems to be a delay between the tentacles animation and the scientists. This something that has bothered me for a long time.
Good catch , I can fix that pretty easy.
I fixed it , It will be available in the next patch release.
Updated to v1.2
These maps are from the old version of half life, please put the current maps
You said that the map structures haven't changed, but I'd really like if all the z-fighting like this could be addressed too by just moving all the conflicting faces 1 unit apart.
I.imgur.com
These maps are from the old version of half life, please put the current maps
These maps are from the old version of half life, please put the current maps from steam version
hey! i just downloaded this and i found bugs
a error for map c2a1b c2a1c2a1b that is :map c2a1c2a1b doesnt have a valid spawnpoint soo the map wont be loaded.
plz fix it :P
Thanks for the info, will check it soon-ish.
plz dont tell me you forgot this project !!!
Yo you should update after the newest half life patch
hello
Hello! I have a couple of things I found playing with your mod and in the MODDB Xash3D 0.99 engine. I hppe this is useful for more fixes.
MAPS.
-c1a2b When a security guard joins you, he can't pass a corner before the red -door when coming from the stairs, but scientiest can.
-c2a3d A wierd clipping that blocks you or lift you off the ground, this is located is the hallway of the vortigaunt trap, between the first couple of barrels and a black bar on the floor, sticking out of the left wall.
-c2a5 Firs door open time is very short, also, it opens and closes very quick.
-c2a5f A corner inside the building, with the big pipe on flames, has a non existing light source or glitched lights.
-c4a1a Wierd clipping on the "roof" at the entrance of the alien cave.
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