AOM:RE started as a simple idea more than 10 years ago with a dusty old laptop and a lack of time to develop, many internal and external problems making the idea very difficult to manifest. Now with the best tools for mapping, audio, video and digital art at our disposal as well as endless inspiration from Cry of Fear, it's expansions and other modders, there has never been a better time to make more maps for this gem on the GoldSource engine. It should be noted, due to my strong beliefs, no AI or ML generated content shall be used directly in any of my projects.
Afraid of Monsters: Relapse focuses on changing the setting and pacing of Afraid of Monsters: Director's Cut while retaining it's lo-fi art style, it's gameplay and it's incredibly thick atmosphere. While it does contain a few custom textures and assets from other games like some ps1/n64 titles as well as Cry of Fear, it is intended to be a straightforward map pack.
Follow it's development and give feedback on the Moddb page or our discord group
NEW TEAM MEMBERS, MAPPERS, ARTISTS WANTED
Within the past 2 weeks, Half Life has had a gamebreaking update, several subsequent hotfixes, changes to the codebase, changes to the SDK.
Whether it was planned due to the 25th anniversary or whether it was by accident, there have also been updates updates to the commonly praised and highly esteemed mapping tool: Trenchbroom.
The hotfixes to the half life codebase and source code have allowed the use of old format TrackerScheme.res, the use of client.dll changes that are old-fashioned have also been rendered less explosive and gamebreaking through these hotfixes. I'm grateful Valve got on top of this quickly, I knew it would be fixed eventually, I was simply unsure as to when it would happen, which made me disillusioned and caused me to focus on things besides map development.
However, since the fixes the development has resumed and even more interesting progress has been made.
Half Life Anniversary Update page
Those who have been keeping up with the github page of Trenchbroom will know that not only is this project open-source (Which is not the case for J.A.C.K.)
But it is currently under a CI/CD application on github, which allows us to get nightly builds.
I was first brought attention to this by some of the community members on the Whole Half Life discord group.
Those of you who know me closely probably know I could have gone months or years without inquiring to this because of my proclivity to avoid larger use of social media, especially in locations where there are large numbers of members all contributing to great amounts of background noise.
I'm grateful there are some members there that helped me start on this journey to building a platform to use TrenchBroom more, as it's clear-- TrenchBroom is no doubt the superior modern BSP mapping tool.
Through a trial-and-error process, I have been able to edit the gameconfig.cfg for half-life in the trenchbroom directory, I've been able to edit the aomre.fgd I wrote to conform to trenchbroom's more favored format, and I've been able to get trenchbroom to display the title, description and available options for spawnflags when interacting with entities.
With these new tools ready to use and more possibilities opening up with each nightly build of TB, I'm very excited for the future of the mod and even more excited to work with my favorite level editing tool.
Yes I did take several screencaps and one even of my web browser simply to get moddb to allow me to publish this news where all can actually see it, thanks for this arbitrary and unhelpful limitation by the way.
I hope you all have a warm winter solstice and stay healthy, see you in 2024.
Update on the several added maps, tons of refinements and general polishing that the mod has gotten.
Recently I've had a lot of major life changes, progress on the mod has slowed down but regardless, this spooky season we have a handful of things to share...
Here you can find my Odysee page, I livestream and post things related to my artistic journey and my game development.
The trenchbroom/JACK pipeline is frustrating and I'm still creating/asking around for new solutions to this unique problem.
Quick update with most recent map changes, bug fixes, new bugs added as well. Look in mapsrc folder for .map files.
Playable demo of build 42 of AOM:RE, does not need to be patched or installed on top of anything, can be ran with "hl.exe -game aomre" Delete the included...
Playable demo of build 41. A patch that needs to be applied on top of a copy of AOM:DC
really lovely mod so far, even if i got stuck. i hope you keep working on this
It looks cool.
Small update:
Valve has released a 25th anniversary update for Half Life with lots of new content and many changes, fixes and additions. You can read about it here:
Store.steampowered.com
This is a problem however, among these additions are wide and deep changes to the codebase. MOST half life mods made in the 2000s, or at least a good chunk of the older mods will be incompatible with some of these changes to the client.dll and other codebase items.
The UI changes are the most concerning, as they cause crash-on-start. This is a very basic look and abstraction of the deeper problem. I hope Valve can look into these issues soon or a substantial amount of the mods on moddb will be effectively unplayable.
There are some temporary fixes for this, like deleting the trackerscheme.res file in the resources folder, but I'm guessing it will need to be rewritten.
This has been the fastest year that's ever elapsed in my life, it's actually hard to believe that I have had this page for a whole year now.
(I guess that makes sense being that we're all getting older)
I'm planning an update article to break down the new developments after the initial publish, the next few maps involve the first fork in the road the player can take in the story. Hope to see you all soon!
This is sequel of Afraid of Monsters or reboot of Afraid of Monsters?
It's laid out in the description.
For those of you out there who are waiting on an update, I need to finish tax season and take care of some serious irl problems, repairs to the house, helping people at church, transitioning out of an old job and into a new one. But there is lots of new additions to the old maps and new maps on the horizon, stick with me.
Nice dude!
Great.
Hello, I have a problem, whenever I try to launch it i get an error message.
"Mod_NumForName: sprites/lsd_yellow.spr not found".
I've had a few people download this exact demo file on moddb and test it themselves and I've had success with that so far so make sure you're installing correctly and merging the mod folder with an existing AOM:DC folder.