ESHQ is a mod for Half-Life with its own storyline (not from Half-Life universe). Unknown government spy must steal secret files from the building called 'Evil scientists headquarters'. But his job gonna be a bit more difficult and long in time and space...

ESHQ is an abbreviation that means 'Evil scientists headquarters'. It's name for fake experimental center, used for distraction from the real infrastructure objects.

First of them - 'Bernier city experimental base' complex. Exists independently from city administration and other city buildings. Consists of 5 separated bases and other buildings connected by subsurface transport system.

- 'Base 1' works at aquabiology and same technologies. Has underwater 'garden'. Connected to generic railway.

- 'Base 2' worked with onground fauna. Had own warehouse complex; connected to generic railway. Closed and sealed after unsuccessful experiment.

- 'Base 3' works at weather control. Placed into the Bernier mountain; uses its own transport railways; connected to generic railway and to teleports system. Weather control facility was developed with constructive mistakes. Probably, is a HQ of all complex.

- 'Base 4' works with reality imitation technologies. Has its own missile arsenal and rocket bunker (probably, left by old 'Base 5'). Connected to generic railway and teleport system.

- 'Base 5' works with weapons. Its about 100 km from the city. Has its own tectonic laboratory and surgery complex. Connected to generic onground railway.

- Bernier city secret transport system - complex of railway and teleport hubs and tunnels. Uses teleportation core and own reactor complex.

Second of them - Sampi research complex. Consists of 3 separated sectors and the HQ.

- Onground and subsurface Sampi station - basically, living and storage areas, test sites, etc.

- Deepcave Sampi station - forbidden biological and radiological experiments, teleportation tests, 'living without sun' psychological tests.

- Sampi space station - large complex of space-station-like blocks ('columns') used for 'long staying in space' tests. Has its own very powerful reactor complex, life supporting system, labs complex, etc.

- Sampi headquarters - especial building placed in Border world. Uses its antigravitational materials and heavy-duty constructions. Has its own teleportation and gravity cores, underground city, etc.

Initially all of this didn't concern the protagonist in any way. But fate is unpredictable. And now he need to go through all of this elements of evil...

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

Actual update package

News

Installation

1. Download the deployment module from GitHub. According to Applications development policy (ADP), it's payments-free, ads-free, hidden-functionality-free and completely safe to use.

2. If you haven't installed mod before or have version older than 9, download package linked below; otherwise skip this step.

ESHQ 9

Actual setup assembly version: 9

Actual setup assembly PCC: 119BC1F96D84F9E2


3. If you already have (or will have after previous step) mod version 9 or newer, download actual update package linked below.

ESHQ update to v 9.3d

Actual update package version: 9.3d

Actual update package PCC: 046A3851A09438E4


4. Unzip downloaded files into the same folder.

5. Launch DPModule, perform installation steps for main and update files.

WARNING! It is strongly recommended to preserve offered installation path and to use empty directory for it. Don't install this mod into Steam location or any other mods' placements. This mod is stand-alone!


Quick fixes

If you meet some troubles during installation or playing (like 'xash.dll not found' or 'one or more files are unavailable'), please, check next points first:

  • Unblock downloaded DPModule according to YouTube manual;
  • Check that your 'program files' directory is writable (actual especially for Win10);
  • Run DPModule with administrator's rights (typically, it's unnecessary, but may be useful).

If these steps aren't enough to fix your problem, let us know about it


Special notes

  1. You needn't to sequentially install all set of updates. Just use actual package that is linked here (f.e., to update from v 4.0, 4.1 or 4.2 to v 4.3 you need only update package v 4.3). But remember that transitions between major versions (f.e., from 3.x to 4.0) need special update packages (also linked here).
  2. If you want to remove the mod, just launch DPModule again and select uninstallation mode. You'll need an installation package for this operation.
  3. If you have 'path not found' error during installation, launch application with '-r' key first to specify correct mod's installation directory.
  4. If you want to change interface language of deployment utility (that has been selected automatically), just launch it with '-l' key. Also utility will offer you to select needed language at first start on your PC.
  5. If you use Windows XP or Windows 7, you will probably need to install Microsoft's DotNetFX40 first. Newer Windows versions often contain this version of .NET Framework by default.
  6. Please, don't try to play mod with non-original engine assemblies. Our engine adaptation has specific features and entities; mod will not work properly without them.
  7. Please, don't use versions that are not presented on this page. These files may be out of date or may be not properly tested and assembled. We cannot be responsible for their functionality!

Actual updates log


Version 9.3d - Fourth step of complete review based on walkthrough performed by DarkShift

Changes:
- Map eshq24: added more healthkits;
- Map eshq29: added more healthkits;
- Map eshq29: the way out is more obvious now;
- Map eshq30: explosive barrel is now looks like it;
- Map eshq31: labyrinth exit button is now simpler to find;
- Map eshq31: shootable cable in the pool with crab is now simpler to find;
- Map eshq31: some textures updated;
- Map eshq32: added a tip for second garbage gate unlocking;
- Map eshq32: added more healthkits
WARNING: some textures may be shown incorrectly during this update process


Version 9.3c - Third step

Changes:
- Map eshq15: power control explosion is now faster;
- Map eshq15: some SFX have been optimized;
- Map eshq16: second vent grate will be 'opened' quickly;
- Map eshq17: changed balance in cargo area;
- Map eshq17: added some lights;
- Map eshq17: added more healthkits;
- Map eshq18: changed balance in hidden lab;
- Map eshq18: fixed warehouse 'leak';
- Map eshq18: train launch is simpler now;
- Map eshq21: added some healthkits;
- Maps eshq22, eshq23: replaced some textures
WARNING: some textures may be shown incorrectly during this update process


Version 9.3b - Second step

Changes:
- Maps eshq08, eshq09: decreased count of enemies;
- Maps eshq08, eshq09, eshq11: added more healthkits;
- Map eshq11: decreased count of enemies and scientists;
- Map eshq13: floor hatch now doesn't require jump for opening;
- Map eshq13: required operations in old swimming pool are now more obvious;
- Map eshq14: some textures have been replaced;
- Map eshq14: roof ladder have been changed;
- Map eshq14: some lights added
WARNING: some textures may be shown incorrectly during this update process


Version 9.3a - First step

Changes:
- Some textures have been updated;
- Some improvements applied to maps;
- Breakable and unbreakable crates are now really different;
- Map eshq01: function of elevator's cables is more clear now;
- Map eshq01: function of laser's control panel is more clear now;
- Map eshq01: a bit less enemies than before;
- Map eshq01: detonator remote control is more clear now;
- Map eshq01: elevator arriving will be indicated now;
- Map eshq02: cave with pipes got more clear path;
- Map eshq02: pipes are now look like pipes;
- Maps eshq06, eshq07: a bit less enemies than before
WARNING: some textures may be shown incorrectly during this update process


Version 9.2 - Current fixes and improvements, engine fixes

Changes:
- Current fixes and updates applied;
- ESHQ 64th map's fungus 'bridge' absence fixed;
- Momentary rotating button sound fixed: it will not continue after getting opened position


Version 9.1 - Set of current fixes and improvements

Changes:
- Current updates, fixes and improvements applied to ESHQ maps 1 - 35


Version 9 - Full version with full voice acting

Changes:
- Full set of voice samples applied to the mod; acting job has been finished;
- Fixed engine error leading to appearance of shell sounds at large distances from weapons (where sounds of firing are no longer audible);
- All previous updates applied to main setup assembly


Older updates' log you can find here

Generic mod news

Generic mod news

News 3 comments

Here you can see news and explanations connected with our mod

ESHQ development - what can we say about?

ESHQ development - what can we say about?

News 5 comments

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

Happy New Year and Merry Christmas!

Happy New Year and Merry Christmas!

News

Happy New Year and Merry Christmas! This is our congratulations for all who read it!

trigger_random: no more lasers needed

trigger_random: no more lasers needed

News 2 comments

This article describes our implementation of entity that can randomly select target to shoot from a specified list

RSS Files
ESHQ 9

ESHQ 9

Full Version 6 comments

Full version of ESHQ mod with full set of voice acting samples

Voice acting task

Voice acting task

Other 5 comments

Voice acting task for our mod. Job has been closed 12.06.20. Now it's just a report

Previous updates log

Previous updates log

Guides

This file contains descriptions for all changes applied to our mod ever

ESHQ update to v 9.3d

ESHQ update to v 9.3d

Patch

Fourth step of update based on first full walkthrough performed by DarkShift

ESHQ update to v 9.3c

ESHQ update to v 9.3c

Patch

Third step of changes based on full walkthrough performed by DarkShift

ESHQ update to v 9.3b

ESHQ update to v 9.3b

Patch

Second step of complete update based on first walkthrough performed by DarkShift

Comments  (0 - 10 of 202)
Guest
Guest

Would it be possible for you to make zip files of these updates that we can put in our half life folder? trying to install these things is, no offense, a bit of a headache

Reply Good karma Bad karma0 votes
RD_AAOW Creator
RD_AAOW

Hi!

Uh... We really don't understand, why our DP causes so many troubles if it requires only 'Next, Next, Next' buttons pressing... Also it will not work if you'll put it in Half-Life directory of Steam or something... Because it using its own engine build...

We just want to make installation process as simple as it possible and simplify updates deployment. That also will be errors-free with our version management system.

Anyway, seems like we'll have to repack the installation package into a regular archive. It may be done soon

Reply Good karma+1 vote
Freeman665
Freeman665

DarkShift дотошный чел, интересно, как преобразится мод после его прохождения. Надо будет еще раз заценить)

Reply Good karma Bad karma+1 vote
RD_AAOW Creator
RD_AAOW

И очень, ОЧЕНЬ терпеливый. За что - огромное уважение и спасибо! Учитывая, сколько багов благодаря ему удалось найти. Своим взглядом уже не всё удаётся заметить. Проба со стороны - лучшее лекарство!

P.S. Да, как раз над этим сейчас работаем :)

Reply Good karma+1 vote
Rainbowdash98
Rainbowdash98

Hey man are you just edit 357 reload time when look from default Half-Life is 2.5 second why you change this to 4.0 "if (DefaultReload( 6, PYTHON_RELOAD, 4.0, bUseScope ))" and fix 9mmAR fire rate like this video "https://www.youtube.com/watch?v=-awedlyKKNA"

Reply Good karma Bad karma+1 vote
RD_AAOW Creator
RD_AAOW

Sorry, sorry, that's our fault. We remember about your advice. We tried to use that model and tried to increase speed of existent one (9mmAR). But we got uxexpectedly bad effect in the engine and have stopped this. Maybe we need to repeat it

Reply Good karma+1 vote
RD_AAOW Creator
RD_AAOW

Hi!

As I remember, in original Xash3D assembly this weapon was incorrect a bit: SFX and animation was completely asynchronous. But we only changed .wav file. We haven't touched this part of code. So, this is a value originally set by Xash team in this (v43/0.91, rev 3737) version of engine

Reply Good karma+1 vote
Rainbowdash98
Rainbowdash98

Just edit like this Classic MOD "https://github.com/phoenixprojectsoftware/halflife-classic/blob/master/dlls/mp5.cpp" and can you make a mod support custom Hgrunt models without "hgrunt01.mdl, hgrunt02.mdl, hgrunt03.mdl"

Reply Good karma Bad karma+1 vote
RD_AAOW Creator
RD_AAOW

OK, we'll try to apply it.
But, just for clarity: is this (https://github.com/ValveSoftware/halflife/issues/802) your real trouble?

Reply Good karma+1 vote
Rainbowdash98
Rainbowdash98

Hey man are "protection suit" using code from HEV suit from default Half-Life why i don't hear HEV suit voice alert ???

Reply Good karma Bad karma+1 vote
RD_AAOW Creator
RD_AAOW

HEV voice is still available in ESHQ. But corresponding sentences and .wav files have been removed from the mod

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Profile
Icon
Half-Life
Game
Half-Life
Creator
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

7.3

10 votes submitted.

You Say

-

Ratings closed.

Style
Embed Buttons
Link to ESHQ by selecting a button and using the embed code provided more...
ESHQ
Statistics
Last Update
Watchers
55 members
Files
17
Articles
14
Reviews
5