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...

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RSS Articles

Actual update package

News

Actual setup assembly (v 8): ESHQ 8

Actual update package (v8.3b): ESHQ update to v 8.3b

Voice acting progress: 56 / 151


How to use:

If you haven't installed mod before:

  1. Download and unzip 'ESHQ_8.rar' (button called 'actual setup assembly'); overwrite matching files;
  2. Perform steps presented below.

If you have already installed mod version 8.x:

  1. Download and unzip 'ESHQ_update_to_v_8_3b.rar' (button called 'actual update package'); overwrite matching files;
  2. Launch 'ESHQSetup.exe', install main mod files (if needed) and current updates.

If you have already installed mod version 7.x:

  1. Download and unzip 'ESHQ_update_to_v_8.rar' (button called 'actual update package'); overwrite matching files;
  2. Launch 'ESHQSetup.exe', install updates.
  3. Perform steps presented in previous sequence.


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 have 'path not found' error during installation, launch application with '/r' key first to specify correct mod's installation directory.
  3. If you want to remove the mod, just launch ESHQSetup again and select uninstallation mode.
  4. 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.
  5. 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 it.
  6. 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 8.3b - Non-critical update for deployment system - no more restrictions for saves!

Changes:
- Deployment system now can check existence of save files and skip maps that can invalidate them due update. Now updates can be deployed for all phases of walkthrough!
- Current maps' updates applied.
This update can be applied when you want ☺


Version 8.3 - Non-critical update - maps and textures review... and ES:FA is still alive!

Changes:
- Some non-critical updates and improvements applied to maps and textures.
- ES:FA spin-off added to updates package again. Because it seems to be alive...
This update must not be applied when you are on ES:FA maps or on ESHQ maps 2, 8, 10, 12, 15, 18, 20, 22, 27, 28, 30, 32, 34, 43, 46.


Version 8.2 - Non-critical update - maps and textures review

Changes:
- Some non-critical updates and improvements applied to maps and textures.
This update must not be applied when you are on ESHQ maps 2, 8, 10, 12, 15, 18, 20, 22, 27, 28, 30, 32, 43, 46.


Older updates log: Previous updates log


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.

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

Engine specifications for ESHQ / ES:FA

Engine specifications for ESHQ / ES:FA

News 3 comments

An article contains detailed description of main features of Xash3D engine's adaptation for ESHQ

RSS Files
ESHQ update to v 8.3b

ESHQ update to v 8.3b

Patch

Non-critical update for deployment system - no more restrictions for saves!

ESHQ update to v 8

ESHQ update to v 8

Patch

7ths versions have too much changes. And we decided to apply them all in ESHQ 8. This package allows you to update your 7 to 8

ESHQ 8

ESHQ 8

Full Version

Full actual version of ESHQ mod with first part of characters' voices and all current updates

Voice acting task

Voice acting task

Other 5 comments

We need to voice these sentences for our mod. If you can help us with some of them – we will be extremely grateful!

Previous updates log

Previous updates log

Guides

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

ESHQ update to v 8.3

ESHQ update to v 8.3

Patch

Non-critical update - current improvements for maps and textures... and ES:FA is still alive!

Comments  (0 - 10 of 165)
urmomgaynou9000
urmomgaynou9000

Hey i got the documents all documents and its suposed to give me "prompts" of the passwords of the rar files with the secrets, how do i see this prompts (pd: my pc is not connected to internet)

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RD_AAOW Creator
RD_AAOW

Hi!

It may be uncomfortable. But for now secrets' prompts placed in the installation directory, in 'secrets' subfolder. You can find photos of hidden containers there.

We'll find another way to represent it in the future, we think

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urmomgaynou9000
urmomgaynou9000

I mean how do i open the rar files they ask for a password, how do i get that password?

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RD_AAOW Creator
RD_AAOW

Yeah, it's a g***amn workaround. But you made me think about dropping prompts (photos, I mean) directly to '/secrets'. Thanks for fresh look!

However, I'll need to think about how to export a picture out from static engine's component without making another f***ing workaround ('losing flexibility', 'redundant specialization', else)

Anyway, for now you'll need to be on the lookout when get green text messages

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RD_AAOW Creator
RD_AAOW

Oh, I got it.

When you collecting documents, you'll find some of them that will trigger a checker for documents counter (maps 10, 21, 30, 40, 50, 60 and 67).
If you will collect enough count of them you'll get a 'well done' text message in the left bottom corner of the screen. And the password below. For 10 seconds. Then you can do a screenshot by 'S' (by default) key.
Otherwise you'll get a 'not enough for now'. Without a password.

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Guest
Guest

the secrets folder only cointians photos of the secrets containers locations or also the secret weapons? (i mean those weapons that are behind locked doors)

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RD_AAOW Creator
RD_AAOW

That's a good idea. But no. Only secrets for now.
Weapons behind grates are locked specially for... teasing... They aren't allowed by the plot

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Johnny2525
Johnny2525

I had problems with Map 16 (The lava part)
It looked like I was supposed to jump on top of the floating rock but everytime I tried the temperature damage killed me instantly. I think I did something or it is just a bug that somehow managed to get into the map.

Could you help or explain what was I supposed to do?
(Breaking the rock at the end of the tunnel was impossible due to instant death when trying to jump on top of the rock)

[For me it looks like the lava is stuck on the part when it fills up the tunnel because it makes a water sound when I start falling on the floating rock]

This is what happens to me: Youtube.com (Let me know if thats me or is it really a bug)

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RD_AAOW Creator
RD_AAOW

Hi, dear user!

Yes, you're completely right. There was a bug (invalid entity geometry). Surprisingly, it was exactly the map that we haven't tested before the release. We thought that nothing can go wrong here... Duh...

Anyway, use update to v 7.3b to fix it. After that you can:
1. Use saves or autosaves from previous maps to replay 16th map (if exist);
2. If no, use 'map eshq15' command to get to the nearest placeand continue game;
3. If you want to collect all hidden objects and haven't needed saves, you'll need to restart mod from the beginning.

Thank you for bug report! And sorry for the inconvenience

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Johnny2525
Johnny2525

No problem! I like the mod so far so bug reporting is the least I can do. (I am working as a Software Tester currently so if you need extra pair of hands to help I am down)

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RD_AAOW Creator
RD_AAOW

Oh, we're glad to see that! We're thinking about some new directions. So it's possible that we'll need some help soon. Thanks!

You do a big thing. You help us (developers) and our project to be better. If you'll find some other problems with ESHQ/ES:FA, you're always welcome to say about them!

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Rainbowdash98
Rainbowdash98

Hey man can you fix the 9mmAR fire rate in 7.3b and 7.4 still slow ???

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RD_AAOW Creator
RD_AAOW

We'll try apply it to the next update. It needs some balance tests

Reply Good karma+1 vote
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