The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5 hours of gameplay, 34 maps totally. The working title was "Soldier's Adventures".

Report RSS Half-Life: Field Intensity Update 1.6

Anniversary update two years since the initial release. Featuring LD pack, bugfixes, level-design improvements and more!

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Hi everyone. After two years since the initial Field Intensity release we publish another update to the mod, with a lot of fixes and extra contents!

Download Field Intensity 1.6

Changelog

Low definition (classic style) models

fid1a2b0004

Field Intensity is now packed with Low Definition (classic) models for weapons and npcs! A lot of players asked for it. And with classic models made into the default option after Half-Life got the anniversary update it became even more apparent that LD is the best way to experience Half-Life. Of course the HD models option is still available.

Thanks to XF-Alien for helping us out with preparing the LD pack.

Note: If you have some old version of the mod installed, it's advised to remove the mod directory (field_intensity) before installing the new version, so the HD resources from the previous version won't mix up with the classic ones. You can backup field_intensity/config.cfg before doing so, in order to preserve your custom settings and later put it in the new installed directory.

Changes to player HUD and settings

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  • The default HUD color changed to teal (instead of green) as we want the mod to have its own identity distinguishable from Opposing Force. The color can be configured via hud_color console command. It also affects the text color in the Objectives window.
  • Crosshairs were redrawn for modern screen resolutions. Highres versions are used when HUD autoscale is enabled or hud_scale is 2 or higher.
  • Now the player is allowed to press the "use" button and activate flashlight/NVG during the weapon reload and deploy animations (in original Half-Life you can't do it at the same time).
  • Now the player can pick up items, ammo and weapons by pressing their Use button (in addition to classic touching).
  • Added "Satchel charge control" setting (_satctrl cvar) to allow configuration of the satchel control (Classic vs Anniversary).
  • Added "Hand grenade physics" setting (_grenphys cvar) to allow configuration of physics for throwing grenades (Classic vs Anniversary).
  • cl_viewroll was removed. Use cl_rollangle to configure the roll. Set it to 0 to disable the viewroll.
  • Added hud_min_alpha cvar to configure the minimum alpha value (opacity) used in HUD.

New area in Gamma complex

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The last map of the chapter "Hazardous Environment" got a major update. In order to eliminate one more backtracking, we extended the map by a few more sections.

Other map changes

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  • Improved details on some maps.
  • Fixed some issues, like misaligned/misplaced textures, bad brush geometry and spots where players could get stuck.
  • Fixed a bug that allowed players to get through the electrical hazard unharmed on fid1a2b.
  • Fixed exploit that allowed players to get to unintended locations on fid2a2a if the game runs on high frame rate.
  • Fixed jump that allowed players to get to unintended locations on fid2a2c.
  • Fixed a possible softlock on fid2a4 where the player could become locked behind the closed gates.
  • Fixed several exploits on the map fid2a5a which allowed players to skip the part of the level, get to unintended areas and break scripts.

NPC changes

  • Zombies and gonomes don't have damage reduction against tau cannon shots anymore (it was a consequence of original Half-Life buggy code).
  • Added a special effect when the boss's shield is being damaged.
  • Rebalanced the boss's shield a bit - its resource doesn't regenerate indefinitely anymore.
  • Now snarks are hostile to the boss.

Bugfixes

  • Fixed barnacle grapple physics to match Opposing Force.
  • Fixed the upper rope segment incorrectly aligned sometimes.
  • Fixed ropes physics when the game runs on high fps.
  • Fixed Desert Eagle not ejecting shells upon firing.
  • Fixed the M249 cartridge belt occasionally being rendered with the wrong number of rounds.
  • Fixed spore launcher not playing a pet sound when the corresponding idle animation is played.
  • Fixed satchel draw animation sometimes not playing when the player picks up previously dropped satchels.
  • Fixed glow shell effect (applied with shockroach projectiles) not wearing off from apache and osprey.

New menu background and design

The menu interface got new fonts and colors, thanks to MariusMaximus.

You can also download the alternative menu background featuring the main character in the menu. Thanks to MariusMaximus and Decepticoin for providing the amazing artwork!

Field Intensity ported to Sven Co-op

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The official port of the Field Intensity campaign to Sven Co-op, with proper adjustments to the co-op multiplayer environment.

Download Field Intensity Sven Co-op Port

Publishing source code of Intense Force

Intense Force is a side-project that brings some Field Intensity features to the Opposing Force campaign. Now it finally goes open source.

Intense Force branch on github

Note for translators

Subtitles colors per character are now configured in the sound/captions_profiles.txt file, so they don't mix with localization. You can still override color profiles in sounds/captions.txt but it's recommended to remove color profiles from the captions file.

Note for players

Save files from the previous versions won't be compatible with version 1.6 due to both code and map changes! If you've started playing the previous version already and want to continue playing on the new release without having to play the mod from scratch there's a solution.
Start the game on the preferred difficulty and then type the command (in console) to start a chapter you wish to continue from:

HAVE A SAFE DAY: map fid1a0a // this can be used to skip an intro
HOSTILE TAKEOVER: map fid1a1
HAZARDOUS ENVIRONMENT: map fid1a2
HAZARDOUS ENVIRONMENT (Gamma labs): map fid1a2b
ON THE TRACK: map fid1a3
WEAK FORCE: map fid1a4
BIREFRINGENCE: map fid1a5
RECOVERY: map fid2a1
FIELD INTENSITY: map fid2a2
THE VERGE: map fid2a3
F.U.B.A.R.: map fid2a4
DEATHMATCH: map fid2a5
DEATHMATCH (labs): map fid2a5a
DEDUCTION: map fid2a6
DEDUCTION (surface): map fid2a6a

You can also use this trick if you want to replay your favorite chapter.

Thanks for playing Field Intensity. If you find a bug or have some suggestion - don't be shy, write to the Hazard Team!

Post comment Comments
orangekid05
orangekid05 - - 39 comments

Awesome!! Let's frickin go!!!! :D

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/TheWolf
/TheWolf - - 835 comments

Nice

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_VaPeR_
_VaPeR_ - - 347 comments

Cool

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_VaPeR_
_VaPeR_ - - 347 comments

It is really Field Instensity Co-op?

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pelmen1906
pelmen1906 - - 46 comments

спасибо

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G_Sergeant
G_Sergeant - - 97 comments

Sweet, sven co-op port

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SpazJR61
SpazJR61 - - 402 comments

We're so back

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Berzerk2k2
Berzerk2k2 - - 115 comments

I did not expect to see another update for this. This is great.

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~X~
~X~ - - 555 comments

Wow, great to see an update of your mod! Too bad you weren't communicating with us lately though (

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KrispyOS
KrispyOS - - 1,286 comments

Time to replay this mod once more!

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Qwertyus
Qwertyus - - 2,505 comments

Preciousss!

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Aynekko
Aynekko - - 658 comments

Congratulations!

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Ilras
Ilras - - 11 comments

Thank you for the update and LD models.

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DystopianMarine
DystopianMarine - - 1 comments

This is a really good news!

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FlippedOutKyrii
FlippedOutKyrii - - 3,502 comments

Incredible to see this massive project get so much TLC post launch!

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Super1Hawk
Super1Hawk - - 216 comments

Awesome!

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Dr.pper
Dr.pper - - 268 comments

Please give the SAW grunt more HP or add another one somewhere else.

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