Well, it's been 2 long years since I first announced this project.
First I want to apologize from everyone I kept bothering to help me with the codes. I know how bad I am with it, but thanks to all of those who were nice enough, this dream finally came true.
I don't even know where to begin from. Many saw the mod as weird, others might have been looking for it. To tell the truth, I know this is going to disappoint many if not everyone.
I reworked the codes that I added in an updated version of solokiller's SDK, and because of that some assets like "HEV Npcs" are missing from this version I am releasing. I have decided to upload a "Beta" release so I can finally have something for anyone who happened to still waiting.
With time the pressure on me because bigger, I feared the feedback as I am well aware of my limitations; For this, I have decided to make a complete overhaul for the mod, so starting from this beta, the following have ben cut:
1_ No HD models. Working on both LD and HD have been a big issue in regard of collecting the needed materials for both. Especially for a specific feature that I managed to add and improve from last year.
2_ No Blue Shift Campaign: I had plans to make my very own blue shift experience. But giving how the project that became bigger and my bad map design, I have decided to remove the blue shift maps I planned to release. Considering how many good mods are better with mapping than me(some even for blue shift) and the fact bspguy now exist, the blue shift campaign has became useless. But hey, you can still create your own experience using the "FGD" file that I am releasing.
3_ No 2nd suit. Something no one is probably aware of, but I originally had 3 types of suits in bleen shift that were working, I never tried to re-add them in the new updated codes but never finished it. It's best to release something with 99% of the finished stuff.
4_ Cut the "Custom Hud color". Another unknown feature, in a previous version I added a cheat that allows to change the hud color to the player's liking. Unless I can figure out how I did this before, it will remain cut.
I probably gonna remember more to say later, but let's leave it as it is for now.
Before anyone ask or says something, I am totally aware of the ugly stuff you are about to see, it was the best I could do for now. I can't promise when the next update is going to hit, but I am hoping to make better versions with time. Until then, I truly hope you can enjoy at least some of what I managed to make with the help of true coders, unlike me.
Oh and before I forget, the mod has tons of custom-made models, I credit every single one with links and names. Sorry for using them without permission, I didn't realize how bad I did until after I start using them. I hope no one minds.
Original Article for the mod:
Moddb.com
Until next time. Hope you all like it.
Finally, after so many years....... But seriously, I hope that with the development of the mod there will be no more serious problems and you'll make a good mod.
You may want to redownload the mod. I fixed a bug.
Three years, but at least now it's something better than a bunch of ideas trapped in a vanilla Bshift campaign.
Hey man, great to see this finally launch! Got a lot on my plate at the moment but I'll be sure to give this a whirl!
It's not what it used to be and so I know many will be disappointed.
I will soon update the beta, maybe in the next 2 days.
Why you didnt implemented the Sven Co-op 3.0 Opfor grunts as enemies?
You mean the green ones? You can easily do this, the mod support custom models. Also, I need first to work on the models for a specific feature, you know the one. Besides, this is just a beta.
ITS THE BLEEM NO WAY Jokes aside lets gooooooo
I think I'm doing something wrong.
I put the main folder in my Half-Life folder, the game seems to start up OK but then it takes me to Anonymous Materials and there's absolutely nothing different
Is there a specific way I'm supposed to install this?
You've installed it correctly. As I said in the article, I removed the blue shift maps. The main idea now to have fun with the npcs. (Check the files I sent with the mod).
I know it's a downgraded version. Try to spawn some headcrabs here and there maybe? See what they will do.
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When i waited for 2 years for this mod good job
P.S: are you going to add new npc's?
HEV guys are planned to return from Point Of View and Sweet HL. Other than that I can't really promise much.
cool
yo, if it is, can you make a tutorial on yt to teach us how to add a new npc? (if you want)
You mean how to add npcs into the game that don't exist in HL1?
This is not an easy thing but rather complicating. You need to learn coding. Trust me, It can't be done in one video nor I am the suitable person for it.
Now I already added a bunch of npcs, all opposing force are there by default, some from Azure Sheep as well, check the "impulse" file I sent with the mod. The mod also work as a "zombie edition" style were headcrabs do take over their victims, it can be disabled at any time.
I understand, then thanks
does it support mobile?
Sadly no.
Latest version has a bug with p904. It can't be reloaded if you have no ammo for 9mmar. Plus, SAW has super-increased ammunition supply - much more than even 254 (which is visual 'limit'). Beretta can play reload animation every time you press 'reload', on full ammo already. Lonewolf has icon of 357 in inventory. Also 'holo' model has only 'pushcart' animation and no others (causing visual error in Training).
I'll look into the p904 bug, for the saw I am aware of the problem, I just need to find again the tutorial I once used to show the actual number of the ammo.
I had to use the python inventory because I could not find a good alternate icon for it.
Thanks for the feedback, I appreciate taking the time to tell me all this. Can't promise a close release but I will definitely work on most of those bugs. I hope you liked the zombie edition style I added, it can be disabled by a cheat.
Hello sir, some NPCs are unable to spawn and have been returning to the menu. However, some of them are unusable and it seems that they cannot be fully mapped. Also, how do you produce NPCs on the server? Cheating is basically useless inside
Before anything, make sure you have set "sv_cheats" to 1 and restart the map, otherwise nothing will work.
You're returning to the menu because the models were not percached, I added a way to work around it, look inside the "Impusle" text file, all you need to do is to type one of them twice or more, once it's done you should be able to spawn any npc that were part of the impulse command (don't worry if you were kicked out to the menu, it means it worked, just load the map or save again).
Here is an example:
type " impulse 87 " twice in the console, this spawn a normal zombie, but during the process (even if you were kicked, reload the map) you can spawn all types of zombies that I listed under the command's number. To do so type "give monster_x" (replace x), and use "noclip" to het out of the npcs.
Also, try use some of the cheats in the other text file, they could be usefull.
If you are still stuck, let me know.
And when you add Hev
NPC?
I have a question for you: when will you add Hev NPCs?
Can't say a date yet. I have other stuff to do at the same time, not to mention working on HEV guys is a litte more complicated than normal guards.
Instruction on how to extract (TBSpecific IDK what is the FGD file is all about)
put the "bleenshift" folder where you usually put your mods, that's what you need to play (just to clear, no maps, try to spawn npcs using the cheat files I sent, you will need "noclip" and "notarget" cheats as well)
The FGD is simply to create/edit maps for the mod. If you know how to use bspguy the FGD file will prove very usefull.
hey when will the uptade of hev scientist,hev barney npcs will be out? you should add a impulse hev npcs too.
Not soon. Sorry to disappoint you. It's simply that I have other stuff to do at the same time.
the easy thing uptade is like easy not taking like years the first uptade must be hd now youre not gonna do it? youre just taking a break?
Working on both HD adn LD at the same time was too much work because not only I needed to find 2 versions of the same model, but I also had to find 2 animations for each. The LD zombie have a human head in the mod and I cannot implement that for the HD ones. I had limits I needed to work with.