Half-Life but maps are relit with modern RAD compiler, alongside updated weapons, NPCs and effects.
Weapon changes:
Monsters:
In this version, there are numerous updates have been released for public use. Please watch the video below for the list of major updates:
Video: Youtu.be
Credits:
For Opposing Force: Moddb.com
New weapons and monsters features and effects! Replay Half-Life with the new changes!
Half-Life but maps are relit with modern RAD compiler, alongside updated weapons, NPCs and effects.
The third version of the mod. There are many improvements have been added.
Half-Life: Enlightened March 2023 Update - New weapons and monsters features and effects
Half-Life: Enlightened files. Edited codes, models, sound and sprites. Use HD models.
hi your mod is really cool but i can't play it because this [could not load library cl_dlls\client.dll] can you fix it
can you do the same mod for hl2 ? i really like your work a lot and i wanna see it in more games <3
Alright so I gave it a try and it seems that the animation for getting the HEV suit plays every time I load to a new map. Did I install it wrong or is it a bug? For reference, all I did was paste the downloaded files into the "valve" directory.
Edit: Okay so it stops playing the animation when you have weapons. But please, could there be an option to use the original models instead of the HD models? I think they look gross.
Here are a few more thoughts that I have about the mod:
- The revolver is really inaccurate, even with the laser sight on. Maybe make it more accurate at the cost of firing speed with the laser on like how it is in HL Multiplayer
- Where's the skill.cfg file?
- Add a feature where you can pick up items with the "Use" key. It's pretty annoying trying to get ammo sometimes, having to walk over it multiple times or crouch-jumping onto a shelf (Questionable Ethics comes to mind) to get ammo and batteries
- Please add ammo for the SAW and Sniper rifle in Xen.
- The Gluon Gun sounds effects are really grating. Also, I don't get why the weapon automatically switches back to primary fire mode after a while if you switch to the secondary fire mode
Here's a crazy idea and you don't have to do this: maybe add Race X aliens during the second day of the BM Incident?
1. The current code is same as original, with 1 Degree offset. Probably I will make it 0 for 100% accuracy
2. No skill.cfg since it uses the original one directly
3. Yes, I will add that feature in a new patch.
4. Alright, I will probably add some.
5. I will reduce the sound effects and the animation.
6. Not sure about Race X since it requires heavy editing.
So I've just played a little bit of it today and I gotta say that it's a pretty good mod. Some minor complaints are that the M249 does way too little damage, considering that it's a light machine gun. Maybe buff the M249 damage but decrease the amount the SAW grunts that are encountered in the campaign?
I like how you added Otis into this mod but he uses the Glock just like Barney. Maybe consider adding the Desert Eagle into the game or at least have Otis use a revolver?
Finally, I have a suggestion; could you somehow implement Gonomes into the mod?
Sure, I can add them.
Thank you so much!
you can try decreasing the smoke particle from the gun, its a bit too big
How about now?
it's a bit too much*