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Half-Life: Enriched
Version alpha 0.50
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Description:
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HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
This build contains the following chapters:
0: Black Mesa Inbound
1: Anomalous Materials
2: Unforseen Consequences
3: Office Complex
4: We've got Hostiles
5: Blast Pit
6: Power Up
7: On A Rail
8: Apprehension
9: Residue Processing
More chapters are being converted. Check the MODDB page for new files!
Moddb.com
Installation:
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Copy the 'enriched' folder into your Half-Life folder (../Steam/steamapps/common/Half-Life/). Restart Steam and Half-Life: Enriched should be visible in your list.
Copyright:
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Maps, models, sprites, sounds and textures by Hezus
You are free to use textures, sounds, sprites and models from this MOD for your own non-commercial work but I'd like to be credited for it. You are NOT allowed to release these maps for any other game or MOD.
Changelog:
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Version 0.5 (10th July 2022)
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- New Chapter: "Residue Processing"
+ chapter is now 3 BSPs (was 4)
C9A:
- removed the push from the pipe at the start
- completely remade all outside areas
- added hev battery goody to the other side of the water in first area
- reduced speed of water tower drain
- removed one medkit charger from large tub area
- fixed mixers clipping slightly in the center
C9B:
- removed one medkit charger from side area
- removed one squid from the lower area
- conveyor levers are now non-solid
C9C:
- added more lights to guide the player through the machines
Misc:
- added support for detail textures for C0A, C0B, C1A & C1B.
- added background music for menu
Changes to older maps:
C0A:
- several small texture fixes
C0B:
- several small texture fixes
C1A:
- removed random scientist bodies to reduce the chance of having 2 identical sci's standing together
- added more animations to conversing scientist in hallway
- small texture fixes
C1B:
- removed random scientist bodies to reduce the chance of having 2 identical sci's standing together
- added animations to scientist in the hallway near generator
- added animations to scientist in the control room
- added animations to scientist in the test chamber air lock
- added speech to barney at cryo chamber door
- fixed rendering issue with cage in test chamber
- large elevator has a working animated button now
C8A:
- Killing the ichyosaur before entering the water will activate a trigger that will spawn another ichy once you enter the water
More, than half of the game now, great!
So i've been wanting to play this mod
But when i tried to play it, somehow most of the map textures were missing? for example right from the start of chapter selection, there were no textures at all.
I've got this kind of error in the console:
WARNING: texture lump "texture name" not found
Not sure what's wrong, do i need previous version for these to work properly?
Not sure if it helps, but maybe check cvar:
r_wadtextures
Default is 0.
Thanks!
this helps
Critical:
Chapter "On a Rail" can not be played properly, there is no railcar :)
Chapter "Apprehension" refers abruptly to end_map instead of proper c9a connection.
Map c7e looks like improperly compiled (no proper lighting, hl_lights.wad not used at all -> Warning: map maps/c7e.bsp has no lightmaps).
Also:
Sometimes crosshair (or even weapon viewmodels) is getting disabled after new chapter selection.
In chapter selection screen maybe it's better to show USE / JUMP tip instead of E / SPACE (because you can have another personal bindings.
On c5a it's possible to use trigger_push effect after railcar is already bumped into obstacle (if you jumped off the railcar before).
No reason to give tripmines on selecting "Power Up" chapter, because you can backtrack a bit and get 5 of them on a previous map (also tripmines allow to cheat through this chapter).
In the end of c8c it's possible to break a grating on the floor by falling on it, so you can leave the room without getting a crowbar (original HL issue).
You will stick into wall on c9a if the barnacle on upstairs catches you, then being killed with crowbar.
c2b: sound/headcrab/hc_run2.wav couldn't load
c2c: sound/HL1_Music.track_6 couldn't load
c3a: monster_headcrab stuck in wall--level design error
c3b: monster_generic stuck in wall--level design error
c4a: monster_human_grunt stuck in wall--level design error
c4b: sound/HL1_Music.track_2 couldn't load
c6a: monster_headcrab stuck in wall--level design error
c5a:
Error: sound/Ambience.MechWhine couldn't load
Error: sound/DoorSound.DoorMove1 couldn't load
Error: sound/DoorSound.DoorStop6 couldn't load
Error: sound/Buttons.LatchLocked1 couldn't load
Error: sound/Buttons.LatchUnlocked1 couldn't load
Errors on some maps:
No spawn function for info_translucent (c2c, c3a)
No spawn function for logic_relay (c5b)
No spawn function for env_cubemap (c7e)
(used WON dlls, maybe, because of that?)
Errors on some maps (c3b, c5a, c7e):
Can't find decal decals/{bigblood2
Can't find decal decals/{blood1
Can't find decal decals/{blood2
Can't find decal decals/{blood5
Can't find decal decals/{blood6
Can't find decal decals/{bloodhand4
Can't find decal decals/{bloodhand6
Can't find decal decals/{drips1
Can't find decal decals/{explos
Can't find decal decals/{gaussshot1
Can't find decal decals/{large#s2
Can't find decal decals/{rust003
Can't find decal decals/{scorch1
Not worked for me:
C8A:
- Killing the ichyosaur before entering the water will activate a trigger that will spawn another ichy once you enter the water
You forgot to include updated graphs with maps, which causes node graph rebuilding for many maps.
IMO: some lights/textures are off the atmosphere now...
Thanks for the detailed bug report! I'll be sure to check these for version 0.55.
В будущем будет ли возможность запустить это на Xash3d?
Translated: In the future, will it be possible to run this on Xash3d?
Для тех, кто в космосе, уже сейчас можно играть под Ксашем ;). Использовать вот это: Moddb.com и играть.
Спасибо от человека из космоса! :)