===================Half-Life: Enriched Version alpha 0.81
===================Description:============
HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
===================
Half-Life: Enriched
Version alpha 0.81
===================
Description:
============
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
10: Questionable Ethics
11: Surface Tension
12: 'Forget About Freeman'
13: Lambda Core
14: Xen
15: Gonarch's Lair
16: Interloper
More chapters are being converted. Check the MODDB page for new files!
Moddb.com
Installation:
=============
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 notices:
==========
- Original maps, models, sprites and sounds by Valve
- Updated and new maps, textures, models, sprites and code by Hezus
- Updated Half-Life SDK by Solokiller
IMPORTANT: If you want to use any of the content from this MOD, ASK ME FOR PERMISSION FIRST. Just adding me in the credits is not enough.
Changelog:
==========
Version 0.81 (31th January 2023)
--------------------------
- New Chapter: "Interloper"
+ chapter is now 3 BSPs (was 5)
C16A:
- completely remade geometry
- players now need to go through the caverns to continue
- sphincters are now acid traps and do not spit you out
- removed raising pillars, one pillar is now hollow to take you up
- changed the pathing for the beam flyers
- removed spike/poison trap
- set monstermakers to spawn only once
C16B:
- completely remade geometry
- both agrunts can now trigger the alarm
- rewrote garg sequences
C16C:
- reworked agrunt spawn egg logic (uses way less entities now)
- reworked lights
- changed the tunnel connection to the last map
- made new dust sprites for the tunnel
- players now have to go through spiral area to get to the end teleporter
- Changes to older maps:
Chapter:
- New menu layout
- Removed Hazard Course icon (will be accessible from main menu later)
- Removed Uplink icon (probably not going to make this)
C8A:
- added sound to railcar
- removed trigger_hurt at start when walking to the train
- set door to 'monster's cant' in first grunt area
- fixed door sound in underwater area
- moved barnacle in ichy area so players wont get stuck
- extended monsterclip for ichy
C8B:
- texture fixes on crate in first area
- added more noise to beam on cable
- added damage for electified cable
- removed one satchel, added dead grunt
- moved health/hev charger to the sci area
C8C:
- fixed tarps not having a global name and remaining after levelchange
- added sound to rotating door
- added more time for player to get orientation in the trash compactor
- players take no fall damage in the pipe
C10A:
- Enemies in 2nd test chamber now die after experiment
C11C:
- Enemies falling off the cliffs no longer trigger game_load
C11E:
- Ladder on broken fire escape is now easier to climb
C11G:
- Made trigger for security door larger
Models:
- new crossbow model (v_ and w_ model)
- new RPG model (v_ and w_ model)
- new chumtoad model
- new xen plant light model
Code:
- new monster_chumtoad entity
- 9mm_ammobox mdl is now being precached at server start
Misc:
- added monster_chumtoad to FGD
- added weapons/ammo/items to game_player_equip
Known issues:
C0A:
- helicopter sound doesn't play (probably a code issue because of the larger grid size)
C16B:
- Last tentacle is missing because of strange sliding bug (still unsure why this happens)
Isn’t the teleport jump puzzle after leaving the factory part of this chapter? Why was it removed?
It's being added to the Nihilanth chapter :)
I see. Out of curiosity, what made you decide to move it?
Firstly I think it fits Nihilanth better thematically, because the portal signals the player that something big is coming, the end is near. Secondly, the factory BSP was 99% full, so I would have to add it as a separate map. And I like to keep level change points to a minimum. Lastly, I also think it's a good starting point if you enter via the chapter selection menu, in this case you're not being thrown into the fight right away.
That works. Hopefully at some point we can see an HLE-compatible version of the HD models
Wow. Hezus? I think I appreciate you.
Next version will be only Hihilanth chapter? Or this chapter to small for update?
I'm planning to do Nihilanth and Endgame for next update, along with a few new updated models.
Okay, thanks for solving my question :)
I found bug. Map bug, in blast pit chapter, in map with big ventelator, if you going down with ladder, my game is crashing.
New bug: crossbow dont have magazine but have arrows
Can you remake explosion? I hate this mini nuclear explosion.
Will the developers add guns from opposing force
guns like snipers, melee weapons and others
It would be very cool in my opinion!
And zombie variations (mod have only models, but don't have zombie barney and grunt npcs in dlls)
No, it's Half-Life weapons only. There are new zombie variations, though. And yes, they are coded into the DLLs.
He will be added in release?
Can you make a scene like the gonarch falling into the pit at the end of the gonarch chapter?
Please, can you make HEV zombie? And place he's to the hidden xen, lambda or unforeseen consequences rooms?
Like in hl1 mmod 2.0 beta videos?
I talking about ladder in location where you pickup RPG, right? Now my game is crashing if i going up with ladder i this location.