HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
This demo has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest demo.
HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
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Half-Life: Enriched
Version alpha 0.40
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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
More chapters are being converted. Check the MODDB page for new files!
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 and textures by Hezus
You are free to use textures, sounds 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 0.40 (24th May 2022)
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- New Chapter: "On A Rail"
+ chapter is now 4 BSPs (was 10)
C7A:
+ added extra info_nodes for better monster navigation
+ increased viewable distance to fix rendering issues
+ fixed beams having double targets in first flooded area
+ restored blood decals near lift area
+ restored bullsquid spawn in rocket area
+ added supports to rocket from c7b
+ completely reworked the train pathing logic to fix an error with the lift
+ added dead sci with goodies to lower rocket area (so it pays off to go there)
+ removed some headcrabs from water (to stop AI problems with squid)
+ extendable bridge now has correct lighting
+ added extra button for bridge on the other side
+ added idle animation to bullsquids
+ fixed up CLIPs around tracks
+ removed some handgrenades for balance
+ added more sequences and sentences to barney at start
C7B:
+ fixed alignment issue with first train elevator
+ track gates in the first area are now toggled individually
+ added extra info_nodes for better monster navigation
+ moved headcrab near HEV charger for better ambush
+ grunt lift now reaches all the way to the top
+ rearranged grunts in ambush at end of line
+ reworked the spawning of alien slaves in barney hiding area (now 4x1, was 3x2)
+ removed one headcrab dropping from ceiling
+ removed item_battery from ceiling
+ removed sandbags from office area
+ restored shortcut door to the rocket launcher tunnel
+ new static rocket launcher (based on TOW)
+ lowered TOW fire rate to 0.5 (was 1)
+ swapped some .357 ammo to shotgun ammo
C7C:
+ added extra lever for first train gate
+ remade the TNT ambush
+ changed the placements of the alien slave group
+ fence can now be shot through
+ ambush grunts are now a squad and communicate
+ added trap sequence to the explosives on the top of the personell elevator
+ personell elevater now stops at the right height
+ added extra button at top level of personell elevator
C7D:
+ removed 1 grenade from the office
+ added red light effect to lasers
+ changed orientation of 2 lasers to make them more effective
+ remade rock formations in outside areas
+ launch room windows now start closed, so players can't get in
+ launch button cannot be used from the outside anymore
+ hologram is now an env_sprite to fix save/load issue
+ retinal scanner is now broken (hence the open door)
+ fixed up lighting on the rocket
+ added grass/shrubs models
+ lowered freight train speed from 500 to 350
Changes to previous maps:
Chapter:
+ added 'On A Rail' chapter selection
Models:
- Reduced size of AR grenades
- New skin for the 9mmAR v_model
- New converse animations for Barney
Known issues:
C0A:
+ helicopter sound doesn't play (probably a code issue because of the larger grid size)
C5E:
+ removed the toxic barrel loop until I figure something out that's less prone to fail
C6B:
+ bullsquid has red blood
crash it says
The procedure entry point
?GetMousePos@Surface@vgui@UAEXAAH0@Z Could Not Be located in the dynamic link library vgui.dll
And
could not load library (GAME DIRECTORY)\enriched\cl_dlls\client.dll
Can you tell me how to fix it
Try this:
Moddb.com
> Fegelein
What do you mean, "GetMousePos Could Not Be located?"
Then locate it properly! If it can't be located, I'm *ucked!