A patch that sets the default FOV to 106, fixes the scope in widescreen modes and medkits/batteries being used when entering the menu, and adds a secondary charge attack for the wrench and other minor things. Developed for the CD(WON) version of Half-Life.
*Includes source code and .fgd file*
HL Invasion Custom is a modder's resource. It is the basis for a Half-Life mod I'm working on. Since I'm using the Invasion SDK as a code base, I'll be updating this resource from time to time with fixes and enhancements for the base Invasion mod that others may be interested in.
If anyone has an issue with these files, let me know via a comment below and I'll try to fix it if possible.
The fixes/enhancements included so far are:
* Default FOV set to 106.
* Scope renders properly in widescreen modes(only up to 1920x1080 as that is the max resolution I can actually test)
* Fixes the old invasion glitch where medkits/batteries where used when entering the menu.(thanks malortie!)
* Secondary attack for the wrench(and a new v_crowbar model with functional, but incomplete animations).
* Adds a Light-Machine gun. Currently only accessible through the console. ( give weapon_lmg )
* Water splashes when bullets are fired into it.
* Obligatory view roll while strafing like every other HL mod with custom .dlls.
* Other stuff only relevant to people interested in making maps for invasion(look in the included .fgd file)
* To use sv_cheats, you have to enter testmode into the console then sv_cheats will work. A map change is required for some cmds to take effect.
How to Install:
First, install HL Invasion, then the 1.1 patch, then the Remod if you plan to use it(the Remod is NOT required). Then Extract the .zip then open the HL Invasion Custom Resources folder and copy/paste the invasion folder into your Half-Life directory. The source code is in the invasion_custom_src folder and can be ignored if you're not interested.
*Special Note* - It is highly recommended to play in a widescreen resolution because this patch increases the default FOV in Invasion from 90 to 106. However, if you are using UCyborg's Half-Life WON Resolution fix, remove the hl_fov_fix.asi file from your Half-Life directory or your screen will be zoomed in. Also, if you are using a custom FOV setting in an autoexec.cfg, userconfig.cfg, etc., in your invasion folder, remove the FOV setting to avoid scope issues.
Enjoy!
Thank you for making this! Anything else you'll add to this in future updates?
The biggest issues:
* Fix the old medkits being used when entering menu glitch from the original mod.(*Edit* - fixed in v1.2! Credit goes to malortie for telling me the solution he used in his SteamPipe Patch)
* Finish the wrench animations(fingers don't grip the wrench, tilt the strike angle inward a few degrees).
I had a AA12 shotgun replacement that I took out because the animations weren't finished. I could finish them and add it back in.(*Edit* - it's not Super hi-poly with a badass texture or anything. But I'm tired of seeing a SPAS 12 gauge in every HL mod ever, haha.)
*Edit* - Oh yeah, I also made high poly hgrunts with proper dismemberment, I didn't include them because I assume the Remod already has that covered. I just tried the Remod for few minutes last night. I'll play around with it some more and if their hgrunts are glitchy, I'll include mine.
Besides that, what you like?
AA-12 Replacement? That sounds bloody epic.
And high poly HGrunts? Are these like the Opposing Force ones or?
It is. I'll finish the anims soon. ;)
No, they're higher quality than Opfor hgrunts I think(it's been 2 years...) They're called mortalgrunts and where a new hgrunt type enemy I coded for a project in which I ported Julien's dismemberment code from Invasion to the Trinity SDK(and SoHL). Since the dismemberment code was exactly the same, the model was setup the same. And although I used a custom skeleton, I recreated the blast back and blast forward anims from Invasion so simply renaming the model to hgrunt.mdl should allow it function properly... I'll do some testing.
But all that will have to keep for a bit as I'm currently helping someone out on their first HL mod by making a few models for them.(Half-Life Modern Warfare. Download it. You won't regret it XP )
Updated download:
Version 1.1
Changed the name(as it contains more than just dlls)
Added source code (requires MS Visual C++ 6.0 or compatible compiler)
Added .fgd file
I consider this project a modder's resource. I'm no longer using the HL Invasion SDK as a basis for my own HL mod, but I enjoy working with it and I'll update this download from time to time.
Updated download:
Version 1.2
Fixed the old invasion glitch where medkits/batteries where used when entering the menu(credit goes to malortie for his fix from the SteamPipe Patch - thank you sir!)
Rewrote description and Readme.
Next up: wrenchs, shotguns and badguys. :)
Can't wait. :)
Updated Download:
Version 1.2.1
Default FOV increased to 106
Added a new light machine gun weapon. Unfinished but functional. Currently uses modified SAW model(s) from Opfor. Can only be obtained via console ( give weapon_lmg )
Switched to 7zip compression.
Edit:
Updated download... again... and again!
Version 1.2.1b
Forgot to add a couple files for the new lmg...
Added weapon_lmg to the .fgd
New gun? Sweet! :D
Any chance you can add upgrades for some of the existing weapons (example: Silencer for Glock) and maybe alternate ammo types for the Shotgun (EMP Slugs that make enemies constantly flinch for a few seconds, Dragons Breath Shells that set enemies on fire)?
Can't wait to see what more you do with Invasion. :)
Yeah, the current lmg model sucks though. I found a better one by schmung/fub/flakk that I plan to use, I just have to rig it with hev hands (ambient.impact's) and make a blue texture for them and redo some animations. I also need to give the lmg it's own ammo type. When it's done, you'll be able to find it(and any other new weapons/ammo types) lying around in-game.(already tested adding new entities to the existing maps)
I'm probably going to make the aa12 an additional weapon as well as I found an interesting replacement for the standard shotgun. But like the lmg replacement, I also have to do some work to get it functioning and looking decent in HL.
As for new functions for existing weapons, I've toyed with the idea of adding silencers in the past. I made a silenced mp5 (model and code) at least twice for invasion but every time after you equip the mp5 with the silencer, if you fire the weapon, the normal unsilenced model would appear in your hands while firing. After, if you reload the gun, then the silenced version would reappear. :/ I know it's something small I'm not seeing in the code that causes this and it's something I intend to try again once the lmg, aa12 and 'new' standard shotgun are done.
That EMP ammo is kool idea, btw! Adding additional ammo types for the shotgun is something a wish to try eventually. :)
*Edit* - Next update will have increased throwing/firing range for hand grenades and m203s as HL's default short range is ******' me off, haha.
I'll probably increase those numbers for enemies as well, just to keep things fair. It might not be by much though, as they're pretty damn good with them already and their hand grenade range is already better than the player(better than a stationary player, that is).
Already did some play testing in Heart of Evil, btw. Hand grenades and the m79 are a lot better now. ;)