This mod uses the source 2013 base to fix many of the issues present within the base game. This mod does not currently have a Linux version, but include with this mod is linuxhowto.txt which details a method which you can use to play this mod on Linux using Steam. Also include are text files detailing what files have been modified from the base game and why, and the issues that I have found and are still present in the mod.

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A preview of the WIP glowshell replacement that will be included in the next version of Half-Life: Source Fixed.

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Hello Everyone!

I know it's been a while since I've really said anything on how the next version of the mod is coming along and I just want to assure you that I am still working on it. Unfortunately, I still can't be sure when the next version will be ready, so I'm thinking about posting images of work-in-progress or completed features which will be included in the next version, though, again, I don't know how often I will be posting such images.

For now, please tell me what you think of this Glowshell replacement I've been working on recently (you would not believe how much trouble this thing has given me.)

glowshell wip

glowshell wip2

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Knight45
Knight45 - - 334 comments

Looking good. Will this affect any of the materials source can utilize, such as specular map or rimlight vmt settings, or will they be able to work together with Glowshell.

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BloodyMuffin Author
BloodyMuffin - - 193 comments

This will work with any existing material or model. The way it works is that when you apply the glowshell to a model, it creates a new model that overlaps the first one, replaces the material with a glowshell material I created, then continuously applies the first model's animation and current frame to the second model, granting the appearance that the first model is glowing. So you don't need to worry about having to modify any materials or models to be compatible, and the glowshell can be applied to any entity that has a model.

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Knight45
Knight45 - - 334 comments

Thank you for the information. I can see Glowshell being useful for certain NPCs or objects on custom maps/missions.

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Maestra_Fenix
Maestra_Fenix - - 51 comments

Ohhh funny, because in December I was researching ways to bring this back (as the original way to do so, depended on engine functions within GoldSrc related to TriAPI), so it is very cool to see that you managed a very similar effect.

How it is performance wise? Any issues with other effects / shaders ( decals, reflections, texture transparencies, RenderFX effects... )?
Since it is overlapping a model, I wonder how it works with LODs, attachments and face gestures, if this were to be used elsewhere in Source.

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/TheWolf
/TheWolf - - 841 comments

Will you also focus on the HD models (i.e. replacing the fan made ones with the Gearbox ones)?

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BloodyMuffin Author
BloodyMuffin - - 193 comments

Yes, the next version will include the proper Gearbox HD models.

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/TheWolf
/TheWolf - - 841 comments

Will you also try to fix Half-Life Deathmatch: Source?

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NOUG4AT
NOUG4AT - - 239 comments

One question. Why? The project seems to imply FIX of the current experience and not diluting it with unnecessary things, in general, after the HLS was delisted from the store, this would be the logical finish of this project.
It's better to create a project repository and fix current bugs than to add something that doesn't matter. Or did you decide to make Sven Co-Op: Source?!

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BloodyMuffin Author
BloodyMuffin - - 193 comments

The glowshell effect is something that was included in the original Half-Life and though it was never used in the base game, many map makers and modders did use the effect in their content so I decided to create a new version of the it so other people could use it in HLS.

Even though HLS was delisted it doesn't change the fact that many people own and enjoy HLS and would still love to see further improvements to it.

Before HLS was delisted I was considering trying to get this mod posted on Steam so it was easier for others to install and for me to update. But now that HLS was delisted I don't think that is going to happen so I am planning on creating a repository once I am finished with this next update. I can't create a repository for it right now because it simply isn't ready in its current state.

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NOUG4AT
NOUG4AT - - 239 comments

Oh, sorry me, my ignorance... Good luck in developing your mod... I myself used your project for the base of some of my ports.

The fact of delist is of course questionable IMHO...

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shadowysn
shadowysn - - 12 comments

Half-Life: Source is still sort of listed on public searches through Half-Life: Deathmatch Source.

They're both only purchasable in a bundle with each other, so you get them both together from either of their store pages.

Delisted does not mean the same as Unlisted. Half-Life: Source is Unlisted, it won't show up in searches but it is still fully purchasable unlike Delisted games, which are both hidden and cannot be bought.

This fact was brought up in the HL Anniversary post in consideration of people who still use HL:S assets so I don't know why people still keep thinking HL:S as Delisted when it's just Unlisted.

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Knight45
Knight45 - - 334 comments

I do not know about you two, but it does not seem Half Life Source is delisted. It shows up perfectly fine on Steam, even on Google search links me to the purchase page on Steam.

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Charles_C
Charles_C - - 42 comments

I have a question,
Do you think that Half-life Source, generally speaking
is ill-compatible with Source 2013?
One of the major reasons why it broke during steampipe
As in the game itself feels like it doesn't belong in the new engine?

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BloodyMuffin Author
BloodyMuffin - - 193 comments

I wouldn't quite say that it is incompatible. While their are a few issues caused by the engine itself, most of the bugs in the game exist because the game wasn't properly updated to match the newer version of the engine.

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BraziI
BraziI - - 10 comments

Will the new update fix crossbow bolt not pinning enemies to walls?
Also thank you for this mod.

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BloodyMuffin Author
BloodyMuffin - - 193 comments

Yes, the next version will re-enable ragdoll pinning.

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hidomihibajiri
hidomihibajiri - - 1 comments

Something i would love to see added would be working FOV and viewmodel FOV sliders. Also I noticed that if you have a different dub selected in the settings, the HEV voice doesnt change, regardless of the language you have selected, I wonder if that could be fixed in the next update. Thank for the work you're doing on fixing the game by the way, highly appreciate it!

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TheRealFabler
TheRealFabler - - 16 comments

@BloodyMuffin, Will you have any fixes for crashes after launching the game due to broken dynamic backgrounds? This problem is observed in the original version, because HLS was not adapted after HL2+LC+EP1+EP2 updates to support Steamdeck.

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