Half-Life 2 : MMod is all about updated visuals, post processing shaders, particle effects, new gameplay mechanics and new weapons/npc's.

This is the revival of my old Half-Life 2 Enhanced mod, I've decided to re-do mod concept completely. Let me explain.

Half-Life 2 : MMod will follow Half-Life : MMod's approach : new effects, new weapons, a good amount of weapon tweaks, changes in gameplay mechanics and graphics enhancements.

90% of this mod tweaks/enhancements/changes can be easily tweaked to your preference via option menu, so everything could configure this mod to their own liking, don't like something? - Disable it!

Half-Life 2 : MMod is partially a community made mod, by which I mean a lot of people contributed some of their assets and offered their help, for which I am extremely appreciative, so let's list all these beautiful people :


GearDev Studios - Shaders, Weapon Animations, Code Snippets.

sgor00 - all this lovely art, logos, news headers.

Sirgibsalot - Weapon rigs, helped with few weapon models.

-[SaD]- -Creator- - Generally a fantastic person, helped me to get through some code related problems.

KrIsCrEeP - Sound remixing.

Jman - Fixed AR1 Model/Animations.

VXP - OICW weapon code base.

Milkyway M16 and Red Katana - OICW World Model.

Gmadador and LeonelC - Thank you for rigging and porting HL2 shotty model to c17 animations!.

Biohazard - Source Shader Editor, Code Snippets

Valve Developer Wiki - Code snippets

Crowbar - Fantastic tool for compiling and decompiling models


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Half-Life 2 : MMod v3


Oh hello, so uhh, it's been a while, this is Gunship Mark II, still alive, still writing in broken English.

I'm gonna make this relatively short, so let's cut straight to the chase.

So you may ask yourself : "Where the H~E~C~K have you been? It's been almost 2 years without any progress, or any update, you just went missing from this mod page". And my answer is - it's sort of complicated. I've been mostly busy with real life stuff, when shit hit the fan in my country and I kinda stopped doing everything related to modding, only occasionally I would bring myself to do something, but it wasn't Source related. HL2MMod went from a weapon re-skins with particle effects, to a full blown modification with brand new gameplay mechanics, AI changes, new weapons, brand new particle effects as well as replacements and enhancements for older stuff, visual changes, like new post processing shaders, dynamic lights, projected muzzleflash effects, weapon re-animations and more. All of this take a lot of time to develop.

I really don't wanna release a broken, half-baked mess, that's why this mod went through so many iterations and that's what v3 stands for, even though technically this isn't 3rd version of this mod, if you ever noticed HORRIBLE misspelling in mod link, this mod was once called HL2EP2:Enhased [sic], around 2011 I think, which spawned 3 iterations alone, they were all kinda bad in their own right, I also remember restoring HL2Beta WCMapPack maps for this mod for some reason, guess I love HL2Beta that much. I also try to restrain myself from adding too much crap in this mod like I did before, just shovel in random guns for no reason which often would break gameplay or were just plain freaking boring. Adding random gameplay features that were horrible mix of shite and broken mess, game would crash like crazy all over the place and I didn't know how to fix or debug stuff. This project has also been a Source Engine and C++ learning experience for me, more than anything really, my skill and modding wit grew better and better every year, so every iteration had better and cleaner code, particle effects, shaders and features.

Development of v3 started right after Epistle 3 from Marc Laidlaw. You can guess, I was devastated, as many of us were. People were saying "That's it, Half-Life is over, Half-Life is dead", but then it struck me : "Bullshit", i said, "We'll show 'em how dead it is". I got fresh Source 2013 code base set up, I've got my tools ready, I've got Visual Studio installed, and I've started porting features from older iterations of HL2MMod, while simultaneously enhancing them and cleaning up the code, some parts of the code were rewritten from scratch, some features are totally brand new, a lot of features were ported from City 17 : Episode 1 mod, for which I am super grateful. I've made brand new particle effects for everything, I even did a couple of live streams to show some features off and to tell people that I am not dead.

For once, in many many years, I was satisfied with how code looks, how particles are made and how relatively easy it would be to port this mod to a better code base if we ever see this happen from modern day Valve.

So this huge wall of text brings us here, modern day, where I am glad to announce new teaser trailer and a release date, which is somewhere in 2018. I've had a lot of fun working on v3 version of this mod, it was also super fun to work on a trailer itself, I love making videos and I think this is one of the most complex videos I've ever made.

Before we start with the media, I must really thank everyone who's been helping me with v3 version of this mod, I've also need to give special thanks to GearDev Studios, since I am using a lot of their stuff in my mod, I hope I've listed everyone in the end of the video, if not - please forgive and correct me, I'll make sure to credit you!

So, let's go through media!


Half-Life 2 MMod : Gluon GunHalf-Life 2 MMod : AR2


Half-Life 2 MMod : OICWHalf-Life 2 MMod : AR1


Half-Life 2 MMod : Classic ZeroGExplosion RemakeHalf-Life 2 MMod : Fuel Explosion


Half-Life 2 MMod : Glowy Combine Eyes


And here's new trailer! :


HL2MMod Is not only fancy shaders and effects, there's a lot of stuff going under the hood, which I would love to demonstrate in better detail sometime later, maybe this year. Here's what's in there and what's planned : more immersive camera, new weapons ( npcs can and will use them) , smarter combine soldiers ( can jump on/off ledges, can shoot smg1/oicw grenades/aim and accuracy greatly improved, normal combine soldiers can shoot combine balls), you have a choice between hitscan and pseudo physical bullets, optional smart health regeneration to offset new difficulty level, there will be more gameplay changes later, like simple gore/dismemberment mechanics and maybe new npc's or variations of them.

Guess that's it for now, thank you everyone for reading, hope you liked what you've seen, see you all in 2018, have a great end of the year c:


Half-Life 2 : MMod - Year worth of update

Half-Life 2 : MMod - Year worth of update

News 57 comments

Run. Think. Shoot. Live. Again! A year worth of the update is here, tons of media and 22 minutes of video.

Meet the Half-Life 2 : MMod

Meet the Half-Life 2 : MMod

News 19 comments

This is the revival of my old Half-Life 2 Enhanced mod, i've decided to re-do mod concept entirely. Read more for deeper explanation.

Comments  (0 - 10 of 693)
ZaniZ0
ZaniZ0

Hi ! HL2 AI was very very weak even on hard difficulty, I mean like a walk in a park.. It was a huge letdown.
Can you give us some insight about the new AI ? You say they will be greatly improved, use all weapons, better accuracy, jumping, etc. I saw that in your very last video, you died from a smg grenade, which is very cool.
But will they be more challenging as for example in "BlackMesa" mod ? They move quicker, never stop moving, they're charging you continuously, can shoot continuously short and long range (and not only fire bursts like in HL2), can start shooting from long distance, can shoot at you when you're behind objects, melee quicker, they take cover more and quicker, they dodge grenades instantly (at the very instant you throw it).
That's already a lot and there are probably more. They did a very good job, but I think there is still space for improvements.
Something that could be good too is to make them throwing grenades back at you like they developed for the "Operation BlackMesa" mod. But its probably hard coding.

I found an interesting (dead) mod some weeks ago called "Badass Combine", they are challenging but sill weak in my opinion, but I think it went on the right direction.

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Gunship_Mark_II Creator
Gunship_Mark_II

Heya, it's really nothing subtantial, they just have better accuracy ( togglable ), they can jump on/from/over stuff, they can use secondary fire and few other things. I'm not really much of a coder, so at this point i'm at my limit with AI stuff. It would be nice to have them dodge player grenades, but I think it would be just infuriating for the player.

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iCrazyBlaze
iCrazyBlaze

Dead mod? Please don't be, this mod looks awesome.

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Gunship_Mark_II Creator
Gunship_Mark_II

Being updated ( code-wise ) almost every day : I.imgur.com

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CW3D
CW3D

Didn't know you had a discord server :P

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LazyShady
LazyShady

Its still alive and..not kicking(yet)

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Fooltaurus
Fooltaurus

Ye still alive no worries !

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Rroofus
Rroofus

Nah, it still lives

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DetectiveEngieman
DetectiveEngieman

Ok ok ok ok back to the poisen zombie topic sorry to bother you with this again Mr.Gunship but you must know the source engine like the back of your hand... would you happen to know if theres a console command to make the game... like list all the enemys that are gonna appear in the level... cause from what i can gather Mmod is gonna be able to be played on custom Half life 2 maps.. and well i avoid playing those cause well.... Poisen Zombie... Nuff said So if you'd know something like that... Do tell please

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ThePcGamer1
ThePcGamer1

dude, they are just NPCs in a video game. They aren't that bad, nothing in the half life series is. If you see one just run away. or skip those chapters.

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markusthegamerdude
markusthegamerdude

Dude Face your fears and stop being a coward if you really want to not see them the only thing i can say that will fix your problem is skipping the chapter by using sv_unlockedchapters but that will just take away the fun of killing zombies so either play the chapter or not

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DetectiveEngieman
DetectiveEngieman

Yeah because Ravenholm is the only chapter they appear in am i right.... seriously you lot don't have to be ********... what is this... The team fortress 2 community

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DwenzyBenzy
DwenzyBenzy

Jeez, just ******' kill them. They are just an NPC in a video game, don't be such a coward.

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Gunship_Mark_II Creator
Gunship_Mark_II

While i'd love to help, I really cannot remove something as essential as this to maps/lore. You can try removing poison zombie model and sounds and that will make them unmovable and slient. Or crash the game.

Reply Good karma+2 votes
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