HD Models Pack
Model Pack 5 commentsthe model pack nobody likes! except me and a few others
this a gzdoom mod that contains all of the weapons and items from Half-Life and Half-Life: Opposing-Force, also includes some extra sutff from other mods to fill the item holes
as for enemies, they will be added very very VERY soon, you better don't wait them
THERE ARE TWO FILES
LAMBDA_RESOURCES.pk3 AND LAMBDA_CODE.pk3
YOU MUST ONLY LOAD LAMBDA_CODE, THEN RESOURCES PACK WILL BE LOADED AUTOMATICALLY
if you notice visual glitches like missing weapons models, hud graphics replaced by the 'A' letter, keycards icon being bigger than usual, then you'll need to also load LAMBDA_RESOURCES manually
it mostly happens when combining the mod with another mod that also uses the GAMEINFO lump to change the mod's tittle at startup
or just use a laucher, like ZDL
additionally you can load Lambda_HDGuns for the HD models pack, it must be loaded AFTER lambda_code.pk3
i don't even know what versions of gzdoom supports it so better use the newest ones
edit: gzdoom 3.7.0 required or above... i guess?
also check the main post at zdoom forums for extra info:
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Works with delta touch?
Holy **** i will download this by a clicj
the hud doesn't channge. i drag both the resource file and the code onto gzdoom and everything works except for the hud
type screenblocks 12 in the console
Very cool mod ;)
Reload setting is disabled, even Opposing Force weapon is disabled. And i cant enabled them.
bind r +reload
write that in the console and it should work :)
hi can you please make it compatible with atleadt gzd 3.8.7 plsssssss hope you read this i really would appreciate it
Can You add shepherd Player skins?
Your mod seems to be incompatible with AI-Director.
At ZScript/Lambda/Events.txt Line 6 and Line 156 there needs a "If (e.Thing)" condition check to make sure if the "e" variable is a thing before doing additional stuff with them, else it causes a VM abort crash.
The Lambda HUD is missing support for inventory items which can be a problem on mods/maps that relies on certain items in order to progress.
Ah, yes, i remember someone reporting it to me, told the dude how to potentially fix that, don't remember if i actually fixed it on my end. I'll check and maybe push an small update for it
as for the inventory selector, yea i know, the HUD is done via ACS and it doesn't have access to the player's inventory selector thing.
Anyway, i have already redone most of the HUD code in ZScript which has access to almost everything i guess, and adding Inventory support is a thing in my ToDo, i still have to figure out a cool design for it and where to place it