Features:
* double-jump
* power-slide
* wall-running
* ledge climbing
* 5-part tutorial and mini-campaign
* airboat rockets (similar to acolyte rockets in Titanfall 2)
* throw grenade button (with ability to "cook" grenades)
* new cheat modes (mario mode, exploding bullets, tougher citizens, extra enemies, the floor is lava)

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Mobility Mod Version 2 is out early!

Watch the trailer here:

Read the install guide here:

Moddb.com

Download the release here:

Moddb.com

What's New in Version 2:

  • Based on the Episode 2 Engine
  • Combines Half-Life 2, Episode 1, and Episode 2 into one mod (just keep scrolling on the chapter menu to get to the episodes)
  • New melee controls:
    • melee key for a quick crowbar attack
    • hold melee key and press secondary attack for a crowbar slash attack, which hits multiple targets and does more damage, but is slower
    • hold melee key and press primary attack for a rocket-boosted surge attack, which pushes you forward, hits as soon as the target is in range, and does a lot of damage.
    • Surge attack while in the air lets you fly a short time, or change direction. Surge attack while crouching will trigger a slide even if you weren't moving.
  • Very basic tutorial for the new melee
  • The airboat rockets seemed to please the personnel last time, so now there's a portable version. It's called the EGAR (Everyone Gets A Rocket!), and you can get it by typing give weapon_egar in the console.
    • Like the airboat rockets, it regenerates ammo.
    • Hold secondary attack to target enemies, and release to fire rockets.
    • Press reload to lock all remaining rockets onto the last target.
    • Unlike the airboat rockets, press primary attack to target whatever is under the cursor, even if it's just a spot on the ground.
    • A nice side-effect of this system is that if you hit primary and secondary attack at the same time, it fires one rocket at whatever you're looking at, so it's like a quake-style rocket launcher.
  • Movement enhancements:
    • Time-to-duck has been reduced, so sliding is much more responsive.
    • Console variable to lock direction while sliding, so you only slide in a straight line, no matter which way you're facing (set sv_slide_lock to 1)
    • Console variable to limit sliding, slide-jumping and wall-jumping to only boost you to sv_maxspeed. Normally these speed boosts are cumulative and not limited (set certain_restrictions to 1. I recommend this setting. It makes the game feel less crazy, and more consistent.)
  • lessclip - it's like noclip for invisible walls. Use with caution, because it turns out there are a lot of invisible walls and ramps that you need.
  • New HUD features:
    • artificial horizon (can be turned off or set to a custom opacity with cl_horizon console variable)
    • crosshair hit markers (diagonal lines. Can be turned off, set to a custom opacity with cl_hitmarkers, made bigger or smaller with cl_hitmarks_scale, faster or slower with cl_hitmarks_fadetime)
    • shotgun hit markers (circles showing hit pattern. Can be turned off or set to a custom opacity with cl_shotgun_hitmarks, can change the size of the circle with cl_shotgun_hitmarksize, can change the size of the pattern with cl_shotgun_hitmarkspread)
    • New grenade count display. In v1 there was a big row of grenade icons along the bottom, but that would clash with the vehicle locator display in ep2, plus it was a bit ugly.
  • Destroying an APC ejects the driver up into the air.
  • Unlocked a door in Nova Prospekt so that you can skip the first conversation between Alyx and Eli.
  • 'CONTINUE LAST SAVE' button on main menu - loads your last autosave.

Returning from version 1:

  • Wall-running
  • Double-jumping
  • Power-sliding
  • Ledge-climbing
  • Grenade button, ability to cook grenades
  • Unlocked Field-of-View (In HL2 the max was 90)
  • Tutorial and mini-campaign (only a tiny change from version 1, so if you played through it already, you're not missing anything if you skip it)
  • Reduced bullet spread of automatic weapons while crouching and not sliding
  • Louder, bass-heavy bullet impacts on hits (possibly too much so)
  • Cheat modes - exploding bullets, extra enemies, floor lava (just damage over time when you're on the ground), Mario mode, tough citizens
  • A whole lot of console variables to customise just about every aspect of the mod. Want to slide longer? Wallrun faster (or slower)? Jump higher? It's all configurable. Look in ep2_mobility/cfg/mobility.cfg.

Bugs Fixed:

  • driving the buggy over a cliff no longer crashes the game
  • fixed some near-clip problems when using high field-of-view
  • fixed mysterious rising into the air (if you started climbing, then turned away so that there was no space to move into, you would just keep climbing)
  • fixed voice lines in the tutorial being counted as music, and controlled by the music volume slider

Please make sure you read the install guide. Let me know if you have any problems.

But also let me know if you don't have problems. I love seeing people stream the game, or putting gameplay on youtube.

P.S. No it can't be compatible with MMod, sorry. It's a technical limitation, not a decision. I've been experimenting with other campaign mods, like Mission: Improbable and Dangerous World. I might have more to say about that another time. For now, enjoy the mod!

-Rob

Version 2 is coming 20 April 2019

Version 2 is coming 20 April 2019

News 7 comments

Version 2 release announcement (release date 20 April 2019).

Fix for crashes after Feb 2019 Half-Life 2 update

Fix for crashes after Feb 2019 Half-Life 2 update

News

A (new) fix is available for crashes after the recent Half-Life 2 update.

Les Configurables

Les Configurables

News

Some info on how to use cheats, and other configurable aspects of the mod.

Up and Running

Up and Running

News

It's been a week or so since release, so I thought I'd thank everyone for their kind words and address some of the questions you've asked.

Add file RSS Files
[OLD VERSION] hl2_mobility_v1.0

[OLD VERSION] hl2_mobility_v1.0

Full Version 20 comments

[OLD VERSION] This is the complete release package for Mobility Mod version 1.0. It contains the modified Half-Life 2 engine and the gamedata for the...

Mobility Mod OST

Mobility Mod OST

Music

Original music that I made for the mod and the trailers. These tracks are all included in the v2 release package under the 'sound' folder, but also here...

ep2_mobility_v2.0

ep2_mobility_v2.0

Full Version 28 comments

Full release package of Mobility Mod version 2.0. It contains the modified Episode 2 engine, and the original tutorial/mini-campaign. It does not contain...

Mobility Mod Version 2 Install Guide

Mobility Mod Version 2 Install Guide

Guides

This is the install guide for version 2.0 of Mobility Mod. The information is the same as in the description of the release.

[OLD VERSION] gameinfo.txt  - fix for Feb 2019 HL2 update (v1.0 only)

[OLD VERSION] gameinfo.txt - fix for Feb 2019 HL2 update (v1.0 only)

Patch 2 comments

[OLD VERSION - this fix is only required for v1.0 of the mod] (NEW VERSION 2 MARCH) Fix for crashes after Feb 2019 HL2 update. This is a replacement gameinfo.txt...

[OLD VERSION] MobilityModInstallGuide

[OLD VERSION] MobilityModInstallGuide

Guides 1 comment

Installation guide for Mobility Mod v1.0. A PDF document that explains how to install the mod.

Comments  (0 - 10 of 172)
timteetheneko
timteetheneko

Really wonder why the steam overlay doesn't work in the mod, yet works in other mods just fine.

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Tetros
Tetros

you know, I thought a little here, and I think that the EGAR should lie in some sort of secret place, which can only be reached with the help of your mod and all its parkour opportunities

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Tetros
Tetros

hey, could you please make it possible to load your weapon models into the mod, and if such a function already exists, then how to do it?

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MobilityMod Creator
MobilityMod

It can be done, sort of.
You need to modify gameinfo.txt in the ep2_mobility folder, to add the custom folder to the search paths. So just below where it says

SearchPaths {

Add this line (if your custom folder is in common/Half-Life 2/hl2):

game+mod "|all_source_engine_paths|../Half-Life 2/hl2/custom/*"

And if you have custom models in that folder, it should find them.

There's a problem if you add too many, or their filenames are too long. If things stop working, you can try renaming the vpk files to shorter names.

Reply Good karma+1 vote
Tetros
Tetros

still not working(

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MobilityMod Creator
MobilityMod

If you want to post links to the weapon models you're trying to use, I'll see if I can figure out a way to do it.

Reply Good karma+1 vote
thedeathrunner
thedeathrunner

Figured out the crowbar swing bug, it turns out that the firerate is higher when meleeing than if you just took it out. I don't think its uncapped, but its definitely higher

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just-sue-now
just-sue-now

Would it be possible for you to point me in the correct direction?

I want to implement some basic wall runs ( a max distance of 128 hammer units horizontally no more than that)

and

enhance the climbing function a bit ( climb up onto a 128 hammer unit block no more than that ) OH... and it has to be in PORTAL 1 version of Hammer.

Is any of this plausible ? ? ?

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MobilityMod Creator
MobilityMod

I did the wall-running by editing the game movement code. It requires C++ programming. I followed this guide by Wazanator to get started with the source code -

Steamcommunity.com

This is only possible because the Half-life 2 source code is available. I don't think the portal code is.

If you wanted to try doing it in hammer, you might be able to create invisible ladders for the climbing. Maybe on certain walls you could use a view controller to disguise teleporting as wall-running. So when they jump on the wall there's a trigger that activates a view controller, which is parented to an invisible func_mover or func_door so their view slides along the wall, then deactivate the view controller and teleport the player to the other side. It would be pretty janky. I kind of want to try it now.

I don't know if this helped at all, but good luck.

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just-sue-now
just-sue-now

I've been looking through all of the folders even using winmerge to compare Portal, Portal 2, HL2, and Gmod but I can't seem to find the game movement code.

I've even searched the valve developer community.... still none the wiser of where it's hiding.

I feel like **** asking this but . . . can you point it out please ? ? ?

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MobilityMod Creator
MobilityMod

The source code isn't included in the game directories. I got it from github here:

Github.com

That's the code I used as a starting point for Mobility Mod. It has Half-Life 2 and Episode 1 & 2 code, but it doesn't have portals. I don't think the Portal source code has ever been released. If you want to make a Portal mod with portals and wallrunning, I don't think it's possible, unless you find a way to fake wallrunning in hammer.

But if you want to make a mod using the Half-Life 2 Ep 2 engine, the movement code is in sp/src/game/shared/gamemovement.cpp. (On github here: Github.com )

Wazanator's guide that I linked above will show you how to setup Visual Studio so you can compile the source code and play your mod. I started by finding the code for jumping and making small changes to see how things worked.

glhf

Reply Good karma+1 vote
timteetheneko
timteetheneko

Actually... Portal 1's code should be more or less the same as Half Life 2's code. As... Portal 1 was quite literally built right ontop of Half Life 2's engine. So... You can actually find more or less everything from Half Life 2, within Portal 1, which is why you can easily also load the maps from Half Life 2 within Portal 1. So... The code shouldn't be much different besides the addition of the portal gun. But yeah... I don't know either if the source code for Portal 1 was ever released for modding.

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Highest Rated (2 agree) 9/10

Mobility Mod is really fun imo, it gives this pleasant feeling of speed and freedom of movement, it's really satisfying to see how the enemy AI reacts to you speeding from one spot to the other, flying over their heads, etc. But all it needs is melee/quick crowbar swing, since still having to stop and change weapons for a crowbar is really breaking the pacing, even more than it already used to in the base game. And maybe active slow-mo/bullet time ability would be a neat addition, allowing to perform…

Aug 29 2018 by Blue199

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Latest tweets from @mobilitymod4hl2

RT @ArcadeCoinGames: This last week or so I've spent a stupid amount of time polishing up the movement in my parkour FPS game. After man… T.co

Mar 13 2020

RT @BigBossBattleUK: "I am so in for this cyberpunk ninja fantasy game seemingly straight out of my dreams and will have a tough time wa… T.co

Feb 11 2020

RT @pcgamer: Titanfall 2 is only $5 or £4.49 right now Buff.ly T.co

Dec 24 2019

RT @GhostrunnerGame: Check out the official gameplay of #Ghostrunner - one of the highlights from #Gamescom2019! Dive into an intense cy… T.co

Aug 23 2019

Version 2 is out early. You can get it now. Moddb.com

Apr 19 2019

Trailer here. Version 2. T.co

Apr 17 2019

RT @_ArtIsAVerb: Soon! <3 First time you talk to it and see it build worlds with you, you can't help but feel like the 12 year old y… T.co

Nov 6 2018

Made a youtube channel. Just the trailer for now, but hopefully more to come soon. Youtu.be

Sep 14 2018

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