Post news RSS Half-Life: Field Intensity Update 1.5

Anniversary update after one year since the initial release. Featuring gameplay additions and level-design improvements.

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One year ago the first version of Field Intensity was released. Since then we continually improved the mod. Now we present the anniversary update: version 1.5. A good reason to replay the mod!

Download Field Intensity 1.5

A reminder that we recently created a Discord server where we share some random dev facts about Field Intensity development and sneak-peeks to future updates and projects.

Changelog

NPC changes

  • Male assassins (blackops) now can throw flashbang grenades. We've planned this feature before the initial release, but never added it to the mod due to the time constraints. With the new update we've finally incorporated this idea into the game. Dreams come true!

  • Male assassin's model was fixed to have a head hitbox. Now blackops should be less bullet-spongy if you shoot them in the head. Thanks to XF-Alien for finding the bug and fixing the model.
  • Bullsquid's toxic spit projectile got some extra visual effects.

Weapon effects changes

  • Desert Eagle's laser spot gets hidden when the player uses a stationary machine gun or tank.
  • Shooting the sky doesn't produce bullet impact effects anymore.
  • Firing a shotgun now produces wallpuffs too (if they're enabled).
  • The wallpuff effect itself is more prominent.
  • Shooting at wooden breakables now produces brownish wallpuffs.
  • Shooting at some alien surfaces now produces greenish wallpuffs.

Flashlight changes

Flashlight spot radius and flashlight falloff distance are now configurable (in certain boundaries) via Advanced settings or via cl_flashlight_radius and cl_flashlight_fade_distance cvars (works only with custom flashlight enabled).

HUD changes

  • Received damage type indicators are scalable now.
  • Inventory items and flashlight HUD sprites quality has been improved (previously they looked bad due to the wrong image quantization).

Common map changes

  • In this update we continued our crusade on boxes and crates, replacing some of them with other more interesting objects which should improve the variety and immersion.
  • Improved detailing of some areas.

fid2a1a detailed

fid2a5a detailed

  • Fixed some minor issues related to lighting, npc navigation node graph and game balance.
  • Placed some additional visual effects (e.g. smoke) on a number of maps to make levels less static and breathe more life into some areas.

Specific map changes

  • The flags in the intro got unsynchronized animations.
  • The transition from the chapter "Hostile Takeover" to "Hazardous Environment" has been redesigned. The player now gets to the monorail station before entering the security room and the lobby.
  • The security card on the first level of the chapter "Deathmatch" has been removed. Instead, after the fight in the storage room the player takes an alternative route. This way we kill two birds with one stone: firstly, avoiding backtracking, secondly, getting rid of another security card. We consider card readers a cheap and non-elegant way to block the player's path. Adding them to the mod was a mistake on our part and the consequence of the bad level-design decision in the first place. There're still security cards in the mod, but at least we've managed to delete one of them.

fid2a5 newarea

Text changes

Merged some text corrections proposed by /TheWolf. Semantics didn't change, so translations don't need to be updated.

Technical details

  • The mod is now distributed with its own config.cfg file in order to provide keybindings for new commands by default. If you want to keep your settings from Half-Life, then delete field_intensity/config.cfg before starting the mod, but in this case you'll need to configure some keybindings yourself (e.g. accessing weapons in the slot 6).
  • The Counter Strike styled night-vision, custom flashlight and additional bullet impact effects are enabled by default now. These options still can be reverted in Advanced settings.
  • We're explicitly dropping WON support. We didn't test the mod on the WON version of Half-Life for quite a long time and we don't have resources to support it.
  • Updated FGD

Note for players

Save files from the previous versions won't be compatible with version 1.5 due to both code and map changes! If you've started playing the previous version already and want to continue playing on the new release without having to play the mod from scratch there's a solution.
Start the game on the preferred difficulty and then type the command (in console) to start a chapter you wish to continue from:

HAVE A NICE DAY: map fid1a0a // this can be used to skip an intro
HOSTILE TAKEOVER: map fid1a1
HAZARDOUS ENVIRONMENT: map fid1a2
HAZARDOUS ENVIRONMENT (Gamma labs): map fid1a2b
ON THE TRACK: map fid1a3
WEAK FORCE: map fid1a4
BIREFRINGENCE: map fid1a5
RECOVERY: map fid2a1
FIELD INTENSITY: map fid2a2
THE VERGE: map fid2a3
F.U.B.A.R.: map fid2a4
DEATHMATCH: map fid2a5
DEATHMATCH (labs): map fid2a5a
DEDUCTION: map fid2a6
DEDUCTION (surface): map fid2a6a

You can also use this trick if you want to replay your favorite chapter.

Thanks for playing Field Intensity. If you find a bug or have some suggestion - don't be shy, write to the Hazard Team!

Comments
fresco
fresco - - 144 comments

Wow, what an update. The change sound amazing. Just need some time to play it again.

Would be great to see this mod being released on Steam btw :)

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neophus
neophus - - 591 comments

Nice to see the love that the team is showing with this MOD. I finished it lately with the 1.4 version. But it's always good to see improvements and details like this !

In my opinion, to polish even more the MOD the first half of the MOD could be balanced with the ambient_generic, they are too many, and sometimes I was boring hearing sounds each meter, sometimes parts can be silent, it's natural, we can't have sounds every time to "force" the feeling for the player to put it in immersion at all costs. But it's only my opinion.

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meload
meload - - 57 comments

Time to replay this mod once more!

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Tovarisch_AleKK
Tovarisch_AleKK - - 45 comments

Oh boy, another update, and with a new feature too! To my knowledge, this is the only Half-Life mod that makes use of flashbangs for enemies, now this is a fantastic feature. Improvements to architecture is also very welcome, i love complex and detailed geometry, makes locations much more believeable and immersive

Agree with Fresco here, this mod is good enough to be on Steam, the quality was astonishing even in the very first version, let alone after all the improvements

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NiiRubra
NiiRubra - - 474 comments

The mod Counter-life (which brings Counter-Strike weapons to Half-life) gives the HECU marines the ability to throw either frag grenades or flashbang grenades, so there is at least one other mod, but it's exciting to see it in Field Intensity.

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SpazJR61
SpazJR61 - - 422 comments

the flashbangs are also cut from opposing force as well

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RedSlug
RedSlug - - 580 comments

Yeah, it's a nice feature, considering the models of the male assassins were equipped with smoke and flashgrenades from the beginning.

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/TheWolf
/TheWolf - - 850 comments

Very nice. Also thanks a lot for incorporating my addon, I apprecieate that.

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23-down
23-down - - 3,598 comments

Outstanding. Your continued love for your mod is appreciated. It's amazing in fact.

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Qwertyus
Qwertyus - - 2,555 comments

Epic!

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Zaphero
Zaphero - - 46 comments

Fantastic job I loved this mod and all it delivers on both referencing old plans and following its own, highlighting what makes Half-Life great. Thank you so much for this game.
For the flashbangs can you add an option for photosensitive people/people with tinnitus where for example the screen goes to black and the sound just drops out without the ringing? It's so cool to finally have them, but I don't want people who get irl hurt by those in games to be left behind.

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SouL_BreaKeR42
SouL_BreaKeR42 - - 135 comments

Are those 2 submodels Kevin and Greg neccessary for the mod? I mean, do these models appear anywhere?

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Paincake|KRSK
Paincake|KRSK - - 473 comments

Yes.

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SouL_BreaKeR42
SouL_BreaKeR42 - - 135 comments

Well, i think i have missed something, because i have finished the mod and i didnt see those 2 models anywhere :/

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Guest
Guest - - 699,252 comments

Thank you for creating this! I just finished and the game felt exactly like what opposing forces 2 would be! So far my favorite mod, I prefer it over blue shift and opposing forces

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