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Half-Payne Definitive Update has been released! Play the mod the way it was meant to be from the beginning.

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HALF-PAYNE - DEFINITIVE UPDATE

Finally, after 5 month hiatus, 3 months of work and 131 commits, Half-Payne now resembles something I wanted it to be from the beginning.

CHANGELOG

  • Replaced Gordon Freeman's playermodel with Max Payne.
  • All viewmodels have been changed to have bare hands that resemble Max's (thanks Rara).
  • Added optional Max's commentary on story events and gameplay situtations.
  • Replaced original Medical Stations with animated Med Cabinet model that was ripped from original Max Payne game (thanks Xinus22).
  • Replaced original HEV suit model with Max Payne's coat, and also put it into Payne's closet in c1a0d.
  • Replaced original Med Pack model with Painkiller model ripped from original Max Payne game.
  • Replaced Glock model with Beretta from Half-Life HD model pack.
  • Replaced Python revolver with Desert Eagle from Opposing Force.
  • New weapon: twin pistols. Just pick up another pistol while you already have one.
  • New main menu background (thanks Ninja_Nub[NOR]).
  • New ending, exclusive to this mod (modified c5a1 map).
  • Game now starts in the tram like in original. Tram ride got Max Payne soundtrack, some credits and hints at mod's features.
  • Added Custom Game Modes (cgm).
  • Added Score Attack Game Mode (sagm).
  • Bullet physics, which by default is present only for enemies when slowmotion is active. Physical bullets emit trail effect when shot in slowmotion. Check out custom game modes if you're interested in playing with constant bullet physics.
  • Added classic viewmodel bobbing (cl_bobclassic console variable).
  • Added classic view roll (cl_rollenabled console variable).
  • Added tracer effects to pistols and shotgun, both when shot by player or HGrunts and bullet physics is not present. HGrunts' MP5s and also sentry turrets now constantly produce tracer effects.
  • Most weapons now reload faster when in slowmotion, but turning the slowmotion off while reloading doesn't make the reload finish as fast as it had to.
  • Increased shotgun reloading time alittle.
  • Barnacles are now gibbable.
  • HGrunts now turn around faster when playing on Medium or Hard difficulty.
  • Crossbow bolts' shooting angle got little offset to the right.
  • Crossbow bolts emit trail effect when shot in slowmotion.
  • Sentry turrets now emit sparks when you hit them.
  • Barney's helmet now absorbs up to 10 damage before it will stop reflecting projectiles.
  • Disabled HEV sounds (Max Payne doesn't wear HEV).
  • Replaced suit (former HEV) pickup sound.
  • Now you cannot pickup painkillers if you don't have suit.
  • Added bmm_list, sagm_list and cgm_list console commands that print available config files for play.
  • Added several settings in Advanced tab that is available in options menu.
  • Added Map configuration files, which are mostly used for Max's commentary on story events.
  • Added [sound] config file section exclusively for Map configs, which allows to play whatever sound when hooking certain model index or target name.
  • Added [max_commentary] config file section exclusively for Map configs, which does the same thing, but only when 'max_commentary' console variable is active.
  • Added [sound_prevent] config file section exclusively for Map configs, which prevents triggering of ambient_generic.
  • Added [entity_use] config file section exclusively for Map configs, which 'uses' specified entities (by model index or target name) when map is loaded.
  • Updated most of the keywords for custom game mode config files for readability.
  • Hook abstract -1 model index after launching a map or changing level.
  • Hook target_names along with model indexes. When 'print_model_indexes' console variable is active, target names will also be printed. You can specify either model index or target name when making config files.
  • Hook ambient_generic target names.
  • Hook NPC (very unreliable) and func_breakable's deaths.
  • Hook weapon and item pickups, their class names acting as target names.
  • Hook locked/unlocked events on doors.
  • Added custom mod: bleeding
  • Added custom mod: diving_only
  • Added custom mod: drunk
  • Added custom mod: edible_gibs
  • Added custom mod: garbage_gibs
  • Added custom mod: fading_out
  • Added custom mod: no_pills
  • Added custom mod: one_hit_ko
  • Added custom mod: one_hit_ko_from_player
  • Added custom mod: prevent_monster_spawn
  • Added custom mod: slowmotion_on_damage
  • Added custom mod: snark_from_explosion
  • Added custom mod: snark_inception
  • Added custom mod: snark_infestation
  • Added custom mod: snark_nuclear
  • Added custom mod: snark_paranoia
  • Added custom mod: snark_stay_alive
  • Added custom mod: superhot
  • Added custom mod: swear_on_kill
  • Added custom mod: totally_spies
  • Added custom mod: upside_down
  • Added custom mod: vvvvvv
  • Removed 'hold_timer' custom mod for Black Mesa Minute, use [timer_pause] with -1 model index instead.
  • instagib custom mod now doesn't force you to use it, but only makes the original gauss gun instagib.
  • Fixed not being able to turn slowmotion on, when you're laying on the ground after diving.
  • Fixed diving forever when landing on a slidey surface.
  • Fixed getting submerged underground when killed while diving.
  • Fixed getting double shellcases when firing MP5 and having client_prediction active.
  • Fixed not restarting the Black Mesa Minute gamemode (and others) properly when falling down in Xen abyss and etc.
  • Fixed not being able to use certain cheats (like impulse 101) after loading save files.
  • Fixed potential crash when killing enemy after dying.

IN CONCLUSION

This is not over yet. There's still plenty of ideas I'd like to work on:

  • Max's Commentary improvements.
  • Dual Ingram-like weapon.
  • Additional melee weapon that should be easter egg (something I'd like to do for Half-Life in general).
  • More custom game modes: gungame, ricochets, moving_with_guns, german_edition, bouncing_grenades and more. Feel free to suggest your ideas!
  • Allow to specify additional parameters to existing custom mods.
  • Make a desktop app that will assist in creation of game mode configuration files.
  • Move some of the Half-Payne features and fixes into separate mod for vanilla Half-Life.

Please let me know about your impressions after you play the mod and try it's additional game modes, you can also review the mod here on the sidebar to the right.


Unfortunately, I didn't test as much as I'd like to, otherwise I wouldn't release before the deadline. I expect you and myself to find whatever minor and balance issues left, which will be fixed in the next update.

I'm very proud of work done on the mod so far and that everything goes pretty much according to my plan.
I've already put people that helped me in the credits or changelog, but for the sake of it I'll just mention the names here. Thanks to Rara, Ninja_Nub[NOR], Xinus22, YaLTeR and Facepunch pals.


Comments
GordonFreemanGTA
GordonFreemanGTA

Absolutely fantastic. I love Half-Life and I love Max Payne and you married them together so well. The mod is so well put together. Any chance of porting it to Op4 and Blue Shift? I feel like Blue Shift would kind of fit more because Max is just a regular police officer. My suggestions are to improve the quality of the commentaries and replace more music from the Max Payne series, I have yet to hear 'Tears' in the mod.

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suXin Author
suXin

Opposing Force and Blue Shift seem to be unlikely today, because codebase for them has been vaguely replicated and it might be considered unreliable (although I didn't try it and I may be wrong). Also you said it - putting Max in Blue Shift makes sense, but putting him in the OpFor does not even more, especially when compared to original Half-Life.

Anyway, HLEnhanced codebase by former Sven Coop developer SoloKiller seems to be promising, and he's actually working on reverse engineering GoldSource engine. Maybe in several years we may get a proper codebase that Half-Payne could be ported to and it will make OpFor and Blue Shift work properly along with it.

Instead of OpFor or Blue Shift, you can play Half-Payne on custom maps and mods that don't provide their own dlls!

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GordonFreemanGTA
GordonFreemanGTA

Awesome, maybe I'll make my own maps for this someday. I just spent the last hour replacing the whole soundtrack with music from the Max Payne series and I had a blast playing through with them.

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suXin Author
suXin

If you'd like to do something that could be included in the mod update - arena like map for survival and custom tutorial map that teaches to use slowmotion and painkillers would be great.

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Hey-Pi-Ron
Hey-Pi-Ron

Can you add more Max Payne sounds? Footsteps, weapons, etc.?

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suXin Author
suXin

Not sure if I'll do this, because I want to keep Half-Life and Max Payne content balanced. It could be optional.

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WilliamLionheart
WilliamLionheart

Two of my favorite games combined in one just awesome. I already got +40 playthroughs from half life and now I'm going for another run. Out of curiosity does HD models work for the mod or will it give issues?

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RykahKnight
RykahKnight

The default models are recommended. You may run into some inconsistencies with weapon models if you enable the HD pack.

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suXin Author
suXin

I don't recommend replacing weapons, most of them got custom sets of animations that are exclusive to the mod.

Monsters and NPCs should be fine.

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AlesterWick
AlesterWick

yo! i can't start my game because SDL2.dll is missing!

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suXin Author
suXin

play on latest Steam version

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AlesterWick
AlesterWick

if i open the mod, client.dll not working!

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Sheridan_I
Sheridan_I

The game goes into slowmotion whenever there is too much going on in my FOV?

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suXin Author
suXin

If it does even when you have VSync off - then unfortunately it's because your computer can't maintain stable 100 FPS which are required for smooth gameplay.

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Sheridan_I
Sheridan_I

Awww damn.

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Mega1500
Mega1500

Hey, fantastic mod. I've been following the progress you posted on Facepunch and Twitter for quite a while.

For some reason, there's a certain limit to where i can look around. I can't look very far to the left or right, or above and below. I only managed to get past the part you need to break a vent on the floor during the tutorial because I used view movement keys rather than mouse. Any idea why this happened?

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shepard62fr
shepard62fr

If you are using raw input, try without it, you may have the "mouse trapped in a rectangle" syndrome.

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Mega1500
Mega1500

That did the trick, thanks a lot!

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suXin Author
suXin

I also found out that this bug comes from github's codebase and been here from the beginning. I've got it fixed for next update.

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N3uR0m4nT3
N3uR0m4nT3

cyka

cynep

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KarnTheSlayer
KarnTheSlayer

i absolutely love this mod, especially the ending, my only wish is to use a different voice actor for the end, i know that's you, the modmaker, but with all due respect you were really hard to undertand. however that doesn't detract from this mod at all! Great work!

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darkshark3
darkshark3

Mod is awesome, my only issue is I can't seem to get the commentary to work. Subtitles show up but no actual voice clip can be heard.

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