Jesus I knew that this generator had bad collisions, I always had issues climbing on it.
Made a little weapon overview thing for MMod because I really dig the idle animations.
https://files.facepunch.com/forum/upload/224422/3b17e10c-b6ad-462f-809e-f53aa75ff0ee/mmodpreview.webm
You forgot the Tau cannon good vid otherwise
I haven't played HL2 yet but I can't stop thinking of how broken that emplacement gun in Route Kanal is going to be.
I mean, I wanted to do that
But going through hundreds of props to find the shitty ones is time consuming
So... does this mean you are creating imitations of all OP4's entities, so it would be possible for Half-Life modders to create new mods that have new guns and NPCs, but which also have all the Opposing Force entities? And would be able to run Opposing Force maps? Wow!
Also, I see references to "Half-Life: Enhanced". Is that the same mod that the HIT team was working on a couple of decades ago on the old HIT forums? I was a playtester for that! Has that mod been resurrected? Is there a working version of it?
What would be awesome is if eventually someone was able to combine your recreations of OP4 entities with the entities from PS2 Half-Life, and Half-Life Blue Shift. (Like in "Yet another PS2 Half-Life port" mod, which lets you play an authentic recreation of PS2 Half-Life on PC.) Then it would be possible to play an imaginary PS2 version of Opposing Force, with the animated Health + HEV chargers and animated retinal scanners.
http://combineoverwiki.net/images/6/6e/D3_breen_0100815.JPG
Is it just me, or were the "petals" around the teleporter's core meant as a throwback to Nihinanth's head?
I don't I can go anywhere else ever and read this phrase.
Yeah i'm pulling the original code from the game so it's as close to the original as it's ever going to be.
The Half-Life Enhanced that i made isn't the same one that HIT made. I didn't know another mod had the name when i made it. You can download the last build from here: https://github.com/SamVanheer/HLEnhanced-Game
I haven't rebuilt it in a long while, but i'll probably merge the Op4 stuff into it and push an update out. It already has the weapons, which i'm backporting now.
I'm going to tackle Blue Shift after this, it's not that much and it reuses some of Op4's stuff. I don't know what's different in Decay or if there's any code i can reverse engineer so that's a different story.
https://i.imgur.com/no5OYQ7.png
Pictured: ofboot1, with nightvision, Desert Eagle and monster_human_grunt_ally implemented. ofboot0 through 3 are fully playable (ropes are also implemented), i just need to implement the Sniper Rifle and the torch & medic grunts to make boot camp work.
Then it's time to get the campaign working.
Well, not Decay specifically, but PS2 Half-Life has entities such as "item_healthcharger", "item_recharge", "item_eyescanner", "item_generic", "env_warpball", "trigger_playerfreeze", "trigger_random", "env_warpball". (A few of those are in Blue Shift too.)
Here's the mod that recreates them all for PC Half-Life: Yet another PS2 Half
(Note that EVERY bug and issue mentioned in that version 1.0 release was subsequently fixed in the 1.1 release, so it's now a flawless recreation of PS2 Half-Life. Not Decay though, just the main Half-Life singleplayer campaign. And supports Blue Shift too.)
Anyway, I imagine integrating those sorts of features to be a distant goal, but if it were ever possible then you could end up with the ultimate "All-in-one" version of Half-Life, that includes every character, weapon and feature from every official Half-Life game/expansion, allowing someone to play PS2 Half-Life levels with Opfor weapons, or play Opfor/Blue Shift levels with PS2 Health/HEV/Retinal machines.
I was once head of a Half-Life mod team, "Critical Mass", that was supposed to be a sort of sequel to all of the Gearbox expansions. You played as Adrian Shephard, and it also included Blue Shift and Decay characters such as Gina, Colette, Barney and Dr. Rosenberg. Originally it was just going to be a level pack for Opposing Force, but eventually we got a coder who was recreating all the relevant opfor entities, so we could have Race X creatures, black ops, friendly grunts and weapons like the displacer, sniper rifle and SAW, along with Gina, Colette and Gordon Freeman as special boss-type enemies.
Unfortunately the mod fell apart when Half-Life 2 got announced and it was clear that our mod's storyline was incompatible with the world of Half-Life 2. A couple of the key people immediately lost interest and the rest of didn't have the know-how to build the rest of it without them.
Our coder did a pretty good job recreating the op4 weapons and Race X creatures, but wow would it have saved a lot of work if a mod like yours had already existed!
it was just a quick thing
That was an oversight by me, its fixed now.
Anyways I really hate the SMG's stock in MMOD so I whipped this up:
https://www.youtube.com/watch?v=fF22WENdHMM
So I don’t know how “modern” Xash3D’s codebase is, but someone got nVidia RTX support working in Quake 2. How awesome would that be to see in GoldSrc maps?
considering map compiles are already an unholy mess please don’t think of how cursed Hammer would be if this was real
I'm probably REALLY late on this but I just beat Nihilanth on hard and I figured out you can destroy the teleporter orbs with the crossbow
The installation instructions for MMod are retarded. Nowhere does it mention HL2: Update is required. but the third-party install guides are saying you need it. Stupid idiots.
The green trashcan has a meh collision mesh:
https://s.gvid.me/s/2019/01/19/foreguardprops0000.png
Stuff will go inside it, but you can't actually put cans on the side (no flat surface)
I made a proper collision mesh when I remade the model a while back:
https://s.gvid.me/s/2019/01/19/foreguardprops0001.png
Some of those are in Op4 and/or Blue Shift so they'll be added anyway. As for the rest if i can get a hold of a PS2 HL server dll i can pull the code out of them as well, albeit with less accuracy than what i'm doing now.
I don't expect the item versions of rechargers to be difficult to make, probably just inherit from the brush based version since it already inherits from CBaseAnimating. I heard that it has some kind of needle that moves to face players so i'll probably pull that code from func_tank's AI.
trigger_random is already implemented in HLE, though it may be a bit different from what's in PS2 HL.
I've never played the PS2 version so i don't know what else is different. I'll have to look into it at some point.
The original idea was to make HLE be what you're talking about, a mod that adds the features from every game. But i kept running into engine limits, which prevented me from doing what i wanted.
So i started a new project called SharpLife: https://twhl.info/thread/view/19494
It's a mod that starts a C# host that is an engine of its own. You can see the progress i've made in the thread.
It's still a long way from being finished, which is why i'm working on Op4 now, but the ultimate goal is to make a mod that provides a complete engine that reimplements the original features either without limits or with increased limits, and a game codebase that lets you play Half-Life, Opposing Force, Blue Shift and in theory Decay in the same mod. And all this being completely legal since it's still a mod.
For now the priority is Op4, then Blue Shift, then merging all this stuff into HLE and making sure HLE is stable for use. Once that's done i can get back to Model Viewer (if Visual Studio 2019 is out or a new preview with enough support for WPF Core is available) to make HLMV 3. After that i'll need to see what needs to be done next.
Not having HL2: Update was not the issue because it's still not showing up in steam.
So since Redux was canceled don't you think we could get just the raw models and materials?
That model pack is gorgeous.
That is really exciting stuff. Yeah definitely makes sense to prioritise implementing Opfor features.
The guy that made that "Yet another PS2 Half-Life port release" mod did a video to show off most (but not all) of the PS2 features. You can see the retinal scanners and health/HEV chargers in action.
https://www.youtube.com/watch?v=O1fwEt3D-z4
Once you've done the opfor stuff, it would be brilliant if you could get in touch with that mod's developer and he was willing to share his code.
As well as the new entities, Gearbox made a bunch of changes to maps themselves. His mod features PS2 maps converted to work on PC.
Black Mesa Inbound (the intro train ride)
The offices you pass have actual doors and windows. (While in original Half-Life they are actually just empty alcoves, with no way the scientists could actually get into or out of their offices, heh.)
They added a cactus to a small outdoor desert area that the train goes through, and some new lamps to the tunnel directly afterwards (with moths circling some of them).
In the bit with the yellow loading robot, they fixed misaligned textures on a cargo train/tractor that goes past.
Anomalous materials
An amusing toilet-humour easter egg conversation between two scientists in the toilet cubicles (made using existing scientist phrases)
New rotating propoganda boards before you go down the elevator
In the corridor after the elevator, a more impressive electric generator
The corridor with the laser tubes has open vents on the ceiling, through which you can see some red laser beams being reflected by prisms (like the lasers in the ceiling in Questionable Ethics)
New-look ionisation chambers, that have random zaps of electricty going through them every few seconds
Hazard Course
New intro section where you chat with scientists before actually starting your training
A special chamber for your HEV suit
A special chamber for the Long Jump
New Gina dialogue about how buttons you can interact with have brackets around them
New Gina dialogue about how you can crouch jump simply by holding the jump button
New Giana dialogue about how you can long jump by double-pressing the jump button
New firing range section that teaches you how to use lock-on feature (not included in the mod since it doesn't feature the PS2's lock-on mechanic)
Weapons are removed when you go up the elevator to be taught how to use security guards and scientists, accompanied by new dialogue saying "removing weapons now". (Since the PS2 version doesn't have autosaves, letting you shoot the friendly NPCs would be a bad idea)
Other chapters are mostly indistinguishable from PC Half-Life, but with some very minor changes to layout in chapters like Office Complex and Blast Pit, either for the sake of improving performance or fixing slightly awkward gameplay.
All military vehicles (trucks, tanks, APCs) are replaced with detailed models rather than brushes. Black Mesa SUVs are also replaced with detailed models.
Supposedly, hgrunts can kick away grenades, or even pick them up and throw them back... but I don't recall seeing that behaviour when I actually played HL on a Playstation 2 many years ago. I suspect those may have been promised features before release, that never actually made it into the game.
If that hgrunt behaviour is actually in the PS2 version, then the PS2 port mod hasn't recreated those new AI features.
I'll soon be playing through genuine PlayStation 2 Half-Life (using an emulator), in order to capture footage for my comprehensive "Let's Play 20 Years of Half-Life" series. I'm playing the original 1998 retail PC version, but in some parts I'm splicing in brief clips of the modern Steam version and the PS2 version to show off differences. So far I've only done the first few chapters of the game.
[url=https://youtu.be/J5GoY_7qaiI]Black Mesa Inbound/Anomalous Materials[/url]
[url=https://youtu.be/HJyhsYBiykQ]Hazard Course[/url]
Already linked to them on the previous thread, but I figured that you personally might find them of interest, to see the PC/PS2 differences.
What?! I gotta try that.
https://files.facepunch.com/forum/upload/110585/4dde1791-06ff-4d68-9c61-d86f0dd74544/20190119171638_1.jpg
I think i went overboard with the pushcart though
But I like consistency, and nowadays, complex phys is cheap
You can destroy them with anything that isn't a hitscan weapon (Hornet Gun, grenades, rockets, etc)
Holy shit, I never knew that.
Apparently you can cause the resonance cascade by using cheats to give yourself weapons and shooting the hornet gun into the anti-mass spectrometer beam.
Or was it that you can teleport to Xen by shooting hornets into the Lambda teleporter?
Or maybe it is both.
You can as well talk with the team behind porting Decay to PC since it has these features as well.
As for the Hgrunt AI returning grenades, there are videos of it within walkthroughs, so is very interesting.
God fucking damn I must've played through the original HL a good dozen times now (usually with some gameplay overhaul mod) and I never knew that, jeez.
It pains me to see all these nice quality skins for mmod yet nobody ever remakes the HEV hands
Hell I'll even take it if someone just redidsm the texture to look high quality with more modern shading
The orange part looks like the bottom of a crispy baguette
https://files.facepunch.com/forum/upload/441/2d56183c-6aa2-4b42-803d-b37732f016f5/image.png
See that little circle pattern? You can see it near where the black and orange meet on the forearm.
You can also kill enemy hornets mid flight. They even got that weird black/white blood that cyclers use.
Oh wow, really? Funny how I don't remember ever seeing a grunt do it in my own playthrough. (Which was admittedly 15 years ago or something.) Maybe I just had bad luck.
In some ways, PS2 Half-Life is the 'definitive' version of Half-Life. Back in 2001 most people liked Gearbox's HD models, and PS2 Half-Life upgrades the maps too. And it turns out it has hgrunt AI enhancements.
Downsides to PS2 Half-Life are the low resolution and playing with a controller... except PS2 Half-Life is one of the few PS2 games that supports plugging a mouse & keyboard in.
And if you play it using an emulator (and install a plugin that gives the emulator the same mouse & keyboard support than the actual console had) then you can play on a PC with quick saves and a High Resolution. Best of both worlds.
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