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Half-Life: Enriched aims to update the look and feel of Half-Life with reworked maps and artwork.


Features:
- Full overhaul of Half-Life's singleplayer campaign
- Bigger maps with more more details
- 200% upscaled texture resolution (256x256)
- Completely retextured maps with better lighting effects
- Over 400 new texture variants
- Detail overlays for every texture
- Updated models in low-definition style
- 50% less loading points due to merged maps
- Full 3D skyboxes
- Support for all Half-Life versions
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You haven't played online until you've WON.. or played the new alpha build until you've clicked this link!

Half-Life: Enriched - Alpha version 0.87

version alpha 0.87


Today's update of Half-Life: Enriched wants to shed some light on new features, such as monster roaming, optimizations and of course the WON build. But before we dive into the subject matter, I'd just like to appreciate how far the project has come. The days where I released based on chapters are far behind me now so sometimes it's harder to really show what kind of work has been done on the MOD. I'd like to put that into numbers this time.

It's been 583 days since I've started working on this MOD. The current changelog holds over 15.000 words and is 56 A4-sized pages long. Currently 579 issues have been reported and resolved on the test team's Github. The size of the 0.10 release was 113 mb zipped, the current version is 269 mb. As of today, The total amount of downloads is 13.269 and 537 people are following the MOD. Make of those what you wish :)

WON

One bit I'm very proud of in this version is the enhanced support for the old retail version of Half-Life, also known as WON Half-Life. WON (or World Opponent Network) was the old master server that Sierra/Valve used to keep track of all Half-Life servers and connected MODs. This service was shut down once Steam made its debut. I've taken great care to make sure my MOD is still fully compatible with this older version and thus I've created new artwork for the menu.

won menu

I've gotten used to the Steam version over the years, but seeing the old Half-Life menu really brings back some fond memories. This is enhanced now I see my very own MOD displayed in a similar matter. I hope you like it!

I've updated the WON code base to fix up some issues that were plaguing that build specifically. There are still some things to iron out but it should be far more playable in this state.

New map features

One of the more interesting new features is monster roaming. This has been a feature in Half-Life since the beginning but oddly enough it was only used in the beginning of 'Questionable Content'. The grunts in the screenshot below will patrol the corridor up and down:

20230618134036 1

If you've played Half-Life as often as I have, you'll know exactly where monsters spawn. To remedy this somewhat, I've added similar roaming paths to many monsters. While you are off fighting or exploring, monsters will more around in their areas so it's very likely a monster will be an unexpected location. There will still be plenty of static enemies waiting in ambush but these roaming monsters will create some interesting suprises for sure.

Secondly, all maps have recieved HINTs. These aren't guides to help the player, but rather guides for the engine to render the world more efficiently. The map compilers do a pretty decent job at cutting up the worlds into smaller bits but do not always make the right or most efficient cuts. As a mapper, you can create these cutting points by placing HINT brushes in your map and thus help the compiler make better choices. This then increases the performance of the map. If you're interested: I've written a very extensive tutorial on map optimization here.

New Models

I've nearly remade all models by this point and this is one of the last specimen: the Gargantua.

new garg

I've added many extra polies and the upscaled textures really make the model look crisp! I really like how this one turned out which is great for such an iconic monster.

There are still a few more models to go such as the player model and various smaller models such as gibs.

Whats next?

This new build has seen a lot of bugs squished but there are still some issues that haven't been adressed yet. Some are easy to fix and others require more attention or potentionally code changes. I just really wanted to push a new build to get the current fixes out of the door and give myself another milestone. As there is still stuff left to do, it's still labeled alpha.

For the next build I'd like to dedicate some time to fixing up various models. Next to that, I'm slowly getting the hang of the code in the SDK, so I might take on some ideas that were too complicated when I started out.

But mostly this project is centered around the maps and it seems that these are stable and mostly bug free at this time. This means I can now start focussing on the co-operative version of the maps. This has been a goal from the very start and it would be very exciting to see it all in action. More on this later!

Thanks for reading!

Half-Life: Enriched - Alpha version 0.86

Half-Life: Enriched - Alpha version 0.86

News 5 comments

The new build comes with new 3D skyboxes for all Xen maps, new monster models and various fixes!

Half-Life: Enriched - Alpha version 0.85

Half-Life: Enriched - Alpha version 0.85

News 15 comments

Half-Life: Enriched gets an art pass with all new 3D skyboxes!

Half-Life: Enriched - Alpha version 0.84

Half-Life: Enriched - Alpha version 0.84

News 6 comments

Half-Life: Enriched releases a massive update and a look at some of the updated airborne models!

Half-Life: Enriched - Media Update #7

Half-Life: Enriched - Media Update #7

News 5 comments

We'll take a look at some of the new models while the beta testing is underway!

RSS Files
Half-Life: Enriched - Alpha version 0.87

Half-Life: Enriched - Alpha version 0.87

Demo 4 comments

=================== Half-Life: Enriched Version alpha 0.87 =================== Description: ============ HL:Enriched is a HL mod that strives to polish...

Half-Life: Enriched - Alpha version 0.86

Half-Life: Enriched - Alpha version 0.86

Demo 1 comment

=================== Half-Life: Enriched Version beta 0.86 =================== Description: ============ HL:Enriched is a HL mod that strives to polish...

Half-Life: Enriched - Alpha version 0.85

Half-Life: Enriched - Alpha version 0.85

Demo 9 comments

===================Half-Life: Enriched Version beta 0.85===================Description:============HL:Enriched is a HL mod that strives to polish and...

Half-Life: Enriched - Alpha version 0.84

Half-Life: Enriched - Alpha version 0.84

Demo 9 comments

=================== Half-Life: Enriched Version beta 0.84 =================== Description: ============ HL:Enriched is a HL mod that strives to polish...

Half-Life: Enriched - Alpha version 0.83

Half-Life: Enriched - Alpha version 0.83

Demo 13 comments

================== Half-Life: Enriched Version alpha 0.83 =================== Description: ============ HL:Enriched is a HL mod that strives to polish...

Half-Life: Enriched - Alpha version 0.82

Half-Life: Enriched - Alpha version 0.82

Demo 4 comments

=================== Half-Life: Enriched Version alpha 0.82 =================== Description: ============ HL:Enriched is a HL mod that strives to polish...

Post comment Comments  (30 - 40 of 250)
Bunnypond_Guy
Bunnypond_Guy

My biggest problem with this Mod is how the ammo count is lowered, especially lowering the MP5 ammo from 50 to 30 rounds. That makes it barely usable for less than 3 seconds which is INCREDIBLY annoying. I don't care if so-called internet gun 'experts' say it's more 'realistic', if it ain't fun, bin it.

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Hezus Creator
Hezus

Apart from realism, 30 round MP5 makes the game more balanced. It makes the gun less overpowered and enemy grunts also use about 30 rounds in vanilla Half-Life. It evens their odds against the player. You can still take down a bullsquid on hard difficulty with 30 rounds, so it's not an unfair change.

You can have your opinion, but I chalk this up to 'I-was-used-to-this-so-it's-better-bias. Ever since I've made this change, I enjoy mp5 fights with grunts a lot more. Of course I had to adjust my old strategies but this feels a lot more intense and fun to me. 50 rounds and 10(!) grenades makes you a freaking tank.

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Bunnypond_Guy
Bunnypond_Guy

Fair point, I’ve been playing this game and its Mods for years now so I am probably too used to the classic stats. Also, apologies for sounding harsh in my initial comment. For what it’s worth this is still an amazing Mod and a great remake of the original. The Maps (ESPECIALLY the 3D skyboxes) look sexylicious.

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Hezus Creator
Hezus

No offense taken and thanks for the compliments!

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scornguy
scornguy

Hello again Hezus, this update was amazing, the fact that you are willing to redo the skyboxes of the levels is nothing short of amazing. Apart the bugs that have already been reported there two in particular i found.

-When you start Black Mesa Inbound the tram gets stuck but the audio will continue like nothing happened. But if you start any other chapter and then select inbound again the problem doesn't occur.

-The other is the animation of the mp5, i know i said it last time but i did experiment a bit. I found out that it becomes more noticeable the higher the fov gets(i use a fov of 106 because the weapons are too close to the screen). The back of the model only clips during the pull up animation and when you look foward or up. If you look down it doesn't happen, it also doens't happen during any other animation.

Apert from these two little problems i have to say that this mod is shaping up to be the definitive way to play half life 1.

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Hezus Creator
Hezus

Thanks! The tram issue should be resolved now and I'll look into the mp5 problem. There's also an issue where the magazine clips through the model so there's still some work to be done there.

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LyokoDesura
LyokoDesura

So, I have a bug with Inbound where the tram is stuck. The music & credits will play, but the tram won't go & my player entity is stuck in the floor

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Deetoie
Deetoie

Is there any way to combine Half-Life: Enriched and Half Life MMod?

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Hezus Creator
Hezus

You could toss the files together for your personal use, but there will probably be code conflicts. I'm not planning to make Enriched compatible for other mods, that would be too much to handle for sure.

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orangekid05
orangekid05

Hello once again Hezus! I have more Questions to ask you!

-After you're done working on HL: Enriched, will you continue with some of your Projects like Black Mesa: Uplink?

-Will you still make Blue Shift: Enriched but not Opposing Force: Enriched because it's too Ambitious?

-Will you Remake your Half-Life Mod called HL: Anti-Climax and Remake it and Implement it into HL: Enriched? Will you also Enrich the rosenberg.mdl in it too?

Let me know by Replying! ;)

P.S. is it ok that I get in touch and DM you on Discord too?

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Hezus Creator
Hezus

I'm not going to do Blue Shift or Opposing Force. I might update Anti-Climax at some point. I would like to get back to BM:Uplink but probably not any time soon. I've got some other things planned after I'm doing with Enriched.

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EntryApproved
EntryApproved

Bugs:
1. I don't know if this is my issue, but the bullsquid, that is supposed to fall and break the bridge at the end of Unforseen Consequences, is just floating
2. At map c7b there is a second elevator with hgrunts. If you kill them (do not turn into gibs), stand on one of their corpses and the elevator stops while you are taking little damage
3. you can go through 3D Skyboxes in surface tension if you fall from the corner of the map. If you don't understand, you can watch this clip Youtu.be
Also how do I configure hammer for Enriched? Should I wait until the full release? I really want to make maps with it

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Hezus Creator
Hezus

Thanks for the reports!

If you want to make maps for Enriched, you can use the halflife_256.fgd and the halflife_256.wad / hl_lights.wad. I'll still be updating these files as I go, but I doubt I'll be making any big (potentional breaking) changes. So it should be safe enough to work with. You can also find the RAD file in the mapsrc folder for all lights.

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