HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
=================== Half-Life: Enriched Version alpha 0.87 =================== Description: ============ HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
===================
Half-Life: Enriched
Version alpha 0.87
===================
Description:
============
HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
This build contains the following chapters:
-1: Hazard Course
0: Black Mesa Inbound
1: Anomalous Materials
2: Unforseen Consequences
3: Office Complex
4: We've got Hostiles
5: Blast Pit
6: Power Up
7: On A Rail
8: Apprehension
9: Residue Processing
10: Questionable Ethics
11: Surface Tension
12: 'Forget About Freeman'
13: Lambda Core
14: Xen
15: Gonarch's Lair
16: Interloper
17: Nihilanth
18: Endgame
More work is being done on the MOD. Check the MODDB page for new releases!
Installation:
=============
Copy the 'enriched' folder into your Half-Life folder (../Steam/steamapps/common/Half-Life/). Restart Steam and Half-Life: Enriched should be visible in your list.
For specific installation guidelines for the old retail (WON) version of Half-Life, please refer to the installation guide in the WON folder.
Copyright notices:
==========
- Original maps, models, sprites and sounds by Valve
- Updated and new maps, textures, models, sprites and code by Hezus
- Updated Half-Life SDK by Solokiller
Special Thanks:
==========
Beta Test Team:
- a1ba
- Al'Essandro
- AlexCorruptor
- SV BOY
- ContraZ_VII
- eyeling
- FedorZoddKanun
- jonnyquattro
- Mdisk64
- PsyWarVeteran
IMPORTANT: If you want to use any of the content from this MOD, ASK ME FOR PERMISSION FIRST. Just adding me in the credits is not enough.
Changelog:
==========
Version 0.87 (7th August 2023)
----------------------------
Maps:
C0A:
- fixed bad face
C0B:
- added CLIP above the tram
- added CLIP to moving tram door
C1A:
- fixed overscale face
- hev pickup trigger is now smaller
- added more detail to barney brush chair
C1B:
- added clip around test chamber machine
- fixed bad geometry
C2A:
- fixed bad geometry
C2B:
- fixed zombie vent clipping
- fixed scientst fall being interrupted by player
- added clip to tram tunnels
- all breakable screens now toggle light
C2C:
- added zombie vent from c2b
- fixed light texture scale
- fixed visible NULLs
- fixed bullsquid getting stuck
- crab push now starts off
C3A:
- fixed clipping door
- added CLIP around the destroyed ceiling
- fixed water clipping through model
- crab zap triggers are now killtargets when power goes down
- fixed lightswitch sound
- added wall around sci vent pull to stop players from breaking the sequence
- added little extra light to the vent pull sci
- added toggleable monsterclip around doors
- fixed book textures
- added monster roaming
- reinforced glass is now unbreakable
C3B:
- runner sci doesn't open the door for you (too many issues with it)
- added toggleable monsterclip around door
- fixed texturing
- added details
- set zombie break to only trigger
- set zombie sequences to uninterruptable
- barney will not lock up anymore
- added monster roaming
C4A:
- added more HINTs
- fixed crate shortcut
- minor texture fixes
- fixed missing glow effects
- sci's now act scared if you activate sentry guns
- added monster roaming
- unbreakable glass now has reinforced texture
- fixed crate canopies having 1 health
- laser lights are now func_illusionary
C4B:
- falling ladder now does damage
- collapse trigger_hurt now turns off
- added monster roaming
- changed grunt positions so players have a chance at stealth
- fixed crate canopies having 1 health
C5A:
- added more HINTs
- train disables when crashed now
C5B:
- fixed pipe/water issues
- added hurt trigger to tentacle hole
- added more from c5a for better transition effect
C5C:
- added more HINTs
- made sloped func_ladder thicker
- added monster roaming
- added scripted sequence to barney zombie
C5D:
- added more HINTs
- removed redundant entities
C5E:
- added more HINTs
- added CLIPs to tunnel where barrels come from
C6A:
- added more HINTs
- changed garg/grunt battle sequences
- monsters can't open the gates anymore
- moved gman node further into the corner
- electric water now does proper damage
- made monsterclips smaller for better garg movement
- fixed crate canopies having 1 health
C6B:
- added more HINTs
- fixed texture issue on level change
- power sign can't be used by player anymore
- fixed crate canopies having 1 health
- laser lights are now func_illusionary
- fixed missing trigger for exploding computer
C7A:
- added more HINTs
- removed redundant targetnames
- added monster roaming
- laser lights are now func_illusionary
C7B:
- added more HINTs
- fixed crate clipping into wall
- fixed up rocket geometry
- added monster roaming
C7C:
- added more HINTs
- flipping the switch will kill the tram grunt sequence
- removed redundant path_tracks
- fixed texture issue on level change
- added monster roaming
C7D:
- added more HINTs
- fixed visible backside of rocks
- fixed rushing the rocket sequence
- fixed rocket hurt not targeting monsters
- fixed tram starting slanted at map start
- added monster roaming
- fixed crate canopies having 1 health
C8A:
- added more HINTs
- sci/ichty sequence triggers before players can see them now
- fixed redundant trigger targets
- fixed bad brushes
- made railing smaller for easier jump from floating barrels
- changed water height to avoid ceiling clipping
C8B:
- added more HINTs
- fixed redundant trigger targets
- sci now targets player for sentence targets
- gman can't be interrupted now
- added monster roaming
- changed fx on wire beam
- fixed crate canopies having 1 health
C8C:
- added more HINTs
- fixed visble NULL faces
- slightly changed triggering around trash compactor
- added monster roaming
- fixed crate canopies having 1 health
C9A:
- added more HINTs
- fixed water tank wooden bottom clipping
C9B:
- added more HINTs
C9C:
- added more HINTs
- rollers now do proper damage
C10A:
- added more HINTs
- fixed door trigger not being disabled at start
- added monsterclips above agrunt pods
- not all the crab glass breaks at once
- minor texture fixes
- fixed being able to see the bottom of the rocks outside
- fixed monsterclip stopping barney from moving
- fixed lighting issues around agrunt pods
C10B:
- fixed crate canopies having 1 health
C11A:
- added more HINTs
- water rises faster now
- fixed crate canopies having 1 health
C11B:
- removed one crab mound
- added monster roaming
- added new grunt sequences
- moved sentry gun to different spot
- added more info_nodes around cliffs
- hurt_trigger below cliff now follows shape of 3d model
- fixed crate canopies having 1 health
C11C:
- added more HINTs
- fixed visibility issues with the skybox
- fixed decal issue
- fixed skipping the tripmine part
- added transition volume to stop skybox from carrying over to next map
- lowered delay on barney run sequence
- made push trigger smaller so it doesn't affect box
- fixed crate canopies having 1 health
C11D:
- fixed passable geometry
- move osprey to opposite side of the map
- fixed 3d sky model issues
- added monster roaming
- fixed crate canopies having 1 health
C11E:
- added more HINTs
- fixed missing sky light behind apc hole
- pipe tnt does more damage now
- tnt explosion on door is now smaller
- fixed crate canopies having 1 health
C11F:
- fixed garg car shove sequence
- fixed crate canopies having 1 health
C12A:
- added more HINTs
- added monster roaming
- added agrunt sequence
- added barney sequence
- fixed crate canopies having 1 health
- added dead hevsuit with goodies
C12B:
- added more HINTs
- fixed crate canopies having 1 health
- updated tele fx to env_warpball
C13A:
- added more HINTs
- added monster roaming
- fixed crate canopies having 1 health
C13B:
- added more HINTs
- added monster roaming
- minor texture fixes
- fixed bad brush
C13C:
- added more HINTs
- CLIPped sci walkway
- added shades to teleport beam
- env_warpballs are reusable now
C14A:
- fixed hole in geometry
C14B:
- added more HINTs
- added monster roaming
- fixed hole in geometry
- minor texture fixes
C15A:
- added more HINTs
C16A:
- added more HINTs
- added monster roaming
- fixed nih's line playing twice
- 0.5 second delay between garg animation and rock breaking
- fixed some bad geometry
C16B:
- added more HINTs
- added monster roaming
C17A:
- swapped telefx for env_warpball
- added extra fade effect for entering nih's chamber
- fixed nih's line repeating after save/load
T0A:
- added more HINTs
- added monster roaming
- made trigger around suit slightly smaller
- moved grate around longjump area
T0B:
- added more HINTs
- target range door door stays open now
- removed redundant triggers
Models:
- new gargantua model
- updated barney desksit animations
- updated barney diesimple animations
- updated barney cower_stand animations
- new barney wave animation
- updated hgrunt deadonside animations
- gave hgrunt longer necks to fix clipping issues
Code:
- barney doesn't switch head models when dying without gun
- barney now always drops his gun regardless of drawn state
- env_explosion now has a 'no sound' flag
- hgrunts will no longer target the player while fighting alien passive class
- [WON] fixed osprey roter smoke
- [WON] cycler_sprite state is now saved
- [WON] monster yaw speed is now calculated properly
- [WON] Luther with glasses now has black skin body
Misc:
- updated FGD for new env_explosion flags
- fixed some bad seamless textures in WAD
- made new chapter select images with new skyboxes
- added default sprites/events/hw/scripts folders to the build
- updated RAD file
- [WON] added updated hw.dll and sw.dll to support model transparancy
- [WON] added old localisation files
- [WON] new game now starts with chapter selection again
- [WON} updated menu art
Known issues:
C0A:
- helicopter sound doesn't play (probably a code issue because of the larger grid size)
C7B:
- [WON] hgrunt corpse near moving train lift will hurt players
C7C:
- hgrunt on train falls off at corners (code issue?)
C11C:
- tripmines do not explode when crate breaks after loading a saved game
C12A:
- You can trick the elevator doors by pressing the button from the side or through the wall, needs code changes to fix: no readable ON/OFF status for doors
C16B:
- last tentacle is missing because of strange sliding bug (still unsure why this happens)
[WON] In some rare cases players get stuck on lifts. Restarting the game fixes this.
cool! when will the new alpha come out? i'm really looking forward to it! :)
dollar sign
Noice
screenshots look quite good for this old engine