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freezeman0003


Hello!

It’s been a little while since we last released an article, but worry not! This whole time we’ve been hard at work on preparing the mod for the Day One release.
Initially, we were planning to release HL:E Day One before the end of 2022, But due to some things out of our control, as well as finalisation of our assets taking a bit, we unfortunately couldn't release this on time.
Though, our team hasn't been wasting time prior to this article, so here are some of the things we've prepared:

Technical changes and improvements

We’ve successfully ported HL:E to a newer version of Solokiller’s SDK, providing better stability and modernity. The mod’s code has been optimised and sanity-checked, enriched with some QOL features:

  • Extended makes use of the Opposing Force arsenal and adds two more weapons on top of all that. That’s a pretty vast arsenal, so in order to avoid ‘Weapon creep’ we added a toggleable feature: weapon swapping. Similar weapons that would make each other redundant if they could co-exist in your inventory now can’t be carried all at once if weapon swapping is turned on in the settings (which it is by default):
insta
  • SoLoud music manager has been implemented into the mod, it allows custom music, doesn’t cut music off on level transitions and more!
    Special thanks to Jay, without their original code this task would be much harder.
  • We also got a few graphics additions that could be turned on and off to your liking, those being WON monster shadows and software-esque water (thanks to Admer for inspiring us on this one):
insta 1

We’ve also done some tweaks to some monsters’ behaviour and presentation which we don’t want to spoil (though, we showed some of them on our Discord server a while ago)... and we had to cut custom gibs that were unique for each monster (:salute:), for they took up way too much precache, limiting us in many ways.

Models

importantcharacters

HL:E is kind of known for the NPC variety, but the quality used to vary from model to model. We’ve updated our models to be consistent all around, optimised the amount of sub-models for certain NPCs (yes, perhaps some models having 20+ heads was a bit much) and enriched them with some extra detail while keeping meticulously faithful to the LD style.
Our work is however not done yet! But we can show you some goodies:

bullsquid

Bullsquids have up to 4 possible variants now, inspired by it’s different look during the many periods of HL’s development cycle and releases.


sus

Bullsquids are not the only enemies who have received an additional variant, the classic Panthereye has now also received a variant inspired by it’s old, blue-ish alpha look.


I can see you looking at it’s shiny red eye, contemplating in amazement “Glowing things? In Goldsource? How?!”
The answer is simple: fulbright flags for models.
Without getting into technical details, models can now possess textures that will glow all the time i.e ignore current light conditions. The way it works is just like Sven Coop or Xash. This system will replace the _light models system currently seen in the public SDK.

Here are some more examples:

glowitems

houndeyeglow


We’ll be posting some more media on the images tab, so check those out whenever they’re up!

Mapping

At the time of writing this article, we’re exactly one certain Anomalous Materials room worth of mapping away from Day One maps to be complete. All the already completed chapters are currently undergoing optimisation, thorough revision and polishing. We even have some promising idea lists prepared for the next bunch of chapters ;)

In our previous article we went into some detail on our techniques and principles when it comes to mapping, so for now the best way to update on mapping would be to show you some pictures:

hle c1a0a0001hle c1a0a0002

Anomalous Materials, on the way to the test chamber


hle c1a1c0001hle c1a1d0001hle c1a1d0005hle c1a1c0002

Unforeseen Consequences, beneath Sector B


So here we are

We’re working on making the mod be more slim and smooth and less clumsy or creeped, as it occasionally is in the current public SDK version. Overall, the mod has acquired a much better and fleshed out shape over this year in comparison to it’s early 2021 state, everything is being revised and made sure to be consistent in quality. A lot has been achieved this year, but there’s still a plenty of room for work and creativity. We hope that the demo being postponed doesn’t disappoint you too much.
It is a wonderful time of the year and we’d love to give you a more substantial present, but it’s still baking.

On this note, we’d like to end our end of the year update. The mod’s future is bright and certain, and we hope yours as well, merry Christmas, happy New Year and happy holidays!

hlechristmasblkbg


How It's Made. Half-Life: Extended

How It's Made. Half-Life: Extended

News 21 comments

Today we will share some insight on the thought process behind Half-Life: Extended as well as tell what do we actually do with the game.

Extended News (#1)

Extended News (#1)

News 11 comments

SDK on the horizon. Extended maps, NPC appearance changes and many more features!

Half-Life: Extended Mega-Update

Half-Life: Extended Mega-Update

News 45 comments

Showing off the unbelievable amount of progress we made.

Big News!

Big News!

News 11 comments

some new stuff is shown off, such as weapons, enemies, and some more map teasers!

Add file RSS Files
Half-Life: Extended SDK v1.1.3a

Half-Life: Extended SDK v1.1.3a

SDK 38 comments

Half-Life: Extended Development Kit, feel free to use it or any part of it for whatever you want, don't forget to credit us!

The Office Map for Half-Life Extended SDK

The Office Map for Half-Life Extended SDK

Singleplayer Map 7 comments

So this is map for Half-life Extended sdk mod (It's my first map for sdk)

Half-Life: Extended SDK patch to v1.1.3a

Half-Life: Extended SDK patch to v1.1.3a

Patch 6 comments

A v1.1.3a update for those who had already downloaded an earlier version of the SDK

HL Improved HD Leftovers

HL Improved HD Leftovers

Model Pack 4 comments

The HD Models that I have left over. Putting it here for you!

Post comment Comments  (0 - 10 of 618)
_Melton_
_Melton_

It's Alive?

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Bernus.
Bernus.

yes

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Mr.Jota
Mr.Jota

Buenas, cuando dirían que saldrá el siguiente artículo?

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Prototype_41c62
Prototype_41c62

I hate to make requests, but, If it is reasonable, may I please ask for a Lefty viewmodels option, even if they are janky, they would be greatly appreciated. Obviously, this isn't a demand and I'll definitely be enjoying this mod come release either way,

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Bernus.
Bernus.

it could be added as option I guess (but i'm not dev soo I can't say if it's gonna be added or no)

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Yozhia_Phryabzkir
Yozhia_Phryabzkir

i can't wait for too much longer

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Legal.Alcohol
Legal.Alcohol

This mod is cool and all but where's Half-Life: Shorten?

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GordonFreemanReal
GordonFreemanReal

Maybe, you can get the MP5 and THEN get the grenade launcher for it, a little bit later.

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GordonFreemanReal
GordonFreemanReal

you should add a HECU character with goggles, a balaclava, and a helmet/beret

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germanvyhodcev
germanvyhodcev

ну как разработка? сколько глав сделали?

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HecuSquad
HecuSquad

Most likely, they begin to "Power up"

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