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/vr/ - Retro Games


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File: 113 KB, 600x450, sfgs.jpg [View same] [iqdb] [saucenao] [google]
6172368 No.6172368 [Reply] [Original]

Comfy half life thread
Post pictures from half life, it's mods and games.

>> No.6172378
File: 1.17 MB, 2000x1930, 1503768603583.jpg [View same] [iqdb] [saucenao] [google]
6172378

What's your favorite part?

>> No.6172381
File: 29 KB, 220x330, besthalflife.jpg [View same] [iqdb] [saucenao] [google]
6172381

>> No.6172393
File: 73 KB, 216x214, every time.png [View same] [iqdb] [saucenao] [google]
6172393

>youtuber posts review for /vr/ game
>anon immediately makes a thread
Every single time.

>> No.6172397

>>6172368
https://www.youtube.com/watch?v=zmGZqrjrsBo

>> No.6172407

>>6172381
>>6172393
I created this thread to have better hl discussion than https://desuarchive.org/vr/thread/6159793
https://desuarchive.org/vr/thread/6171558/#6171558

>> No.6172418
File: 41 KB, 610x267, M249_w.jpg [View same] [iqdb] [saucenao] [google]
6172418

>>6172407
That's cool, I still stand by Opposing Force being the best Half Life campaign with the best weapons in the series, Blue Shift is the worst although I haven't played Decay.

>> No.6172426
File: 1.87 MB, 2000x1930, 1580574192446.jpg [View same] [iqdb] [saucenao] [google]
6172426

>>6172378
Here you go anon, I cut out the shit parts. No need to thank me.
>>6172407
You're never going to escape that one guy that really hates the series.
>>6172418
BS gets an unreasonable amount of hate, I think it's better as a whole than vanilla since it doesn't end on a bad note and the level quality is more consistent.

>> No.6172436

>>6172426
I think Blue Shift is the worst campaign but I don't think it's bad just generic compared OG and OF, like I wish Barney got some new weapons instead of just reusing the vanilla ones.

>> No.6172437

>>6172436
They felt new enough at the time with the visual upgrade.

>> No.6172449

>>6172437
I marathoned all three campaigns in a row with the new textures so I got a different perspective I suppose.

>> No.6172979
File: 112 KB, 570x874, gman_case.jpg [View same] [iqdb] [saucenao] [google]
6172979

>> No.6172994

>>6172368
OP4>HL1

>> No.6173084

Office Complex + We've got hostiles + Blast Pit is 10/10 top HL experience, wouldnt mind if the game ended there.

>> No.6173102
File: 196 KB, 512x384, c1a1d0000.png [View same] [iqdb] [saucenao] [google]
6173102

>>6172368
Here is a picture of Half Life running on a Voodoo 1 with a Pentium 200 MMX. Framerate isn't what most would consider playable but I could do this platforming segment just fine.

>> No.6173203

>>6172426
>not liking residue processing
>couldn't handle xen
KYS

>> No.6173240
File: 33 KB, 250x236, betagordon.jpg [View same] [iqdb] [saucenao] [google]
6173240

Beta Gordon looks like he had hard life before Black Mesa.

>> No.6173251

>>6172426
>dislikes Xen
>likes short expansion
wtf

>> No.6173287
File: 2.68 MB, 1280x480, hlwatercomp.webm [View same] [iqdb] [saucenao] [google]
6173287

Reminder that if you're not playing in software mode, you're not playing Half-Life.

>> No.6173450

>>6173287
based anon saving my webm

Notice how the HUD is sharper looking on software, hardware has some sort of half pixel scaling causing some blur

>> No.6173461

>>6173287
Fuck I was gonna mock your post but you're right. The Steam version never sat right with me and now I know why (doesn't solve the based menus being missing though).
Seeing software mode gave me nostalgia goosebumps. Time to reinstall it.

>> No.6173631

Any logical reason you're not playing the WON version of HL1 and its mods with Xash3D? It has support for looping mp3 music.

>> No.6173662

So why didn't the soldiers who knocked down Freeman just shoot him before trowing him into the trash compactor?

>> No.6174009

>>6173662
There was going to be a scene in a cut level where this could happen in Decay but it got axed along with the scenario it was planned for.
https://www.youtube.com/watch?v=zXjk2jKd_xo

>> No.6174020
File: 1.11 MB, 1920x1080, 1sfa7f3l.wizardchan.1sd34ryb.png [View same] [iqdb] [saucenao] [google]
6174020

>>6173662
why would you shoot a man before throwing him in a trash compactor?

>> No.6174029
File: 569 KB, 1920x1080, c1_lobby_0008.jpg [View same] [iqdb] [saucenao] [google]
6174029

Working on any maps or mods?

>> No.6174030
File: 473 KB, 800x600, c4a1b0037.png [View same] [iqdb] [saucenao] [google]
6174030

>>6173287
Software mode sucks. HL was made for 3D accelerators.

>> No.6174056

any good mod campaigns to play through? I've only played some random ones with sven co-op.

>> No.6174087

>>6174056
Echoes
Hazardous Course 2
They Hunger Trilogy
USS Darkstar

just off the top of my head

>> No.6174129

>>6172393
GManShits actually ripped off this lmao. I actually disliked his video, because he's shit at /vr/.
https://www.youtube.com/watch?v=xBC9Ec8hkyU

>> No.6174285
File: 251 KB, 1920x1080, c2_coolant_0001.jpg [View same] [iqdb] [saucenao] [google]
6174285

Too dark by the entrance maybe?

I might move the sign to the wall over the barrels so it's right near you when you drop down from the duct above it and so it lights up the coolant barrels. Also not that happy with the pipes coming down from the ceiling but I wanted some sort of continuity between some similar pipes in an earlier level.

>>6174030
GL with filtering turned off is the best of both worlds imo, never really cared for the software water anyways.

>> No.6174305

>>6174056
If you want some sick shit, try Heart of Evil: Napalm Edition. Fun with the Vietnam war.

>> No.6174310

>>6172397
>DEUS EX DEUS EX DEUS EX DEUS EX DEUS EX DEUS EX DEUS EX DEUS EX DEUS EX

>> No.6174317

>>6172368
How do I get Opposing Force and Blue Shift running with the WON version? I don't have Steam. I can probably figure out an "alternative" way to acquire both of the expansions. (No, I don't need help with that part. I'll figure it out on my own.) I just need to know how to set them up and get them running once I "acquire" them.

>> No.6174320
File: 392 KB, 3840x2160, coomer.jpg [View same] [iqdb] [saucenao] [google]
6174320

>> No.6174330

>>6174317
Get Xash 3D and dump all the folders (valve, bshift, and gearbox) into the directory it checks for content

>> No.6174394

>>6174305
Screw this anon, try the regular Heart of Evil. Napalm Edition is the definition of souless.

>> No.6174470
File: 409 KB, 1920x1080, Half-Life-Black-Mesa-Remake-Xen-Trailer.jpg [View same] [iqdb] [saucenao] [google]
6174470

Been playing the remake.
It's alright but it never hold my interest for very long, so I've been playing in bursts. Like, too much of it feels like either a re-tread or something a bit too modern influenced in comparison to the original. Imagine my surprise when I get to Xen, it's like a whole new take on it that feels like it could have been its own thing.
So I hope the cats making it will go on making their own stuff afterwards, they're talented but overall I feel like Black Mesa having started out as a simple remake/re-imagining has been holding them back.

>> No.6174603

>>6174320
Saw it recently when replaying. What a meme.
>>6174470
They better do OP4 next. There's another team doing it, but they're shit compared to crowbar collective. They have all the assets and engine anyway, it just needs the levels re-done, and some new weapons inserted. Blue Shit can use a make over too.

>> No.6175709

>>6174603
They already said they weren't though, which sucks

>> No.6176392
File: 897 KB, 1440x960, 1577490552348.jpg [View same] [iqdb] [saucenao] [google]
6176392

>they never put a particle accelerator into HL
Well, I know what my mod needs to have

>> No.6176810

>>6174603
>but they're shit compared to crowbar collective
Their media releases in the past year have been impressive actually. The biggest hurdle they seem to be facing is that not all of their level designers are equally talented.

>> No.6177063

>>6174320
Based Valve

>> No.6177070

>>6174029
does any1 but docrock still make hl maps?

>> No.6177097

>>6177070
There's plenty of people making singleplayer stuff, but I guess not many making dm maps.

>> No.6177223

>>6174029
What mod is this ?

>> No.6177293

>>6174394
>Screw this anon, try the regular Heart of Evil. Napalm Edition is the definition of souless.
As I expected. Seriously I liked Napalm Edition more.

>> No.6178212

>>6177223
Something I am working on

>> No.6178235
File: 47 KB, 620x465, 22758.jpg [View same] [iqdb] [saucenao] [google]
6178235

KINO

>> No.6179009
File: 1.08 MB, 1263x448, sky.png [View same] [iqdb] [saucenao] [google]
6179009

The sky looks exactly the same as the sky in might and magic 6.

>> No.6179021

>>6179009
A blue sky is a blue sky anon, not sure if you've seen one

>> No.6179057

>>6179009
It's possible they also used Terragen to make their skybox images like Valve did

>> No.6179090

>>6179021
It's the exact same though like they sued the same process or engine or whatever. All skies in games of that era are not the same.

>>6179057
Yeah that's what I am thinking, it seems so similar

>> No.6179305

is Black Mesa Source worth playing?

>> No.6179370

Having run through the game for the first time recently, Surface Tension was one of the greatest video game experiences I've ever had. It is the first thing that comes to my mind whenever I think about this fantastic game.

>> No.6179687

>>6178235
What mod looks good

>> No.6179691

>>6179305
god no, it's awful. Only good HL is WON.

>> No.6179697
File: 410 KB, 1600x1200, hl.png [View same] [iqdb] [saucenao] [google]
6179697

>>6173287
yep

>> No.6179705

>>6173287
>>6179697
kind of insane how much detail gets removed when using anything but software.

>> No.6179824

>>6172426
>>6172436
i remember hating blue shift as a kid but i actually enjoyed it when i went through HL & it's expansions a year ago. it's definitely more action focused than HL, OF or decay.

the big problem i had with it was that it didn't really add anything new to the game and they probably could have just added these levels to HL or OF instead.

>> No.6179854

>>6179305
as a reimagining of HL1 it's pretty good especially now that it's finally more or less finished.

>>6174603
it always irks me how every attempt at an OP4 sequel has either went to shit or imploded during development due to drama.

>> No.6180628

>>6179705
The texture res for most things is right at the point where filtering them is a net loss of detail due to the low resolution.

>> No.6180645

>>6179305
It's a bit drawn out, you certainly get a lot of bang for your buck. With that said, they managed to make Xen the best part of the game. Definitely up there as one of the greatest fan remakes ever made.

>> No.6180660

>>6180645
The sections where you go through abandoned expedition camps is cool and inspired me to add HEV variants of the zombie for my own mod

>> No.6181052

>>6174320
kek this is my screenshot

>> No.6181872

Imagine a game that was like the old Pressure copypasta but set in Black Mesa instead

>> No.6181890

>>6173287
Which one is the software one?

>> No.6181905

>>6181890
The one on the right
Note the lack of filtering on textures and the water texture

>> No.6181962

>>6181905
Why is tje water so different?

>> No.6182171

I played through Blue Shift for the first time last night/this morning. REALLY good. I appreciate how straightforward it is, "hit the right switches then go to the goal" kind of like Doom, but with block puzzle intermissions. I never finished the original because of how much you have to wrap back around after activating something because the setpiece it affected was at the start of the level. It's nice to play a version of the game that doesn't have that problem.

>> No.6182752

>>6173287
I want it hardware mode but no smudge filter

>> No.6182957

>>6173287
i can´t convert it to software mode

>> No.6183939
File: 338 KB, 1920x1080, c2_coolant_0003.jpg [View same] [iqdb] [saucenao] [google]
6183939

I like how well this level is turning out. Definitely better than just being haphazardly attached to Anomalous Materials in a way that doesn't really make sense for a military facility.

>> No.6184038
File: 22 KB, 320x320, 12751491_587072281449475_1428023004_n.jpg [View same] [iqdb] [saucenao] [google]
6184038

What other mods should I play if I loved Hazardous Course 2? I want more of the same.

>> No.6184061

>>6183939
which mod?

>> No.6184082
File: 396 KB, 1920x1080, c2_coolant_0004.jpg [View same] [iqdb] [saucenao] [google]
6184082

>>6184061
My own unnamed WIP campaign that pretty much redoes all of HL1 (no, it's not another doomed to die on the vine beta recreation mod, though it reincorporates stuff from the beta/alpha)
This is my redone version of the part where you leave the Anomalous Materials lab (rebranded into something else in my mod) and head through the service sector of the facility before Office Complex. It's been expanded from a hallway haphazardly attached to the side of the office area of Anomalous Materials into a proper transitionary area that isn't directly connected to Sector C.

>>6184038
There's nothing else that's quite like Hazardous Course 2 sadly. HC2 is on a different level from most other mods in terms of sheer creativity and level design.

>> No.6184092
File: 61 KB, 640x718, Kingpin_con.jpg [View same] [iqdb] [saucenao] [google]
6184092

>>6184082
nice, i hope you can upload it to ModDB when you finish it, on an unrelated note, can you add those cut enemies from Half Life? like Mr Friendly, Panther Eye and others?

https://combineoverwiki.net/wiki/Category:Half-Life_(pre-release)

>> No.6184109

>>6184092
They're already in, since I'm using the sadly deceased Shaft mod's codebase (which their team was based enough to put up for anyone to use in their own mod), which has a lot of those cut enemies restored and mostly working.
Only one missing atm is Friendly because he's not in the specific build of Shaft I'm using right now but it's a simple matter of grabbing his cpp file from one of the other builds.
Although, I'm not sure if I can really use him, as I can't really think of a good place to put him that makes sense. And, the one that Shaft made is basically a reskinned bullsquid, so it's pretty bland.

>> No.6184123

>>6184109
how long it will take you to finish the game?

>> No.6184131

>>6184123
Who knows, I've been working at a pretty steady pace banging out levels though.

>> No.6184302

>>6183939
what are those icons?
environmental hazards?
shame stuff like that was programmed into the game but never used much

>> No.6184304

>>6184082
why do parts of half life and metal gear solid remind me of the same thing asthetically? it used this greyish blue really well and with the pixelated look they look almost identical
something about is is just so gritty and real

>> No.6184778

>>6184092
damn that is creepy and great monster design. Would love to see that in action

>> No.6185357
File: 22 KB, 428x599, 428px-Kingpin-model.jpg [View same] [iqdb] [saucenao] [google]
6185357

>>6184302
No, they're icons for the cut (now implemented) items like antidote, radiation meds, adrenaline etc.

>>6184304
They both came out around the same time, neither use texture filtering, and they both take place in disused nuclear facilities, so that might be why

>>6184778
Sadly only the version everyone knows is in the mod, I don't even know if a model exists for this version

>> No.6186007
File: 302 KB, 1920x1080, c2_coolant_0005.jpg [View same] [iqdb] [saucenao] [google]
6186007

I figured out a nice way to make batteries emit some light. (it's actually just an env_dlight tied to a trigger_once that you end up touching when you pick up the battery)
Simple effect but really nice especially when they are placed in dark areas. I do need to make the texture on the model emit light somehow, Goldsrc doesn't have the easy way of doing it that Source introduced though.

>> No.6186286
File: 19 KB, 600x350, e284d9db41da20417e73a1783f9af5a36e9d348c.jpg [View same] [iqdb] [saucenao] [google]
6186286

>>6172368
>The Core still remains unreleased

>> No.6186470

>>6174320
Torreno mvp you crazy russian

>> No.6187764
File: 232 KB, 500x691, half life concept.jpg [View same] [iqdb] [saucenao] [google]
6187764

Everyone keeps going on about half-life won. Whats the easiest way to play it on my computer with modern resolutions? Seems like a hassle, but would rather play the game properly.

>> No.6187767
File: 592 KB, 1280x928, half life.jpg [View same] [iqdb] [saucenao] [google]
6187767

>>6187764
More content, as recompense.

>> No.6187864
File: 162 KB, 830x439, stupid.jpg [View same] [iqdb] [saucenao] [google]
6187864

>want to stick a pistol mag and a battery into a lift with a zombie in it
>the zombie follows the lift fine, but the items clip through and fall into the pit below the elevator
>have to create a retarded entity setup just to create the illusion of items on the lift
Though this did give me the idea of doing this for EVERY item in the game, so you have to press use on an item to pick it up, but the way I'm doing it would create issues if you try to pick up something that you already have the max amount of because game_player_equip will just dump the item on the ground if the player can't hold anymore of it. A minor issue, but still an issue not that I'm not sure makes doing it that way worth it (increased entity amount notwithstanding, since the setup needs minimum 5 entities per item)

>>6187764
Get the files for the WON version of HL, preferably 1.0.0.9, then go get Xash3D and use them together.

>> No.6189389
File: 1.53 MB, 2560x720, anomaly2.png [View same] [iqdb] [saucenao] [google]
6189389

>that mod you were waiting for that died all of a sudden or went on 'hiatus' (aka it's dead)
What's her name?

>> No.6189549

>>6189389
The Specialists had full releases, and it was great, but there were few people playing just a decade ago, it's probably deserted now.

>> No.6189567

>>6187864
>then go get Xash3D and use them together.
Hang on, if you're using an external program rather than the original exe what does it matter what version of the game you use?

>> No.6189573

>>6189567
Xash is still using the .dlls for whatever game/mod you run through it

>> No.6189692 [DELETED] 

>>6172368
By far the most over rated series and has done more damage to gaming than any other series

>> No.6189891

Gonna have to try harder to get bites with that stale bait

>> No.6190432
File: 1.81 MB, 1920x1080, 1579845132850.jpg [View same] [iqdb] [saucenao] [google]
6190432

I haven't been keeping up with Black Mesa, is Xen actually finished yet or are they still dragging their feet? I told myself I wasn't going to give them a cent until Xen was finished because of the shit they pulled making us wait for years to implement it into the mod let alone release anything and then they go 'we're a standalone now, pay up to get updates :^)'

>> No.6190592

>>6179687
Natural Selection

>> No.6190698
File: 101 KB, 800x600, 20170211114712_1.jpg [View same] [iqdb] [saucenao] [google]
6190698

>>6172368
Absolutely based. I used to try make these threads. Well done op.i will dump some comfy pics

>> No.6190704
File: 72 KB, 800x600, 20170211115551_1.jpg [View same] [iqdb] [saucenao] [google]
6190704

>>6190698

>> No.6190706
File: 63 KB, 730x420, Topside_dorms.jpg [View same] [iqdb] [saucenao] [google]
6190706

>>6190704

>> No.6190707
File: 134 KB, 1024x768, 20190715124709_1.jpg [View same] [iqdb] [saucenao] [google]
6190707

>>6190706

>> No.6190709
File: 129 KB, 1024x768, 20190715123807_1.jpg [View same] [iqdb] [saucenao] [google]
6190709

>>6190707
Comfy tram station

>> No.6190712
File: 114 KB, 1024x768, 20190715123831_1.jpg [View same] [iqdb] [saucenao] [google]
6190712

>>6190709
Oh you Wana see the times? Here you go

>> No.6190714
File: 140 KB, 800x600, 20170211115408_1.jpg [View same] [iqdb] [saucenao] [google]
6190714

>>6190712

>> No.6190715
File: 112 KB, 1024x768, 20170501180221_1.jpg [View same] [iqdb] [saucenao] [google]
6190715

>>6190714

>> No.6190748
File: 729 KB, 2560x1440, 20200103171550_1.jpg [View same] [iqdb] [saucenao] [google]
6190748

>>6190432
its finished. They just added achievements not too long ago. Xen is now my favorite part of the game.

>> No.6191350

>>6190706
>>6190707
these two are really doing it for me. i really love the surface aestethic of half-life, even mods. comfy to the core.

>> No.6191643

>>6189549
Would anyone be interested if I hosted a server for TS? I think the last time I played it was around 2012 and it was very much dead back then.

I'd even host a CS 1.6 server if there's any interest anyone remember gro/v/e?

>> No.6191663

Any good gameplay mods for Half-Life? I can only play HL2 with SMOD, but a similar thing doesn't exist for HL1 in terms of new enemies, weapons, and gameplay opportunities.
>>6190432
It's not "finished" finished. Go take a gander at the G-Man segment on youtube. It feels VERY much like a rough draft.

>> No.6191705

>The CIA was sent in by the U.S. Government to cover up the Black Mesa Incident by eliminating all surviving personnel and invading alien lifeforms and planting explosives to destroy the entire base. They were unaware of old nuclear warheads left behind from the decommissioned Cold War missile base the research facility was built on. The player was tasked to stop them as the explosives could trigger a nuclear blast large enough to destroy the entire Western United States.[1]
I don't know much about nukes but I'm pretty sure this wouldn't work the way Valve thinks it would. It could make the resulting radioactive mess worse but it wouldn't cause a chain reaction.

>> No.6192112
File: 382 KB, 640x908, Valve always gets a pass.jpg [View same] [iqdb] [saucenao] [google]
6192112

>> No.6192137

>>6192112
>>>/v/

>> No.6192157

what do you guys think of paranoid for doom? want to give it a try some day

>> No.6192163

You guys want me to post my Residual Life screenshots? The map design is god tier. Too bad the secret/extra Combine levels are shit.

>> No.6192262

>>6184082
>>6186007
Anon, do you have any good advice for a fellow mapper who just started out? I have been watching tons of tutorials and trying things out in J.A.C.K, I'm just looking for something more in-depth.
I've got a big project coming along slowly, which you could say would be overwhelming for someone who isn't skilled with mapping, but I've been dealing with it by chopping things down into smaller objectives and working my way through that (ie. making some prefabs of my own to place into maps later, making a rough map first to get the scale right then adding everything in, etc). Even if it won't work out I'm learning a lot and having fun. Looking through your screenshots, they're very inspiring, I love all the detail you're putting into your mod, and I'll play it when you release it for sure.
Now I have a question about that. How do you manage to put so much detail into a map and make it look so good? Is it a one time through thing where you place stuff into the map as you go along, or is it a polishing process where you first make the outline of your level, then edit it to the point of looking good? Does it come with experience? Do you plan things out, or add stuff in as ideas pop into your head?

>> No.6192268

>>6174129
>I actually disliked his video
oh that engagement with his channel sure is going to burn him up good

>> No.6192280
File: 539 KB, 1920x1080, c1_lobby_0007.jpg [View same] [iqdb] [saucenao] [google]
6192280

>>6192163
Please do, I like seeing other's screenshots
>>6192262
If I said I planned anything I'd be lying, 99% of the time I have been totally winging it as far as layout/contents are concerned.
To give you an idea of how lacking in planning things are, all my maps so far start with plopping down a floor brush, an info_player_start, and then working from there, with only a rough idea in my head of where I want to go. It's definitely not an optimal or efficient way to do things but that's what works for me. The only real advice I have is compile often, if there's any issues with lighting or detail/prop/enemy/item placement, you'll see them early and be able to adjust before things get out of hand.

>> No.6192340
File: 151 KB, 1366x768, rl00r10014.jpg [View same] [iqdb] [saucenao] [google]
6192340

>>6192280
Thanks dude. I've had errors when compiling and you're right, if I had compiled inbetween more often, I would've been able to pinpoint the mistakes more easily. This is a good habit to pick up.
As for these screenshots, turns out I hadn't taken all of them at a good angle, so I'll only post the good ones (Residual Life is a MASSIVE mod, fucking koreans man, I've only taken screenshots of the first few areas unfortunately). But it should be fine. I play with default_fov 120 though, so that might look weird for a couple of you. This is one of my favorite mods due to its map design, it can get pretty crazy.

>> No.6192345
File: 238 KB, 1366x768, rl00r10015.jpg [View same] [iqdb] [saucenao] [google]
6192345

>> No.6192348
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6192348

>> No.6192350
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>> No.6192353
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>> No.6192358
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>> No.6192361
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>> No.6192364
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>> No.6192365
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>> No.6192367
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>> No.6192368
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>> No.6192371
File: 223 KB, 1366x768, rl0100000.jpg [View same] [iqdb] [saucenao] [google]
6192371

It saddens me a little that this kind of fleshed out mapping style is the exception rather than the rule. Whenever I replay this mod it can be pretty nice to actually take in the enviroments and all the detail put into these areas that you blast through the first time.

>> No.6192373
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6192373

>> No.6192376
File: 207 KB, 1366x768, rl01a10002.jpg [View same] [iqdb] [saucenao] [google]
6192376

However, since the maker is Korean and he's done the translation to english himself, the story ends up being confusing and obtuse. Not to mention the ugly HD textures and misaligned NPC models. But the maps themselves are great.

>> No.6192378
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>> No.6192380
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>> No.6192382
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>> No.6192383
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>> No.6192385
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>> No.6192386
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>> No.6192387
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>> No.6192391
File: 305 KB, 1366x768, rl02p0001.jpg [View same] [iqdb] [saucenao] [google]
6192391

One of the great things about this mod is that it has several routes you can take through it, adding replay value. These are cleverly done where they also take place in the same map, but in a different closed off area, sometimes you can see the other path through a window or such.

>> No.6192395
File: 175 KB, 1366x768, rl02o0011.jpg [View same] [iqdb] [saucenao] [google]
6192395

It also has lots of secrets, detours, and side areas where you can get ammo and such, if that's your thing, or even unlock secret levels. Some supplies are locked behind Hard mode, but the encounters become bullshit hard later in the game where you're forced to face 15+ vortigaunts at the same time.

>> No.6192396
File: 181 KB, 1366x768, rl02o0010.jpg [View same] [iqdb] [saucenao] [google]
6192396

>> No.6192406

>>6192345
>>6192348
>>6192350
>>6192353
>>6192358
>>6192361
>>6192364
>>6192365
>>6192367
>>6192368
>>6192371
>>6192373
>>6192376
>>6192380
>>6192382
>>6192383
>>6192385
>>6192386
>>6192385
>>6192386
>>6192387
>>6192387
>>6192391
>>6192395
>>6192396
Really digging the level design here. I'll have to add this one to my list of stuff to play.

>> No.6192410
File: 200 KB, 1366x768, rl02o0008.jpg [View same] [iqdb] [saucenao] [google]
6192410

Well, this wraps it up. Up to this point in the screenshot you're about 20% through the mod. I would have posted more of the later areas if I had taken any, though only the more impressive ones. It's a very good mod despite its flaws, and it has a lot of thought put into it that I've not seen many people appreciate.
I hope this makes some of you want to play it, I heavily recommend it. Don't be weirded out by the menu song (I have no idea why they changed it to this odd shitpost-like song, it used to be this pretty okay rock one).

>> No.6192419

>>6174320
I'm imagining the Coomer meme lines with each character's voice, including vox and grunt, but then also GMan.

>> No.6192435

>>6191705
Yeah, that's absolute nonsense, atomic bombs require a precise method of detonation (varies from different designs, but either way it's much more complex than just a mass of explosive compound and a blasting cap) and aren't susceptible to sympathetic detonations.
Well, the actual explosive materials themselves could be, but if you were say, trying to blow up an implosion device with some dynamite, that would just break the nuke and ruin the explosive lenses, they are aligned in a perfect sphere with perfectly made shaped charges facing inwards, and they all need to detonate at the *exact* same moment, requiring a pretty complex electronic setup.

There's potential for radioactive contamination, but Black Mesa is like the old Rocky Flats facility times a hundred in how well they handle radioactive waste, given the literal underground canals of plutonium, so in the immediate area I'm not sure you could make it much worse (actually maybe a nuke would release the plutonium into the water table, that would be possibly the worst environmental disaster in American history).
Cancer rates must be through the roof at that place.

>> No.6192456

>>6191643
I'd love to, in other circumstances, but the internet speeds where I live now aren't very fast, so I'd have pretty bad latency I imagine.

>> No.6192502

>>6192435
That is why they mention regular screenings on the train ride.
Also, what if it was a nuke instead, like the one in OpFor (which Gearbox probably got the idea for from this cut plot point)? I'd imagine it'd still not work, but would result in ridiculously bad fallout.

>> No.6192586

>>6192435
>Gordon! Thank god for that hazard suit, I was afraid you would grow a prostate the size of a volleyball... like me

>> No.6192662

>>6173287
A thousand times this. Software mode is pure soul.

>> No.6192713

>>6172418
dont forget the shockroach for those water xbow campers

>> No.6192743
File: 348 KB, 1920x1080, c2_coolant_0006.jpg [View same] [iqdb] [saucenao] [google]
6192743

You carefully move past the malfunctioning airlock and find yourself at the doorstep of the facility's coolant reserve. The sound of flowing coolant echoes through the darkened halls, punctuated only by the distant, but still too close sounds of the singularity discharging its strange, terrible energies. Your thoughts once again turn to the coworkers you saw dying or dead on the way here. You quickly banish the thought - there's nothing you could have done.

You spy a way forward, through another airlock, but the area is on low power, and the card reader doesn't work. With only the dim light of emergency floor lamps guiding your way, you'll have to search the area to restore full power and hopefully find an access card.

>> No.6193410

>>6191705
That's not canon, it's from the first version of Half-Life that was scrapped.

>> No.6193886

>>6193410
I know, it's because my mod is reincorporating cut puzzles and plot elements from the older versions of Half-Life

>> No.6193940

>>6173240
that's Ivan the Space Biker, not Gordon, you fucking noob

>> No.6194752

>trying to make a locker with ammo in it
>ammo refuses to actually show up in game
are there some sort of retarded height/width clearance restrictions for ammo entities to spawn?

>> No.6194793

>>6194752
Motherfucker ammo items need 48 units minimum vertical clearance in order to not be removed upon map load, what the fuck

>> No.6195178

>>6194752
>>6194793
I've run into this limitation too, anon. From the very center (that is the X at the bottom of the ammo entity, no matter how big the model is) it needs a completely free space of 37x37x37, so a crouching player can fit in it. This can be bypassed by making walls around it non-solid/passable. This only happens for ammo and medkits and batteries I believe, weapons themselves are fine. Remember that room in On a Rail where there were a bunch of shelves with small boxes, but only the ones on the floor dropped ammo? If we're smart, we can avoid that. However you'll have to make the locker pretty damn big so the player can fit in it to pick stuff up. I've made something similar, myself.

>> No.6195208

>>6193940
Which is, essentially, "Beta Gordon".

Don't offend others with your own ignorance.

Mr. S.

>> No.6195237

>>6195178
Fucking hell, that sucks. My method I used for the stuff on the lift earlier in the thread could work, but then that's more entities plus if you already have max ammo it falls to the ground.

Guess I can mess with nonsolid fuckery and make nonused shelves nonsolid, does it still consider a clip textured brush solid?

>> No.6195296

>>6195237
I would think so since it impedes player movement. You're looking to let the player fit in there if you don't want the ammo entity to glitch out, unfortunately. But I haven't fully tested out how this works. If I ever find some way to work around it I'll let you know.

>> No.6195308

>>6195237
Oh, by the way, I remembered the dimensions wrong, I had written them down. It's 33x33x37 from the center of the entity.

>> No.6195314

>>6195237
Oh and also, func_door entities don't glitch ammo out, neither does func_illusionary.

>> No.6195319

>>6194752
>>6194793
Explains why the lockers at the beginning of the game are so huge.

>> No.6196578

>>6172426
>On a Rail still on the map

>> No.6196581

>>6173287
AT LAST I TRULLY SEE

>> No.6196586

>>6196578
Hating On A Rail is a meme that zoomers spew out to try and pretend like they fit in, like hating the Water Temple

>> No.6196751

>>6196586
>Hating On A Rail is a meme

Maybe I like to have fun anon

>> No.6197329

>>6196751
On A Rail is fun though
If you're directionally and spatially challenged, I suppose I can see what your issue with the level is.

>> No.6197362

>>6172368
>tfw i played through all official HL games recently
>loved them
>want to try mods
>mfw i pirated all games
>it looks line all mods now run through steam
pretty bummed about it desu

>> No.6197441

>>6196586
>>6197329
On a Rail is fucking boring
It's not challenging, it's not hard, it's just boring.

>> No.6197442

>>6197362
You don't actually need the Steam version to play them, you just drop the mod folder where your HL install looks for mods (if you're using Xash it's the same directory structure as Steam version, so it goes in the same folder that the main 'valve' folder does)

>> No.6197936

>>6197441
For you maybe

>> No.6198529

Anyone know if there's an enhanced LD version of the construction worker model? All I can find are HD versions and that doesn't really work with the rest of my stuff.

>> No.6199462
File: 1.84 MB, 1637x1520, 0xb1ac0twos31.png [View same] [iqdb] [saucenao] [google]
6199462

Here's a question for you guys: Would you like it if houndeyes remained neutral to the player until attacked, or should they still be adorably ANGERY all the time? I figure they should be agitated and attack on sight when they first start appearing but then as they become acclimated to their new surroundings and realize the new place they found themselves in is so fun and interesting they mellow out and become neutral mobs. Of course nothing is stopping you from being an asshole and killing them anyways, but I figure having the cute little fellas be neutral would let the player ACTUALLY see for themselves some of the neat AI behaviors they have.

>> No.6199507

>>6199462
That's actually a pretty good idea, reminds me of the vortigaunts in Interloper. There should still be some things that make them turn hostile no matter what, like making loud noises near them (gunshots, explosions, etc), or disturbing/destroying something they're interested in. Maybe you would be able to pacify them early on by grabbing their attention with something else, like activating machinery. No idea if this is something that can be mapped in or at least coded, though.

>> No.6199514

>>6199462
Also, you should have a scripted sequence SHOWING that houndeyes become neutral over the course of the game, so that the player doesn't shoot on sight and anger them anyway; maybe something with a scientist.
I think it would also be interesting if you could turn them against other aliens somehow, but that's a lot of work.

>> No.6199536

>>6199507
Not sure if the way SOHL's code for letting you switch how enemies are aligned to the player/other npc factions lets you change it on the fly. If you can that'd be really easy and cool to implement things changing their disposition towards you based on map-level interactions. Except for sound-based changes, I don't think there's anything I can use to make that happen.
>>6199514
It all depends on if SOHL's code lets me change their behavior on the fly through entity i/o
One scenario I can think of for making them protect the player is seeing some soldiers about to corner a pack of houndeyes while you're in a vent or otherwise unseen, you can choose to keep going and hear the poor things get killed, or you can drop down further ahead and circle back to take out the soldiers, and the houndeyes (offscreen) tell others about you, which changes how they behave towards the player in later levels where they appear.

>> No.6199664
File: 155 KB, 1280x720, maxresdefault[3].jpg [View same] [iqdb] [saucenao] [google]
6199664

>>6172378
the start.
that entire tram ride section and the little ant farm glass bits with all the scientists was really memorable.

Hate replaying it, but its very comfy.
Favorite part about black mesa was that they just redid that section with way more details.

>> No.6199668

>>6172407
to be fair each half life game did irreparable damage to the genre.

>> No.6199670
File: 233 KB, 1920x1080, c2_coolant_0007.jpg [View same] [iqdb] [saucenao] [google]
6199670

Finally implemented turning on a generator to put the lights back on, here's the entrance with only emergency power...

>> No.6199671
File: 403 KB, 1920x1080, c2_coolant_0008.jpg [View same] [iqdb] [saucenao] [google]
6199671

>>6199670
And here's the area with the power back on.
not sure why the lighting goes dark in this spot but I suspect it has a lot to do with switchable lights.

>> No.6199719

>>6199668
No they didn't.

>> No.6199728 [DELETED] 

>>6199719
Yeah they did.

>> No.6199729

>>6172368

FYI Lambda1VR makes HL1, Blue Shift and OpFor fully playable on Oculus Quest with hand tracking. Left hand is flashlight, right is weapon, menus also revamped to work with tracked controllers

>> No.6199747
File: 374 KB, 1920x1080, c2_coolant_0009.jpg [View same] [iqdb] [saucenao] [google]
6199747

>>6199671
>>6199670
Here's the generator itself, I still need to add the power lines coming out of it, but I like how it turned out. Some of the texturing looks like butt with filtering though.

>> No.6199757

>>6173287
openGL with gl_texturemode GL_NEAREST_MIPMAP_LINEAR achieves the same thing.

>> No.6199821
File: 402 KB, 1920x1080, c2_coolant_0010.jpg [View same] [iqdb] [saucenao] [google]
6199821

>>6199757
Not quite, the water effects are totally different in software mode, and iirc the blood particles change too
There's some other differences I can't remember since I've been playing OpenGL with filtering turned off for so long now

Also I finally found a decent M4 replacement for the MP5 and it doesn't clash with the rest of the LD models, I can finally look into changing the MP5 into an M4 for real, with its own ammo type and everything. Also tested some bullethole decals I nabbed from another decal replacer, I sort of kind of like them but there are certain surfaces they just don't work well on.

>> No.6200162 [DELETED] 

>>6199728
no shitposter.

>> No.6200479 [DELETED] 

>>6199728
no they didn't.

>> No.6201083 [DELETED] 

>>6200479
yeah they did.

>> No.6201181 [DELETED] 

>>6199668
>>6199728
Cringe

>> No.6201414

>>6199757
LMAO are you blind? No matter how much time you spend tweaking OpenGL, you'll always end up with Quake-tier water.

>> No.6201761

If you want to play the pre steam half-life this is what speedrunners use

https://drive.google.com/uc?id=1q1ENUXmGKZgO8T739FBqCZj-CtoPiQtu&export=download

>> No.6201769

>>6199757
Are you fucking blind or just stupid as that webm shows things you don't get in OpenGL

>> No.6201876

>>6201414
Quake tier water is good
get a taste, pleb

>> No.6201879

>>6201414
>No matter how much time you spend tweaking OpenGL
it is literally just one console command

>> No.6202353

I've been messing with the released Shaft stuff and it kills me that the mod is dead. HL alpha mods really are cursed, aren't they?
>Shaft dead
>Absolute Zero showing early signs of death
>Rainfall 'on hiatus' (aka death announcement pending)
Perhaps the original owner who dumped the 0.52 disc online was cursed by a gypsy and anyone who touches it contents also become cursed

>> No.6202434

>>6173287
I'd use software but I can't get it to run at 1080p on the steam version

>> No.6202446

>tfw still haven't beaten the first HL
Getting filtered by those fucking choppers when you first go outside.

>> No.6202494

>>6202446
You aren't supposed to fight, you're supposed to run away

>> No.6202507

>>6202446
Use the Tau, a fully charged shot kills them unless you're on Hard I think.

>> No.6202734

>>6201761
based

>> No.6202813

>>6172979
A document, some pencils, a gun, a computer and a picture of himself. Cute

>> No.6203042

Why no one blames Gordon, Eli or Kleiner for Cascade Resonance except guard in HL1?

>> No.6203284

>>6202507
it takes a couple on hard

>> No.6203294

>>6203042
it's probably less about blame and more about survival at that point in the game

>> No.6203556

>>6172368
Anyone remember Gunman Chronicles?

>> No.6203562

>>6203556
i played through it the other night. very fun game

>> No.6203861

>>6203042
Gordon wasn't connected to the covert teleportation research being pushed beyond safety limits by the administrator.

>> No.6203890

>>6203861
Nobody knows that though except for Eli and Kleiner and the other two guys from Decay
All they know is that you were at ground zero and you're the only person who survived it, so you're the only one alive they can blame for it

>> No.6205229

Race X is a neat idea but they should have just been Xen creatures, not an entirely different race of aliens

>> No.6205438

>>6203042
how many people outside of a select group at black mesa even knew they were responsible it for it in the first place?

i think most people knew that the portal storms & following combine invasion was from black mesa (at least by the time of HL2) but who was actually responsible.

>> No.6205990

>>6197329
On A Rail is fucking great.