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#4455405 - 12/30/18 06:10 PM New Half Life 2 Mod, 9 years in the making  
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Thought this may interest some. Sounds interesting, reworks guns, enemy AI, and tons more, .......... PC Gamer HL2 Mod

- Revised Gunplay
- Enhanced Player Feedback
- Hardened AI and AI's Abilities
- Brand New Weapon Animations
- Fixed, Revised Weapon Models
- New Arsenal
- Numerous Bugfixes
- VFX Re-Design
- Sound Re-Design
- Weapon Foley Sounds
- Restored HEV Voicelines
- Enhanced Visuals
- Optional In-Game Graphical Enhancements
- Nearly Everything is Optional
- Lore Friendly

Last edited by WangoTango; 12/30/18 06:24 PM.
Inline advert (2nd and 3rd post)

#4455415 - 12/30/18 08:16 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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The new gun animations and iron sights are great.

#4455418 - 12/30/18 08:27 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Some of that looked like it was a real improvement, but I was thrilled to see that in the video settings one could turn off the bloom. I have learned to really hate bloom in games, and in this trailer it's really distracting.


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#4455453 - 12/31/18 02:08 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Thanks for sharing. I had been playing something called Half-Life 2 Update that seemed pretty nice and did some things with lighting and depth of field as well as other bug fixes. Haven't played in awhile so I'd be interested in this as this looks more in depth. Its amazing how small a download it is too going by what's being advertised.

Last edited by Coot; 12/31/18 02:08 AM.

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#4455461 - 12/31/18 04:42 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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No problem Coot. I figured HL2 is a game alot of people revisit time to time. Yeah, only 234 mb. I like what I see so far. I never played Eps 1 and 2 I look forward to playing them with iron sights.

Last edited by WangoTango; 12/31/18 04:44 AM.
#4455489 - 12/31/18 12:44 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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It really stinks that Episode 3 was never made. Valve never really gave a full explanation as to why it was dropped.


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#4455504 - 12/31/18 03:42 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Having to re-install frpm disks, which I have. Don't have the "free update." Can anyone tell me where to get it?

Thanks!

Dunolde

#4455522 - 12/31/18 05:04 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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It's free on Steam Dunolde. HL2 Update

#4455524 - 12/31/18 05:06 PM Re: New Half Life 2 Mod, 9 years in the making [Re: PanzerMeyer]  
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Originally Posted by PanzerMeyer
It really stinks that Episode 3 was never made. Valve never really gave a full explanation as to why it was dropped.


Still giving people false hope.

#4455689 - 01/01/19 07:09 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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OK, seems like I have everything covered, but, how can I be sure I'm playing with the new Mod?

#4455706 - 01/01/19 09:18 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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The mod shows up in your Steam game library, as a standalone game. It shows up as "Half Life 2 :MMod"

Last edited by WangoTango; 01/02/19 08:10 PM.
#4455724 - 01/02/19 12:04 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Thanks Wango Tango. I certainly want to give this a try sometime soon.

#4455764 - 01/02/19 12:36 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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I couldn't get it working at first but figured it out eventually so here's a tip if you run into the same problem as me.

The HOW TO INSTALL.txt says "Put HL2MMod folder into SourceMods folder"
The problem I had was in the zip file is a folder called HL2MMod, but inside that is another folder also called HL2MMod.
Its the second one you want to put in the SourceMods folder not the first one duh


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#4455817 - 01/02/19 08:01 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Mark, perhaps that is what happened to me because I did everything required, still no joy.

OK, I'm off to try and get this thing working. Stay tuned. Hope a couple of run-throughs haven't hurt anything...

#4455818 - 01/02/19 08:07 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Dunolde, how are you launching the game ?

#4455819 - 01/02/19 08:11 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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How to switch games in Half-Life 2 MMod.



First of all HL2MMod runs off Half-Life 2 Update ( https://store.steampowered.com/app/290930/HalfLife_2_Update/ ), make sure you have it installed if you want to play Half-Life 2 campaign.

Make sure you have ALL 3 games ( HL2, EP1, EP2 ) installed, as well as HL2 Update. Also make sure they're on the same hard drive as your sourcemods folder.

To switch games you simply need to copy selected game files out of Switch Games folder into Half-Life 2 MMod's folder ( HL2MMod ), replace all asked files, restart steam ( ! ) and you're ready to go.

Have fun!

#4455832 - 01/02/19 09:26 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Thanks for all the help but I think I have messed things up beyond fixing by now.

Anyway, I have all the required files/games and the update, but I think all the messing around with 'source mods folder' has fudged things up.

I'll try to straighten things out...Watch this spac...

#4455836 - 01/02/19 09:33 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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No audio unfortunately.

#4455851 - 01/02/19 11:10 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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never played HL2...at the time i couldnt afford a card to use whatever shader it needed....when i did i waited for them to release the last episode to play them all at once.......i still wait to this day

#4455882 - 01/03/19 04:23 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Wango, thanks! Go have a beer on me! Seems to be working fine now. Thanjks again.

#4455919 - 01/03/19 01:07 PM Re: New Half Life 2 Mod, 9 years in the making [Re: Dunolde]  
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Originally Posted by Dunolde
Wango, thanks! Go have a beer on me! Seems to be working fine now. Thanjks again.














Great, good to hear.

#4456342 - 01/06/19 10:05 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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A question about the <G> key. It says it's the Gravity Gun but no matter the situation or location I get no response from it. Does it come up later in the game, and /or how does it work and what is it supposed to do?

Thanks

#4456348 - 01/06/19 10:26 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Do you have a gravity gun yet ?

#4456350 - 01/06/19 10:40 PM Re: New Half Life 2 Mod, 9 years in the making [Re: Dunolde]  
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Originally Posted by Dunolde
A question about the <G> key. It says it's the Gravity Gun but no matter the situation or location I get no response from it. Does it come up later in the game, and /or how does it work and what is it supposed to do?

Thanks


You don't have the gravity gun until Alex gives it to you.

#4456352 - 01/06/19 11:06 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Guess I don't have it yet.

#4458184 - 01/21/19 07:07 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Someone needs to explain to me how the g.. d..... bazooka/missile launcher works. How do you manage to guide the missile after it is launched? How does the "laser guide" work? Does it require a key-press or mouse button after launch?

I just don't get how it works.

#4458191 - 01/21/19 08:24 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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The missile would go towards where the crosshair is until you point it at a gunship whereas it will go towards as long as you keep it pointed at the target.

#4458298 - 01/22/19 07:27 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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OK, DaBBQ, that worked, thanks. Now there's a possible/probable bug...I'm on Highway 17. There's a room under a bridge.There's a door to go through but each time I try to walk through, the screen says "loading" then goes black for a couple of seconds and then says "loading" again and I am again before the door. No matter how many times I try to go through, I just go through the same sequence again and again with no progress.

Anyone else experience this? Is there a fix?

Thanks.

#4458301 - 01/22/19 08:28 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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I can't go past Route Canal for some reason as the AI gets disabled and important events don't play out so its a buggy mod.

Last edited by DaBBQ; 01/22/19 08:38 PM.
#4458304 - 01/22/19 09:16 PM Re: New Half Life 2 Mod, 9 years in the making [Re: DaBBQ]  
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That sucks. I have played through Route Canal, and I am into Water Hazard. Can you get that far ? Maybe check integrity of game files via Steam ?

Last edited by WangoTango; 01/23/19 01:57 AM.
#4458434 - 01/23/19 08:05 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Good idea, Wango, re "check integrity."

I know I did that some time ago, but cannot remember how to do it now.

Also, is there any way to contact the makers fof the mod?

Thanks

#4458435 - 01/23/19 08:10 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Originally Posted by WangoTango
That sucks. I have played through Route Canal, and I am into Water Hazard. Can you get that far ? Maybe check integrity of game files via Steam ?

There was three HL2 game folders, was playing with the MMod CM2013 version that gave me that error, replayed it on the regular MMOD version and it worked.

#4458438 - 01/23/19 08:29 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Well, was able to "check integrity,"

41 files reported needing to be "reacquired.." Reacquisition occurred (took about 30 secs), but trying to resume game took me way back almost to the beginning. Now I cannot get back to where I was, even though it was a bad place. I'm not interested

in starting over again. Be sure to back up files if you're going to "check integrity."

#4458440 - 01/23/19 08:34 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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You can try this to unlock all chapters and start where you like.

Unlock all chapter HL2

#4458448 - 01/23/19 10:25 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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I'm in Ravenholm...I hate this level, creeps me out.

#4458539 - 01/24/19 07:48 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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I remember "We don't go to Ravenholm" back in the day. It was creepy especially the things that chase you. I still haven't tried this mod yet. Is it better looking and playing than the older "Half-Life 2 Update Mod"? Seems like there's bugs and the installation still seems confusing. Have they patched the mod?


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#4458543 - 01/24/19 08:11 PM Re: New Half Life 2 Mod, 9 years in the making [Re: Coot]  
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Originally Posted by Coot
I remember "We don't go to Ravenholm" back in the day. It was creepy especially the things that chase you.



You mean the headcrab zombies? biggrin


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#4458552 - 01/24/19 10:27 PM Re: New Half Life 2 Mod, 9 years in the making [Re: PanzerMeyer]  
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Originally Posted by PanzerMeyer
Originally Posted by Coot
I remember "We don't go to Ravenholm" back in the day. It was creepy especially the things that chase you.



You mean the headcrab zombies? biggrin


Yeah, I hate those headcrab things. Takes 4 or 5 bullets to friggin kill one.

#4458574 - 01/25/19 03:09 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Its been a long time but I'm remembering some sort of monkey zombies that climb up storm drains or something.


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#4458581 - 01/25/19 05:36 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Fast zombies. More like dogs as they leap to attack you and climb the storm drains. Didn't feel them terrifying when I started using the blades left around to kill them.

#4459058 - 01/28/19 09:09 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Well crap, I've played up until Highway 17, I am at the coast, about to start my trek across the bridge. I get a loading screen, screen goes black, and then I am kicked back about 5 mins previous in game. Bummer, I was enjoying this run through.

#4459070 - 01/28/19 10:31 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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WangoTango

That's where I and a few others have been stuck for a few days. There's a Discussions thread on Steam that deals (not effectively for me...) with this problem. There are a couple of solutions/suggestions that do not work for me.

Maybe you can make them work and then help me (and others).

https://steamcommunity.com/discussions/

check the second page, post from "meatball panini" https://steamcommunity.com/app/290930/discussions/2/1741103267305060122/

I can copy the suggested command to the 'console' but I cannot make it work.

I'm at a loss and apparently no further help can be counted on.

Good luck.

Dunolde

#4459097 - 01/29/19 01:22 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Thanks Dunolde. I will give it a go.

#4459254 - 01/30/19 01:58 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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OK, communicated with the developer and here's his response.

From the same site you downloaded 1.0? It's on ModDB page : https://www.moddb.com/mods/hl2-ep2-enhased-mod/downloads/half-life-2-mmod-version-12

PLEASE READ README FILES AFTER YOU DOWNLOAD IT, THANK YOU


MMod version 1.2

Haven't tried it yet.

Last edited by Dunolde; 01/30/19 02:04 AM. Reason: additional info
#4459268 - 01/30/19 03:09 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Yes, found that too. Don't feel like dancing through hoops to get it going. Not today anyway.

#4459304 - 01/30/19 02:09 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Ah, the wonderful pitfalls and dance you got to do with so many mods. smile


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#4459317 - 01/30/19 04:57 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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I though I would use the irons sight a lot, but some guns didn't have them anyway.
Sucks to get a few hours in, and hit a wall.
I just went back to vanilla HL2.

#4459348 - 01/30/19 09:45 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Well after jumping through all the required hoops and a couple of tries, I finally got the MMod 1.2 patch installed and working. Not anxious to start from the top again but much is still fresh in my mind so progress is a bit faster.

Most anxious to get to Highway 17 RR bridge again...Couple more days, I guess.

Stay tuned...

#4459357 - 01/30/19 10:49 PM Re: New Half Life 2 Mod, 9 years in the making [Re: Dunolde]  
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Let us know when you get there.

#4459387 - 01/31/19 02:47 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Does it feel and look significantly different? Awhile back I had started to replay HL2 again using the "Update" mod. I last left off just before going into Ravenholme so I wasn't to far in. Just wondering if its worth starting over with this mod.


John 10:1-30
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#4460666 - 02/10/19 01:17 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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OK. in case anyone is still with me, I've finally made it to Highway 17 and across the bridge and beyond...! Update 2 seems to be working well!

Dunolde

#4460679 - 02/10/19 03:29 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Good news. Let us know if you make it all the way.

#4460698 - 02/10/19 10:33 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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All this talk of the Mod, I reinstalled HL2 (the updated one) having a right old blast. Forgotten just how good this game is/was.

#4460761 - 02/10/19 05:33 PM Re: New Half Life 2 Mod, 9 years in the making [Re: archermav]  
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Originally Posted by archermav
All this talk of the Mod, I reinstalled HL2 (the updated one) having a right old blast. Forgotten just how good this game is/was.

Just finished a run through yesterday. It really is a great game. I've never played episodes 1 or 2, just might soon.

#4460786 - 02/10/19 08:19 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  

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Funny, i started playing HL2 just couple of days ago. I finished it once with the episodes years ago. I'am playing without any mods. It is still really good, it certainly passed the test of time.

#4460825 - 02/11/19 02:41 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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I haven't got the mod installed yet but I've got all the games and episodes installed. I played all of it back in the day and off and on subsequently over the years. I agree with your all's sentiments. Its an excellent game and it is so to this day. It will still look and play great twenty years from now in my opinion. They really did raise the bar with Havok physics and facial animation. Even though the mocap facial stuff from L.A. Noir and the even newer mocap tech of the latest games looks great I still think HL2's facial animations look great to this day. The only thing that would round if off nicely in my opinion and add more atmosphere in the process is if someone could make dynamic or animated sky boxes. Even just something like Dishonored's sky boxes that have static art depending on the environment and scene but it also has a dynamic, moving layer. That alongside the lighting in-game would blend in with what's already there beautifully. The Source engine really was and is an amazing thing that still holds its own.

One of my memories and appreciations for the game when I first got it on release was how well optimized it seemed to be. I think I was still using 1280x1024 or even lower resolution but on my almost 3 year old Geforce 4Ti4600 I was tickled that I could run it at pretty high settings with good frame rates.


Here's a neat tech demo from before the game came out. I seem to remember part of this video but I'm not sure where I would have seen it. I remember the part where you run into a room and block the door behind you with a table and junk and then hide behind a washing machine as you get shot at.


John 10:1-30
Romans 10:1-13

#4460826 - 02/11/19 02:51 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Speaking of HL 2, did the main story make much sense to any of you when you first played it? The first time around I was pretty lost.


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#4460838 - 02/11/19 04:57 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Its been a long time since I played it originally and even longer since I played the original Half Life but If memory serves Panzer, I was baffled right from the start. I'm not sure I understood why Gordon Freeman seemingly inexplicably "comes to" on a train in Eastern Europe as the image of the Gman fades and the game starts. I forget whether or not its even explained. I wish they'd get it finished but I enjoyed very much of what I played of Project Black Mesa.


John 10:1-30
Romans 10:1-13

#4460853 - 02/11/19 10:19 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Replaying it now in 'Update' mode...the only FPS I've ever really felt immersed in. Though I think I may develop PTSD after Ravenholme episode!
Have just had fun squishing Ant-lions with the buggy. Steeling myself to use the missile launcher against Combine assault. Only complaint so far is the terrible English accent of the geezer who gave it to me.



#4460896 - 02/11/19 04:51 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  

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I'am finishing HL2 and either i rusted in the past years or this game is really hard (playing on normal)... Or maybe newer games are much easier than those 10-15 years ago.

#4460898 - 02/11/19 05:32 PM Re: New Half Life 2 Mod, 9 years in the making [Re: ]  
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Originally Posted by USSCheyenne
I'am finishing HL2 and either i rusted in the past years or this game is really hard (playing on normal)... Or maybe newer games are much easier than those 10-15 years ago.



When I first played the game I really didn't have any difficulties until near the end of the game where you are fighting wave after wave of Combine soldiers. I died a few times but finally managed to win and move on.


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#4460909 - 02/11/19 07:40 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  

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Yes, i'am currently fighting these waves and striders and it's not going smooth.

#4460910 - 02/11/19 07:47 PM Re: New Half Life 2 Mod, 9 years in the making [Re: BD-123]  
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Originally Posted by BD-123
Replaying it now in 'Update' mode...the only FPS I've ever really felt immersed in. Though I think I may develop PTSD after Ravenholme episode!
Have just had fun squishing Ant-lions with the buggy. Steeling myself to use the missile launcher against Combine assault. Only complaint so far is the terrible English accent of the geezer who gave it to me.


You should try S.T.A.L.K.E.R. Call of Chernobyl if you want immersion. Fantastic game. Play it with the "Complete" mod though.

#4460911 - 02/11/19 07:55 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Stalker's a great game and a good recommendation. Personally I am no fan of the Complete mods.

I'd recommend Autumn Aurora 2 for a Shadow of Chernobyl mod.


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#4460912 - 02/11/19 08:00 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Not quite Stalker but I've been replaying the METRO games (the redux versions) and they are really oozing in atmosphere.

I'd pay good money for a new Stalker game with additional RPG elements and of course a DX 12 graphics engine.


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#4460916 - 02/11/19 09:03 PM Re: New Half Life 2 Mod, 9 years in the making [Re: DBond]  
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Originally Posted by DBond

I'd recommend Autumn Aurora 2 for a Shadow of Chernobyl mod.


Autumn Aurora 2 looks pretty neat. Does it change the core game in any way or does it play through the same as the original version?

#4460918 - 02/11/19 09:27 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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I didn't mean to dismiss your recommendation, and lots of folks like the Complete mods. For me, they take away some of what makes the games great, and particularly in SoC's case it makes the game far too easy. So much so that I could only play Complete for a couple for days before removing it. There are good things there, but it took Stalker further from what I want it to be.

As for AA2, it makes pretty sweeping changes, but so does Complete even though it seems to be 'marketed' as not doing so. Weapons, weather, graphics, HUD, artifacts and lots more are redone. Some will like it better, others won't. Personally, I found it excellent, the best version of SoC I have played. It in some ways makes it more like Misery, which I find to be the best version of Stalker going. AA2 is nowhere near as err, challenging, but it gives SoC some of that vibe while retaining it's accessibility.

There's no accounting for taste, so each player would need to try it and judge it on it's own merits. But I recommend it because I think it's the best SoC mod. It's the same story, same basic game, wrapped in new mechanics and visuals. If you have always liked SoC but wished it were more challenging and gritty, where everything seems more bleak and stark, then AA2 is worth a go. As always, I highly recommend playing Stalker on Master, all versions, since it makes every gun more accurate. NPCs too yes, but the fact that your own gun shoots where you're pointing it is well worth the trade off.

A couple of links and apologies for the derail

Video showing early gameplay so you can see the new graphics and UI

https://www.youtube.com/watch?v=CQgPggTIniA

PG Gamer piece about the mod

https://www.pcgamer.com/mod-of-the-week-autumn-aurora-2-for-stalker-shadow-of-chernobyl/

Last edited by DBond; 02/11/19 09:52 PM.

No, now go away or I shall taunt you a second time!
#4460934 - 02/11/19 11:59 PM Re: New Half Life 2 Mod, 9 years in the making [Re: ]  
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Originally Posted by USSCheyenne
Yes, i'am currently fighting these waves and striders and it's not going smooth.


Striders are a bugger, until you figure out where the ammo boxes are. ( biggrin I did cheat a few times...givecurrentammo)

The good news is, the 1.2 version of the mod is very straight forward to install. There are cinematic versions as well ? They require a bit of fiddling, I'm staying away from those.
I'm going to start Episode 1.

I didn't realize until I was almost done the core game, that Dr. Wallace Breen was Warren from Everybody Loves Raymond.

Last edited by WangoTango; 02/12/19 12:16 AM.
#4460975 - 02/12/19 07:27 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  

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Well, i'm passed the city fighting. It was tough, died many times. Now the Citadel which I have to say still looks really impressive.

Just finished it. The last chapter was a breeze comparing to the previous one. My favorite parts were the water canal and highway 17. Those levels gave me the impression of a bigger world out there. Raveholm still gives me the creeps, the story still is vague as hell and physics really fun to play with. Overall it is still very playable, even without any mods.

Last edited by USSCheyenne; 02/12/19 11:16 AM.
#4461000 - 02/12/19 11:41 AM Re: New Half Life 2 Mod, 9 years in the making [Re: ]  
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Originally Posted by USSCheyenne
the story still is vague as hell .


It's been a while since I've played HL 2 but this is what I remember about the story:


A totalitarian world government has taken control and has a sort of "Final Solution" in place to get rid of most of humanity by exposing them to headcrabs. Why? Who knows?


You have these aliens (vortegaunts) who are observing what is going on and appear to be on the side of the good guys. Why? Who knows?


Who is the G Man working for? What's his agenda? Who knows?


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#4461012 - 02/12/19 01:45 PM Re: New Half Life 2 Mod, 9 years in the making [Re: PanzerMeyer]  
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Originally Posted by PanzerMeyer
Originally Posted by USSCheyenne
the story still is vague as hell .


It's been a while since I've played HL 2 but this is what I remember about the story:


A totalitarian world government has taken control and has a sort of "Final Solution" in place to get rid of most of humanity by exposing them to headcrabs. Why? Who knows?


You have these aliens (vortegaunts) who are observing what is going on and appear to be on the side of the good guys. Why? Who knows?


Who is the G Man working for? What's his agenda? Who knows?



That description doesn't sound all that much different than the real Govt Panzer...



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#4461361 - 02/14/19 04:24 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Played EP.1 until Direct intervention level, now when trying to load I get an Engine Error, ED_Alloc no free edicts. banghead

#4461402 - 02/14/19 08:33 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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OK, some of you are apparently further along than I, so

I need some help... I am under attack by two helicopters, in some courtyard. Missiles are available but I cannot seem to make a hit to even bring one of them down

let alone two. Anyone have any suggestions? Playing on "normnal". Maybe I'll try to scale beck to "easy" for this area...

#4461405 - 02/14/19 08:48 PM Re: New Half Life 2 Mod, 9 years in the making [Re: Dunolde]  

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Originally Posted by Dunolde
OK, some of you are apparently further along than I, so

I need some help... I am under attack by two helicopters, in some courtyard. Missiles are available but I cannot seem to make a hit to even bring one of them down

let alone two. Anyone have any suggestions? Playing on "normnal". Maybe I'll try to scale beck to "easy" for this area...


I believe it's the Nova Prospect courtyard? Well, i also had some issues since you need to hit the helo 5 times. Try focusing on one. If you shot down one, then it should be much easier to get the other one. Use ants to kill soldiers. Use as much cover as you can. There as a container right beside a box with missiles. I just ran around it, shoot and rearmed. Rince and repeat:)

Last edited by USSCheyenne; 02/14/19 08:48 PM.
#4461407 - 02/14/19 08:51 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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It's been a long time since I played HL, but you should just need to keep the launcher pointed at the target until impact. You need to guide it. Isn't that right?

Edit, surely it's not this and you know how to use the weapon.

Last edited by DBond; 02/14/19 09:05 PM.

No, now go away or I shall taunt you a second time!
#4461628 - 02/16/19 02:00 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Well, guys, I've tried and tried and tried and tried.............frankly lost count. I just cannot score a hit. Guess I'll have to take some time away...

#4461629 - 02/16/19 02:06 AM Re: New Half Life 2 Mod, 9 years in the making [Re: Dunolde]  
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DBond is right, you have to guide the missile, keep the laser on the target until impact.

#4462063 - 02/19/19 10:07 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Yes, yes I know about guiding the missile. It's just impossible to guide it while the gunships, which never miss, are shooting the hell out of you while you're trying to aim!

#4462104 - 02/20/19 09:44 AM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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Perhaps you are being shot at without noticing during the chaos with your attention fixed on the chopper by the Combine's fixed weapons.
Three hits on the chopper is sufficient.
The first one isn't so aggressive. Deal with that and then sprint up the stairs and hide from the second one in the container. Throw bugbait onto the balcony of the illuminated control room to deal with the fixed weapons or use crossbow. Then sprint to the rocket ammo box collecting to health packs on the way, crouch behind this box and deal with second chopper is how I did it.......
Mind you, did take about 6-7 attempts!



#4462129 - 02/20/19 01:48 PM Re: New Half Life 2 Mod, 9 years in the making [Re: WangoTango]  
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On the storyline, I guess I'm the odd man out, as I immediately grasped it.

At the end of Half Life, the smoking man puts Dr. Freeman into some sort of limbo, stuck between worlds.

What we miss (and only learn in HL2), is while we're bashing our way through Black Mesa and ultimately Xen with our crowbar, a larger invasion of Earth has happened. Indeed, by the time we're jumping floating platforms in space the Seven Hour War is already over - we just don't know it. Everything Gordon did in Half Life was for naught!

Twenty years later and the aliens, the real aliens behind the invasion, have moved from conquering Earth to administering it, and based on the level of care they've put into it don't think much of their newest prize. They don't even give a darned that the race they selected to do the fighting for them, the Vortegants, have switched sides (or at least deserted).

The Combine isn't even looking to assimilate and use humans for foot soldiers in their next conquest as they've done on other worlds; indeed, they put out a "suppression field" that prohibits procreation. If the Combine can hold the Earth for another 50 years that's it for the human race.

Somewhere in the Combine legislature there's a group of sentient grubs that are questioning the decision to take over a planet with no real needed resources simply because a portal was opened that allowed it. Cue the Aperture Science line "We do what we must because we can."

Most of the invasion forces are gone, and the planet is controlled by just one link to the Combine forces. Just one. Rather insulting, when one thinks about it.

The controllers of the planet are sh*t by any standard, owing to our backwater useless nature, relying on syncopate human "administrators" and no doubt constantly complaining about their career ending assignment to Earth. One gets the impression that the Combine did not send their best and brightest.

Against this backdrop, the smoking man sees the opportunity to cut off the Combine from Earth, and throws his wild card into the mix. "The wrong man at the right time can make all of the difference" he says, but it's Dr. Kleiner's breakthrough in portal technology that's the real key to the decision - and the only man Kleiner and the remaining core of Black Mesa scientists truly trust is Our Man Gordon.

It doesn't hurt that Gordon Freeman is a sociopath who took to violence with breathtaking glee. There are only two things that can save one's life when an armed Dr. Freeman is around: first, he has to know your name.* Second, if one isn't known to him, one must be doing something of immediate usefulness. On the latter, sparing their lives from immediate death is as good as it gets. "Here's an air boat. No, no, that's okay, it's the only one and there are shells falling full of head crabs all around, you go ahead and leave me here. I'm sure I'll be okay now that you've emptied every ammunition container here at the dock."

* This is why Barney, Mossman and Alyx make sure they introduce themselves by name and give context to who they are in a most immediate fashion. Even back in his pre-invasion days Dr. Freeman was pretty unstable. He had a baby picture and a bowling trophy along with drugs in his locker at Black Mesa, yet one gathers he's single. He's a highly vaunted scientist with a bunch of qualifications, yet they have him pushing a lump of stuff into an accelerator; odds are they were hoping that if anything bad was to happen it would be to him. Hell, he's late for that and holds up the whole experiment but they're very careful not to say anything harsh about it.


The opinions of this poster are largely based on facts and portray a possible version of the actual events.

More dumb stuff at http://www.darts-page.com

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#4462131 - 02/20/19 02:10 PM Re: New Half Life 2 Mod, 9 years in the making [Re: Dunolde]  
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Originally Posted by Dunolde

Yes, yes I know about guiding the missile. It's just impossible to guide it while the gunships, which never miss, are shooting the hell out of you while you're trying to aim!


Now I may be showing how long it's been, but I recall having difficulties with the helos too. Not sure if it's the same spot you're in. Anyway, I seem to recall firing the missiles slightly off-target from cover, then stepping out to illuminate the helo in the last part of the missile's flight causing it to turn toward the target and hit.

In other words fire with the helo just out of frame, obscured by the cover you are behind, but only just. Then step out to bend it back on target before the helo can kill you.


No, now go away or I shall taunt you a second time!
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