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Releases: VJ-HLR-Developers/Half-Life-Resurgence

1.3.2

15 May 18:53

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  • Applied optimizations to Combine eye glow effects
  • Updated base check
  • Increased Gonarch's step height, allowing it to step over larger objects
  • Combine Sniper view model laser now hides when zoomed in all the way
  • Updated rebel/citizen call outs for tanks and aircrafts
  • Disabled Dreamcast Alien Slave's eye glow
  • Fixed Gonarch and Dreamcast Headcrabs colliding
  • Fixed M1A1 Abrams and M2A3 Bradley driving sounds stopping after couple seconds
  • Fixed Zombie Security Guard's spawn icon, it's now properly square sized

1.3.1 - Dreamcast Update Hotfix

25 Dec 03:22

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This is a quick hotfix, check this changelog for the main release: https://github.com/VJ-HLR-Developers/Half-Life-Resurgence/releases/tag/v1.3.0

  • Dreamcast Alien Slave's eyes now glow
  • Fixed Dreamcast Alien Slave crashing the game

1.3.0 - Dreamcast Update

24 Dec 22:44

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SHOWCASE VIDEO: https://www.youtube.com/watch?v=zJkJ8XMmUfc


  • Added 9 new NPCs:
    • Dreamcast Alien Grunt
    • Dreamcast Alien Slave
    • Dreamcast Barnacle
    • Dreamcast Cockroach
    • Dreamcast Gargantua
    • Dreamcast Headcrab
    • Dreamcast Houndeye
    • Dreamcast Xen Tree
    • Dreamcast Zombie
  • Added new icons for most Source NPCs
  • Added Metrocop post-death radio sounds
  • Barnacle's tongue can now extend 200 units lower than before
  • Barnacles can now grab NextBots
  • Improved rocket tracking for Resistance RPGs
  • Alyx and Combine Sentries now use the default models included in Garry's Mod
  • Zombie and Baby Gargantua now use the original mono audio files for their sounds
  • Reduced file size by about 50 MBs
  • Applied VJ_ID_Undead tag to all zombies
  • Applied small performance optimizations
  • Fixed NPCs aiming above Baby Voltigore
  • Fixed Barnacle's tongue appearing too close to the ground
  • Fixed teleporting orb throwing errors if Nihilanth is removed
  • Fixed copied Ospreys creating double gunners (saves & duplicator)
  • Fixed copied human grunts and Ivan Space Biker weapons breaking when copied (saves & duplicator)

1.2.0

19 Apr 04:27

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SHOWCASE VIDEO: https://www.youtube.com/watch?v=c9NjyG8jlzo

Half-Life 2 Beta Combine Sniper Elite: https://www.youtube.com/watch?v=uhVWlebwVlE


  • Added new Source NPC: Overwatch Sniper Elite (Beta)
  • Added new NPC weapons: Sniper Rifle (HL2 Beta), Metal Pipe
  • Added new portal teleportation and spawn effect, replicating the original HL1 effect! (Sprites, beams, sounds, etc.)
  • Added new firing sounds for OICW from HL2 Beta
  • Added proper portal spawn for Nihilanth and Tor
  • Added HL1 impact decals to all GoldSrc weapons!
  • Added new gib effects for all GoldSrc NPCs, with unique effect sizes for each NPC!
  • Added preparation sound, reloading sound, and reloading animation to Probe Droid's medic behavior
  • Added new jumping AI for Black Ops Assassin: Improved weapon firing, consistent landing animations, realistic velocity, and optimizations!
  • Added cloak start sound effect for the Black Ops Assassin to match the original HL1 assassin!
  • Added barnacle pulling animations to Security Guard and Otis
  • Added new VFX for Kingpin's psionic attack
  • Added death and flinch animations to Rat
  • Added glowing textures for: Gargantua, Baby Gargantua, Tor, Gonome, Control Sphere, Alien Grunt, and Alien Controller
  • Added support for Darken's emissive module to most of the glowing textures!
  • Added six directional flying animations to Alien Controller
  • Added better damage box to Tentacle
  • Added the original textures to Gene Worm's portal
  • Added flinch animation to all headcrab types and shock roach
  • Added unique leap attack sound for Alpha Headcrab
  • Added a new melee attack animation for Father Grigori
  • Added headshot hitbox for Mr. Friendly
  • Added one new strider alert sound to male Rebels and Citizens
  • Added new armor impact effects to Combine soldiers
  • Some NPC weapons now give players a usable weapon if certain mods or games are installed (Ex: HL:S, Half-Life SWEPs, RTB:R Weapons Pack)
  • Most ranged NPCs and projectile-based NPC weapons now use prediction!
  • Hornets, Shock Roach Plasma, and Charged Bow Bolts now have bullet-like collisions
  • Auto Replace changes:
    • Metrocop will now spawn with a manhack ONLY if the replaced Metrocop had one!
    • Citizens can now have a weapon if the replaced citizen also had one
    • If the replaced NPC has a VJ weapon, it will now be inherited by the replacing VJ NPC
    • Fixed errors when spawning an HL2 human with a non-default HL2 weapon
    • Fixed errors on map load in multiplayer
  • Revamped Gargantua's flame attack:
    • Added startup animation
    • Added proper startup and flame ending sounds
    • Now properly faces the enemy while firing flames
    • Significantly optimized
    • Fixed an issue where it would sometimes break permanently!
  • Revamped Nihilanth:
    • Now has a chance to say "Comes another" instead of "Freeman" when addressing players
    • Death beams now deal heavy damage, potentially destroying all living things around the Nihilanth!
    • Teleport orb now creates entry and exit portal effects, including player screen effects!
    • Decreased the chance of firing a teleport orb
    • Massive code optimizations and minor bug fixes
    • Fixed idle animations not always working correctly
    • Fixed teleport orbs teleporting Xen Crystals (oops!)
    • Fixed electric beams not applying decals correctly on displacements during the death scene
  • Revamped Combine Sentry Gun:
    • Added retraction animation
    • Added much better explosion effects
    • Added blast damage when it explodes into pieces
    • Can now call for help in combat, request backup on damage, and alert allies upon death
    • Decreased field of view to match the original game
    • Now plays the active gun sound when transitioning from any status to targeting
    • Updated the bullet spread, damage, and direction to match the original game
    • Green light now works properly
    • Light sprites now use the same texture, colors, and render settings as the original game
    • Now uses the same turning speed as the original game when seeking a target
    • Fixed instantly turning on alert; now waits for the activation animation to finish
    • Fixed getting stuck on alert after being player-controlled
  • Human grunts now use model events to throw grenades instead of timers
  • Applied unique FOV for half of the NPCs
  • Rebels now have the HL2 Beta sniper rifle as default instead of the SSG 08
  • Rebels now spawn as female 1 in 3 times rather than half
  • Grenades thrown by Combine soldiers now use the same glow and trail effects as HL2!
  • Alien Slave and Control Sphere now adjust the electric beam’s trajectory based on visible parts of the enemy (EX: Enemy is behind cover with head peeking then it will target the head)
  • Updated Black Ops Assassin's running and jumping behavior to be less predictable, making it a more challenging enemy!
  • Snark Nest now damages enemies around it when it explodes
  • Kingpin can now take physics damage when not performing a psionic attack
  • Xen Sentry Cannon can now take physics damage (requires significant amount of force)
  • Citizens no longer drop loot (grenades and health kits)
  • Increased M249 SAW's damage
  • Human Grunt Engineer now attempts to place a turret again much sooner (5–10 seconds) if the initial attempt fails
  • Chumtoads will no longer play a death animation while swimming
  • Refugees now have a chance to spawn with the new pipe melee weapon
  • Cockroach is now on par with original game:
    • 1 in 5 chance to make a death squeak sound
    • Same volume and pitch randomness for the smash sounds
    • No damage impact sounds
    • Same turning speed (120)
    • Same health (1)
  • Baby Gargantua's footsteps now cause much less shaking
  • Adjusted Richard Keller's LOD mesh settings
  • Metrocop's stunstick activation now uses model events and the same spark effect as the original game
  • Metrocop's manhack deployment is now based on animation events and will be deleted if the Metrocop is forcibly removed
  • Updated barnacle's pulling system to be slower, less shaky, and more optimized
  • Revamped Shock Trooper's grenade attack
  • Race X spawn portal is now purple instead of green
  • HL1 Scientists are now identified as civilians by Combine
  • Decreased Combine Sniper's damage force
  • Adjusted HECU's and Beta Overwatch Soldier's secondary attack timings to better match their animations
  • Removed numerous file checks to speed up loading
  • Fixed Rebels/Citizens not playing Combine and Zombie specific alert sounds!
  • Fixed male Rebels/Citizens sometimes playing turret alert sounds for striders
  • Fixed Apache's rotors rotating slowly in certain cases (idle, hovering, etc)
  • Fixed Shock Roach not always playing its alert animation
  • Fixed female Rebels/Citizens attempting to play cheering animation (Only exists for male models!)
  • Fixed Barney trying to play cheering animation
  • Fixed Dr. Rosenberg playing regular scientist sounds in certain situations
  • Fixed Ivan the Space Biker facing enemies instead of its movement direction
  • Fixed barnacle's melee attack having excessive reach and increased its damage
  • Fixed Leech's idle, death, slow swimming, and fast swimming animations
  • Fixed Alien Controller's range attack sounds playing multiple times
  • Fixed Combine Reager being able to snipe across the map when controlled by a player
  • Fixed Xen Tree not performing an actual melee attack when damaged; Now deals damage, plays sounds, etc.
  • Fixed Alien Slave's electric charge beams attaching only to the right arm, it's now divided equally between both arms like the original game
  • Fixed regular Zombies sometimes spawning as ERROR
  • Fixed Combine Reager's firing sound not stopping when its owner is killed
  • Fixed Snarks and Penguins not correctly setting their chase jumping velocity and failing to face the enemy
  • Fixed Snark Nest not creating blood effects on death
  • Fixed Robo-Grunts not playing repealing death animations
  • Fixed in certain cases osprey rope causing errors
  • Fixed Alyx t-posing when playing alerted idle with a melee weapon in certain situations
  • Fixed glowing textures not working correctly for Robo-Grunt, Robo-Assassin, Houndeye, Alien Slave, Snark, Voltigore

1.1.0

28 Jan 21:29

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SHOWCASE VIDEO: https://www.youtube.com/watch?v=IcPSfD6RxRs
Alpha Bullsquid & Houndeye: https://www.youtube.com/watch?v=XgtrVgdMFxE
Alien Grunts: https://www.youtube.com/watch?v=1KhB3oeJo0k
Human Sergeants: https://www.youtube.com/watch?v=UsFMmGTkJXE
New Decay Sentry Death Behavior: https://www.youtube.com/watch?v=yeBRbwKEI3A
New Distant Battle Sounds: https://www.youtube.com/watch?v=vfnhFrZkJf8

VERSION: 1.1.0

  • Added new NPCs: Alpha Alien Grunt, Alpha Houndeye, Alpha Human Sergeant, Alpha Human Sergeant (Melee)
  • Added HD system for future HD extension pack!
  • Added 2 new faces for Opposing Force Human Grunts
  • Added a unique alpha spit model for Alpha Bullsquid's spit
  • Added HL1-style impact effects to the GMan when something hits it
  • Added a red laser effect to the Resistance Sentry Gun
  • Added green screen flash effect when Nihilanth disappears after death
  • Added purple screen flash effect when Gene Worm disappears after leaving through the portal
  • Added new Alpha Human Grunt sounds: Call for assistance and when it fires a grenade launcher
  • Added danger sight sounds for all humanoid NPCs
  • Added some new sounds to Rebels, Barney, and Alyx
  • Added more gibs to Alien Grunt
  • Added a muzzle flash when Alien Grunt fires
  • Added new spawn icons at least half the NPCs!
  • Added a new heavy damage flinch animation to all zombies
  • Added melee attacks, grenade attack, and call for help on damage animation to Human Sergeant
  • Added body drop sound for Tor when it's playing its death animation
  • Added 3 types of hornets each with their own properties: Red, Orange, and Alpha
  • Added HL1-styled distant explosion sounds for GoldSrc explosions!
  • Added new client option to make Combine eyes glow
  • Added 20 more metal gibs to the Apache's death
  • Added a reload sound for Probe Droid
  • Added unique system for Decay Sentry Gun: Upon death it will fall to ground, set off sparks for 5 seconds causing humanoids to run away, and finally it explodes causing damage to all surrounding entities
  • Added new particles & decals to Archer's and Gonarch's range attacks
  • Added new sounds for Control Sphere
  • Added code that ensures Combine turrets always get knocked down when dead (Rare cases still exist where it doesn't!)
  • Added completely new model for Mr. Friendly!
  • Revamped Gargantua's Flame particles
  • Combine turret firing sounds are now properly directional
  • Combine Beta soldiers now use Metrocop footstep sounds
  • Revamped Voltigores completely to be more on par with the original game
  • Alien Grunt's Hornet now spawn exactly at the hornet gun's muzzle
  • Osprey now has 5% chance of spawning Robo variant of the grunts and assassins
  • Snarks now always play a squeak noise when they jump
  • Spore grenades are now considered as grenades by human NPCs
  • Improved human sergeant's firing AI and death animations
  • Completely revamped distant gunshots of all GoldSrc weapons
  • Ivan the Space Biker's health now naturally regenerates like the other important characters
  • Shock Trooper now drops its Shock Roach during the death animation
  • Revamped Houndeye's barking system
  • Security Guard no longer creates blood effects when hit on the helmet, this includes texture decal
  • All GoldSrc NPC weapons now give the correct ammo type when picked up by players
  • Gonome Gut now uses the correct impact sounds
  • The following are now considered dangerous by humans: Gargantua's stomp & flame, hornets, Kingpin's purple orb, Nihilanth's teleport orb, tank shells, rockets, Pitworm's laser hit position
  • Auto Replace Changes:
    • Added new fun option that allows you to mix GoldSrc and Source NPCs in the Random Replacement option
    • Added new fun option that allows you to make all the NPCs allied together against players
    • Reorganized the menu
    • Fixed Auto Replace creating an error for certain NPCs (Such as Combine APC)
  • NPCs will no longer target Black Mesa ceiling/ground turrets when they retracted
  • Xen Portal now spawns more types of enemies
  • Increased Houndeye's ragdoll weight
  • Xen Light's behavior is now more on par with HL1
  • Improved ragdoll physics for: Dr. Keller, Tor, Shock Trooper and Pit Drone
  • Updated the health of some of the NPCs to better match the original games
  • Renamed and cleaned up all the particles
  • Fixed GoldSrc decals flickering on most models (Partial fix, some models still cause flickering!)
  • Fixed Alpha Bullsquid's eye texture
  • Fixed Robo Grunt's eye color effect when speaking
  • Fixed Alien Grunt's firing sound not playing every time
  • Fixed Robo Grunts firing only one shot with a shotgun while crouching
  • Fixed Baby Gargantua using the wrong flame distance values
  • Fixed GMan's model lighting issue
  • Fixed GMan not talking to the player when other NPCs are around
  • Fixed Probe Droid playing Mr. Friendly melee attack sound
  • Fixed Security Guard playing its holstering animation on spawn
  • Fixed certain sub NPCs not following their parent's custom relations classes, including: Gene Worm's bullseyes, Merkava's rebel gunner, and Osprey's gunners
  • Fixed some NPCs created by another NPC not applying custom relation classes, including: Tor's alien grunts, Gene Worm's shock troopers, Snark/Penguin nests, Bradley's human grunts, Gonarch's baby headcrabs, and Osprey's deployed soldiers
  • Added new custom sounds from MMod to the Combine Soldier:
    • NEW EVENT: Added investigation sounds (when an enemy makes a noise)
    • NEW EVENT: Added a chance (1 in 2) of playing specific sounds when it kills the player
    • NEW EVENT: Added specific alert sounds when a citizen/rebel is detected
    • 2 new radio on sounds
    • 3 new radio off sounds
    • 9 new idle sounds
    • 7 new combat idle sounds
    • 5 new sounds when suppressing an enemy with a gun
    • 2 new reload sounds
    • 3 new sounds when it receives an order from a friendly
    • 4 new sounds when it requests for help to friends around it
    • 6 new alert sounds (none specific)
    • 4 new sounds when alerted by a creature NPC (specific alert)
    • 3 new sounds when the player is set as an enemy and is detected (specific alert)
    • 1 new sound when the player is set as a friend and is detected
    • 2 new sounds when it throws a grenade
    • 3 new sounds when a grenade is detected
    • 2 new sounds when enemy is lost (NOT killed!)
    • 2 new sounds when a medic soldier heals a friendly
    • 6 new sounds when it kills an enemy
    • 7 new sounds when a friendly dies
    • 5 new pain sounds
    • 1 new death sound
  • Added new custom sounds from MMod to the Metrocops:
    • NEW EVENT: Added sounds when another officer is killed
    • NEW EVENT: Added specific alert sounds when a citizen/rebel is detected
    • NEW EVENT: Added specific alert sounds when a zombie is detected
    • NEW EVENT: Added specific alert sounds when a creature NPC is detected
    • NEW EVENT: Added specific alert sounds when an enemy player is detected
    • NEW EVENT: Added specific alert sounds when an enemy player is detected while in a vehicle
    • NEW EVENT: Added sounds when the enemy is lost (Not killed!)
    • NEW EVENT: Added sounds when a friendly player orders them to follow/unfollow them
    • NEW EVENT: Added sounds when it throws a grenade (ability disabled by default!)
    • 9 new idle sounds
    • 6 new combat idle sounds
    • 5 new suppressing sounds
    • 3 new alert sounds
    • 3 new sounds when a friendly dies
    • 3 new on killed enemy sounds
    • 4 new sounds when it receives an order
    • 2 new sounds when deploying manhacks
    • 5 new reload sounds
    • 3 new sounds when a grenade is detected
    • 1 new sound when requesting help from friendlies
    • 2 new sounds when investigating a movement or sound
    • 4 new pain sounds

v1.0.3

14 Jan 06:21

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  • Added new spawn icons for many of the NPCs in the Source category
  • Added 2 new alert sounds when Combine soldiers see a Zombie
  • Added a new death animation for the Bullsquid when it is killed by a heavy weapon (Crossbow, double shotgun, etc.)
  • Added Barnacle pulling animations to scientists
  • Added new idle animations for Alyx when she is using pistols
  • Added mouth movement for Dr Keller and Opposing Force Human Grunts when speaking!
  • Rebels no longer interrupt important tasks to play a cheer animation after killing an enemy (EX: Jumping, finishing a melee attack, actively following the player, etc.) and the chance of playing one is now 1 in 3
  • Made AR2 more rare by default for the Regular Overwatch Soldier
  • Barnacles will now always kill human NPCs when it bites
  • Rats can now be gibbed (including their corpses)
  • Alien Slave will now increase the pitch of its range attack electric charge sound as it charges up
  • Implemented a small fail-safe code for the Combine sniper weapon (mostly for dedicated servers)
  • Revamped the alert menu that pops up when VJ Base is missing
  • Minor optimization for the HECU sentry gun and Combine sniper weapon
  • Fixed Auto Replace Randomizer spawning HL1 NPCs for HL2

v1.0.2-cl

23 Dec 00:25

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  • Added support for upcoming mod, Crack Life Resurgence.

v1.0.2

26 Jul 22:22

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  • Added 2 new sounds to the Robot Grunts & Assassins
  • Added new option: "Allow Custom NPC Skins", when disabled, custom skins will not be used (Ex: Rebels & Refugees custom skins)
  • Added the ability to toggle tracking for the currently active rocket fired by the Resistance RPG!
  • Added mouth movement to Otis (When speaking)
  • Rockets fired by the Resistance RPG will now track with a delay that's on par with the default Half-Life 2 rocket!
  • Increased Xen Cannon damage to 40
  • Reduced Xen Cannon's turning speed to 5
  • Decreased Xen Cannon's firing spread
  • Xen Cannon now has a 0.3 second delay when spawned before it can shoot
  • Small optimizations were applied to some of the NPCs
  • Fixed rockets fired by Resistance RPG not facing the direction of its current velocity
  • Fixed Xen Cannon in certain cases firing at enemies that it didn't have its sight on
  • Fixed an error with the Resistance RPG
  • Fixed an animation looping issue with Alpha Grunts
  • Fixed GoldSrc corpses gibbing after it fades away if Fade Corpses is enabled in VJ Base

v1.0.1

18 Jul 01:05

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  • Added a global variable VJBASE_HLR_VERSION
  • Decreased Xen Sentry Cannon's damage from 50 to 25
  • Xen Sentry Cannon Is now about x2.5 more inaccurate then before
  • Renamed the decay HECU turret to HECU Sentry Gun (Decay)
  • Fixed Xen Sentry Cannon creating a rico effect in the center of the map from certain damage types
  • Fixed an extremely rare crash with Xen Sentry Cannon

v1.0.0

17 Jul 02:55

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Initial Release