Releases: VJ-HLR-Developers/Half-Life-Resurgence
1.3.2
- 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
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
SHOWCASE VIDEO: https://www.youtube.com/watch?v=zJkJ8XMmUfc
- Added 9 new NPCs:
Dreamcast Alien GruntDreamcast Alien SlaveDreamcast BarnacleDreamcast CockroachDreamcast GargantuaDreamcast HeadcrabDreamcast HoundeyeDreamcast Xen TreeDreamcast 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_Undeadtag 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
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
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
- 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
v1.0.2
- 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
- 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