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Half-Life Featureful SDK 2024-09-12

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@FreeSlave FreeSlave released this 12 Sep 11:08
· 250 commits to featureful since this release

The mod sample is included in the archive, with the test map and assets

The provided FGD has an extended format used by J.A.C.K. and won't work with Valve Hammer Editor!

This release also includes the custom FGD provided by the community with assets like entity-specific icons and models that might help the level designer.

Note: zhlt entities are not included in the FGD. You must add zhlt.fgd to your game profile configuration in the map editor.

If you already have a mod in development based on Half-Life Featureful read this article to get the idea how to apply the new SDK version for your project.

Changelog

New monsters added

monster_floater

An alien creature cut from Half-Life with no clearly defined canonical behavior. The current implementation is taken from Field Intensity - floaters are suicidal flyers who come to enemies and explode. Take the model from Field Intensity to enable glowing sprites attached to the floater (with the standard model from Half-Life the glowing sprites won't spawn).

The sounds used by floaters can be configured via soundscripts.

It also requires some skill variables to be defined in skill.cfg.

The monster is not enabled by default and must be enabled in features/featureful_monsters.cfg.

monster_flybee

The fast moving flying creature with range attacks. Ported from Half-Life Invasion.

By default it uses ichthyosaur sounds. The sounds can be configured via soundscripts.

The monster is not enabled by default and must be enabled in features/featureful_monsters.cfg.

monster_panthereye

An alien creature cut from Half-Life. The current implementation is quite simple - just running and doing claw attacks. The model is included in the sample mod, with ACTs set correctly on sequences and added events for the melee attack.

The sounds used by panthereyes can be configured via soundscripts.

The monster is not enabled by default and must be enabled in features/featureful_monsters.cfg.

monster_robocop

A boss robot ported from Poke646. Note: the resources (the model and sounds) for this NPC are not included in the sample mod. You can take them from Poke646.

Requires some skill variables to be defined in skill.cfg.

The monster is not enabled by default and must be enabled in features/featureful_monsters.cfg.

Thanks to @malortie and @nekonomicon for reverse-engineering Poke646.

Bugfixes

  • Fixed robogrunts damage reduction not being applied against some attacks.