Half-Payne Definitive Update has been released! Play the mod the way it was meant to be from the beginning.

Posted by suXin on May 6th, 2017

HALF-PAYNE - DEFINITIVE UPDATE



Finally, after 5 month hiatus, 3 months of work and 131 commits, Half-Payne now resembles something I wanted it to be from the beginning.





CHANGELOG

Replaced Gordon Freeman's playermodel with Max Payne.

All viewmodels have been changed to have bare hands that resemble Max's (thanks Rara).

Added optional Max's commentary on story events and gameplay situtations.

Replaced original Medical Stations with animated Med Cabinet model that was ripped from original Max Payne game (thanks Xinus22).

Replaced original HEV suit model with Max Payne's coat, and also put it into Payne's closet in c1a0d.

Replaced original Med Pack model with Painkiller model ripped from original Max Payne game.

Replaced Glock model with Beretta from Half-Life HD model pack.

Replaced Python revolver with Desert Eagle from Opposing Force.

New weapon: twin pistols. Just pick up another pistol while you already have one.

New main menu background (thanks Ninja_Nub[NOR]).

New ending, exclusive to this mod (modified c5a1 map).

Game now starts in the tram like in original. Tram ride got Max Payne soundtrack, some credits and hints at mod's features.

Added Custom Game Modes (cgm).

Added Score Attack Game Mode (sagm).

Bullet physics, which by default is present only for enemies when slowmotion is active. Physical bullets emit trail effect when shot in slowmotion. Check out custom game modes if you're interested in playing with constant bullet physics.

Added classic viewmodel bobbing (cl_bobclassic console variable).

Added classic view roll (cl_rollenabled console variable).

Added tracer effects to pistols and shotgun, both when shot by player or HGrunts and bullet physics is not present. HGrunts' MP5s and also sentry turrets now constantly produce tracer effects.

Most weapons now reload faster when in slowmotion, but turning the slowmotion off while reloading doesn't make the reload finish as fast as it had to.

Increased shotgun reloading time alittle.

Barnacles are now gibbable.

HGrunts now turn around faster when playing on Medium or Hard difficulty.

Crossbow bolts' shooting angle got little offset to the right.

Crossbow bolts emit trail effect when shot in slowmotion.

Sentry turrets now emit sparks when you hit them.

Barney's helmet now absorbs up to 10 damage before it will stop reflecting projectiles.

Disabled HEV sounds (Max Payne doesn't wear HEV).

Replaced suit (former HEV) pickup sound.

Now you cannot pickup painkillers if you don't have suit.

Added bmm_list, sagm_list and cgm_list console commands that print available config files for play.

Added several settings in Advanced tab that is available in options menu.

Added Map configuration files, which are mostly used for Max's commentary on story events.

Added [sound] config file section exclusively for Map configs, which allows to play whatever sound when hooking certain model index or target name.

Added [max_commentary] config file section exclusively for Map configs, which does the same thing, but only when 'max_commentary' console variable is active.

Added [sound_prevent] config file section exclusively for Map configs, which prevents triggering of ambient_generic.

Added [entity_use] config file section exclusively for Map configs, which 'uses' specified entities (by model index or target name) when map is loaded.

Updated most of the keywords for custom game mode config files for readability.

Hook abstract -1 model index after launching a map or changing level.

Hook target_names along with model indexes. When 'print_model_indexes' console variable is active, target names will also be printed. You can specify either model index or target name when making config files.

Hook ambient_generic target names.

Hook NPC (very unreliable) and func_breakable's deaths.

Hook weapon and item pickups, their class names acting as target names.

Hook locked/unlocked events on doors.

Added custom mod: bleeding

Added custom mod: diving_only

Added custom mod: drunk

Added custom mod: edible_gibs

Added custom mod: garbage_gibs

Added custom mod: fading_out

Added custom mod: no_pills

Added custom mod: one_hit_ko

Added custom mod: one_hit_ko_from_player

Added custom mod: prevent_monster_spawn

Added custom mod: slowmotion_on_damage

Added custom mod: snark_from_explosion

Added custom mod: snark_inception

Added custom mod: snark_infestation

Added custom mod: snark_nuclear

Added custom mod: snark_paranoia

Added custom mod: snark_stay_alive

Added custom mod: superhot

Added custom mod: swear_on_kill

Added custom mod: totally_spies

Added custom mod: upside_down

Added custom mod: vvvvvv

Removed 'hold_timer' custom mod for Black Mesa Minute, use [timer_pause] with -1 model index instead.

instagib custom mod now doesn't force you to use it, but only makes the original gauss gun instagib.

Fixed not being able to turn slowmotion on, when you're laying on the ground after diving.

Fixed diving forever when landing on a slidey surface.

Fixed getting submerged underground when killed while diving.

Fixed getting double shellcases when firing MP5 and having client_prediction active.

Fixed not restarting the Black Mesa Minute gamemode (and others) properly when falling down in Xen abyss and etc.

Fixed not being able to use certain cheats (like impulse 101) after loading save files.

Fixed potential crash when killing enemy after dying.

IN CONCLUSION

This is not over yet. There's still plenty of ideas I'd like to work on:

Max's Commentary improvements.

Dual Ingram-like weapon.

Additional melee weapon that should be easter egg (something I'd like to do for Half-Life in general).

More custom game modes: gungame, ricochets, moving_with_guns, german_edition, bouncing_grenades and more. Feel free to suggest your ideas!

Allow to specify additional parameters to existing custom mods.

Make a desktop app that will assist in creation of game mode configuration files.

Move some of the Half-Payne features and fixes into separate mod for vanilla Half-Life.

Please let me know about your impressions after you play the mod and try it's additional game modes, you can also review the mod here on the sidebar to the right.



Unfortunately, I didn't test as much as I'd like to, otherwise I wouldn't release before the deadline. I expect you and myself to find whatever minor and balance issues left, which will be fixed in the next update.



I'm very proud of work done on the mod so far and that everything goes pretty much according to my plan.

I've already put people that helped me in the credits or changelog, but for the sake of it I'll just mention the names here. Thanks to Rara, Ninja_Nub[NOR], Xinus22, YaLTeR and Facepunch pals.