twhl-community / halflife-unified-sdk

Half-Life Updated SDK with Opposing Force and Blue Shift merged in, along with other improvements. Check README.md for more information.
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Hud Scaling Support? #236

Closed OpenRift412 closed 1 year ago

OpenRift412 commented 3 years ago

This would probably be more of a long-term thing, but it would be cool to see perhaps the ability to scale HUD icons as well. The main reason I bring this up is because the best current method to do this has some notable caveats, such as certain HUD elements being cut off on the edge of the screen regardless of how they're realigned in the HUD configuration files and some icons not even showing up at all in Blue Shift.

So that being said, would adding compatibility or implementing your own scaling method be doable?

Ronin4862 commented 2 years ago

Sparks still present in map c2a5c.

https://we.tl/t-yu7486ouGC

Ronin4862 commented 2 years ago

Texture glitch in map c2a4e.

https://we.tl/t-jF2S5Y0nLY

Ronin4862 commented 2 years ago

Hey Sam! Don't know if your still around but I'll keep posting the issues that I find here. The links have probably expired so please let me know when you get back so that I'll upload them all again in one link.

New issues:

  1. Hornet gun doesn't kill.
  2. If you zoom in the crossbow and then load a saved game (or die), the screen will remain zoomed in even if the crossbow is not selected. This issue has been pissing me off since 1998... https://we.tl/t-dDE2l45E1z

P.S. I tried your betas. The hornetgun works OK up until beta 005. Starting from beta 006 it doesn't kill anymore.

Ronin4862 commented 2 years ago

Satchel remains for a while after detonation (I don't know if it is supposed to be like this).

https://we.tl/t-JOcBh1l3Ar

SamVanheer commented 2 years ago

I managed to get rid off the CD stuttering thing. The Half-Life Audio CD has 28 tracks. After the last one has played every other track will stutter, so the solution is to never get the last track to play.

Good to know.

After loading a saved game, the Ichthyosaur's death scene repeats (sometimes with sound).

Looks like this happens because Itchthyosaur AI doesn't stop on death to stop it from floating up in the air. I can probably fix it by adding a schedule that keeps it in its final frame forever after death.

Sparks still present in map c2a5c.

That's a map scripting issue, not a bug.

Texture glitch in map c2a4e.

That's not a texture glitch, it's broken collision data. Can't be fixed without recompiling the map, and we don't have the source files.

Anything that isn't a code issue is out of scope for these projects.

You can instead check out Half-Life: Enriched: https://www.moddb.com/mods/half-life-enriched

This mod aims to recreate the campaign with improvements, so it should be what you want.

Don't know if your still around but I'll keep posting the issues that I find here. The links have probably expired so please let me know when you get back so that I'll upload them all again in one link.

Just upload the videos on Youtube. They won't expire and they'll be easier to view.

Hornet gun doesn't kill.

Are you testing the official betas with the provided mod installation?

P.S. I tried your betas. The hornetgun works OK up until beta 005. Starting from beta 006 it doesn't kill anymore.

Beta 006 changed the Hornet gun to use a skill cvar instead of a hardcoded damage value. If you aren't using the skill.cfg provided with the mod installation it will default to dealing 0 damage.

If you zoom in the crossbow and then load a saved game (or die), the screen will remain zoomed in even if the crossbow is not selected. This issue has been pissing me off since 1998...

I am unable to reproduce this issue.

Satchel remains for a while after detonation (I don't know if it is supposed to be like this).

I am unable to reproduce this issue. I suspect this is happening because you modified something to keep entities around longer than normal.

Please make sure you are only reporting bugs encountered in beta releases using the complete, unaltered mod installation provided. Do not report bugs encountered in your own builds. They may be debug builds or modified in some fashion. Also do not report bugs if the mod installation is modified or not in use (e.g. do not report bugs if you're just dropping dlls in the Half-Life mod directory or otherwise not using the provided installation).

Ronin4862 commented 2 years ago

Hornet gun doesn't kill.

Are you testing the official betas with the provided mod installation?

P.S. I tried your betas. The hornetgun works OK up until beta 005. Starting from beta 006 it doesn't kill anymore.

Beta 006 changed the Hornet gun to use a skill cvar instead of a hardcoded damage value. If you aren't using the skill.cfg provided with the mod installation it will default to dealing 0 damage.

As I said I always use your latest debug version (the one you built 20 days ago), make my modifications and then use client.dll and hl.dll. Yes, you are correct. When I tested your betas I just dumped the above mentioned dlls into the corresponding folders. That's because I can't get, for the life of me, that dotnet script to work and yes, I followed all the instructions. It must be a Windows thing and I don't feel like reinstalling Windows just to get a Half-Life MOD to work that basically isn't a MOD but the original game with bugs fixed. Anyway, copying the "skill.cfg" from your Beta 11 solved the hornet gun issue. I see you've added these:

// PLAYER HORNET sk_plr_hornet_dmg1 "7" sk_plr_hornet_dmg2 "7" sk_plr_hornet_dmg3 "7"

If you zoom in the crossbow and then load a saved game (or die), the screen will remain zoomed in even if the crossbow is not selected. This issue has been pissing me off since 1998...

I am unable to reproduce this issue.

Using the default dlls the issue is not present. With your debug and beta 11 versions (just dumping the dlls) the issue is there. Back in the late 90s when the game was launched I remember this zooming issue was present. When I started playing again months ago I almost instantly switched to your Updated version. I'm surprised to see the vanilla version now doesn't have this bug anymore.

Satchel remains for a while after detonation (I don't know if it is supposed to be like this).

I am unable to reproduce this issue. I suspect this is happening because you modified something to keep entities around longer than normal.

You are correct. I decreased "pGib->m_lifeTime" value from "effects.cpp" back to zero and everything is OK.

Please make sure you are only reporting bugs encountered in beta releases using the complete, unaltered mod installation provided. Do not report bugs encountered in your own builds. They may be debug builds or modified in some fashion. Also do not report bugs if the mod installation is modified or not in use (e.g. do not report bugs if you're just dropping dlls in the Half-Life mod directory or otherwise not using the provided installation).

I appologise.

Ronin4862 commented 2 years ago

Just upload the videos on Youtube. They won't expire and they'll be easier to view.

Yes I know but these videos are coarse and just to show a bug. At the resolution I play on my FW900 I have 80Hz and these videos are 30fps so they are stuttery. They are just for you to see what I'm talking about. I uploaded here 3 videos with the crossbow zoom thing. One is with the original dlls, another with the latest debug version and the last with beta 011 (again just with the dlls copied over for the reasons explained above). The original dlls have the correct behavior.

https://we.tl/t-87YsaMqKf1

Ronin4862 commented 2 years ago

One is with the original dlls, another with the latest debug version and the last with beta 011 (again just with the dlls copied over for the reasons explained above). The original dlls have the correct behavior.

Hey Sam, found the answer: cl_lw

Normally I use "cl_lw 0" to get the proper weapons animations and mechanics. This also causes the persistent zooming. Changing to "cl_lw 1" solves the issue but reintroduces the original weapon bugs (such as missing the second shell reload animation of the shotgun, slightly different gluon gun beam rotation and gauss beam splitting -- revisit my first post from February 20th).

The connection to the game dlls is the fact that the original ones don't support that well "m_rawinput" in conjunction with "cl_lw 0" if you remember one of our earlier conversations. So for these dlls I changed to "cl_lw 1". You elegantly solved this issue later on when you overhauled the m_rawinput functionality, so for the latter builds I just used the proper "cl_lw 0".

In the end it's not a deal breaker and I'm sorry if I made it look like it. It's just a slight annoyance.

SamVanheer commented 2 years ago

As I said I always use your latest debug version (the one you built 20 days ago),

Which one are you referring to? Half-Life Updated's last beta is from two months ago. Half-Life Unified SDK alpha builds aren't meant for testing anything other than specific features still in development, so don't report bugs based on that please.

make my modifications and then use client.dll and hl.dll.

Based on what you've said you're downloading the source code in archive form and then manually copying in your changes. You should use version control so you can just pull the changes and merge any conflicts. Manual merges are error-prone and can introduce more bugs.

Version control does have a learning curve but it's well worth the effort. Use GUI front-ends like SourceTree so you don't have to learn the command line syntax.

Yes, you are correct. When I tested your betas I just dumped the above mentioned dlls into the corresponding folders. That's because I can't get, for the life of me, that dotnet script to work and yes, I followed all the instructions. It must be a Windows thing and I don't feel like reinstalling Windows just to get a Half-Life MOD to work that basically isn't a MOD but the original game with bugs fixed.

Why didn't you mention this before? What problems are you encountering that prevents dotnet script from working? And even if it didn't work, skill.cfg isn't installed by the tool. Even if all you did was extract the archive it'll put the file where it needs to be.

All of the files included in the mod installations are needed for these projects to function correctly. They are not optional and omitting them will break things, in ways that won't be immediately apparent.

Yes I know but these videos are coarse and just to show a bug. At the resolution I play on my FW900 I have 80Hz and these videos are 30fps so they are stuttery. They are just for you to see what I'm talking about. I uploaded here 3 videos with the crossbow zoom thing. One is with the original dlls, another with the latest debug version and the last with beta 011 (again just with the dlls copied over for the reasons explained above). The original dlls have the correct behavior.

https://we.tl/t-87YsaMqKf1

Youtube doesn't care what format the videos are in. You're uploading videos anyway, so just put them on Youtube and delete them when they're no longer needed. You can mark them as unlisted so they won't show up on your channel if that's a problem.

One is with the original dlls, another with the latest debug version and the last with beta 011 (again just with the dlls copied over for the reasons explained above). The original dlls have the correct behavior.

Hey Sam, found the answer: cl_lw

Normally I use "cl_lw 0" to get the proper weapons animations and mechanics. This also causes the persistent zooming. Changing to "cl_lw 1" solves the issue but reintroduces the original weapon bugs (such as missing the second shell reload animation of the shotgun, slightly different gluon gun beam rotation and gauss beam splitting -- revisit my first post from February 20th).

Looks like the fov isn't reset properly because m_iClientFOV isn't set to -1 in Restore. When UpdateClientData runs it doesn't reset the client side setting, essentially carrying over the previous session's fov. I'll fix that when i have time.

Also, seeing as you have a lot of save games listed in your videos, note that save games are not compatible between vanilla Half-Life and mods. Every new alpha and beta also changes things that could break save games so don't rely on old save games for testing.

Ronin4862 commented 2 years ago

Which one are you referring to? Half-Life Updated's last beta is from two months ago. Half-Life Unified SDK alpha builds aren't meant for testing anything other than specific features still in development, so don't report bugs based on that please.

This one Sam. I always use these debugs or however you call them. I take your source code and apply my destructibles stay mod. That's it! Ofcourse, as of recent, I take the skill.cfg from one of your BETAs for the hornetgun to work. Screenshot_20220707-165750_Chrome

Based on what you've said you're downloading the source code in archive form and then manually copying in your changes. You should use version control so you can just pull the changes and merge any conflicts. Manual merges are error-prone and can introduce more bugs.

After you helped me out with extending the lifetime of breakables, having a lot of code, I made a word docx in which I documented every change I've made. When you release a new master archive I just copy from that docx. It's crude but it works for me 😝. Your idea is more elegant though...

Youtube doesn't care what format the videos are in. You're uploading videos anyway, so just put them on Youtube and delete them when they're no longer needed. You can mark them as unlisted so they won't show up on your channel if that's a problem.

Ok. I'll do that!

Also, seeing as you have a lot of save games listed in your videos, note that save games are not compatible between vanilla Half-Life and mods. Every new alpha and beta also changes things that could break save games so don't rely on old save games for testing.

I know that. The saves you saw are with your debug code. If I have to test a specific issue with the original dlls I enter that map's name in the console and go from there. The quick save you saw me load in the previous 3 videos was made each time prior to recording, for the 3 sets of dlls.

Ronin4862 commented 2 years ago

Some things I always wanted to ask but always forgot :))

  1. What is the purpose of GameUI.dll, particleman.dll and Director.dll ?
  2. The 'load game' window size always resets after a load. Is there a CFG file that controls the default window size so that I can make it bigger? https://youtu.be/KfxQSFTf8Zk
SamVanheer commented 2 years ago
1. What is the purpose of **GameUI.dll**, **particleman.dll** and **Director.dll** ?

GameUI.dll is the main menu user interface, part of the engine. particleman.dll is the particle manager used by CS and DoD. It's been re-implemented in Half-Life updated due to breaking changes in data types shared with mod code. Director.dll is part of HLTV, used to manage game-specific events. There is no source code available for it so it's pretty much useless to modders. It's only used by the HLTV server (hltv.exe). Nobody uses HLTV so you can ignore it. See https://www.academia.edu/16195013/HLTV_Documentation_Version_3.1.1.1_4.1.1.1_Content for more information on how HLTV works.

2. The 'load game' window size always resets after a load. Is there a CFG file that controls the default window size so that I can make it bigger?
   https://youtu.be/KfxQSFTf8Zk

resource/LoadGameDialog.res defines the size of the panel. See https://developer.valvesoftware.com/wiki/VGUI_Documentation#Schemes

Mods can override this by providing their own copy of the file in the same relative location in their mod directory.

Ronin4862 commented 2 years ago

Thanks Sam! Please let me know when you sort out the crossbow zooming and Itchthyosaur's death scene bugs!

Ronin4862 commented 2 years ago

Just like the Itchthyosaur's death, the Gonarch's death mourning can still be heard after I load a saved game.

https://youtu.be/d-umahhKWvw

Ronin4862 commented 2 years ago

Alien Aircraft sound can still be heard after loading a saved game.

https://youtu.be/Q-F6V3ALLWk

Ronin4862 commented 2 years ago

Ammo cache reports incorrect ammo upon pickup. In this case it reports that I've picked up 4 grenades and 2 satchel charges (they are not present in the inventory).

https://youtu.be/T8S0-eDbdD8

P.S. Hmmm...upon further inspection it seems that the items in the 5th inventory column will add up upon ammo cache pickup only if I have at least one item of each type. So if I have 0 grenades, 0 satchels, and 2 trip mines and I pick-up an ammo cache with 8 grenades, 4 satchels and 2 trip mines my totals will be 0 grenades, 0 satchels, and 4 trip mines. Is this normal?

Ronin4862 commented 2 years ago

If you quick save and quick load, the rays powering the central portal that leads to Gonarch's lair are displaced in an erratic way.

https://youtu.be/OTXLjGMbZbU

Ronin4862 commented 2 years ago

After allowing the Nihilanth to teleport you several times and then returning to his chamber, the overhead stars don't disappear after taking damage. As you can see, its head is open and ultimately dies with the stars still in place. If you don't teleport and simply unload everything you have on him, the stars first disappear, then his head opens and then he dies just as it should.

https://youtu.be/7eQUzs5rY7Y

P.S. I must specify that I did not take a linear approach (letting him teleport me 4 times without touching him and only after that destroy the crystals and kill him). I took a more combined approach in which I did a mix of things: -- destroy a crystal upon arriving, take a few shots at him, let him regenerate through the other 2 crystals -- let him teleport me, return, destroy the remaining crystals and take a few shots at him -- let him teleport me, return, take another few shots at him and let him teleport me two more times -- return and finish the job (this part is in the video I uploaded).

P.S. 2: Also, are these textures supposed to look like this? 1 2

Ronin4862 commented 2 years ago

Another thing that I noticed, but was unable to make a video, was the rare times when the Itchthyosaur would simply jump out of the water and crawl in an awkward manner on the land towards you.

Ronin4862 commented 2 years ago

Alien Grunts shooting from within their pods in map c4a1e.

https://youtu.be/qis9rN-RgXM

SamVanheer commented 2 years ago

Before i can accept your reports i need you to make sure you're running a properly installed version.

Yes, you are correct. When I tested your betas I just dumped the above mentioned dlls into the corresponding folders. That's because I can't get, for the life of me, that dotnet script to work and yes, I followed all the instructions. It must be a Windows thing and I don't feel like reinstalling Windows just to get a Half-Life MOD to work that basically isn't a MOD but the original game with bugs fixed.

What isn't working about the installation process?

Also note that this is not the original game with bugs fixed. It has new features and depends on additional files as well as code. Just so we're clear on that.

This issue is getting too off topic so please report individual bugs here: https://github.com/SamVanheer/halflife-updated/issues

And use the edit button if you need to add more information.

Ronin4862 commented 2 years ago

What isn't working about the installation process?

Hey Sam, I'll post a screenshot later in the evening.

This issue is getting too off topic so please report individual bugs here: https://github.com/SamVanheer/halflife-updated/issues

Will do!

In the meantime you can still take a look. I assure you that most of them if not all, have nothing to do with installing your latest beta.

And to clarify one more time:

  1. I download halflife-updated-master.zip from here (in this case the one you built 5 days ago) Screenshot_20220717-140144_Chrome

  2. Extract the contents, open projects.sln in VS2019 and apply my breakables stay modifications

  3. Build hl.dll and client.dll and replace the original ones in valve folder

  4. Copy skill.cfg from one of your betas to make the hornetgun work.

That's it and I hope this clears things up!

Ronin4862 commented 2 years ago

I'll post a screenshot later in the evening.

Untitled

As far as I can tell from your output, the script copies over, from the valve folder, the maps in bsp format. The script didn't work but I manually copied the maps files afterward. After that I started Beta 11 as I would a normal mod. Everything I reported during this past week still applies.

SamVanheer commented 2 years ago

Did you follow the installation instructions: https://github.com/SamVanheer/halflife-updated/wiki/Instructions

Ronin4862 commented 2 years ago

Did you follow the installation instructions: https://github.com/SamVanheer/halflife-updated/wiki/Instructions

Yes. Please read my last post again. Does MANUALLY copying the map files achieve the same thing as your script?

SamVanheer commented 2 years ago

Did you follow the installation instructions: https://github.com/SamVanheer/halflife-updated/wiki/Instructions

Yes. Please read my last post again. Does MANUALLY copying the map files achieve the same thing as your script?

No.

So you also installed dotnet script as a global tool? Because that's what the error is referring to.

Ronin4862 commented 2 years ago

I don't know Sam...I just followed ad literam the instrunctions there and it just doesn't work on my Windows. And I will not reinstall. Can't you find an easier way without dotnet dependencies and other such crap? If copy-paste just doesn't cut it, and if you insist that my reports aren't valid as long I don't install it the "right way" can't you simply make an installer that does everything in one go? Anyway, I have finished playing Half-Life and those reports are my last. If you wanna take a look at them great, if not, fine by me. Thanks for all your support!

SamVanheer commented 2 years ago

I don't know Sam...I just followed ad literam the instrunctions there and it just doesn't work on my Windows. And I will not reinstall. Can't you find an easier way without dotnet dependencies and other such crap? If copy-paste just doesn't cut it, and if you insist that my reports aren't valid as long I don't install it the "right way" can't you simply make an installer that does everything in one go? Anyway, I have finished playing Half-Life and those reports are my last. If you wanna take a look at them great, if not, fine by me. Thanks for all your support!

So you ran dotnet tool install -g dotnet-script? What was the output of that command?

It should be something like this:

You can invoke the tool using the following command: dotnet-script Tool 'dotnet-script' (version '0.22.0') was successfully installed.

Ronin4862 commented 2 years ago

Untitled

SamVanheer commented 2 years ago

https://developercommunity.visualstudio.com/t/installing-vs2022-breaks-dotnet-tool/1575432

Check your PATH environment variable. If there's both C:\Program Files (x86)\dotnet\ and C:\Program Files\dotnet\ remove the x86 version.

Ronin4862 commented 2 years ago

Untitled 1 2

Ronin4862 commented 2 years ago

Each and every bug reported during the last week and a half still applies to beta 11.

SamVanheer commented 2 years ago

I've updated the instructions to account for this problem: https://github.com/SamVanheer/halflife-unified-sdk/wiki/Setting-up-and-using-dotnet-script

According to what i've found Microsoft is working on a solution to prevent this from happening, so hopefully newer versions won't suffer from this issue.

If you encounter any other problems don't hesitate to let me know about them. Most of these can be fixed pretty easily.

I'll fix the remaining issues you've reported along with other issues i've had reported elsewhere. Once that's done i'll release a new beta.

SamVanheer commented 2 years ago

After loading a saved game, the Ichthyosaur's death scene repeats (sometimes with sound).

https://we.tl/t-qJmEK12n8h https://we.tl/t-zoKZzNQMvM

Fixed: https://github.com/SamVanheer/halflife-updated/issues/152

2. If you zoom in the crossbow and then load a saved game (or die), the screen will remain zoomed in even if the crossbow is not selected. This issue has been pissing me off since 1998...
   https://we.tl/t-dDE2l45E1z

Fixed: https://github.com/ValveSoftware/halflife/issues/3044

Ammo cache reports incorrect ammo upon pickup. In this case it reports that I've picked up 4 grenades and 2 satchel charges (they are not present in the inventory).

https://youtu.be/T8S0-eDbdD8

P.S. Hmmm...upon further inspection it seems that the items in the 5th inventory column will add up upon ammo cache pickup only if I have at least one item of each type. So if I have 0 grenades, 0 satchels, and 2 trip mines and I pick-up an ammo cache with 8 grenades, 4 satchels and 2 trip mines my totals will be 0 grenades, 0 satchels, and 4 trip mines. Is this normal?

Fixed: https://github.com/SamVanheer/halflife-updated/issues/153

After allowing the Nihilanth to teleport you several times and then returning to his chamber, the overhead stars don't disappear after taking damage. As you can see, its head is open and ultimately dies with the stars still in place. If you don't teleport and simply unload everything you have on him, the stars first disappear, then his head opens and then he dies just as it should.

I'm going to need a video showing the entire process needed to reproduce this.

Another thing that I noticed, but was unable to make a video, was the rare times when the Itchthyosaur would simply jump out of the water and crawl in an awkward manner on the land towards you.

That's been known to happen. The game's navigation system sometimes can't find a proper path in water so it ends up flying. It's difficult to fix without a reliable way to reproduce it.

Just like the Itchthyosaur's death, the Gonarch's death mourning can still be heard after I load a saved game.

https://youtu.be/d-umahhKWvw

Alien Aircraft sound can still be heard after loading a saved game.

https://youtu.be/Q-F6V3ALLWk

If you quick save and quick load, the rays powering the central portal that leads to Gonarch's lair are displaced in an erratic way.

https://youtu.be/OTXLjGMbZbU

P.S. 2: Also, are these textures supposed to look like this?

Alien Grunts shooting from within their pods in map c4a1e.

https://youtu.be/qis9rN-RgXM

These are all map scripting bugs. I've forward the information to the creator of Half-Life: Enriched so that he can fix them.

Ronin4862 commented 2 years ago

After allowing the Nihilanth to teleport you several times and then returning to his chamber, the overhead stars don't disappear after taking damage. As you can see, its head is open and ultimately dies with the stars still in place. If you don't teleport and simply unload everything you have on him, the stars first disappear, then his head opens and then he dies just as it should.

I'm going to need a video showing the entire process needed to reproduce this.

After trying several times I wasn't able to reproduce it. It must have been a fluke event. If I find a pattern I'll post a video. My gut says it has something to do with quick save - quick load; just like this issue I mentioned before with the rays powering the central portal that leads to Gonarch's lair were displaced in an erratic way after loading a saved game.

These are all map scripting bugs. I've forward the information to the creator of Half-Life: Enriched so that he can fix them.

This Half-Life: Enriched is a work in progress I see. I'll give it a go once it's fully finished. My question is can I use it with your DLLs? I see it comes with its own client.dll and hl.dll. To me its pretty useless to play the game with better graphics but in the semi broken state the original game is. You did a pretty good job at fixing things and I spent way too many hours bug hunting to throw everything away now :)

SamVanheer commented 2 years ago

This Half-Life: Enriched is a work in progress I see. I'll give it a go once it's fully finished. My question is can I use it with your DLLs? I see it comes with its own client.dll and hl.dll. To me its pretty useless to play the game with better graphics but in the semi broken state the original game is. You did a pretty good job at fixing things and I spent way too many hours bug hunting to throw everything away now :)

It's progressing pretty quickly. It's using Half-Life Updated as a base so it has all of the fixes up to the last beta.

Ronin4862 commented 2 years ago

This Half-Life: Enriched is a work in progress I see. I'll give it a go once it's fully finished. My question is can I use it with your DLLs? I see it comes with its own client.dll and hl.dll. To me its pretty useless to play the game with better graphics but in the semi broken state the original game is. You did a pretty good job at fixing things and I spent way too many hours bug hunting to throw everything away now :)

It's progressing pretty quickly. It's using Half-Life Updated as a base so it has all of the fixes up to the last beta.

Wow! Excellent then!

Ronin4862 commented 2 years ago

Texture glitch in map c2a4e.

That's not a texture glitch, it's broken collision data. Can't be fixed without recompiling the map, and we don't have the source files.

Anything that isn't a code issue is out of scope for these projects.

You can instead check out Half-Life: Enriched: https://www.moddb.com/mods/half-life-enriched

This mod aims to recreate the campaign with improvements, so it should be what you want.

Hezus has reached "Questionable Ethics". Did you notify him of that broken collision glitch in that corner I mentioned?

SamVanheer commented 1 year ago

I've created a new issue to track this as part of the larger UI replacement work: #453