Half life absolute zero

Half life absolute zero

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

This is an Early Access build of Half-Life: Absolute Zero. Mod is a work in progress.

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The full development drive for Half-Life: Absolute Zero as of October 12th, 2020.

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Hello, welcome to the demo release of Absolute Zero, after 6 years in development, hopefully it has been worth the wait. We’re excited to finally show.

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This is an Absolute Zero build from a few days after we went public with Absolute Zero back in late 2015.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Previously scrapped content uploaded for people to use. Also includes 2 Absolute Zero pre-release builds.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half-Life E3 1998/1997 Release

Half-Life E3 1998/1997 first breath of air since 2011, the original build from 2010. Half-Life E3 1998/1997 is a recreation of the earlier builds of Half-Life.

half-life e3 1998/1997 release full version

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Half-Life: Absolute Zero mod

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Half-Life: Absolute Zero is a mod dedicated to recreating the version of Half-Life that we never got to experience fully. Our goal to recreate the art-style and chapters featured off in Half-Life builds from early to mid 1998. It will feature all the chapters, monsters and weapons that never made it into the final game. Players will now be able to experience Communications Center, the military camp in Surface Tension, and players will also get to fight cut enemies like the Human Sergeant, the Panthereye, Stukabat, along with cut weapons such as the Chumtoad.

Nope, no jokes here. It is completely true, Half-Life: Absolute Zero has ceased development, after almost a decade worth of development.

So, why exactly are you guys abandoning Half-Life: Absolute Zero?

It has been nearly 10 years to the day since we started development on Half-Life: Absolute Zero and to be quite frank, we want to move on; passion only lasts for so long. If it didn’t work out for the past 10 years, I doubt it is going to work out for any more amount of time.

We were unable to secure any level designers since our search for one started back in December, 2018. So as a result, we were asking and relying on friends and friends of friends for help on the project, but ultimately most of them would only work on the project from a range of 3 days to 2 weeks until they would give up. As a result, not much really got done post-beta access release.

Realistically, we knew the project had been doomed since December of 2018. We had already missed our intended release date of November 26, 2018 (the 25th anniversary of Sonic Spinball’s European release, which was a week after Half-Life’s 20th anniversary, it is a in-joke among the team) and we had to delay to the 20th anniversary of Half-Life: Uplink’s release. A lot of us had been burnt out for working on the project for such a long time and we had a level designer who had vanished. We had put out a job listing on ModDB in hope we would be able to quickly find a replacement to be able to salvage the project, but that clearly didn’t happen.

What is going to happen to the Steam release of Half-Life: Absolute Zero?

We are currently actively working on getting the page delisted off of Steam around the 12th to prevent people from accidentally wandering into a barely functioning product. Despite being delisted from Steam, you should still be able to download the mod via “steam://install/.”

Why delist the store page opposed to condensing down the experience? Well, the mod only currently contains 2 chapters that we would consider mostly complete, which isn’t too exciting considering our 2017 demo contained 5 chapters. We had to deal with a surplus of people who didn’t read the store page or any pinned thread on the discussions and just assumed the product was 100% complete. If we had this problem during the public development phase, we’re going to have the problem tenfold when the mod is supposed to be “complete.” There’s also the fact we don’t want another unfinished product to clog up the Steam storefront, we would rather take responsibility and take down our product instead of letting it rot with every other abandoned project.

We only made a Steam release as our mod is not fully compatible with the 2013 updates to the GoldSource engine. Shadows cause the game to crash and various game behaviors would act sporadic. A Steam release allowed us to ship with a branch of the engine that we knew was fully compatible with Half-Life: Absolute Zero, but it still provided its own host of problems. Such as us changing the executable name which resulted in Windows 10’s internal compatibility hack for GoldSource games to not take effect, which resulted in the game’s window being extremely zoomed in. Luckily that was a fix as easy as just renaming the executable back to HL.exe, but there were still issues with the engine itself that were either fixed in the modern engine, were just things from Source that people expected to be in GoldSource, or were issues that affect most versions of the engine. Ultimately, there’s not a version of GoldSource out there that is perfect, they all have severe issues that hinder the experience some way or another and we had to pay the price for it. We did not and still do not have access to the engine code, so being able to fix anything with-in the engine would be impossible for us to do and if the engine was open source we could have at least attempted to but as it currently stands, GoldSource is closed source.

We will push out a final update for the mod on Steam, we held back on an update since August 14th in hope to be able to ship out a Milestone update in September, clearly that Milestone update did not work out.

What will happen with Half-Life: Absolute Zero after the 12th?

Well, the Steam build will be posted to ModDB for those to download there (minus the engine, of course.) But more importantly, the entire development drive of Half-Life: Absolute Zero will be uploaded to the internet and will be licensed under Creative Commons. This will allow any developer or modder to be able to reuse our work and all you need to do is credit us for the work you’ve borrowed! This had been our plan for several years now, regardless of completion, releasing the full source tree on the 10th anniversary of the mod’s development beginnings. This allows us to be able to have the community learn from our work and for our work to live on beyond a beta mod.

We are currently actively sorting through our unsorted backups making sure as much of our content is backed up and available. This will release on the 12th, alongside the mod release on ModDB.

What will happen to Cobalt-57 after the 12th?

This does NOT mark the end of Cobalt-57 as a team, we have no plans to dissolve or disband! Little do many people know, Cobalt-57 was never created as a throwaway team to have a pseudonym for all of us as a team for our modding projects. We will be shifting our focus to game development after the 12th, in fact, we actually have some games and projects in the pipeline. Some relating to pre-existing IPs (some of which will likely never see the light of day) and some being completely original IPs. As you may expect, yes, we are still in fact looking for level designers and even more than that! We can’t promise that we’ll hire or even speak to everyone, but we will read every message.

In-closing.

While it is sad to see Half-Life: Absolute Zero go, we’re glad it is over. It is bittersweet, sure we didn’t get to complete the project that united us to begin with; but we will forever get to keep those memories and get to work together on things that don’t limit our creative direction.

Finally, we would like to thank you for supporting us til the very end. While we don’t know when the next time you’ll hear from us will be, we will still be creating things and when we stop creating we’ll let the world know. If you want to keep in-touch, please follow us on Twitter, as that’s currently our only social media presence where we can provide quick updates.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

After nearly a decade worth of work, Half-Life: Absolute Zero is now available early for everyone to get to see the final homestretch of development.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

A release of an active development build, future plans, and disclaimers will be all documented in this latest update for Half-Life: Absolute Zero.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

It is one of THOSE updates, the one that basically says nothing has been happening with the project since the last update. The update no developer likes.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

In this update, we learn that us setting dates for our project only leads to everything falling apart.

More articles >>

No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

Источник

Half life absolute zero

If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread.

If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Nope, no jokes here. It is completely true, Half-Life: Absolute Zero has ceased development, after almost a decade worth of development.

It has been nearly 10 years to the day since we started development on Half-Life: Absolute Zero and to be quite frank, we want to move on; passion only lasts for so long. If it didn’t work out for the past 10 years, I doubt it is going to work out for any more amount of time.

We were unable to secure any level designers since our search for one started back in December, 2018. So as a result, we were asking and relying on friends and friends of friends for help on the project, but ultimately most of them would only work on the project from a range of 3 days to 2 weeks until they would give up. As a result, not much really got done post-beta access release.

Realistically, we knew the project had been doomed since December of 2018. We had already missed our intended release date of November 26, 2018 (the 25th anniversary of Sonic Spinball’s European release, which was a week after Half-Life’s 20th anniversary, it is a in-joke among the team) and we had to delay to the 20th anniversary of Half-Life: Uplink’s release. A lot of us had been burnt out for working on the project for such a long time and we had a level designer who had vanished. We had put out a job listing on ModDB in hope we would be able to quickly find a replacement to be able to salvage the project, but that clearly didn’t happen.

We are currently actively working on getting the page delisted off of Steam around the 12th to prevent people from accidentally wandering into a barely functioning product. Despite being delisted from Steam, you should still be able to download the mod via “steam://install/.”

Why delist the store page opposed to condensing down the experience? Well, the mod only currently contains 2 chapters that we would consider mostly complete, which isn’t too exciting considering our 2017 demo contained 5 chapters. We had to deal with a surplus of people who didn’t read the store page or any pinned thread on the discussions and just assumed the product was 100% complete. If we had this problem during the public development phase, we’re going to have the problem tenfold when the mod is supposed to be “complete.” There’s also the fact we don’t want another unfinished product to clog up the Steam storefront, we would rather take responsibility and take down our product instead of letting it rot with every other abandoned project.

We only made a Steam release as our mod is not fully compatible with the 2013 updates to the GoldSource engine. Shadows cause the game to crash and various game behaviors would act sporadic. A Steam release allowed us to ship with a branch of the engine that we knew was fully compatible with Half-Life: Absolute Zero, but it still provided its own host of problems. Such as us changing the executable name which resulted in Windows 10’s internal compatibility hack for GoldSource games to not take effect, which resulted in the game’s window being extremely zoomed in. Luckily that was a fix as easy as just renaming the executable back to HL.exe, but there were still issues with the engine itself that were either fixed in the modern engine, were just things from Source that people expected to be in GoldSource, or were issues that affect most versions of the engine. Ultimately, there’s not a version of GoldSource out there that is perfect, they all have severe issues that hinder the experience some way or another and we had to pay the price for it. We did not and still do not have access to the engine code, so being able to fix anything with-in the engine would be impossible for us to do and if the engine was open source we could have at least attempted to but as it currently stands, GoldSource is closed source.

We will push out a final update for the mod on Steam, we held back on an update since August 14th in hope to be able to ship out a Milestone update in September, clearly that Milestone update did not work out.

Well, the Steam build will be posted to ModDB for those to download there (minus the engine, of course.) But more importantly, the entire development drive of Half-Life: Absolute Zero will be uploaded to the internet and will be licensed under Creative Commons. This will allow any developer or modder to be able to reuse our work and all you need to do is credit us for the work you’ve borrowed! This had been our plan for several years now, regardless of completion, releasing the full source tree on the 10th anniversary of the mod’s development beginnings. This allows us to be able to have the community learn from our work and for our work to live on beyond a beta mod.

We are currently actively sorting through our unsorted backups making sure as much of our content is backed up and available. This will release on the 12th, alongside the mod release on ModDB.

This does NOT mark the end of Cobalt-57 as a team, we have no plans to dissolve or disband! Little do many people know, Cobalt-57 was never created as a throwaway team to have a pseudonym for all of us as a team for our modding projects. We will be shifting our focus to game development after the 12th, in fact, we actually have some games and projects in the pipeline. Some relating to pre-existing IPs (some of which will likely never see the light of day) and some being completely original IPs. As you may expect, yes, we are still in fact looking for level designers and even more than that! We can’t promise that we’ll hire or even speak to everyone, but we will read every message.

While it is sad to see Half-Life: Absolute Zero go, we’re glad it is over. It is bittersweet, sure we didn’t get to complete the project that united us to begin with; but we will forever get to keep those memories and get to work together on things that don’t limit our creative direction.

Finally, we would like to thank you for supporting us til the very end. While we don’t know when the next time you’ll hear from us will be, we will still be creating things and when we stop creating we’ll let the world know. If you want to keep in-touch, please follow us on Twitter, as that’s currently our only social media presence where we can provide quick updates.

Источник

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Well, it is time to be completely transparent on the development of Half-Life: Absolute Zero and how the mod will not be completed.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

After nearly a decade worth of work, Half-Life: Absolute Zero is now available early for everyone to get to see the final homestretch of development.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

A release of an active development build, future plans, and disclaimers will be all documented in this latest update for Half-Life: Absolute Zero.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

It is one of THOSE updates, the one that basically says nothing has been happening with the project since the last update. The update no developer likes.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

In this update, we learn that us setting dates for our project only leads to everything falling apart.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Release Dates, Information, Progress, and more are available in this breath-taking installment of the Half-Life Absolute Zero Updates.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Not an April Fools update! We just the bad luck of having to update around the same time as April Fools, along with bad timing with falling inline with.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

This update only exists to give you some now open-sourced content of Half-Life: Absolute Zero’s past.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Hey look, it’s one of those update-ry things! Who knew it would take about an entire year to get another one of those.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

We’re back, and we’ve got a face-lift

After 5 years of being on hiatus from going public, hopefully it was worth the wait.

we’re back, and we’ve got a face-lift

No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

Источник

Half life absolute zero

If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread.

If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Nope, no jokes here. It is completely true, Half-Life: Absolute Zero has ceased development, after almost a decade worth of development.

It has been nearly 10 years to the day since we started development on Half-Life: Absolute Zero and to be quite frank, we want to move on; passion only lasts for so long. If it didn’t work out for the past 10 years, I doubt it is going to work out for any more amount of time.

We were unable to secure any level designers since our search for one started back in December, 2018. So as a result, we were asking and relying on friends and friends of friends for help on the project, but ultimately most of them would only work on the project from a range of 3 days to 2 weeks until they would give up. As a result, not much really got done post-beta access release.

Realistically, we knew the project had been doomed since December of 2018. We had already missed our intended release date of November 26, 2018 (the 25th anniversary of Sonic Spinball’s European release, which was a week after Half-Life’s 20th anniversary, it is a in-joke among the team) and we had to delay to the 20th anniversary of Half-Life: Uplink’s release. A lot of us had been burnt out for working on the project for such a long time and we had a level designer who had vanished. We had put out a job listing on ModDB in hope we would be able to quickly find a replacement to be able to salvage the project, but that clearly didn’t happen.

We are currently actively working on getting the page delisted off of Steam around the 12th to prevent people from accidentally wandering into a barely functioning product. Despite being delisted from Steam, you should still be able to download the mod via “steam://install/.”

Why delist the store page opposed to condensing down the experience? Well, the mod only currently contains 2 chapters that we would consider mostly complete, which isn’t too exciting considering our 2017 demo contained 5 chapters. We had to deal with a surplus of people who didn’t read the store page or any pinned thread on the discussions and just assumed the product was 100% complete. If we had this problem during the public development phase, we’re going to have the problem tenfold when the mod is supposed to be “complete.” There’s also the fact we don’t want another unfinished product to clog up the Steam storefront, we would rather take responsibility and take down our product instead of letting it rot with every other abandoned project.

We only made a Steam release as our mod is not fully compatible with the 2013 updates to the GoldSource engine. Shadows cause the game to crash and various game behaviors would act sporadic. A Steam release allowed us to ship with a branch of the engine that we knew was fully compatible with Half-Life: Absolute Zero, but it still provided its own host of problems. Such as us changing the executable name which resulted in Windows 10’s internal compatibility hack for GoldSource games to not take effect, which resulted in the game’s window being extremely zoomed in. Luckily that was a fix as easy as just renaming the executable back to HL.exe, but there were still issues with the engine itself that were either fixed in the modern engine, were just things from Source that people expected to be in GoldSource, or were issues that affect most versions of the engine. Ultimately, there’s not a version of GoldSource out there that is perfect, they all have severe issues that hinder the experience some way or another and we had to pay the price for it. We did not and still do not have access to the engine code, so being able to fix anything with-in the engine would be impossible for us to do and if the engine was open source we could have at least attempted to but as it currently stands, GoldSource is closed source.

We will push out a final update for the mod on Steam, we held back on an update since August 14th in hope to be able to ship out a Milestone update in September, clearly that Milestone update did not work out.

Well, the Steam build will be posted to ModDB for those to download there (minus the engine, of course.) But more importantly, the entire development drive of Half-Life: Absolute Zero will be uploaded to the internet and will be licensed under Creative Commons. This will allow any developer or modder to be able to reuse our work and all you need to do is credit us for the work you’ve borrowed! This had been our plan for several years now, regardless of completion, releasing the full source tree on the 10th anniversary of the mod’s development beginnings. This allows us to be able to have the community learn from our work and for our work to live on beyond a beta mod.

We are currently actively sorting through our unsorted backups making sure as much of our content is backed up and available. This will release on the 12th, alongside the mod release on ModDB.

This does NOT mark the end of Cobalt-57 as a team, we have no plans to dissolve or disband! Little do many people know, Cobalt-57 was never created as a throwaway team to have a pseudonym for all of us as a team for our modding projects. We will be shifting our focus to game development after the 12th, in fact, we actually have some games and projects in the pipeline. Some relating to pre-existing IPs (some of which will likely never see the light of day) and some being completely original IPs. As you may expect, yes, we are still in fact looking for level designers and even more than that! We can’t promise that we’ll hire or even speak to everyone, but we will read every message.

While it is sad to see Half-Life: Absolute Zero go, we’re glad it is over. It is bittersweet, sure we didn’t get to complete the project that united us to begin with; but we will forever get to keep those memories and get to work together on things that don’t limit our creative direction.

Finally, we would like to thank you for supporting us til the very end. While we don’t know when the next time you’ll hear from us will be, we will still be creating things and when we stop creating we’ll let the world know. If you want to keep in-touch, please follow us on Twitter, as that’s currently our only social media presence where we can provide quick updates.

Источник

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

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Previously scrapped content uploaded for people to use. Also includes 2 Absolute Zero pre-release builds.

Hey. What are these shenanigans.

These are a bunch of old abandoned content from development past, including content we said was completely lost when we released the first AZ Prototype from 2010 (it was found after we released the prototype). Everything that isn’t a build in this archive is free to use in your Half-Life or even beta related mod, as long as you credit the original authors.

What’s the catch?

There is no catch. As long as you credit us, you can use it. These files provide no use to us now-a-days, they just sit around decaying on our development drives left to never see the light of day until we decide when we release them.

What’s included?

There’s 2 Absolute Zero builds: the Pre-Demo and the April 2016 build.

The Pre-Demo is what we shipped to play-testers and members of the team to understand if Absolute Zero would of been even remotely fun to the public and to be sure Absolute Zero wouldn’t catch on fire when we released a demo. There’s an entire month gap between the release of the actual demo and the pre-demo and there are various major differences between the two demos.

The April 2016 build was leaked to the general public during November 2016. The April build shows the darkest era of Absolute Zero’s development in recent times, but not even because of the leak. Nothing was going right or to plans during this point of development. Things that worked once and were good enough for release were now destroyed and broken. I wasn’t going to have something that had been in-development for years just suddenly get downgraded and be even more delayed. So, I had held a team meeting and announced that we needed to get our shit together and fix our mistakes and do heavy re-works to the mod. Obviously, things went to plan and we were able to finally reach a point that we could release a demo. granted that was a year after our initial announcement of a demo release.

The other content is old model, material, and map content. All free to use in your Half-Life or beta related mods as long you credit us.

Источник

Half life absolute zero

If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread.

If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Nope, no jokes here. It is completely true, Half-Life: Absolute Zero has ceased development, after almost a decade worth of development.

It has been nearly 10 years to the day since we started development on Half-Life: Absolute Zero and to be quite frank, we want to move on; passion only lasts for so long. If it didn’t work out for the past 10 years, I doubt it is going to work out for any more amount of time.

We were unable to secure any level designers since our search for one started back in December, 2018. So as a result, we were asking and relying on friends and friends of friends for help on the project, but ultimately most of them would only work on the project from a range of 3 days to 2 weeks until they would give up. As a result, not much really got done post-beta access release.

Realistically, we knew the project had been doomed since December of 2018. We had already missed our intended release date of November 26, 2018 (the 25th anniversary of Sonic Spinball’s European release, which was a week after Half-Life’s 20th anniversary, it is a in-joke among the team) and we had to delay to the 20th anniversary of Half-Life: Uplink’s release. A lot of us had been burnt out for working on the project for such a long time and we had a level designer who had vanished. We had put out a job listing on ModDB in hope we would be able to quickly find a replacement to be able to salvage the project, but that clearly didn’t happen.

We are currently actively working on getting the page delisted off of Steam around the 12th to prevent people from accidentally wandering into a barely functioning product. Despite being delisted from Steam, you should still be able to download the mod via “steam://install/.”

Why delist the store page opposed to condensing down the experience? Well, the mod only currently contains 2 chapters that we would consider mostly complete, which isn’t too exciting considering our 2017 demo contained 5 chapters. We had to deal with a surplus of people who didn’t read the store page or any pinned thread on the discussions and just assumed the product was 100% complete. If we had this problem during the public development phase, we’re going to have the problem tenfold when the mod is supposed to be “complete.” There’s also the fact we don’t want another unfinished product to clog up the Steam storefront, we would rather take responsibility and take down our product instead of letting it rot with every other abandoned project.

We only made a Steam release as our mod is not fully compatible with the 2013 updates to the GoldSource engine. Shadows cause the game to crash and various game behaviors would act sporadic. A Steam release allowed us to ship with a branch of the engine that we knew was fully compatible with Half-Life: Absolute Zero, but it still provided its own host of problems. Such as us changing the executable name which resulted in Windows 10’s internal compatibility hack for GoldSource games to not take effect, which resulted in the game’s window being extremely zoomed in. Luckily that was a fix as easy as just renaming the executable back to HL.exe, but there were still issues with the engine itself that were either fixed in the modern engine, were just things from Source that people expected to be in GoldSource, or were issues that affect most versions of the engine. Ultimately, there’s not a version of GoldSource out there that is perfect, they all have severe issues that hinder the experience some way or another and we had to pay the price for it. We did not and still do not have access to the engine code, so being able to fix anything with-in the engine would be impossible for us to do and if the engine was open source we could have at least attempted to but as it currently stands, GoldSource is closed source.

We will push out a final update for the mod on Steam, we held back on an update since August 14th in hope to be able to ship out a Milestone update in September, clearly that Milestone update did not work out.

Well, the Steam build will be posted to ModDB for those to download there (minus the engine, of course.) But more importantly, the entire development drive of Half-Life: Absolute Zero will be uploaded to the internet and will be licensed under Creative Commons. This will allow any developer or modder to be able to reuse our work and all you need to do is credit us for the work you’ve borrowed! This had been our plan for several years now, regardless of completion, releasing the full source tree on the 10th anniversary of the mod’s development beginnings. This allows us to be able to have the community learn from our work and for our work to live on beyond a beta mod.

We are currently actively sorting through our unsorted backups making sure as much of our content is backed up and available. This will release on the 12th, alongside the mod release on ModDB.

This does NOT mark the end of Cobalt-57 as a team, we have no plans to dissolve or disband! Little do many people know, Cobalt-57 was never created as a throwaway team to have a pseudonym for all of us as a team for our modding projects. We will be shifting our focus to game development after the 12th, in fact, we actually have some games and projects in the pipeline. Some relating to pre-existing IPs (some of which will likely never see the light of day) and some being completely original IPs. As you may expect, yes, we are still in fact looking for level designers and even more than that! We can’t promise that we’ll hire or even speak to everyone, but we will read every message.

While it is sad to see Half-Life: Absolute Zero go, we’re glad it is over. It is bittersweet, sure we didn’t get to complete the project that united us to begin with; but we will forever get to keep those memories and get to work together on things that don’t limit our creative direction.

Finally, we would like to thank you for supporting us til the very end. While we don’t know when the next time you’ll hear from us will be, we will still be creating things and when we stop creating we’ll let the world know. If you want to keep in-touch, please follow us on Twitter, as that’s currently our only social media presence where we can provide quick updates.

Источник

Half life absolute zero

Absolute Zero demo

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Демо мода Aboslute Zero. Данный мод представляет собой восстановление того, что было показано на ранних скриншотах Half-Life 1, стиля и глав, какими они были в начале-середине 1998 года.

Главы присутствующие в данном демо:
Глава 1: Anomalous Materials (a1a0)
Глава 2: Unforeseen Consequence (a1a1)
Глава 3: Office Warrens (a1a2)
Глава 4: The Security Complex (a1a3)
Глава 12: Communications Center (a3a1)

Источник

The file Half-Life: Absolute Zero v.Final Release (12102020) is a modification for Half-Life, a(n) action game. Download for free.

file type Game mod

last update Tuesday, June 8, 2021

Report problems with download to [email protected]

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Half-Life: Absolute Zero is a mod for Half-Life, created by Cobalt-57.

Half-Life: Absolute Zero is a mod dedicated to recreating the version of Half-Life that we never got to experience fully. Our goal to recreate the art-style and chapters featured off in Half-Life builds from early to mid 1998. It will feature all the chapters, monsters and weapons that never made it into the final game. Players will now be able to experience Communications Center, the military camp in Surface Tension, and players will also get to fight cut enemies like the Human Sergeant, the Panthereye, Stukabat, along with cut weapons such as the Chumtoad.

Extract into „. Steam\steamapps\common\half-life\” and relaunch Steam.

Источник

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

After nearly a decade worth of work, Half-Life: Absolute Zero is now available early for everyone to get to see the final homestretch of development.

Posted by The_uaredead on Jul 10th, 2020

Wow, it’s finally out in SOME capacity!

It’s hard to believe that it IS out, I’ve been working on it for so long that I’m honestly in shock that it is out. Obviously, it is not quite done, just a little pink in the middle…

Eh, who am I kidding, it’s raw. You guys now get to see the final months of development live, every up and every down. This ride is going to be a bumpy one, so strap in! Once you’re on Half-Life: Absolute Zero’s wild ride, there’s no getting off of it.

All kidding aside, yeah Half-Life: Absolute Zero is now available to download and to play, so be it in an early capacity. We’ve been putting our all into this project for several years and we do genuinely hope that you’ll enjoy what’s there and what’s to come. Of course, certain chapters will be rough around the edges and won’t be representative of the final product or even Half-Life’s original designs. Certain chapters are already being reworked from the ground up that will hopefully be more accurate to what Valve had originally intended and be more fun than what’s actually in the mod itself. These revised chapters will be released when they’re in a more completed and playable form in those milestone updates I mentioned in the prior update.

Obviously, I should preface and say that Half-Life: Absolute Zero is NOT fully an accurate representation of what Half-Life would have been in back in development. We have to go off of a lot of old previews of Half-Life and read what was revealed to the public about the game and go off of screenshots (and even in some cases, try to figure out what certain screenshots even belonged to.) This mod is all relying on what information has been archived and had been said in the past. There’s a lot of cases that we have to guess and hypothesize what Valve had intended based upon screenshots, information, and even leftovers in the map sources.

Along with that, we’re not out here replicating (most) bugs seen with-in the beta and we’re even trying to fix bugs with the final game. We’re trying to develop this ideal version of Half-Life if they committed to what they had made up until E3 1998 and decided to focus on cleaning up the game.

Where can I download the mod?

You can download it directly on Steam!

So why exactly are we not uploading it to ModDB? Well, it will be uploaded to ModDB in due time but right now we will be pushing out constant active development, which Steam provides a much better platform for you to access the mod and keep it maintained and up to date. We would rather not ship something here that will likely require you to come back daily for the latest bugfix or new content that has been added to the mod.

The mod WILL be uploaded onto ModDB on October 12th, when it hits the 1.0 version! Along with every bugfix for that version. We only target two versions of the Half-Life client, which is the original retail release from 1998 (the WON client) and the Steam versions before the 2013 updates that came with the new Steampipe system. If you are using the Steam version then you’re likely to just get it off of Steam anyway and if you’re still using the WON version then we would still suggest you to wait a bit before you want to sit down and play the modification. If you can’t wait and you gotta have it now, nothing is stopping you from somehow downloading the Steam release and mounting the mod directory into the WON client.

If you’re on any client that wasn’t mentioned above, then Half-Life: Absolute Zero doesn’t officially support it and we can’t guarantee any stability or for it to work flawlessly. We don’t target those versions of the engine and we can guarantee that Half-Life: Absolute Zero does not work correctly on the current live Steam release engine and definitely does not work on Xash3D Android.

What should I expect from the mod?

You can read the chapter guide here:

Right now, a lot of maps are from November 2018. We did take the time to compile all of our map revisions from 2019 but however, there’s some strange issues with the maps that prevents us from releasing all of the latest revisions. A lot of the chapters with the strange issues are maps that are already deep into getting full reworks, so to spend time fixing up old revisions of the maps instead of finishing up the latest revisions isn’t in our best interest, especially since there’s not much major changes between the versions from 2018 and the versions from 2019.

The first of our revised chapters will be available from the start! We decided to clean up “The Portal Device” first as it’s the chapter from our original demo that is the closest to the original as we could get it. With tons of previews of it and even the blueprints of the first map, we were able to get it as close to the original as possible even back in the demo! Now, that doesn’t mean it’s all roses and daisies. Being one of the earlier chapters we got playable, it’s full of strange mapping mistakes and artifacts from using a very early version of J.A.C.K. So… We took the time to go ahead and clean up the map. Now, there’s still things to be addressed as there’s certain sequences that aren’t complete and are just placeholders so we can get it playable.

It won’t be a carbon copy of what you found in the demo, as there’s sections that have changed majorly since the demo. Such as the laser hallway being completely removed from the map!

In Closing

Half-Life: Absolute Zero is our love letter to Valve Software’s Half-Life. We’ve learnt a lot from Half-Life and the game means a lot to us.

Half-Life has its flaws, but for every flaw it has, Half-Life has done something that has completely changed the landscape of the first-person shooter as a whole and for it to be all from Valve’s first try at a game, man… People wish they could create a genre defining game in their first swing.

Half-Life gave us the opportunity to learn game development and gave us the tools to do so. We’ve deconstructed Half-Life so much with the project that we know so many little quirks and details about the game that no normal person should know. We hope to be able to use what we’ve learnt with Half-Life: Absolute Zero and apply them to future projects we plan to work on.

We hope you enjoy Half-Life: Absolute Zero, even if it’s currently not in the best shape right now.

Источник

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

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This is an Early Access build of Half-Life: Absolute Zero. Mod is a work in progress.

This is the final build of Half-Life: Absolute Zero. No further updates will be done. Mod is a work in progress.

Put into your Half-Life install directory alongside the valve folder.

Disclaimer! This mod is a work of fiction, this mod is a recreation of early screenshots of Half-Life, but due to the lack of information on parts we had to improvise and make-up how parts went by using logic of older maps and how we personally see how the maps could fit together. Nothing can be considered to be completely like the beta or can be considered to be how the beta went. So please, do not take this mod as fact.

Everything is a Work in Progress.

Should work on later versions of WON, Pre-Steampipe, and Steampipe versions of the Half-Life client.

Источник

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

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Hello, welcome to the demo release of Absolute Zero, after 6 years in development, hopefully it has been worth the wait. We’re excited to finally show our work on this mod after our 5 year hiatus of going public, we’ve changed a lot, even our name is different!

Hello, welcome to the demo release of Absolute Zero, after 6 years in development, hopefully it has been worth the wait. We’re excited to finally show our work on this mod after our 5 year hiatus of going public, we’ve changed a lot, even our name is different!

Disclaimer! This mod is a work of fiction, this mod is a recreation of early screenshots of Half-Life, but due to the lack of information on parts we had to improvise and make-up how parts went by using logic of older maps and how we personally see how the maps could fit together. Nothing can be considered to be completely like the beta or can be considered to be how the beta went. So please, do not take this mod as fact.

Everything is a Work in Progress, this is just a preview!

Should work on later versions of WON, Pre-Steampipe, and Steampipe versions of the Half-Life client.

Playable Chapters:
Chapter 1: Anomalous Materials (a1a0)
Make your way into Black Mesa and open a portal to the alien world known as Xen.

Chapter 2: Unforeseen Consequence (a1a1)
Fight your way out of the destroyed research facility.

Chapter 3: Office Warrens (a1a2)
You’ve made it to the offices of your work, but you’re being told to go to the surface because the military has come to save everyone.

Chapter 4: The Security Complex (a1a3)
The military is not here to save you, are they?

Chapter 12: Communications Center (a3a1)

Источник

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

A release of an active development build, future plans, and disclaimers will be all documented in this latest update for Half-Life: Absolute Zero.

Posted by The_uaredead on Jul 3rd, 2020

Why are you guys releasing in active development? What’s the big idea?

Well let’s face it, we have 4 months left until the October deadline hits and we still haven’t made much progress since last update. What we’re hoping is that we can get what we have right now in the hands of everyone and work on getting the mod in the best shape by October. Now, that doesn’t mean that Half-Life: Absolute Zero will contain every chapter by the time of the deadline, but does mean that the mod will be playable from start to finish without any hitch and what is made available will be polished and publicly playtested. Will it be up to our standard? Only time will tell.

Now, a thing to note. If you’re looking to play an out of box experience with this in-development release, we would STRONGLY suggest you wait a bit. Half-Life: Absolute Zero is NOT playable from start to finish in its current state. Certain chapters are very much still in active development. To those who are familiar with the developer console and don’t mind playing a work-in-progress modification we will document what chapters will cause some hurdles so you can skip over them, along with just making On a Rail completely optional until it’s either cut or finished and playable. Additionally, I would strongly suggest you play through Half-Life 1 before you jump right into Half-Life: Absolute Zero.

Half-Life: Absolute Zero is NOT a replacement for Half-Life, but rather, a companion piece to it.

What’s in store for the future of Half-Life: Absolute Zero?

Current plan to release active updates, but each major milestone update will be reflected by an addition of a completed chapter. Milestones will not be in order of chapters in-game, but by order of chapter completion in the modification.

With the in-development release of the mod, comes a public release of our source code. You will be able to access it on our GitLab. This will allow those to compile the code whenever we push up new code before the latest update gets pushed up to Steam. It will also allow people with background in Half-Life modding or programming to help out with reporting in-depth issues with our codebase. You will be able to report issues on our GitLab and in the support section of our Steam Discussions. Please try to keep code related reports on our GitLab and please keep general other reports on our discussion page.

The mod will be considered complete on October 12th, 2020, no ifs or buts. It will be done and no active development beyond patches will be done to it. What you see on October 12th is what you get. Doesn’t matter if chapters are missing or if features are missing, the mod will be designed to compensate for those things missing if it comes to it. However, also on October 12th, we will be releasing the full development drive for Half-Life: Absolute Zero to celebrate the 10 year anniversary of when development began. This drive will contain the final development assets to Half-Life: Absolute Zero, tons of development builds, and backups.

What should we expect from this in-development release?

Well, it will be less playable than the Day One demo, which also possibly includes the Day One chapters. A lot of things regressed post-Day One demo, as we were focusing more on finishing the rest of the mod than working on improving the demo chapters. Which now there’s a quality difference between our demo maps and our newer chapters. There are reworks in progress for Office Warrens (a1a2) and “You’re On Your Own” (a3a1,) however you won’t see those reworks in the initial beta release, they will come in future milestone updates.

But, I can show you some tidbits of what you can come to expect from them. They’re not in a state of compilation, however, let’s get rough and dirty and show off the maps from the level editor.

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Obviously, everything seen above is subject to change, along with what you’re about to experience in this active development release of Half-Life: Absolute Zero.

So, when should we expect to see this release?

July 10th, 2020.

The mod is shipping in active development on July 10th, no delays.

Источник

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Well, it is time to be completely transparent on the development of Half-Life: Absolute Zero and how the mod will not be completed.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

After nearly a decade worth of work, Half-Life: Absolute Zero is now available early for everyone to get to see the final homestretch of development.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

A release of an active development build, future plans, and disclaimers will be all documented in this latest update for Half-Life: Absolute Zero.

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It is one of THOSE updates, the one that basically says nothing has been happening with the project since the last update. The update no developer likes.

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In this update, we learn that us setting dates for our project only leads to everything falling apart.

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Release Dates, Information, Progress, and more are available in this breath-taking installment of the Half-Life Absolute Zero Updates.

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Not an April Fools update! We just the bad luck of having to update around the same time as April Fools, along with bad timing with falling inline with.

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This update only exists to give you some now open-sourced content of Half-Life: Absolute Zero’s past.

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Hey look, it’s one of those update-ry things! Who knew it would take about an entire year to get another one of those.

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We’re back, and we’ve got a face-lift

After 5 years of being on hiatus from going public, hopefully it was worth the wait.

we’re back, and we’ve got a face-lift

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Источник

Half-Life: Absolute Zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half-Life: Absolute Zero — фанатская модификация культовой игры на базе стандартного движка. Целями разработчиков стали первоначальные версии, которые были продемонстрированы на первых демках. И моддеры с этим частично справились. Реализованы две главы, которые как сюжетно, так и графически построены на ранних концептах и изначальных картах. Любовь к проекту у сообщества зародилась еще с момента зарождения и разгоралась сильнее до момента отмены дальнейшей разработки. С работой девелоперов ознакомиться могут все желающие и пройти любимые уровни в обновленном виде.

Half-Life: Absolute Zero — представление того, как игра должна была выглядеть с самого начала. Демо-версии, которые и взяты за концепт творения были более насыщенные, нежели релизная версия. А потому ярые ценители серии взялись за возрождение данной задумки. Изначальная задумка состояла в восстановлении всего вырезанного контента и представлении его в том виде, в котором он и задуман был студией Valve. Но команда продвинулась немного дальше и добавила собственные взгляды на сеттинг «халвы». Шутер в научно-фантастическом стиле оставил в себе лучшее из того, что было выпущено оригинальной студией, а также напитался нововведениями и переосмыслением левел-дизайна. Пусть и в сыроватом исполнении, но пользователи смогут ознакомиться с основными механиками и геймплеем данного ремейка.

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Half-Life Absolute Zero скачать торрент

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

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Название: Half-Life Absolute Zero
Год выхода: 2020
Жанр: Экшены
Разработчик: Cobalt-57
Язык интерфейса: Русский, Английский
Язык озвучки: Русский, Английский
Таблетка:

Кратко об игре:
Просто поразительно, что многие геймеры даже спустя столько лет продолжают активно играть с проектами, которые вышли в свет очень давно. И вот сегодня мы предлагаем вашему вниманию игровой проект из легендарной серии Half-Life. Первую часть проекта называли поистине уникальной, и она развивалась на протяжении длительного отрезка времени, иногда создатели даже вырезали некоторые игровые сцены и больше не возвращались к ним. Однако, поклонникам игры стало известно об этом, и они стали более настойчиво работать над получением победного результата. Они желают получить возможность вернуться в ту эпоху, чтобы почувствовать веяние истории и достичь благоприятного исхода. Само приключение особых изменений не потерпело. Но существенно расширило границы и теперь вы можете заглядывать на другие территории, сражаться с новыми противниками, узнавать больше историй.

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Переосмысление игры
Для тех, кто желает скачать торрент Half-Life Absolute Zero, то рекомендуем посетить наш игровой портал, тем более что там вы сможете сделать это без каких-либо финансовых вложений. И в награду вы получили абсолютно обновленный проект, в котором станет больше мрачности и тьмы. Вас ожидают новые опасные приключения и сражения, а еще вы сможете раскрыть тайны произошедших событий. Касательно игрового процесса вы будете проходить прежнюю историю с очень похожим геймплеем. Так что, обновления есть, но они не настолько кардинальны. Скорее, это улучшения контента, которые делают игру значительно интересней.

Реализация всего контента
Нужно отметить также еще один весьма занимательный момент. Поклонники игры сделали все возможное для восстановления оригинального набора из вырезанного контента. И теперь все геймеры получили возможность сыграть в совершенно новый, уникальный проект, где будут раскрыты многие детали. Вот, например, здесь вы сможете узнать о том, что произошло с большинством игровых персонажей, действия которых остались за кадром. Можно будет побродить по территории «Черной Мессы», заглянуть в самые потаенные уголки, прежде закрытые создателями. И появятся совершенно новые противники, весьма опасные и кровожадные. Это далеко не все, что ожидает вас в представленном игровом проекте. Поэтому не тратьте время, а просто переходите по ссылке в описании, чтобы скачать торрент Half-Life Absolute Zero совершенно бесплатно.

Настало время раскрыть все тайны, узнать недостающие детали повествования, ведь это все – частицы одной мозаики. Теперь вы сможете посмотреть на игру целиком, что даст возможность провести время за отличным геймплеем. Освободите больше времени на прохождение игры и начинайте это увлекательное путешествие. Мы желаем вам успешной игры и хорошо провести время!

На этой странице вы можете скачать игру Half-Life Absolute Zero через торрент бесплатно на PC.

Источник

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

Release Dates, Information, Progress, and more are available in this breath-taking installment of the Half-Life Absolute Zero Updates.

Posted by The_uaredead on Nov 18th, 2018

Wait. Absolute Zero has a release date?

Yes, it’s true, Absolute Zero has a release date. It is February 12th, 2019, the 20th anniversary of Half-Life Uplink! We were going to release it on the 25th anniversary of Sonic Spinball’s European Release for one big old in-joke, but we were not able to reach that deadline. So we chose the third best option to release on, which is Uplink’s 20th anniversary.
However, that is not all she wrote.

We really wanted to provide a link to our store page as we wanted to launch it on the 19th, but due to Valve taking their sweet old time, the store page is not verified despite being past Valve’s threshold of how long it will take for review.
But I digress.

Well, here it is! The store page, like we said we would have!
We chose to release on Steam due to our mod having major issues with live HL and us not wanting to make the install more complex than it is needed to be. Ease of use for all players! The mod will still support WON, if that’s any concern.

What’s new with the mod since the demo release?

Well, of course, a lot of things are different with the mod! I mean, it has been over a year since we’ve released the demo! We’ve enhanced various parts of the mod to be more polished and listened to several pieces of feedback in-order to make the experience better.

We have made progress with various NPCs, such as the Kingpin and Floater. They even have animations custom made for them!
We even have the German censorship originally planned for HL added in, don’t worry, it can be toggled on and off for every region.

If you were paying close attention to our media updates, you would of saw progress for Questionable Ethics, Boot Camp, and Down and Out! In case you didn’t, I’m going to slap the highlights here!

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But that’s not the end of our new content that we’re going to have, but you’ll just have to wait for future updates or the full release to find out more.

Are you going to plug the demo again like you always do?

You know it! Just in-case you missed it, you can check out the Day One demo! It’s super out of date compared to the current live build of AZ, but that isn’t out yet!

Источник

Well, it’s a mod.

Half-Life: Absolute Zero is a mod dedicated to recreating the version of Half-Life that we never got to experience fully. Our goal to recreate the art-style and chapters featured off in Half-Life builds from early to mid 1998. It will feature all the chapters, monsters and weapons that never made it into the final game. Players will now be able to experience Communications Center, the military camp in Surface Tension, and players will also get to fight cut enemies like the Human Sergeant, the Panthereye, Stukabat, along with cut weapons such as the Chumtoad.

Thanks to everyone for the kind words about Half-Life: Absolute Zero. We’ve been working hard for the last eight years to get this project done and in a playable, stable, and feature-complete state, and seeing the positive reaction to the progress we’ve made has been a huge morale boost.

Unfortunately, despite our best efforts, AZ will not make the release date of February 12th, 2019.

First and foremost, we need to apologize for setting the release date sooner than we could deliver. There are several different reasons why we have to announce this delay, and we’ll share some of them here in the hopes that you’ll understand.

The main reason is that a developer responsible for an important part of the project has gone silent, and we haven’t been able to reach them. He has a lot of files critical to the mod’s development, and his sudden disappearance has left us with only two active mappers on the project.

Multiple aspects of the mod still need finished or refining as well, and with this delay we can make sure that everyone gets a complete fun package once it’s released. We’re also still looking for experienced mappers to join us! You can read more about it at the listing below.

Please keep in mind that the release date on Steam is nothing more than a placeholder and does not reflect the date we plan on releasing!

At the moment, AZ is playable from Anomalous Materials to Questionable Ethics. Some areas still need further polishing and are WIP as hell, however. The maps from the demo have been greatly improved since its release and are closer to the source material than ever.

Power Up has also been finished, polished, and tested, Apprehension has been completed and gained a new ending sequence, Questionable Ethics is nearly done, and multiple chapters have gone through major optimization overhauls and considerable re-balancing.

On A Rail, however, has been a very interesting experience. Half of the chapter is missing in action, so we’ve decided to fill in the blanks with our own interpretation based on the little information we have now, as well as the beta/retail aesthetics of the chapter. In retail, it was essentially backwards!

What this means is that the chapter will start at the rocket labs, instead of ending there. We’ll also be including other cut areas of the alpha in the beta/retail style of On A Rail to fill in any other blanks as needed.

Once again, we’re all sorry to hold it up even longer, but we promise you won’t be disappointed. We’ve made incredible progress on the mod, and we really want to share it with everyone as soon as possible. We’d like to thank everyone for the support that you’ve shown for Half-Life: Absolute Zero up to this point.

Источник

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

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This is an Absolute Zero build from a few days after we went public with Absolute Zero back in late 2015.

This is an Absolute Zero build from a few days after we went public with Absolute Zero back in late 2015. The media we provided with the re-launch of Absolute Zero was taken on and around December 28th, 2015 while this build dates to January 7th, 2016. While some of the content is from January, a lot of it is minor changes or test maps. Even the binaries go unused. Likely had a major bug in them.

This would of been the framework to the demo we teased off when we went public. Clearly, we delayed that by a full year and a few months to ensure quality of the product.

If you compare this to the leak from April of 2016 and the pre-demo from March of 2017, you can tell all 3 builds are majorly different.

This build marks a milestone in Absolute Zero’s development since 2011, where the mod was actually «playable.»

Источник

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

Well, it is time to be completely transparent on the development of Half-Life: Absolute Zero and how the mod will not be completed.

Posted by The_uaredead on Oct 9th, 2020

Nope, no jokes here. It is completely true, Half-Life: Absolute Zero has ceased development, after almost a decade worth of development.

So, why exactly are you guys abandoning Half-Life: Absolute Zero?

It has been nearly 10 years to the day since we started development on Half-Life: Absolute Zero and to be quite frank, we want to move on; passion only lasts for so long. If it didn’t work out for the past 10 years, I doubt it is going to work out for any more amount of time.

We were unable to secure any level designers since our search for one started back in December, 2018. So as a result, we were asking and relying on friends and friends of friends for help on the project, but ultimately most of them would only work on the project from a range of 3 days to 2 weeks until they would give up. As a result, not much really got done post-beta access release.

Realistically, we knew the project had been doomed since December of 2018. We had already missed our intended release date of November 26, 2018 (the 25th anniversary of Sonic Spinball’s European release, which was a week after Half-Life’s 20th anniversary, it is a in-joke among the team) and we had to delay to the 20th anniversary of Half-Life: Uplink’s release. A lot of us had been burnt out for working on the project for such a long time and we had a level designer who had vanished. We had put out a job listing on ModDB in hope we would be able to quickly find a replacement to be able to salvage the project, but that clearly didn’t happen.

What is going to happen to the Steam release of Half-Life: Absolute Zero?

We are currently actively working on getting the page delisted off of Steam around the 12th to prevent people from accidentally wandering into a barely functioning product. Despite being delisted from Steam, you should still be able to download the mod via “steam://install/.”

Why delist the store page opposed to condensing down the experience? Well, the mod only currently contains 2 chapters that we would consider mostly complete, which isn’t too exciting considering our 2017 demo contained 5 chapters. We had to deal with a surplus of people who didn’t read the store page or any pinned thread on the discussions and just assumed the product was 100% complete. If we had this problem during the public development phase, we’re going to have the problem tenfold when the mod is supposed to be “complete.” There’s also the fact we don’t want another unfinished product to clog up the Steam storefront, we would rather take responsibility and take down our product instead of letting it rot with every other abandoned project.

We only made a Steam release as our mod is not fully compatible with the 2013 updates to the GoldSource engine. Shadows cause the game to crash and various game behaviors would act sporadic. A Steam release allowed us to ship with a branch of the engine that we knew was fully compatible with Half-Life: Absolute Zero, but it still provided its own host of problems. Such as us changing the executable name which resulted in Windows 10’s internal compatibility hack for GoldSource games to not take effect, which resulted in the game’s window being extremely zoomed in. Luckily that was a fix as easy as just renaming the executable back to HL.exe, but there were still issues with the engine itself that were either fixed in the modern engine, were just things from Source that people expected to be in GoldSource, or were issues that affect most versions of the engine. Ultimately, there’s not a version of GoldSource out there that is perfect, they all have severe issues that hinder the experience some way or another and we had to pay the price for it. We did not and still do not have access to the engine code, so being able to fix anything with-in the engine would be impossible for us to do and if the engine was open source we could have at least attempted to but as it currently stands, GoldSource is closed source.

We will push out a final update for the mod on Steam, we held back on an update since August 14th in hope to be able to ship out a Milestone update in September, clearly that Milestone update did not work out.

What will happen with Half-Life: Absolute Zero after the 12th?

Well, the Steam build will be posted to ModDB for those to download there (minus the engine, of course.) But more importantly, the entire development drive of Half-Life: Absolute Zero will be uploaded to the internet and will be licensed under Creative Commons. This will allow any developer or modder to be able to reuse our work and all you need to do is credit us for the work you’ve borrowed! This had been our plan for several years now, regardless of completion, releasing the full source tree on the 10th anniversary of the mod’s development beginnings. This allows us to be able to have the community learn from our work and for our work to live on beyond a beta mod.

We are currently actively sorting through our unsorted backups making sure as much of our content is backed up and available. This will release on the 12th, alongside the mod release on ModDB.

What will happen to Cobalt-57 after the 12th?

This does NOT mark the end of Cobalt-57 as a team, we have no plans to dissolve or disband! Little do many people know, Cobalt-57 was never created as a throwaway team to have a pseudonym for all of us as a team for our modding projects. We will be shifting our focus to game development after the 12th, in fact, we actually have some games and projects in the pipeline. Some relating to pre-existing IPs (some of which will likely never see the light of day) and some being completely original IPs. As you may expect, yes, we are still in fact looking for level designers and even more than that! We can’t promise that we’ll hire or even speak to everyone, but we will read every message.

In-closing.

While it is sad to see Half-Life: Absolute Zero go, we’re glad it is over. It is bittersweet, sure we didn’t get to complete the project that united us to begin with; but we will forever get to keep those memories and get to work together on things that don’t limit our creative direction.

Finally, we would like to thank you for supporting us til the very end. While we don’t know when the next time you’ll hear from us will be, we will still be creating things and when we stop creating we’ll let the world know. If you want to keep in-touch, please follow us on Twitter, as that’s currently our only social media presence where we can provide quick updates.

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Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

I knew that this was going to happen.

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It’s sad that it died, It was beta content mod I first played

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We’re the ones who he stole the work from. We’re also the ones who blew up the story by taking action and not letting him get away from it.

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He will steal them anywhere no matter where you post them, the best we can do is just keep reporting his accounts and mod pages so he doesn’t come back.

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Everyone is complaining about «burning out» and wanting to create new things, not wanting to stuck with one project etc. etc. Don’t you people have jobs, actual jobs that require you to do things that you don’t want to do, but you still do them because you have to? If the developers of mods such as this could see their projects as works that NEED to be completed they would have completed them, simple as that. Do you also resign from your job because you are «burnt out?»

Look at Black Mesa. While I am personally not a fan and don’t like to hail it as the greatest thing that happened to HL1 like 90% of the «fans» do, I still have to respect the effort and time they spent on the project. Now people are going to say thing like: «They sold the game on Steam, they had money to spend on the project» No, the game was finished sans the Xen chapters and it was long and detailed even before that, whereas Absolute Zero can’t even finish maps for GoldSRC that requires much less detail and work in nearly 10 years?

So you spent more than one year doing what? If you really wanted to see this mod take off and completed, you would have gone out of your way to find members. Same thing happened to Shaft and Quiver before that. Saw it happen for years: Developers don’t take their work seriously enough, get bored, wander off to other projects and neither the new nor the old projects get completed in the end, there is no work ethic.

This is a rant that stems from not seeing a restoration project ever be properly completed for Half-Life, a game that I adore. I say this because I care, not out of hate. I have nothing against Cobalt-57 nor the efforts and hours that was spent on this mod, just my take on things and a criticism on project management.

Bring on the hate and dislikes.

Black Mesa wasn’t a 4 man team and the team for the commercial version of Black Mesa is VASTLY different from the original mod team, barely containing the same developers. Not only that, more people would want to work on Black Mesa. Not only is it an extremely high profile mod, they will receive a payment for their work due to the price tag of the project. Something we could never do with HLAZ nor want to do with it.

The difference between a paying job and a mod you work on in your free time is that you get paid to show up and do the work at a job. LeonelC had to quit the project completely due to the situation in his country that required him to get a stable income. Do you want me to demand and force him to come back and become homeless or not be able to eat just so he can finish a free beta mod for a 2 decade old game? Also hate to break it to you, people do resign from jobs and move onto new companies and even different career paths to freshen things up or when they’re sick of working there. This is a completely normal thing for people to do. A large majority of the people who worked on HL1 or HL2 are no longer at Valve, likewise with id. Most people who worked at id Software during the golden years are no longer at the company. People move on to new creative endeavors or outright retire entirely.

I also actively sought out people to finish the mod, as even stared in the article. Most people gave up after two weeks, some let us know they wouldn’t be working on the project any further and some just never did.

I legitimately get migraines working on and thinking about working on Half-Life: Absolute Zero. I typically have to actively force myself to work on the mod and I no longer have fun working on it. I care vastly more about the well being of my team and myself than a silly little beta mod.

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As I said, bring on the hate.

If you see your project as a «silly little beta mod» no wonder it is a dead, ten year old waste of manpower.

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> no wonder it is a dead, ten year old waste of manpower.
Jesus, I can tell you never had friends, you son of a bitch.
Half-Life: Absoulte Zero is probably one of the best community projects I’ve ever seen, and for you to riff on it is pretty ****** ngl. Have fun getting **** on you masochist.

It is a «silly little beta mod» because people like you take it far too seriously. So much entitlement and drama from a ******* mod that’s just a recreation of Half-Life’s development. Over the past decade I had to put up with so much drama and **** from so many people and now I can finally put an end to it and focus on what we wanted to do. All I sought out to do with this project was learn about Half-Life’s development and learn how to make games. Mod was supposed to be finished nearly 5 years ago. We wanted to move on to make games and we’ve been strapped to finish this project and now that we’re at the decade mark, we’re drawing the line and putting an end to it. End of story. You can make up whatever ******** you want to make you feel better, but the reality is that we want to move on and express our creativity and have wanted to do that for years and we’re not extending the deadline for HLAZ just to be more disappointed that we can’t find anyone to be able to complete the project.

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Half-life: Echoes was a one man mod and it’s one of the most impressive mods for Halflife. How can you can’t do what a single man can do in 9 + years?? Your comments paint a clear picture; you don’t care for this mod otherwise it would be done by now.

Echoes was on a vastly smaller scale made by a person who knew what his strong point was and stuck to it. There’s a lot more work put into Half-Life: Absolute Zero than Echoes as we had to remake various art assets from scratch, restore map sources from Half-Life: Source’s VMFs to work with-in Half-Life 1, research the game by unearthing tons of pre-release articles and media that had been forgotten by time itself, recreate those bits, figure out how to make them work in-game and make sure they’re fun, and much more. All MrGnang had to do is come up with what HE wanted to do, we had to research and interpret what Valve meant by things with whatever we could get our hands on, which wasn’t much.

You’re comparing apples to oranges. If you think it is so easy, then go make it yourself.

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Everyone and their grandmother can find info on deleted content of Halflife. I even say Halflife’s alpha-beta is the most well known out of all games, maybe beaten only by Halflife2 not unknown like you say. All you had to do was to fill the blanks.

Also saying then go and make it yourself is the most petty and cliche thing to say.

Is it petty? Because I think demanding a team to continue working on something for you is more petty, especially when you’re acting like you know more on the matter than the person working on the mod itself. So, I’ll repeat myself, if it is so easy, then go make it yourself. You’ll even have a leg up to other attempts by having access to the HLAZ development files we’re releasing on the 12th.

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Great comment, very professional, with tons of swears and all that.

Yeah, just as professional as you telling us to go ahead and waste our lives on a beta mod so you can sleep at night.

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I don’t have to tell you that, you have wasted your time yourself already, at least 5 years judging by your comment.

With such an unprofessional project lead, it is a miracle that this mod made it this far as is.

Yep, totally unprofessional for caring about my team.

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«Do you also resign from your job because you are «burnt out?» «

Yes? People actually leaves their jobs and seeks for new ones if they have ****** conditions.

*Stuff about Black Mesa*

Black Mesa had close to 60 people coming and going across almost a decade, with the work several times being restarted and even they acknowledged it was a miracle it released at all. Not to say the situation was entirely different and for the Steam version, they became a real studio to pay people for working on it.

*Why mods takes forever to get done, they don’t work on them?*

This is not how modding works. At the end of the day, is a hobby, and we have our own jobs and lives.
Plus if you bothered to read this and previous articles, you would have known how actually hard is to deal with never ending bugs.

*Why Echoes was able to get released then?*

Because to begin with, the scope of the project was different ( easier to do something fully new than having to research and recreate alpha-beta stuff ).
Not to say that his author actually worked on and off on Echoes during almost a decade, with only completing the work on the last one.

People like you, who really think modding is easy as just pressing a button and get stuff done, without thinking the infinity of bugs, testing and other problems that comes from, without realizing that it requires tremendous amounts of effort and time to get even the simplest thing working, are really toxic to the modding community and don’t belong on this place.

You better get yourself informed about how stuff really works or at least have some basic politeness, or the banhammer will drop upon you.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

I know how modding, and more importantly how work ethic and time management works thank you very much.

Also, the «banhammers»? Is that a threat?

«Banhammers» is not a threat, but you can get it for being rude and disrespectful towards us for no reason other than your narrow perspective on what modding really is like, which is what you are being now towards us.

Over the past 5 years, we worked as hard as possible to make this the best possible beta recreation mod, and that’s what you can see for yourself from both our ModDB page and playing our Steam Early Access release, especially if you look at the parts that were the most finished. We went through old previews, screenshots, converted the Half-Life Source VMFs to HL1 and searched those for leftovers and otherwise spent hours on mapping alone to make the maps as accurate and authentic as possible, same with the models, graphics and code to make these as accurate as possible as well. And we did this despite being a small 5-person team while trying to recreate what we thought the game could have been like at that certain point in time. So no wonder that you will get burnt out eventually with such a small team and such huge ambitions.

So it’s not the fault of «work ethic» or «time management», because modding at the end of the day is just a hobby and we have these things called lives outside of modding that we have to take care of. Some of us even go to university, so that’s another thing some of us have to focus on. Also «actual jobs that require you to do things that you don’t want to do, but you still do them because you have to»? But what if the job that you go to is something you love? What if it’s a career that you want to pursue? And so what if you get burnt out of something after doing it for so long? That’s what happens elsewhere outside of modding, it’s a fact of life. Don’t act like we are a special case in this regard. And stop accusing us of being lazy because if you even cared to take a deeper look, then you can see that we did our absolute best to get this to be faithful to the source material and released. Mod quality and dedication? Again, just take a look at our screenshots and our Steam Early Access build. Finding members? We always have tried to find new people, we had a mapping job offer up on ModDB for ages.

And how does work ethic figure into this? With something like modding, even the best work ethic is not and will never be something that will magically ensure that a mod gets completed, because for starters it requires a decent amount of hands working on a project. Work ethic is merely a base requirement that is to be expected of someone or a team working on something like this. That’s like expecting to get a girlfriend because you are a «nice guy». Also, again, modding isn’t a paid job, but merely a hobby and modders have actual LIVES that they have to take care of outside of it. Seriously, try putting yourself in our shoes. Try being us, a small 5-person team, trying to get done a project as ambitious as this in your spare time, working away on it over the course of 5(!) years despite not getting much more new members and it (most likely) doesn’t quite get done because of people leaving/getting burnt out/moving on/etc, how are you not going to get burnt out?

So yeah, here’s my 50 cents as this mod’s main mapper who has wholeheartedly worked on this since the beginning and who has wanted to see this get finished and released. It may seem easy to you who doesn’t even have to work on it, but trust me, it is anything but easy. Assuming that it is easy is nothing less than an insult to our dedication to this project and the work we have put into this project in the past 5 years. Here’s some advice back to you: if you really think working on a mod, especially a beta mod is easy-peasy and if not getting it done is «unprofessional», then start your own mod and see how it goes.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

I was neither rude nor disrespectful towards anyone, I made that clear on my first post. The only signs of rudeness and disrespect can be attributed to your project leader who has no problems cursing or insulting others to hammer his point across.

I said work ethic and project management and I stand with it. A project leader should «lead» other members of the team to achieve the goal. You say you tried to find new members? You put openings to the Moddb page and a Twitter page no one is even aware of and just waited. It’s like a fisherman who never baits his hook and just casts it in the water, waiting fish to come, it was never going to work.

People loved to bash my example of Black Mesa, saying how they were getting paid and how huge the numbers of the team were, just like I predicted and even wrote on my initial post. So, here is a better example:
Are you guys aware of Oblivion Lost Remake? A Stalker SoC mod that aims to recreate unused and cut content, some of which is lost to the time, some never even created and some is simply up to interpretation? With a team consisting of 5 members? Sounds familiar?

Those people put out a mod that is THE most authentic and well made restoration mod despite working with an engine that was put together with duct tape and overall a hell to work with.

So you come here and tell me how a game like HL’s Alpha-Beta, which maybe has the best preserved development history than any other game, was so difficult to re-create in nearly 10 years? With software like J.A.C.K. and other tools that were available to everyone, which simplifies things further, with an engine like GoldSRC that is cakewalk to work with compared to others, like X-RAY engine of Stalker for example, and just as simple to create maps for was that big of an issue for Cobalt-57?

I am talking about maps a lot because for the longest time this was THE problem preventing this mod to come out fully. Every other thing, for the better or worse, was there. But no one is going to see those fancy houndeye effects, alpha styled weapons or battery shaped suit power HUD if there are no maps to play the isn’t it?

This project failed because of mismanagement and improper use of development time. Many talented peoples’ work has gone to waste and the sad thing is, it was completely avoidable.

Your project leader calls Absolute Zero a «silly little beta mod». If someone has no respect for the work they are doing, then it is not a surprise that there is no light at the end of the tunnel.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

He can call it a «silly little beta mod» because he is working on it, has actually made progress on it, and also posted requests for help on several Discord servers. His health and future is more important than a mod like this. Silly is a justifiable term.

What did you expect, a rented billboard in Times Square? A 40-second advertisement across televisions worldwide? Maybe even paid promos to replace all the posters in Cry Of Fear?

Someone had to spend money to get it on Steam. Why would anyone spend money on something if they don’t care about it?

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

«I was neither rude nor disrespectful towards anyone»

Yes, lets ignore the parts where you accuse the team of not doing enough, ****** time management, etc. and then you continue doing it.

*Stuff about STALKER and then comparing it with GoldSrc*

So you don’t even have an idea of what are you talking about? Wow what a surprise.

The «with an engine like GoldSRC that is cakewalk to work with compared to others» really highlights how much you know about GoldSrc modding: zero.

«If someone has no respect for the work they are doing, then it is not a surprise that there is no light at the end of the tunnel. «

Woah, I thought you couldn’t make worst takes but here we are.
Dude, shut up already and leave these people in peace once for all.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

I am not even sure you read the right post, none of what you said is correct or has any meaning. As for my GoldSRc knowledge, it is probably older than 80% of commenters here.

Also no offense, but you would be the last person I would listen in any discussion, «Ms (?) Veteran Modder». See this, this is what rudeness looks like.

Источник

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

Hey look, it’s one of those update-ry things! Who knew it would take about an entire year to get another one of those.

Posted by The_uaredead on Apr 13th, 2017

Where were you guys exactly?

Working on the product, as simple as that. I don’t know what made me think that Monthly Updates would even work, it didn’t even work with Left 4 Dead Zero! But hey, at least you guys got some media updates, so it wasn’t like we were completely leaving you guys in the dark with updates.

So, if you guys were focusing on the product, then what progress have you made?

Well, we’ve enhanced various maps, models, and code. You see, one of the issues of working hard on the project and not focusing on media is that, well, we end up publishing screenshots that are SUPER out-of-date by the time we show it off. Even if I go to the team and get approval whatever or not we should ship certain screenshots, I still get told by them to update them or straight take them down due to it not reflecting the current revision (I’m looking at you Power Up screenshots!)

So, as a result, here’s a bunch of updated screenshots, it’s already out of date as of the date of this update.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

(yes, these are the shots from October, we meant to release this update in October)

Here’s a general list of improvements that we’ve done to Absolute Zero:
New AI
— Stukabat
— Human Assault
— Panthereye
Various Bug Fixes
— No more Rapid Crowbar on gibing a dead body.
— Weapon Select Numbers and the Weapons are no longer clipping each other.
— Egon spawns the Egon Cloud again.
— Idles behave better now
— Bullets make the body shot noise on impact again.
— and much more.
Various Improvements
— FVox now communicates more, and if you don’t like FVox, well you can just turn her off.
— The Battery Counter that FVox relays to you reads the exact amount in your battery (Since you can’t see the amount on screen)
— Barney reloads his Glock finally.
— We made the engine our bitch and now we can Pre-cache things. Not only that, what we did actually cuts off some of the limits of the GoldSource engine so we can add more to it than what stock code could allow us to do.
— Fixed Widescreen Support.
Readded Features
— The Inventory has been re-added
— All of the Powerup Canisters have been re-added.
— Suit can’t use Long Jump, Oxygen Tank or the Powerup Canisters if there’s no battery charge.
— Long Jump now runs on its own Battery Charge.
— Player Drop is now similar to the Alpha and Beta demos.
— Various Particles and Effects have been readded, such as:
Houndeye charge attack
Blood Trail
Metal Gib Trail
Wall Firing Decals
Alpha Explosions (Switchable)
Gauss Charge Sparks (As seen in E3 Offices)
Mirrors (Used SoHL as a Base)
and more.
Customizable Features
— Toggled on the Publisher and Developer Info splash as seen on the E3 Showroom floor demos.
— Both the Green and the E3 98 HUDs can be toggled between.
— You can toggled how the engine draws the battery charge, Down to Up, or Left to Right.
— You can toggle between the Alpha and the Beta/Final explosions.
— Ladder Bob can be toggled between the Alpha style and the Final Style.
— and more.Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

New Features
— As stated above, Pre-caching is possible now.
— ENT_Create has been added (No Promises this will be in the Final Product, may stay a debug feature)
— Certain Attacks will make Gordon start bleeding.
— Our Player Drop is now more advanced, now depending on the height the player falls the screen bob will reflect to the distance, so it isn’t static.

So there’s an overlook of what we have in the coding department. Somethings were added before we came to ModDB, somethings are newer than what was shown off in the Videos back in December and March.

Well, this leaves us with one thing, where’s the demo?

It’s coming. We’ve been working really hard on getting everything super polished up for release. We have shipped out a pre-demo to be sure that everything is in check, and we’ve fixed what has been reported to us by our various testers. The Absolute Zero demo is set to unlock on Friday, April 14, 2017

So what’s in store for the demo?

Well, you’re getting both Day One and Communications Center as an ode to the 2 Demos Valve released for Half-Life 1 (Day One and Uplink).

Источник

Half-Life Absolute Zero Fixed Maps addon

Half-Life

Valve | Sierra Entertainment | Released 1998

Named Game of the Year by over 50 publications, Valve’s début title blends action and adventure with award-winning technology to create a frighteningly realistic world where players must think to survive. Also includes an exciting multiplayer mode that allows you to play against friends and enemies around the world.

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This fixes Absolute Zeroes broken maps, like the turning valve in Screams ‘n Whispers

another update as of june 10th 2022: i accidentally put some of the original, broken az maps into the new update sorry a load

new update as of june 10th 2022: fixed the entire surface tension, i don’t wanna do that again, it was pain.

This fixes some of the broken Absolute Zero maps.

This is still a work-in-progress!

To install: Replace the bsps in /AbsoluteZero/maps with the ones provided in the zip and play!

bugs: going on the top of or the bottom of the level change trigger in a1a4f causes you to get stuck in footfall

map sources will be released once i finish fixing everything

notes: if some map isn’t like how it was in base AZ, it’s either I couldn’t find the map or it was too unsalvageable.

some level transitions are really crappy, for example the transition from a1a4f to footfall and the transition from a2a5d to a3a1. (I might try to put the landing field into this.)

unclear level stuff;

in On A Rail you have to get up to the rocket launch room and press the launch button to open the blast doors. the reason im doing this is because the rocket in the source map was only made from the top and it would be pretty repetitive if the blast doors opened the second you got to a2a2.

in QE, you have to get up to the room with the barney and wooden table. there, you press the switch to unlock the door that was in the grassy area. (it should show a cutscene of the door opening.) you then have to backtrack to that specific door and get to the next map

once again, in QE, theres an alien grunt that is stuck and has yellow orbs floatin round it. i decided not to remove this because it doesn’t affect the gameplay that much. you can still kill it though.

right after the hgrunts drop you into the pipe in Chutes And Ladders, go to the water lowering valve. when youve turned that, go up the ladder then to the terrain on the right and you should find a dead scientist with a crowbar.

theres a small chance your game will crash after pressing the launch button in On A Rail. this has happened to me three times, but doesn’t happen anymore.

I used some unused AZ maps to make up for the empty and repetitive desert levels. That’s why you don’t see the desert levels anymore. fun factoid: it was also the most painful chapter to fix

Источник

Half-Life: Absolute Zero Mod для Windows

Классика снова становится новой с Half-Life: Absolute Zero Mod

Half-Life: Absolute Zero Mod — это бесплатное дополнение для Half-Life, целью которого является воссоздание гораздо более ранняя версия этой классической игры: до ее публикации.

Вновь вернемся к истории саги Half-Life

Как известно ярым поклонникам серии Half-Life, перед выпуском первой игры в конце 1998 года разработчик продемонстрировал рекламные материалы, включавшие элементы, в конечном итоге удален из игры до ее публикации. Half-Life: Absolute Zero Mod — идеальное дополнение для всех, кто интересуется этими ранними прототипами Half-Life, поскольку оно предназначено для воссоздания игры в том виде, в каком она, как известно, существовала в более ранних сборках.

Мод восстанавливает ряд элементов, удаленных разработчиками. Вы сможете исследовать удаленные области, в том числе Коммуникационный центр и военный лагерь поверхностного натяжения, и сразиться с отвергнутыми врагами, такими как человек-сержант, Стукабат и Пантерей.

Максимально близкое воссоздание

Конечно, поскольку Half-Life: Absolute Zero Mod воспроизводит игру, которая никогда не была общедоступной, она частично основана на догадках. Но создатели изучили доступный материал, относящийся к ранним сборкам Half-Life, и в итоге восстановили столько, сколько было возможно.

Необычный мод для Half-Life

The Half-Life : Мод Absolute Zero необычен тем, что в отличие от других дополнений, таких как Half-Life: Half-Craft: мод Half-Life для Minecraft, который стремится расширить и развить Half-Life, этот мод пытается вернуть игру к очень ранней версии. Для заядлых поклонников игр Half-Life, интересующихся корнями франшизы, возможность изучить раннюю, никогда не выпущенную версию игры будет привлекательной.

Источник

Half-Life E3 1998/1997 Release file

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

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Half-Life E3 1998/1997 first breath of air since 2011, the original build from 2010. Half-Life E3 1998/1997 is a recreation of the earlier builds of Half-Life 1, but this build isn’t quite finished, it features a few map remakes, a few test maps, Day One, and Uplink.

It’s been 5 years. Holy shit! It feels like it was yesterday that I started this piece of shit mod. Time flys when you force your self to forget about various things.

Actually, I’m impressed this build still exists! Magic Nipples found it laying around in his Mediafire account like, less than a year ago (infact, I think it was like Spring of this year).

So. Why am I releasing this 5 years after it started? Well, honestly I ‘unno either, probably to show how shit this mod was ages ago and to get a laugh.

To convert to E3 97, just drag the files from «1997 Conversion» and put it in the E398 mod folder.

Obviously, not a lot of the files remained, a good chunk of the files were lost due to me reinstalling or the fact the computer Magic Nipple’s used durring development died and all files were corrupted.

Infact, the 1997 code is the original HL97 (E397) code, while the 98 code is just Preliminary Findings. Which was E3 98 in a sense anyway.

So, here are the credits to the best that I can state them.

and various others that I can’t credit since their credit rights have been long lost.

Things I forgot to state in the readme:

there are a few hidden maps mixed in with the batch, these maps are:

Источник

Half-Life: Absolute Zero Mod for Windows

A classic becomes new again with Half-Life: Absolute Zero Mod

Half-Life: Absolute Zero Mod is a free add-on for Half-Life that aims to recreate a much earlier version of this classic game: one from before it was published.

Revisit the history of the Half-Life saga

As hardcore fans of the Half-Life series may be aware, before the first game’s release in late 1998 the developer showcased publicity material that included elements that were eventually removed from the game prior to its publication. Half-Life: Absolute Zero Mod is the ideal add-on for anyone curious about these early Half-Life prototypes as it is designed to recreate the game as it is known to have existed in earlier builds.

Long-gone elements are back again

The mod reinstates a number of elements removed by the developers. You will be able to explore deleted areas including the Communications Center and the Surface Tension military camp, and go up against rejected enemies such as the Human Sergeant, Stukabat and Pannthereye.

As close a recreation as possible

Of course, as it is replicating a game that was never made publicly available, the Half-Life: Absolute Zero Mod is based in part around guess work. But the creators have scoured available material relating to the early Half-Life builds, and ultimately restored as much as is possible.

An unusual mod for Half-Life

The Half-Life: Absolute Zero Mod is unusual in that, unlike other add-ons like the Half-Life: Half-Craft: the Half-Life Minecraft Mod which strive to expand and build upon Half-Life, this mod tries to return the game to an extremely early version. For avid fans of the Half-Life games who are interested in the franchise’s roots, the opportunity to explore an early, never-released form of the game will be appealing.

Источник

Half life absolute zero

Thanks to everyone for the kind words about Half-Life: Absolute Zero. We’ve been working hard for the last eight years to get this project done and in a playable, stable, and feature-complete state, and seeing the positive reaction to the progress we’ve made has been a huge morale boost.

Unfortunately, despite our best efforts, AZ will not make the release date of February 12th, 2019.

First and foremost, we need to apologize for setting the release date sooner than we could deliver. There are several different reasons why we have to announce this delay, and we’ll share some of them here in the hopes that you’ll understand.

The main reason is that a developer responsible for an important part of the project has gone silent, and we haven’t been able to reach them. He has a lot of files critical to the mod’s development, and his sudden disappearance has left us with only two active mappers on the project.

Multiple aspects of the mod still need finished or refining as well, and with this delay we can make sure that everyone gets a complete fun package once it’s released. We’re also still looking for experienced mappers to join us! You can read more about it at the listing below.

Please keep in mind that the release date on Steam is nothing more than a placeholder and does not reflect the date we plan on releasing!

At the moment, AZ is playable from Anomalous Materials to Questionable Ethics. Some areas still need further polishing and are WIP as hell, however. The maps from the demo have been greatly improved since its release and are closer to the source material than ever.

Power Up has also been finished, polished, and tested, Apprehension has been completed and gained a new ending sequence, Questionable Ethics is nearly done, and multiple chapters have gone through major optimization overhauls and considerable re-balancing.

On A Rail, however, has been a very interesting experience. Half of the chapter is missing in action, so we’ve decided to fill in the blanks with our own interpretation based on the little information we have now, as well as the beta/retail aesthetics of the chapter. In retail, it was essentially backwards!

What this means is that the chapter will start at the rocket labs, instead of ending there. We’ll also be including other cut areas of the alpha in the beta/retail style of On A Rail to fill in any other blanks as needed.

Once again, we’re all sorry to hold it up even longer, but we promise you won’t be disappointed. We’ve made incredible progress on the mod, and we really want to share it with everyone as soon as possible. We’d like to thank everyone for the support that you’ve shown for Half-Life: Absolute Zero up to this point.

Happy 20th anniversary Half-Life.

Release Dates, Information, Progress, and more are available in this breath-taking installment of the Half-Life Absolute Zero Updates.

Yes, it’s true, Absolute Zero has a release date. It is February 12th, 2019, the 20th anniversary of Half-Life Uplink! We were going to release it on the 25th anniversary of Sonic Spinball’s European Release for one big old in-joke, but we were not able to reach that deadline. So we chose the third best option to release on, which is Uplink’s 20th anniversary.
However, that is not all she wrote.

We really wanted to provide a link to our store page as we wanted to launch it on the 19th, but due to Valve taking their sweet old time, the store page is not verified despite being past Valve’s threshold of how long it will take for review.
But I digress.
We chose to release on Steam due to our mod having major issues with live HL and us not wanting to make the install more complex than it is needed to be. Ease of use for all players! The mod will still support WON, if that’s any concern.

Well, of course, a lot of things are different with the mod! I mean, it has been over a year since we’ve released the demo! We’ve enhanced various parts of the mod to be more polished and listened to several pieces of feedback in-order to make the experience better.

We have made progress with various NPCs, such as the Kingpin and Floater. They even have animations custom made for them!
We even have the German censorship originally planned for HL added in, don’t worry, it can be toggled on and off for every region.

If you were paying close attention to our media updates, you would of saw progress for Questionable Ethics, Boot Camp, and Down and Out! In case you didn’t, I’m going to slap the highlights here!

But that’s not the end of our new content that we’re going to have, but you’ll just have to wait for future updates or the full release to find out more.

You know it! Just in-case you missed it, you can check out the Day One demo! It’s super out of date compared to the current live build of AZ, but that isn’t out yet!

Not an April Fools update! We just the bad luck of having to update around the same time as April Fools, along with bad timing with falling inline with other beta mod updates.

I mean, you guys should of realized this by now, we post updates when we feel ready to update you guys. It takes us months just to get to a point where we are happy with how a chapter is looking and playing and from there it takes a few weeks for us to decide to share the progress with the community. There’s only one situation where we didn’t follow this standard and that was the original Footfall (Power Up) screenshots. Which to this day, we regret sharing publicly. We plan on trying to make this better by having a Discord server in place to share our in-development progress.

With this Discord server, we can directly communicate with you guys and show off progress with the mod itself in a quick manner and receive direct feedback for our work. While it may still take us awhile to update our ModDB profile with more finalized work, Discord will allow us to get down and dirty and show you the rough edges of mod development.

Well, quite a bit. Questionable Ethic is mainly done geometry wise, we just have to texture one of the maps, add things to do, and link it up with other chapters. Cliff Hanger (Surface Tension) has a good portion of the desert and the opening of Military Camp done and playable, and we have Boot Camp in the works. On a Rail is still as painful as ever, but the opening is mostly completed! We have a working conversion of the retail Residue Processing with minor adjustments to match the footage and screenshots we do have of it, but it’s not ready to demo off, we still have to make it so it isn’t much of a clone of the retail chapter. Blast Pit is going through a major re-work currently, as the original maps we were working on during the demo release were quite broken. Of course, this isn’t all of the progress we have done since we last updated you guys.

We adjusted and fixed the maps seen in the demo release thanks to your guys’ feedback! We are listening, let us know on our Discord what your concerns or comments may be, we want to know!

But not only that, we were focusing on other projects since the demo release of Half-Life: Absolute Zero. We were also working on Fairfield Terror, which, trust us, we are going to release that really soon. But this isn’t the Fairfield page, so I won’t go much into details of it, if you’re interested in Fairfield, check out that page.

We also now have an official Steam Group (but it’s mainly just going to be these updates):
http://steamcommunity.com/groups/Half-LifeAbsoluteZero

If you didn’t get the chance to see our old abandoned content from years past, I’m going to link that again! Just remember, the builds folder is off limits to your mods, everything else is fair game if you credit us!:
http://www.moddb.com/mods/half-life-absolute-zero/downloads/half-life-absolute-zero-absolutely-abandoned

and if you want to see where this all started back in October of 2010, then here’s Half-Life E3 1998:
http://www.moddb.com/mods/half-life-absolute-zero/downloads/half-life-e3-19981997-release
(no idea why you would want to torture yourselves with this?)

Originally Posted to ModDB on: May 23, 2017

This update only exists to give you some now open-sourced content of Half-Life: Absolute Zero’s past.

These are a bunch of old abandoned content from development past, including content we said was completely lost when we released the first AZ Prototype from 2010 (it was found after we released the prototype). Everything that isn’t a build in this archive is free to use in your Half-Life or even beta related mod, as long as you credit the original authors.

There is no catch. As long as you credit us, you can use it. These files provide no use to us now-a-days, they just sit around decaying on our development drives left to never see the light of day until we decide when we release them.

There’s 2 Absolute Zero builds: the Pre-Demo and the April 2016 build.

The Pre-Demo is what we shipped to play-testers and members of the team to understand if Absolute Zero would of been even remotely fun to the public and to be sure Absolute Zero wouldn’t catch on fire when we released a demo. There’s an entire month gap between the release of the actual demo and the pre-demo and there are various major differences between the two demos.

The April 2016 build was leaked to the general public during November 2016. The April build shows the darkest era of Absolute Zero’s development in recent times, but not even because of the leak. Nothing was going right or to plans during this point of development. Things that worked once and were good enough for release were now destroyed and broken. I wasn’t going to have something that had been in-development for years just suddenly get downgraded and be even more delayed. So, I had held a team meeting and announced that we needed to get our shit together and fix our mistakes and do heavy re-works to the mod. Obviously, things went to plan and we were able to finally reach a point that we could release a demo. granted that was a year after our initial announcement of a demo release.

The other content is old model, material, and map content. All free to use in your Half-Life or beta related mods as long you credit us.

Источник

Absolute Zero

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Образ диска в формате CCD/IMG/CUE/SUB. + Добавить свойство

Краткая справка 1. Если у вас есть вопросы о наших версиях игр — прочитайте «FAQ».
2. НАСТОЯТЕЛЬНО рекомендуется пользоваться менеджерами закачек (FlashGet или Download Master).
3. При использовании менеджера закачки ОБЯЗАТЕЛЬНО впишите вручную правильный реферер.
4. В случае возникновения проблем со скачиванием ознакомьтесь со статьей «Решение проблем со скачиванием игр» в нашей Wiki.
5. В случае возникновения проблем со скачанным архивом посетите эту тему и прочитайте первое сообщение.
6. Консультацию по техническим проблемам с ИГРОЙ вы можете получить в разделе «Установка и запуск». Если по данной игре уже есть информация о проблемах и их решениях, то вы можете найти ссылку на соответствующую тему форума на этой странице.
7. Русификации ищут в специальной теме на форуме.
8. HTTP ссылки работают в течение двух суток!

Правообладателям: свяжитесь с администрацией сайта, если вы считаете, что размещенные здесь файлы нарушают ваши права.

Источник

Half-Life Absolute Zero

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Удивительно, что спустя столько времени фанаты продолжают активно работать с легендарными играми ушедшей эпохи. К примеру, сегодня мы хотим поговорить с вами о Half-Life. Первая часть была уникальная и долго развивалась, порой разработчики шли на то, чтобы вырезать контент и более не возвращаться к нем. Но фанаты узнали об этом и начали активно работать над тем, чтобы добиться благоприятного результата в плане предоставления возможности вновь вернуться к тем временам, чтобы лично прикоснуться к истории, чтобы достичь успеха. Приключение не стало другим, но значительно расширилось и позволит теперь заглянуть даже на новые территории, сразиться с опасными врагами и просто узнать новые истории.

Переосмысление игры

Если вы решите воспользоваться возможностью скачать Half-Life Absolute Zero через торрент на ПК на русском языке, то получите в пользование переосмысленную версию игрового приключения. Эта часть станет более мрачной и непредсказуемой, заставит вас столкнуться с новыми опасностями и узнать много нового о тех событиях. Что касается игрового процесса, то вам предстоит пройти ту же историю, которая будет не так сильно отличаться в плане игрового процесса. Поэтому не стоит ждать чего-то сверхнового, а вот в плане контента будет довольно много интересных улучшений.

Реализация всего контента

Еще одним любопытным моментом этой части приключения является то, что фанаты игры постарались воссоздать уникальный набор всего вырезанного контента, предлагая пользователям с новой силой окунуться во все эти уникальные повествовательные направления. К примеру, вы узнаете, что случилось со многими персонажами, чьи действия и итог остались за кадром. У вас будет возможность заглянуть в тайные уголки «Черной Мессы», которые были закрыты разработчиками, так ка могли оказаться спойлерами и отсылками. Что уже говорить о новых врагах, которые были крайне смертоносными. Все это и даже больше ожидает вас только после того, как вы решите скачать торрент Half-Life Absolute Zero на ПК.

Пришла пора узнать много интересных подробностей и даже тайн, которые могут пролить свет на многие события. Теперь игра будет доступна вам в полном объеме и обеспечит вам приятное времяпрепровождения. Поэтому мы предлагаем вам просто найти побольше свободного времени и просто отправляться в это дивное приключение. Желаем вам удачи и отличного настроения!

Источник

Half life absolute zero

If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread.

If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Nope, no jokes here. It is completely true, Half-Life: Absolute Zero has ceased development, after almost a decade worth of development.

It has been nearly 10 years to the day since we started development on Half-Life: Absolute Zero and to be quite frank, we want to move on; passion only lasts for so long. If it didn’t work out for the past 10 years, I doubt it is going to work out for any more amount of time.

We were unable to secure any level designers since our search for one started back in December, 2018. So as a result, we were asking and relying on friends and friends of friends for help on the project, but ultimately most of them would only work on the project from a range of 3 days to 2 weeks until they would give up. As a result, not much really got done post-beta access release.

Realistically, we knew the project had been doomed since December of 2018. We had already missed our intended release date of November 26, 2018 (the 25th anniversary of Sonic Spinball’s European release, which was a week after Half-Life’s 20th anniversary, it is a in-joke among the team) and we had to delay to the 20th anniversary of Half-Life: Uplink’s release. A lot of us had been burnt out for working on the project for such a long time and we had a level designer who had vanished. We had put out a job listing on ModDB in hope we would be able to quickly find a replacement to be able to salvage the project, but that clearly didn’t happen.

We are currently actively working on getting the page delisted off of Steam around the 12th to prevent people from accidentally wandering into a barely functioning product. Despite being delisted from Steam, you should still be able to download the mod via “steam://install/.”

Why delist the store page opposed to condensing down the experience? Well, the mod only currently contains 2 chapters that we would consider mostly complete, which isn’t too exciting considering our 2017 demo contained 5 chapters. We had to deal with a surplus of people who didn’t read the store page or any pinned thread on the discussions and just assumed the product was 100% complete. If we had this problem during the public development phase, we’re going to have the problem tenfold when the mod is supposed to be “complete.” There’s also the fact we don’t want another unfinished product to clog up the Steam storefront, we would rather take responsibility and take down our product instead of letting it rot with every other abandoned project.

We only made a Steam release as our mod is not fully compatible with the 2013 updates to the GoldSource engine. Shadows cause the game to crash and various game behaviors would act sporadic. A Steam release allowed us to ship with a branch of the engine that we knew was fully compatible with Half-Life: Absolute Zero, but it still provided its own host of problems. Such as us changing the executable name which resulted in Windows 10’s internal compatibility hack for GoldSource games to not take effect, which resulted in the game’s window being extremely zoomed in. Luckily that was a fix as easy as just renaming the executable back to HL.exe, but there were still issues with the engine itself that were either fixed in the modern engine, were just things from Source that people expected to be in GoldSource, or were issues that affect most versions of the engine. Ultimately, there’s not a version of GoldSource out there that is perfect, they all have severe issues that hinder the experience some way or another and we had to pay the price for it. We did not and still do not have access to the engine code, so being able to fix anything with-in the engine would be impossible for us to do and if the engine was open source we could have at least attempted to but as it currently stands, GoldSource is closed source.

We will push out a final update for the mod on Steam, we held back on an update since August 14th in hope to be able to ship out a Milestone update in September, clearly that Milestone update did not work out.

Well, the Steam build will be posted to ModDB for those to download there (minus the engine, of course.) But more importantly, the entire development drive of Half-Life: Absolute Zero will be uploaded to the internet and will be licensed under Creative Commons. This will allow any developer or modder to be able to reuse our work and all you need to do is credit us for the work you’ve borrowed! This had been our plan for several years now, regardless of completion, releasing the full source tree on the 10th anniversary of the mod’s development beginnings. This allows us to be able to have the community learn from our work and for our work to live on beyond a beta mod.

We are currently actively sorting through our unsorted backups making sure as much of our content is backed up and available. This will release on the 12th, alongside the mod release on ModDB.

This does NOT mark the end of Cobalt-57 as a team, we have no plans to dissolve or disband! Little do many people know, Cobalt-57 was never created as a throwaway team to have a pseudonym for all of us as a team for our modding projects. We will be shifting our focus to game development after the 12th, in fact, we actually have some games and projects in the pipeline. Some relating to pre-existing IPs (some of which will likely never see the light of day) and some being completely original IPs. As you may expect, yes, we are still in fact looking for level designers and even more than that! We can’t promise that we’ll hire or even speak to everyone, but we will read every message.

While it is sad to see Half-Life: Absolute Zero go, we’re glad it is over. It is bittersweet, sure we didn’t get to complete the project that united us to begin with; but we will forever get to keep those memories and get to work together on things that don’t limit our creative direction.

Finally, we would like to thank you for supporting us til the very end. While we don’t know when the next time you’ll hear from us will be, we will still be creating things and when we stop creating we’ll let the world know. If you want to keep in-touch, please follow us on Twitter, as that’s currently our only social media presence where we can provide quick updates.

Источник

Half life absolute zero

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This guide will be up to date and will document when chapters are updated and are playable!

Ah yes, one of the few chapters from the demo release that could be salvaged and still be used in the finalized release of Half-Life: Absolute Zero.

We «reworked» this chapter, mainly just made it slightly more accurate and made improvements to it. The improvements aren’t quite ready, but it is very much playable and can be compiled, unlike the others.

Can it be completed?
Yes!

Is it finished?
Yes-ish. Nothing major needs done to this chapter, just general cleanup.

REWORK IN PROGRESS

This is the latest compile of this revision of this chapter! The 2018 of this chapter was in a much rougher state than this.

Can it be completed?
Yes.

Is it finished?
Nope, we’re restarting development on this chapter for general improvements on quality and accuracy.

REWORK IN PROGRESS

This version was last compiled in October of 2018! The latest version of this version of the map improved the freezer section. However, the latest version results in the game disconnecting the player once they hit said freezer map.

Can it be completed?
Yes.

Is it finished?
Absolutely not, not even the latest revision. We will be replacing it with an entirely new version of Office Complex.

REWORK IN PROGRESS

Much like Office Warrens, this version was last compiled in October of 2018. The latest version introduces a bunch of strange changes and removals. I am partially convinced that it is based upon an out of date revision of the HLAZ chapter.

As far as the maps are concerned, they’re really close to what we shipped in the demo back in April of 2017!

Can it be completed?
Yes.

Is it finished?
Nope. Much like other chapters with the title of «REWORK IN PROGRESS,» we have a much newer version in the works that will eventually be patched in during a milestone update.

Don’t get too comfy with this version of the chapter, as we intend to replace it with Security Complex!

This is the November 2018 compile of the maps, so it is not the latest version of this chapter. Somehow the latest version of the maps are less playable.

Can it be completed?
No-ish. You should be able to complete most of the chapter, but once you attempt to get to Footfall, it starts to fall apart.

Is it finished?
Nope, not even the latest revision of the chapter. This chapter is left in a very rough state.

Latest revision of the chapter!

Can it be completed?
Yes-ish, power can not be turned on to get to On a Rail, and the connection to Screams and Whispers is unfinished.

Is it finished?
Very close to being completed.

Beyond a few maps, this chapter is nothing more than style guides and heavily unfinished maps.

Can it be completed?
No.

Latest version of the chapter.

Can it be completed?
No-ish; There are a lot of non-functioning doors in this chapter that prevent the completion of the chapter. A simple «noclip» will get you past them.

Is it finished?
No. However, it is relatively far along compared to other chapters available in the mod.

Latest version of the chapter.

Can it be completed?
Yes. But it is very poorly designed in most areas and very unfinished.

Is it finished?
No. It contains a bunch of strange changes to the chapter that should be there. Possible contender for being mostly restarted from square one.

This is the latest version of this chapter. It may have some strange design choices, but it is very close to being completed.

Can it be completed?
Yes! However, it is buggy in certain areas.

Is it finished?
Very close to being completed.

Also provided is the style guide for Boot Camp (bootcamp.bsp) and the map we showed off with ESCalation (testpark.bsp,) which is supposed to be apart of the chapter but the chapter is still very far from being complete, so it ended up in isolation from the rest of the chapter.

Can it be completed?
No.

REWORK IN PROGRESS

Somehow, and I do mean SOMEHOW, this ended up more broken than what was available in the original April 2017 demo.

Can it be completed?
No, either Barney will be killed by the Zombie, or he will survive and will use the control panel to let you in, then the game crashes.

Also, solid water. You will know what this means when you play it.

Is it finished?
No. A large rework is in the works.

This chapter was started, but didn’t get very far. After the first few rooms in the map, the whole thing starts falling apart.

Источник

Well, it is time to be completely transparent on the development of Half-Life: Absolute Zero and how the mod will not be completed.

Posted by The_uaredead on Oct 9th, 2020

Nope, no jokes here. It is completely true, Half-Life: Absolute Zero has ceased development, after almost a decade worth of development.

So, why exactly are you guys abandoning Half-Life: Absolute Zero?

It has been nearly 10 years to the day since we started development on Half-Life: Absolute Zero and to be quite frank, we want to move on; passion only lasts for so long. If it didn’t work out for the past 10 years, I doubt it is going to work out for any more amount of time.

We were unable to secure any level designers since our search for one started back in December, 2018. So as a result, we were asking and relying on friends and friends of friends for help on the project, but ultimately most of them would only work on the project from a range of 3 days to 2 weeks until they would give up. As a result, not much really got done post-beta access release.

Realistically, we knew the project had been doomed since December of 2018. We had already missed our intended release date of November 26, 2018 (the 25th anniversary of Sonic Spinball’s European release, which was a week after Half-Life’s 20th anniversary, it is a in-joke among the team) and we had to delay to the 20th anniversary of Half-Life: Uplink’s release. A lot of us had been burnt out for working on the project for such a long time and we had a level designer who had vanished. We had put out a job listing on ModDB in hope we would be able to quickly find a replacement to be able to salvage the project, but that clearly didn’t happen.

What is going to happen to the Steam release of Half-Life: Absolute Zero?

We are currently actively working on getting the page delisted off of Steam around the 12th to prevent people from accidentally wandering into a barely functioning product. Despite being delisted from Steam, you should still be able to download the mod via “steam://install/.”

Why delist the store page opposed to condensing down the experience? Well, the mod only currently contains 2 chapters that we would consider mostly complete, which isn’t too exciting considering our 2017 demo contained 5 chapters. We had to deal with a surplus of people who didn’t read the store page or any pinned thread on the discussions and just assumed the product was 100% complete. If we had this problem during the public development phase, we’re going to have the problem tenfold when the mod is supposed to be “complete.” There’s also the fact we don’t want another unfinished product to clog up the Steam storefront, we would rather take responsibility and take down our product instead of letting it rot with every other abandoned project.

We only made a Steam release as our mod is not fully compatible with the 2013 updates to the GoldSource engine. Shadows cause the game to crash and various game behaviors would act sporadic. A Steam release allowed us to ship with a branch of the engine that we knew was fully compatible with Half-Life: Absolute Zero, but it still provided its own host of problems. Such as us changing the executable name which resulted in Windows 10’s internal compatibility hack for GoldSource games to not take effect, which resulted in the game’s window being extremely zoomed in. Luckily that was a fix as easy as just renaming the executable back to HL.exe, but there were still issues with the engine itself that were either fixed in the modern engine, were just things from Source that people expected to be in GoldSource, or were issues that affect most versions of the engine. Ultimately, there’s not a version of GoldSource out there that is perfect, they all have severe issues that hinder the experience some way or another and we had to pay the price for it. We did not and still do not have access to the engine code, so being able to fix anything with-in the engine would be impossible for us to do and if the engine was open source we could have at least attempted to but as it currently stands, GoldSource is closed source.

We will push out a final update for the mod on Steam, we held back on an update since August 14th in hope to be able to ship out a Milestone update in September, clearly that Milestone update did not work out.

What will happen with Half-Life: Absolute Zero after the 12th?

Well, the Steam build will be posted to ModDB for those to download there (minus the engine, of course.) But more importantly, the entire development drive of Half-Life: Absolute Zero will be uploaded to the internet and will be licensed under Creative Commons. This will allow any developer or modder to be able to reuse our work and all you need to do is credit us for the work you’ve borrowed! This had been our plan for several years now, regardless of completion, releasing the full source tree on the 10th anniversary of the mod’s development beginnings. This allows us to be able to have the community learn from our work and for our work to live on beyond a beta mod.

We are currently actively sorting through our unsorted backups making sure as much of our content is backed up and available. This will release on the 12th, alongside the mod release on ModDB.

What will happen to Cobalt-57 after the 12th?

This does NOT mark the end of Cobalt-57 as a team, we have no plans to dissolve or disband! Little do many people know, Cobalt-57 was never created as a throwaway team to have a pseudonym for all of us as a team for our modding projects. We will be shifting our focus to game development after the 12th, in fact, we actually have some games and projects in the pipeline. Some relating to pre-existing IPs (some of which will likely never see the light of day) and some being completely original IPs. As you may expect, yes, we are still in fact looking for level designers and even more than that! We can’t promise that we’ll hire or even speak to everyone, but we will read every message.

In-closing.

While it is sad to see Half-Life: Absolute Zero go, we’re glad it is over. It is bittersweet, sure we didn’t get to complete the project that united us to begin with; but we will forever get to keep those memories and get to work together on things that don’t limit our creative direction.

Finally, we would like to thank you for supporting us til the very end. While we don’t know when the next time you’ll hear from us will be, we will still be creating things and when we stop creating we’ll let the world know. If you want to keep in-touch, please follow us on Twitter, as that’s currently our only social media presence where we can provide quick updates.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

I knew that this was going to happen.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

It’s sad that it died, It was beta content mod I first played

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

We’re the ones who he stole the work from. We’re also the ones who blew up the story by taking action and not letting him get away from it.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

He will steal them anywhere no matter where you post them, the best we can do is just keep reporting his accounts and mod pages so he doesn’t come back.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Everyone is complaining about «burning out» and wanting to create new things, not wanting to stuck with one project etc. etc. Don’t you people have jobs, actual jobs that require you to do things that you don’t want to do, but you still do them because you have to? If the developers of mods such as this could see their projects as works that NEED to be completed they would have completed them, simple as that. Do you also resign from your job because you are «burnt out?»

Look at Black Mesa. While I am personally not a fan and don’t like to hail it as the greatest thing that happened to HL1 like 90% of the «fans» do, I still have to respect the effort and time they spent on the project. Now people are going to say thing like: «They sold the game on Steam, they had money to spend on the project» No, the game was finished sans the Xen chapters and it was long and detailed even before that, whereas Absolute Zero can’t even finish maps for GoldSRC that requires much less detail and work in nearly 10 years?

So you spent more than one year doing what? If you really wanted to see this mod take off and completed, you would have gone out of your way to find members. Same thing happened to Shaft and Quiver before that. Saw it happen for years: Developers don’t take their work seriously enough, get bored, wander off to other projects and neither the new nor the old projects get completed in the end, there is no work ethic.

This is a rant that stems from not seeing a restoration project ever be properly completed for Half-Life, a game that I adore. I say this because I care, not out of hate. I have nothing against Cobalt-57 nor the efforts and hours that was spent on this mod, just my take on things and a criticism on project management.

Bring on the hate and dislikes.

Black Mesa wasn’t a 4 man team and the team for the commercial version of Black Mesa is VASTLY different from the original mod team, barely containing the same developers. Not only that, more people would want to work on Black Mesa. Not only is it an extremely high profile mod, they will receive a payment for their work due to the price tag of the project. Something we could never do with HLAZ nor want to do with it.

The difference between a paying job and a mod you work on in your free time is that you get paid to show up and do the work at a job. LeonelC had to quit the project completely due to the situation in his country that required him to get a stable income. Do you want me to demand and force him to come back and become homeless or not be able to eat just so he can finish a free beta mod for a 2 decade old game? Also hate to break it to you, people do resign from jobs and move onto new companies and even different career paths to freshen things up or when they’re sick of working there. This is a completely normal thing for people to do. A large majority of the people who worked on HL1 or HL2 are no longer at Valve, likewise with id. Most people who worked at id Software during the golden years are no longer at the company. People move on to new creative endeavors or outright retire entirely.

I also actively sought out people to finish the mod, as even stared in the article. Most people gave up after two weeks, some let us know they wouldn’t be working on the project any further and some just never did.

I legitimately get migraines working on and thinking about working on Half-Life: Absolute Zero. I typically have to actively force myself to work on the mod and I no longer have fun working on it. I care vastly more about the well being of my team and myself than a silly little beta mod.

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As I said, bring on the hate.

If you see your project as a «silly little beta mod» no wonder it is a dead, ten year old waste of manpower.

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> no wonder it is a dead, ten year old waste of manpower.
Jesus, I can tell you never had friends, you son of a bitch.
Half-Life: Absoulte Zero is probably one of the best community projects I’ve ever seen, and for you to riff on it is pretty ****** ngl. Have fun getting **** on you masochist.

It is a «silly little beta mod» because people like you take it far too seriously. So much entitlement and drama from a ******* mod that’s just a recreation of Half-Life’s development. Over the past decade I had to put up with so much drama and **** from so many people and now I can finally put an end to it and focus on what we wanted to do. All I sought out to do with this project was learn about Half-Life’s development and learn how to make games. Mod was supposed to be finished nearly 5 years ago. We wanted to move on to make games and we’ve been strapped to finish this project and now that we’re at the decade mark, we’re drawing the line and putting an end to it. End of story. You can make up whatever ******** you want to make you feel better, but the reality is that we want to move on and express our creativity and have wanted to do that for years and we’re not extending the deadline for HLAZ just to be more disappointed that we can’t find anyone to be able to complete the project.

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Half-life: Echoes was a one man mod and it’s one of the most impressive mods for Halflife. How can you can’t do what a single man can do in 9 + years?? Your comments paint a clear picture; you don’t care for this mod otherwise it would be done by now.

Echoes was on a vastly smaller scale made by a person who knew what his strong point was and stuck to it. There’s a lot more work put into Half-Life: Absolute Zero than Echoes as we had to remake various art assets from scratch, restore map sources from Half-Life: Source’s VMFs to work with-in Half-Life 1, research the game by unearthing tons of pre-release articles and media that had been forgotten by time itself, recreate those bits, figure out how to make them work in-game and make sure they’re fun, and much more. All MrGnang had to do is come up with what HE wanted to do, we had to research and interpret what Valve meant by things with whatever we could get our hands on, which wasn’t much.

You’re comparing apples to oranges. If you think it is so easy, then go make it yourself.

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Everyone and their grandmother can find info on deleted content of Halflife. I even say Halflife’s alpha-beta is the most well known out of all games, maybe beaten only by Halflife2 not unknown like you say. All you had to do was to fill the blanks.

Also saying then go and make it yourself is the most petty and cliche thing to say.

Is it petty? Because I think demanding a team to continue working on something for you is more petty, especially when you’re acting like you know more on the matter than the person working on the mod itself. So, I’ll repeat myself, if it is so easy, then go make it yourself. You’ll even have a leg up to other attempts by having access to the HLAZ development files we’re releasing on the 12th.

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Great comment, very professional, with tons of swears and all that.

Yeah, just as professional as you telling us to go ahead and waste our lives on a beta mod so you can sleep at night.

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I don’t have to tell you that, you have wasted your time yourself already, at least 5 years judging by your comment.

With such an unprofessional project lead, it is a miracle that this mod made it this far as is.

Yep, totally unprofessional for caring about my team.

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«Do you also resign from your job because you are «burnt out?» «

Yes? People actually leaves their jobs and seeks for new ones if they have ****** conditions.

*Stuff about Black Mesa*

Black Mesa had close to 60 people coming and going across almost a decade, with the work several times being restarted and even they acknowledged it was a miracle it released at all. Not to say the situation was entirely different and for the Steam version, they became a real studio to pay people for working on it.

*Why mods takes forever to get done, they don’t work on them?*

This is not how modding works. At the end of the day, is a hobby, and we have our own jobs and lives.
Plus if you bothered to read this and previous articles, you would have known how actually hard is to deal with never ending bugs.

*Why Echoes was able to get released then?*

Because to begin with, the scope of the project was different ( easier to do something fully new than having to research and recreate alpha-beta stuff ).
Not to say that his author actually worked on and off on Echoes during almost a decade, with only completing the work on the last one.

People like you, who really think modding is easy as just pressing a button and get stuff done, without thinking the infinity of bugs, testing and other problems that comes from, without realizing that it requires tremendous amounts of effort and time to get even the simplest thing working, are really toxic to the modding community and don’t belong on this place.

You better get yourself informed about how stuff really works or at least have some basic politeness, or the banhammer will drop upon you.

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I know how modding, and more importantly how work ethic and time management works thank you very much.

Also, the «banhammers»? Is that a threat?

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«Banhammers» is not a threat, but you can get it for being rude and disrespectful towards us for no reason other than your narrow perspective on what modding really is like, which is what you are being now towards us.

Over the past 5 years, we worked as hard as possible to make this the best possible beta recreation mod, and that’s what you can see for yourself from both our ModDB page and playing our Steam Early Access release, especially if you look at the parts that were the most finished. We went through old previews, screenshots, converted the Half-Life Source VMFs to HL1 and searched those for leftovers and otherwise spent hours on mapping alone to make the maps as accurate and authentic as possible, same with the models, graphics and code to make these as accurate as possible as well. And we did this despite being a small 5-person team while trying to recreate what we thought the game could have been like at that certain point in time. So no wonder that you will get burnt out eventually with such a small team and such huge ambitions.

So it’s not the fault of «work ethic» or «time management», because modding at the end of the day is just a hobby and we have these things called lives outside of modding that we have to take care of. Some of us even go to university, so that’s another thing some of us have to focus on. Also «actual jobs that require you to do things that you don’t want to do, but you still do them because you have to»? But what if the job that you go to is something you love? What if it’s a career that you want to pursue? And so what if you get burnt out of something after doing it for so long? That’s what happens elsewhere outside of modding, it’s a fact of life. Don’t act like we are a special case in this regard. And stop accusing us of being lazy because if you even cared to take a deeper look, then you can see that we did our absolute best to get this to be faithful to the source material and released. Mod quality and dedication? Again, just take a look at our screenshots and our Steam Early Access build. Finding members? We always have tried to find new people, we had a mapping job offer up on ModDB for ages.

And how does work ethic figure into this? With something like modding, even the best work ethic is not and will never be something that will magically ensure that a mod gets completed, because for starters it requires a decent amount of hands working on a project. Work ethic is merely a base requirement that is to be expected of someone or a team working on something like this. That’s like expecting to get a girlfriend because you are a «nice guy». Also, again, modding isn’t a paid job, but merely a hobby and modders have actual LIVES that they have to take care of outside of it. Seriously, try putting yourself in our shoes. Try being us, a small 5-person team, trying to get done a project as ambitious as this in your spare time, working away on it over the course of 5(!) years despite not getting much more new members and it (most likely) doesn’t quite get done because of people leaving/getting burnt out/moving on/etc, how are you not going to get burnt out?

So yeah, here’s my 50 cents as this mod’s main mapper who has wholeheartedly worked on this since the beginning and who has wanted to see this get finished and released. It may seem easy to you who doesn’t even have to work on it, but trust me, it is anything but easy. Assuming that it is easy is nothing less than an insult to our dedication to this project and the work we have put into this project in the past 5 years. Here’s some advice back to you: if you really think working on a mod, especially a beta mod is easy-peasy and if not getting it done is «unprofessional», then start your own mod and see how it goes.

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I was neither rude nor disrespectful towards anyone, I made that clear on my first post. The only signs of rudeness and disrespect can be attributed to your project leader who has no problems cursing or insulting others to hammer his point across.

I said work ethic and project management and I stand with it. A project leader should «lead» other members of the team to achieve the goal. You say you tried to find new members? You put openings to the Moddb page and a Twitter page no one is even aware of and just waited. It’s like a fisherman who never baits his hook and just casts it in the water, waiting fish to come, it was never going to work.

People loved to bash my example of Black Mesa, saying how they were getting paid and how huge the numbers of the team were, just like I predicted and even wrote on my initial post. So, here is a better example:
Are you guys aware of Oblivion Lost Remake? A Stalker SoC mod that aims to recreate unused and cut content, some of which is lost to the time, some never even created and some is simply up to interpretation? With a team consisting of 5 members? Sounds familiar?

Those people put out a mod that is THE most authentic and well made restoration mod despite working with an engine that was put together with duct tape and overall a hell to work with.

So you come here and tell me how a game like HL’s Alpha-Beta, which maybe has the best preserved development history than any other game, was so difficult to re-create in nearly 10 years? With software like J.A.C.K. and other tools that were available to everyone, which simplifies things further, with an engine like GoldSRC that is cakewalk to work with compared to others, like X-RAY engine of Stalker for example, and just as simple to create maps for was that big of an issue for Cobalt-57?

I am talking about maps a lot because for the longest time this was THE problem preventing this mod to come out fully. Every other thing, for the better or worse, was there. But no one is going to see those fancy houndeye effects, alpha styled weapons or battery shaped suit power HUD if there are no maps to play the isn’t it?

This project failed because of mismanagement and improper use of development time. Many talented peoples’ work has gone to waste and the sad thing is, it was completely avoidable.

Your project leader calls Absolute Zero a «silly little beta mod». If someone has no respect for the work they are doing, then it is not a surprise that there is no light at the end of the tunnel.

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He can call it a «silly little beta mod» because he is working on it, has actually made progress on it, and also posted requests for help on several Discord servers. His health and future is more important than a mod like this. Silly is a justifiable term.

What did you expect, a rented billboard in Times Square? A 40-second advertisement across televisions worldwide? Maybe even paid promos to replace all the posters in Cry Of Fear?

Someone had to spend money to get it on Steam. Why would anyone spend money on something if they don’t care about it?

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«I was neither rude nor disrespectful towards anyone»

Yes, lets ignore the parts where you accuse the team of not doing enough, ****** time management, etc. and then you continue doing it.

*Stuff about STALKER and then comparing it with GoldSrc*

So you don’t even have an idea of what are you talking about? Wow what a surprise.

The «with an engine like GoldSRC that is cakewalk to work with compared to others» really highlights how much you know about GoldSrc modding: zero.

«If someone has no respect for the work they are doing, then it is not a surprise that there is no light at the end of the tunnel. «

Woah, I thought you couldn’t make worst takes but here we are.
Dude, shut up already and leave these people in peace once for all.

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I am not even sure you read the right post, none of what you said is correct or has any meaning. As for my GoldSRc knowledge, it is probably older than 80% of commenters here.

Also no offense, but you would be the last person I would listen in any discussion, «Ms (?) Veteran Modder». See this, this is what rudeness looks like.

Источник

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

In this update, we learn that us setting dates for our project only leads to everything falling apart.

Posted by The_uaredead on Dec 21st, 2018

Thanks to everyone for the kind words about Half-Life: Absolute Zero. We’ve been working hard for the last eight years to get this project done and in a playable, stable, and feature-complete state, and seeing the positive reaction to the progress we’ve made has been a huge morale boost.

Unfortunately, despite our best efforts, AZ will not make the release date of February 12th, 2019.

First and foremost, we need to apologize for setting the release date sooner than we could deliver. There are several different reasons why we have to announce this delay, and we’ll share some of them here in the hopes that you’ll understand.

The main reason is that a developer responsible for an important part of the project has gone silent, and we haven’t been able to reach them. He has a lot of files critical to the mod’s development, and his sudden disappearance has left us with only two active mappers on the project.

Multiple aspects of the mod still need finished or refining as well, and with this delay we can make sure that everyone gets a complete fun package once it’s released. We’re also still looking for experienced mappers to join us! You can read more about it at the listing below.

Please keep in mind that the release date on Steam is nothing more than a placeholder and does not reflect the date we plan on releasing!

At the moment, AZ is playable from Anomalous Materials to Questionable Ethics. Some areas still need further polishing and are WIP as hell, however. The maps from the demo have been greatly improved since its release and are closer to the source material than ever.

Power Up has also been finished, polished, and tested, Apprehension has been completed and gained a new ending sequence, Questionable Ethics is nearly done, and multiple chapters have gone through major optimization overhauls and considerable re-balancing.

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On A Rail, however, has been a very interesting experience. Half of the chapter is missing in action, so we’ve decided to fill in the blanks with our own interpretation based on the little information we have now, as well as the beta/retail aesthetics of the chapter. In retail, it was essentially backwards!

What this means is that the chapter will start at the rocket labs, instead of ending there. We’ll also be including other cut areas of the alpha in the beta/retail style of On A Rail to fill in any other blanks as needed.

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Once again, we’re all sorry to hold it up even longer, but we promise you won’t be disappointed. We’ve made incredible progress on the mod, and we really want to share it with everyone as soon as possible. We’d like to thank everyone for the support that you’ve shown for Half-Life: Absolute Zero up to this point.

Источник

Absolute Zero

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Практически полностью забытый ныне action от первого лица для платформы DOS, отчасти (именно отчасти) напоминающий Descent. Действие игры разворачивается в XXIV веке, когда земляне наконец-то отправляют экспедицию к Европе, холодному спутнику Юпитера, с целью основания там колонии для добычи питьевой воды и топлива, наличие огромных запасов которых там подтвердилось. Внезапно в процессе бурения льда были обнаружены таинственные внеземные разумные существа, находившиеся в анабиозе. Теперь же эти существа пробудились, и настрой их по отношению к людям более чем враждебен. Многих шахтёров они уже убили, колонии грозит неминуемая гибель. Вы играете за офицеров колонии, задача которых – любыми средствами до прибытия реальной помощи с Земли защищать мирное население и уничтожать тварей.

Возможно, графика игры многим покажется даже не устаревшей, а несколько странноватой и непривычной, пусть и выполнена она в 3D, но лично мне она очень понравилась: такое сочетание белого и синего создаёт нужную атмосферу жестоких схваток с таинственными инопланетянами в покрытом вечными льдами холодном мире, а эффекты взрывов действительно красивы и радуют глаз. И стоит также отметить, что это именно action, причём довольно сложный во всех отношениях, но никак не аркада, и в том числе – в плане управления (освоить его будет не так просто). В общем и целом – впечатление более чем положительное. Возможно, в чём-то игра и вторична, но зато привносит в жанр новые идеи, в частности – возможность управления действительно разными боевыми машинами, что по-настоящему разнообразит игровой процесс и вкупе с привлекательной и экзотической графикой делает игру весьма интересной для изучения всеми любителями редких action-игр.

Источник

Half life absolute zero

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Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Да, я прекрасно понимаю, что мод еще в разработке и что он вообще бесплатный. Но все я не лишен права написать отзыв о продукте в его текущем состоянии без каких-либо авансов в сторону разработчика в виде положительного отзыва и хвалебных слов в нем.

В общем по порядку:

Он вводит в ступор. Он стилизирован под дизайн дорелизной версии ХЛ и порой даже можно встретить места, которые довольно неплохо восстановлены по скриншотам, сделанным из той самой версии игры. К сожалению, за этим тянуться основные и самые веские минусы. Карты упрощены в плане дизайна и геймплея. Во-первых они стали значительно короче, чем в оригинальной (релизной) игре из-за чего за час игры можно пробежать чуть ли не половину комплекса, который в вышеупомянутой оригинальной игре пробегался от 2-3 часов. Почему так? Опять же виной всему удаление бесполезных пустых коридоров и комнат (редко, но порой и целых локаций) и вырезание огромной части головоломок, которые иногда были связаны с паркуром и поиском обходных путей. Да, новые головоломки есть и тут, но их крайне мало. А вводит эта ситуация с уровнями в ступор по причине моего непонимания с какой именно целью это было сделано. Автор максимально пытался следовать концептам и скриншотам Альфы ХЛ, забывая о том, что неудачные решения, которые были удалены в релизной версии, были удалены не просто так? Или же все можно списать на текущее состояние мода и надеяться, что ситуация будет исправлена в лучшую сторону? Ответ получим на релизе

Заметил обновленный только у морпехов, когда те внезапно начали стрейфить в укрытия и вести себя в разы агрессивнее по отношению к игроку. Так же неплохо восстановлены вырезанные монстры: Пантера и Штукабаты (или Стукабаты). Больше по этой теме ничего сказать не могу.

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«Утраченные» карты из альфа- и бета-версий, воспроизведением которых гордились авторы Absolute Zero, на поверку оказались довольно унылыми и непроработанными; идея расставить повсюду как можно больше мощных противников испортила знакомый размеренный геймплей, превратив его в трэш-шутер с заторможенным главгероем; длинные одинаковые коридоры с примитивным освещением и низкодетализированные модельки противников напоминают о второсортных FPS конца 90-х; «мультяшность» местных NPC и спецэффекты с фонтанами крови из каждого убитого контрастируют со строгой стилистикой привычной HL и кажутся неуместными. Та игра, которая на выходе получалась у Cobalt-57, сильно уступала классической Half-Life буквально во всем, от левел-дизайна до визуального стиля.

И все же я рекомендую Absolute Zero как минимум для однократного ознакомления: это шанс взглянуть на «HL из альтернативной реальности», где она не стала лучшей игрой 1998 г., не совершила революции в жанре шутеров и не привела к появлению Steam, оставшись проходной «стрелялкой» на модифицированном Quake Engine.

Источник

Half life absolute zero

If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread.

If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Nope, no jokes here. It is completely true, Half-Life: Absolute Zero has ceased development, after almost a decade worth of development.

It has been nearly 10 years to the day since we started development on Half-Life: Absolute Zero and to be quite frank, we want to move on; passion only lasts for so long. If it didn’t work out for the past 10 years, I doubt it is going to work out for any more amount of time.

We were unable to secure any level designers since our search for one started back in December, 2018. So as a result, we were asking and relying on friends and friends of friends for help on the project, but ultimately most of them would only work on the project from a range of 3 days to 2 weeks until they would give up. As a result, not much really got done post-beta access release.

Realistically, we knew the project had been doomed since December of 2018. We had already missed our intended release date of November 26, 2018 (the 25th anniversary of Sonic Spinball’s European release, which was a week after Half-Life’s 20th anniversary, it is a in-joke among the team) and we had to delay to the 20th anniversary of Half-Life: Uplink’s release. A lot of us had been burnt out for working on the project for such a long time and we had a level designer who had vanished. We had put out a job listing on ModDB in hope we would be able to quickly find a replacement to be able to salvage the project, but that clearly didn’t happen.

We are currently actively working on getting the page delisted off of Steam around the 12th to prevent people from accidentally wandering into a barely functioning product. Despite being delisted from Steam, you should still be able to download the mod via “steam://install/.”

Why delist the store page opposed to condensing down the experience? Well, the mod only currently contains 2 chapters that we would consider mostly complete, which isn’t too exciting considering our 2017 demo contained 5 chapters. We had to deal with a surplus of people who didn’t read the store page or any pinned thread on the discussions and just assumed the product was 100% complete. If we had this problem during the public development phase, we’re going to have the problem tenfold when the mod is supposed to be “complete.” There’s also the fact we don’t want another unfinished product to clog up the Steam storefront, we would rather take responsibility and take down our product instead of letting it rot with every other abandoned project.

We only made a Steam release as our mod is not fully compatible with the 2013 updates to the GoldSource engine. Shadows cause the game to crash and various game behaviors would act sporadic. A Steam release allowed us to ship with a branch of the engine that we knew was fully compatible with Half-Life: Absolute Zero, but it still provided its own host of problems. Such as us changing the executable name which resulted in Windows 10’s internal compatibility hack for GoldSource games to not take effect, which resulted in the game’s window being extremely zoomed in. Luckily that was a fix as easy as just renaming the executable back to HL.exe, but there were still issues with the engine itself that were either fixed in the modern engine, were just things from Source that people expected to be in GoldSource, or were issues that affect most versions of the engine. Ultimately, there’s not a version of GoldSource out there that is perfect, they all have severe issues that hinder the experience some way or another and we had to pay the price for it. We did not and still do not have access to the engine code, so being able to fix anything with-in the engine would be impossible for us to do and if the engine was open source we could have at least attempted to but as it currently stands, GoldSource is closed source.

We will push out a final update for the mod on Steam, we held back on an update since August 14th in hope to be able to ship out a Milestone update in September, clearly that Milestone update did not work out.

Well, the Steam build will be posted to ModDB for those to download there (minus the engine, of course.) But more importantly, the entire development drive of Half-Life: Absolute Zero will be uploaded to the internet and will be licensed under Creative Commons. This will allow any developer or modder to be able to reuse our work and all you need to do is credit us for the work you’ve borrowed! This had been our plan for several years now, regardless of completion, releasing the full source tree on the 10th anniversary of the mod’s development beginnings. This allows us to be able to have the community learn from our work and for our work to live on beyond a beta mod.

We are currently actively sorting through our unsorted backups making sure as much of our content is backed up and available. This will release on the 12th, alongside the mod release on ModDB.

This does NOT mark the end of Cobalt-57 as a team, we have no plans to dissolve or disband! Little do many people know, Cobalt-57 was never created as a throwaway team to have a pseudonym for all of us as a team for our modding projects. We will be shifting our focus to game development after the 12th, in fact, we actually have some games and projects in the pipeline. Some relating to pre-existing IPs (some of which will likely never see the light of day) and some being completely original IPs. As you may expect, yes, we are still in fact looking for level designers and even more than that! We can’t promise that we’ll hire or even speak to everyone, but we will read every message.

While it is sad to see Half-Life: Absolute Zero go, we’re glad it is over. It is bittersweet, sure we didn’t get to complete the project that united us to begin with; but we will forever get to keep those memories and get to work together on things that don’t limit our creative direction.

Finally, we would like to thank you for supporting us til the very end. While we don’t know when the next time you’ll hear from us will be, we will still be creating things and when we stop creating we’ll let the world know. If you want to keep in-touch, please follow us on Twitter, as that’s currently our only social media presence where we can provide quick updates.

Источник

Half life absolute zero

If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread.

If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Nope, no jokes here. It is completely true, Half-Life: Absolute Zero has ceased development, after almost a decade worth of development.

It has been nearly 10 years to the day since we started development on Half-Life: Absolute Zero and to be quite frank, we want to move on; passion only lasts for so long. If it didn’t work out for the past 10 years, I doubt it is going to work out for any more amount of time.

We were unable to secure any level designers since our search for one started back in December, 2018. So as a result, we were asking and relying on friends and friends of friends for help on the project, but ultimately most of them would only work on the project from a range of 3 days to 2 weeks until they would give up. As a result, not much really got done post-beta access release.

Realistically, we knew the project had been doomed since December of 2018. We had already missed our intended release date of November 26, 2018 (the 25th anniversary of Sonic Spinball’s European release, which was a week after Half-Life’s 20th anniversary, it is a in-joke among the team) and we had to delay to the 20th anniversary of Half-Life: Uplink’s release. A lot of us had been burnt out for working on the project for such a long time and we had a level designer who had vanished. We had put out a job listing on ModDB in hope we would be able to quickly find a replacement to be able to salvage the project, but that clearly didn’t happen.

We are currently actively working on getting the page delisted off of Steam around the 12th to prevent people from accidentally wandering into a barely functioning product. Despite being delisted from Steam, you should still be able to download the mod via “steam://install/.”

Why delist the store page opposed to condensing down the experience? Well, the mod only currently contains 2 chapters that we would consider mostly complete, which isn’t too exciting considering our 2017 demo contained 5 chapters. We had to deal with a surplus of people who didn’t read the store page or any pinned thread on the discussions and just assumed the product was 100% complete. If we had this problem during the public development phase, we’re going to have the problem tenfold when the mod is supposed to be “complete.” There’s also the fact we don’t want another unfinished product to clog up the Steam storefront, we would rather take responsibility and take down our product instead of letting it rot with every other abandoned project.

We only made a Steam release as our mod is not fully compatible with the 2013 updates to the GoldSource engine. Shadows cause the game to crash and various game behaviors would act sporadic. A Steam release allowed us to ship with a branch of the engine that we knew was fully compatible with Half-Life: Absolute Zero, but it still provided its own host of problems. Such as us changing the executable name which resulted in Windows 10’s internal compatibility hack for GoldSource games to not take effect, which resulted in the game’s window being extremely zoomed in. Luckily that was a fix as easy as just renaming the executable back to HL.exe, but there were still issues with the engine itself that were either fixed in the modern engine, were just things from Source that people expected to be in GoldSource, or were issues that affect most versions of the engine. Ultimately, there’s not a version of GoldSource out there that is perfect, they all have severe issues that hinder the experience some way or another and we had to pay the price for it. We did not and still do not have access to the engine code, so being able to fix anything with-in the engine would be impossible for us to do and if the engine was open source we could have at least attempted to but as it currently stands, GoldSource is closed source.

We will push out a final update for the mod on Steam, we held back on an update since August 14th in hope to be able to ship out a Milestone update in September, clearly that Milestone update did not work out.

Well, the Steam build will be posted to ModDB for those to download there (minus the engine, of course.) But more importantly, the entire development drive of Half-Life: Absolute Zero will be uploaded to the internet and will be licensed under Creative Commons. This will allow any developer or modder to be able to reuse our work and all you need to do is credit us for the work you’ve borrowed! This had been our plan for several years now, regardless of completion, releasing the full source tree on the 10th anniversary of the mod’s development beginnings. This allows us to be able to have the community learn from our work and for our work to live on beyond a beta mod.

We are currently actively sorting through our unsorted backups making sure as much of our content is backed up and available. This will release on the 12th, alongside the mod release on ModDB.

This does NOT mark the end of Cobalt-57 as a team, we have no plans to dissolve or disband! Little do many people know, Cobalt-57 was never created as a throwaway team to have a pseudonym for all of us as a team for our modding projects. We will be shifting our focus to game development after the 12th, in fact, we actually have some games and projects in the pipeline. Some relating to pre-existing IPs (some of which will likely never see the light of day) and some being completely original IPs. As you may expect, yes, we are still in fact looking for level designers and even more than that! We can’t promise that we’ll hire or even speak to everyone, but we will read every message.

While it is sad to see Half-Life: Absolute Zero go, we’re glad it is over. It is bittersweet, sure we didn’t get to complete the project that united us to begin with; but we will forever get to keep those memories and get to work together on things that don’t limit our creative direction.

Finally, we would like to thank you for supporting us til the very end. While we don’t know when the next time you’ll hear from us will be, we will still be creating things and when we stop creating we’ll let the world know. If you want to keep in-touch, please follow us on Twitter, as that’s currently our only social media presence where we can provide quick updates.

Источник

Half-Life: Absolute Zero SWEPs

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Если вы хотите знать о моих новых проектах и ​​обновлениях, вы можете подписаться на мой канал на YouTube.
http://www.youtube.com/user/TheMostUpset

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Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

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Для отправки комментария вам необходимо авторизоваться.

я зашёл что бы скачать мод для пиратки листаю и вижу подписаться типа на оригинал стимовский и как скачать этот…

Мы имеем право предоставлять ссылки на то что находиться в открытом доступе

мне крайне не понравилось то, что ваш сайт опубликовал мою карту без моего разрешения, и, даже ведома.

Источник

Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

It’s been a while hasn’t it?

This addon attempts to replicate the Heads Up Display feature from Cobalt-57’s Half-Life mod: Absolute Zero.

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Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

These maps have been ported right out of the Half-Life Alpha, most likely making them the oldest maps on the GMod workshop, and older then most people who play GMod.

THIS ADDON INCLUDES:

— 5 maps ported from the Half-Life 0.52 Alpha
— Map browser ic.

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This map has been ported straight from the files of the Half-Life Alpha, making it roughly 18 (almost 19) years old. Since the release date is December 25th, think of this as a Christmas present to the GMod community 😀

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Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Replaces footsteps, doors, explosions, flashlight, etc. with Half-life 1 versions.

Created primarily for use on HL: Source maps.

Does not replace HL2 weapons or NPC sounds.

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Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

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Ever wanted to use the really really old low-poly 1997 HL1 alpha models in gmod? Now you can!
Better yet, all models have their original animations preserved.

A good selection of character models are included, such as:

leak barney!
several scientis.

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Weapons port from Half-Life Absolute Zero mod that aims to recreate cut Half-Life Alpha / Beta content.

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player.mdl model from Absolute Zero ( Half-Life modification ).

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Name: Half-Life: Source Playermodels

Description: Half-Life: Source Playermodels for Garry’s mod.

Requirements: Half-Life: Source

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2 NPC from GoldSource engine. Gordon Freeman from Half-Life: Opposing Force and Gordon Freeman(scientist) from Half-Life:Blue Shift + 2 player models.
P.S Sorry for bad ragdoll, guys :C.

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I take no credit for making this addon. I am reuploading it since it was removed from the workshop all of a sudden.

This pack has the textures needed for players who don’t own Half-Life: Source but still want to use the prop pack without missing texture.

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This is an Early Access build of Half-Life: Absolute Zero. Mod is a work in progress.

This is the final build of Half-Life: Absolute Zero. No further updates will be done. Mod is a work in progress.

Put into your Half-Life install directory alongside the valve folder.

Disclaimer! This mod is a work of fiction, this mod is a recreation of early screenshots of Half-Life, but due to the lack of information on parts we had to improvise and make-up how parts went by using logic of older maps and how we personally see how the maps could fit together. Nothing can be considered to be completely like the beta or can be considered to be how the beta went. So please, do not take this mod as fact.

Everything is a Work in Progress.

Should work on later versions of WON, Pre-Steampipe, and Steampipe versions of the Half-Life client.

Источник

Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

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Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Half life absolute zero. Смотреть фото Half life absolute zero. Смотреть картинку Half life absolute zero. Картинка про Half life absolute zero. Фото Half life absolute zero

Для того, чтобы скачать собственно саму модификацию, на вашем аккаунте требуется наличие купленной лицензионной half-life. Но сегодня она понадобится нам не для галочки. Скачиваем её вместе с модом.

После чего скачиваем модификацию. Заходим в корневую папку модификации и видим кучу папок:

Нам нужна именно самая первая. Копируем её.

Вставляем папку AbsoluteZero в нашу папку half-life, которую скачали первой. Должно получиться так

Танец с бубном ещё не окончен. Теперь нам нужно активировать кнопку «сменить игру». Для этого качаем мой патч:
https://drive.google.com/file/d/1oLIGd9W91ZRWy_jOgEntAUyoO9zfrQDt/view?usp=sharing

Этот патч кидаем в папку игры HALF-LIFE. Важно! Это НЕ папка мода.

Теперь нам осталось зайти в оригинальную HALF-LIFE. Там нас будет ждать кнопка «сменить игру».

Сменяем игру на мод absolute zero. Профит! Теперь можно менять разрешение экрана на любое!

Источник

Half-Life: Absolute Zero

Half-Life mod | Early Access Jul 2020

Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well, Half-Life: Absolute Zero is the mod for you.

Not an April Fools update! We just the bad luck of having to update around the same time as April Fools, along with bad timing with falling inline with other beta mod updates.

Posted by The_uaredead on Apr 1st, 2018

Hey where were you guys? You guys release a demo and basically disappear for a full year.

I mean, you guys should of realized this by now, we post updates when we feel ready to update you guys. It takes us months just to get to a point where we are happy with how a chapter is looking and playing and from there it takes a few weeks for us to decide to share the progress with the community. There’s only one situation where we didn’t follow this standard and that was the original Footfall (Power Up) screenshots. Which to this day, we regret sharing publicly. We plan on trying to make this better by having a Discord server in place to share our in-development progress.

With this Discord server, we can directly communicate with you guys and show off progress with the mod itself in a quick manner and receive direct feedback for our work. While it may still take us awhile to update our ModDB profile with more finalized work, Discord will allow us to get down and dirty and show you the rough edges of mod development.

So what has been done since we’ve last heard from you guys?

Well, quite a bit. Questionable Ethic is mainly done geometry wise, we just have to texture one of the maps, add things to do, and link it up with other chapters. Cliff Hanger (Surface Tension) has a good portion of the desert and the opening of Military Camp done and playable, and we have Boot Camp in the works. On a Rail is still as painful as ever, but the opening is mostly completed! We have a working conversion of the retail Residue Processing with minor adjustments to match the footage and screenshots we do have of it, but it’s not ready to demo off, we still have to make it so it isn’t much of a clone of the retail chapter. Blast Pit is going through a major re-work currently, as the original maps we were working on during the demo release were quite broken. Of course, this isn’t all of the progress we have done since we last updated you guys.

We adjusted and fixed the maps seen in the demo release thanks to your guys’ feedback! We are listening, let us know on our Discord what your concerns or comments may be, we want to know!

But not only that, we were focusing on other projects since the demo release of Half-Life: Absolute Zero. We were also working on Fairfield Terror, which, trust us, we are going to release that really soon. But this isn’t the Fairfield page, so I won’t go much into details of it, if you’re interested in Fairfield, check out that page.

Where’s that Discord you keep talking about?

Good question! Right here:

We also now have an official Steam Group (but it’s mainly just going to be these updates):

Random Plugs:

If you didn’t get the chance to play our demo, I’m going to link it again!

If you didn’t get the chance to see our old abandoned content from years past, I’m going to link that again! Just remember, the builds folder is off limits to your mods, everything else is fair game if you credit us!:

and if you want to see where this all started back in October of 2010, then here’s Half-Life E3 1998:

no idea why you would want to torture yourselves with this?

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