Happy 20th anniversary to Half-Life 2!
Welcome to Public Beta 0.8. After three years in development, hopefully it will have been worth the wait. Please let me know what you think after you have had a chance to play. Thanks, and have fun!
Videos
Public Beta 0.8 Trailer: https://www.youtube.com/watch?v=PPab0LLvCoQ
Physics Engine Demo: https://www.youtube.com/watch?v=woBgsad9CG0
Changes since 0.75
Major changes
- Rebranded mod from "Half-Life 2 Immersion Mod" to "Serious Immersion: Half-Life 2".
- Renamed folder name to HL2IM to match the repository name.
- Removed bot support to prevent compatibility issues.
- Implemented compatibility with Classics Patch.
- Improved manual FOV adjustment for widescreen resolutions and disabled it if Classics Patch is detected.
- Added new global controller that's created on game start.
- Moved world updating logic to the global controller.
- Removed The First Encounter map conversion (use Classics Patch for better conversion of TFE maps straight from its game folder).
- Added Flying Rocketmen gamemode with low gravity and only RPGs.
- Reworked vanilla enemies.
- Reverted changes to vanilla Serious Sam enemies.
- Readded vanilla enemy replacements as separate enemy classes.
- Added option for dynamically replacing vanilla Serious Sam enemies with new Half-Life ones.
- Improvements to the Gravity Gun:
- Made held objects follow the camera view immediately and rotate according to the view angle.
- Accounted for the current player movement to adjust held object position in front of the player.
- Fixed objects getting stuck in the air after grabbing them from other players and releasing them.
- Adjusted holding distance based on the object size.
- Allowed Gravity Gun to interact with translucent brush polygons.
- Made launching effects look more impactful with the charge following the hit point while it's visible.
- Improvements to the engine physics:
- Added realistic physics using Open Dynamics Engine.
- Made item pickups physical.
- Made radio and rollermines physical.
- Implemented spawnable wooden pallets for prop flying shenanigans.
- Added custom entity collision shapes with precise brush-like collision, including: spheres, cylinders, capsules and boxes.
- Made bullet holes visible on entities with custom collision shapes.
- Added realistic physics using Open Dynamics Engine.
- Restored mouse input in the HEV HAX menu and used direct number keys for the buttons instead of relying on weapon selection binds.
- Allowed the HEV suit to be taken away on PlayerMarkers, which removes HUD rendering and HEV suit sounds.
- Added separate ammo types for MP7 bullets and USP bullets. The old type will keep giving bullets for both weapons for compatibility.
- Added "plastic" and "weapon" materials primarily for physics props.
- Hello, Gordon!
Minor changes
- Adjusted player movement to be ever so slightly Source-like.
- Increased crossbow recoil.
- Disabled enemy drops in special gamemodes.
- Adjusted RPG's missle collision box to match the model size.
- Adjusted homing projectiles flight to be more precise.
- Made old bullet holes disappear if new ones are created nearby.
- Replaced JSON material configs with INI configs.
- Added new entity for rendering text as world particles in 3D space.
- Prevented players from picking up powerups (in singleplayer) and weapons if they don't add any new ammo.
- Added "Grenades +1" text upon picking up additional grenades.
- Separated HEV suit music from its pickup sound, which also plays once on the first HEV suit pickup.
- Restored rendering of bullet sparks from hitting metal surfaces.
- Adjusted amount of ammo given on pickup to match Half-Life 2 (including per difficulty).
- Centered weapon selection row on the HUD so it looks centered on non-4:3 resolutions as well.
- Made crosshair look and scale more like in Half-Life 2.
- Node Graph out of Date. Rebuilding...
Fixes
- Fixed crashes on map loading from setting "Allow health" or "Allow armor" multiplayer options to "No".
- Fixed incorrect amount of Arms Race levels.
- Fixed "Wood" surface type accidentally replacing "Grass" surface.
- Fixed new surface types (like Metal and Glass) not appearing in the editor.
- Fixed crossbow rod sparks on the viewmodel with prediction turned on.
- Fixed existing surface types (like Sand, Water, Lava etc.) being replaced with new ones based on material configs.