Read us.
(written by muddasheep)
(hqa version 1.1)
(thanks to gamer_7601 for the 1.1 package)
(thanks to Reboot for Steam support)
Facts:
Authors: muddasheep, blackjack, jazzymike
Name of modification: Halfquake Amen
Number of maps: 30 + a few multiplayer maps
New sounds: Yes, lots of
New models: Yes
New enemies: Yes
New music: Yes
Building time: about a year
Tools used: Worldcraft 3.3, Paint Shop Pro 6,
Wally, Magix Music Maker 5 & 6,
HP Scanner, lots of ink, pencils
and pens, windows' audio recorder,
zoner hl tools (just the exe files,
I compiled using a batchfile in DOS-mode);
Story:
You live your everyday life. Work, family, house, children - whatever.
But one day you get caught in an absolutely dark, surrealistic and
sadistic world called Halfquake. Is it an institution? Is it on
earth? No-one seems to care about you, your pain and your life.
Forget your past, it's gone forever. Just pray it won't be too
sadistic.
Amen.
Halfquake Amen Team:
muddasheep:
- main idea of Halfquake Amen
- textures, maps, models, soundtrack
- voices: ms, NPC with toilet, guard in front of sadistic village,
NPC with dynamite, somos, christmas tree;
blackjack:
- main idea of Halfquake Amen
- ideas for dialogues and diary in sapience;
- voices: bj, alienslaves, telephone (patience), diary in sapience;
- played saxophone in halfquake main theme
jazzymike / kent.brockman:
- idea for ending dialogue, helped me with promotion video and other
things, idea for new skeleton speech;
- voices: jm, somos, skeleton;
Additional Sadism:
chappi:
- textures: floor in audience, wall and ceiling at somos' part, sky
in violence;
- voice of player;
- played bass in halfquake main theme
auriane:
- textures: ceiling in silence, "the painting" in sapience;
- voices: train station, christmas tree;
- and very special thanks to her for spending so much time with hqa!
phoenix:
He did the great map hq2_phoenix!
necro:
- voices: guard before patience, guy in painting room of sapience;
niner:
- voice of dragons
whiteman:
- voices: guy in key-quest, christmas tree;
ixnay:
- model of sword
Betatesters:
sven, chappi, mr.floppy, hellfire, niner, auriane, necro,
dr.voodoo, phoenix, oblisk, gamespoiler, mEnsN-, rincewind,
whiteman;
Special Thanks To:
blackjack, jazzymike, chappi, auriane, niner, necro, whiteman,
ixnay, sven, gamespoiler, phoenix, oblisk, nine inch nails,
aphex twin, bjork, beck, 3do, heroes4 soundtrack, buffy
"once more with feeling" - musical, all sheep in the world,
marilyn manson, my black acoustic guitar, romerquelle, magix
music maker, valve, id software, "CUBE", wolfgang hohlbein,
luc besson, sony, walt disney, resident evil, magic - the
gathering, wally, paint shop pro, zoner hl tools, fans of
halfquake -
and everyone who's reading this
and died due our sadism.
Installation:
Unzip the file into your Half-Life folder. Don't forget
to use folders of the zip file! Now start Half-Life,
click on custom game, search for Halfquake Amen and activate it.
Walkthrough:
Rename walkthrough.hqa into walkthrough.txt and open it.
Or visit our website: www.halfquake.com
Additional Information:
HQA - News, Walkthrough, FAQ, Soundtrack DL and Screenshots:
www.halfquake.com
Copyright and Publishing Information:
Halfquake Amen is copyrighted by muddasheep and blackjack 2002.
You can call it an intellectual property.
If anyone wants to publish Halfquake Amen on a CD/DVD or any
other "storage things" to come out in future, ASK us for
permission: ta.xmg|peehsaddum#ta.xmg|peehsaddum or visit our website
www.halfquake.com and post your questions into our forum.
If you want to use textures/sounds/models and so on ASK us.
If you want to make a multiplayer map for Halfquake Amen, do so
and send it to us. We plan to do some updates and maybe your map
is going to be in the next update.
If you're going to write a review or an article about Halfquake
Amen, please tell us about it and where we can find it.
Known Bugs:
- Try to avoid crouching while being in/on a train/moving
thing. Thanks to the engine you might get stuck in/on it.
- Sometimes you might recognize sparks somewhere in the air.
That's Halflife, not us.
Hints:
- Once you've activated a life cell you can walk into it at any
time again.
- You don't have to press all four buttons beneath Somos.
One's enough to open the next room.
Thank you for reading.
muddasheep
9:31 a.m.
Wels/Austria, Wednesday, 14th August 2002
The price for humanity was humanity itself.
- bj
most maps could've been merged, why keep it a loading simulator, why recompile the maps if you didn't even bother merging them?????????
why are classic mode weapons forced?
zero checkpoints whatsoever, and yet survival is in, why is that?
more of a suggestion but maybe also using level change sprites would be good
mp5 feels even weaker then the sven coop one, making some enemies bullet sponges when they're not supposed to
lobby ambient is missing, and its effects
halfquake - only one person gets their suit stripped out
halfquake 1 - why does mp5 uses the amen model?
halfquake 1 - why do vortigaunts have amen model?
halfquake5 - spawned with a revolver when im not supposed to
halfquake7 at one point has zero spawn points available
hq amen doesnt replaces the button sounds, which is very possible in sven coop, heck, even 3.0 port uses that
hq amen also doesnt replace the vortigaunt sounds that are from the mod
at parts where you get sadism sword youre supposed to have unlimited health, why not set it to 1k? instead of regen?
hq2_9 softlock, if one person goes down, everyone else is locked (where you get crossbow)
hq2_15 if one players passes thru the hole, the others will die because gravity applies once
hq2_24 for some reason got skipped which ruins the entire premise of the patience chapter
hq2_29 preserves teleport velocity, so people fall to their dewth to 2nd puzzle
some models missing p_ and w_ models and use default pickup models instead
honestly the port isn't that much bad but it could've been so, so much better, not mad, just disappointed
Maybe if you bothered to properly read my previous responses to your comments and what's written on this page, you would already be aware that:
Classic mode weapons aren't forced at all. The only weapon from classic mode is MP5, because in original mod that's how you meant to blast vorts and Somos with underbarrel nades. Everything else is a model replacement, as you might be able to tell by unreplaced shotgun sounds.
As for vort and mp5 models, it's like that in steam release. I'll change it to match pre-Steam release anyway.
Parts with Sword of Sadism were like that in original, I didn't change nor add regen. If it works, why bother to mess with it?
What you wrote about buttons in conversion by Royal-soldier is utter deranged nonsense. The other conversion doesn't use global sound replacement nor does it individually specify to each buttons what sound to play on use. It doesn't even include button sounds at all! As for my conversion, it does replaces sounds(example: hq2_13, hq2_16), but because I forgot to update .gsr file in archive it didn't replace sounds for vorts and 3 button types(example: hq2_4).
None of teleports in hq2_29 preserve velocity, angles or any other physical player parameters. In second ""puzle"", platform was probably overpopulated and you flew off the platform to your death. Should be less of an issue in newer version.
As for the other issues - fixed, thanks for telling me this.
I tested hq2_24 a few times and it works, but I missed teleport that was inside trigger_hurt. Both triggers are placed over rails and looks like someone tried to jump on them, hence why it was probably skipped for you.
3 button sounds and islave sounds should have been replaced, but I forgot to update .gsr file in archive, as mentioned above.
I don't find enemies bulletspongy at all. I copied skill settings for skill 3(hard). With CVars for skill 1(easy, like it was always set in mod), it takes rougly 0.1 seconds and just 2 shots to kill vort. And for skill 3: 0.3 seconds and around 6 shots. I belive it's fairly adjusted that way and will scale well with larger amout of players via mp_pcbalancingfactor without becoming a chore or being hard. That MP5 is definitely stronger than vanilla one, because default one can't hit anything from 10-30 meters.
oh, that makes sense, sorry for some of the things ive pointed out were actually intentional all along, was just blinded by nostalgia haha
but with part with sword of sadism me and my friend managed to die sometimes because the trigger_hurt kept triggering wrong person, maybe at least make it regen faster?
the mp5 doing small damage might be the effect of some enemies not having headshot hitbox (maybe hgrunts) and 1.8x hp pc balancing when two players (which is annoying), i was doing 5 damage to headcrabs and other monsters per bullet
other then thanks for the bug fixes and maintaining it
Halfquake Amen case.. made for "single play" puzzle..
This mean, as Zorik said halfquake is not good for multiplay puzzle different with Sven Co-op 2 player Co-op puzzle system. That reason, some Respawn points can be broken or having issue and trigger too.
According to Original Halfquake, Some traps just active one time and never back to position…
When i play with some friends Halfquake Amen
I realized why Zorik worried this Halfqhake Amen porting
I had fun this port with friends
Thank for port this mod to us :>
You're welcome! I couldn't quiet understand the message here and what exactly you're referring to in first paragraph.
Okay.. sorry for my mass up English grammer.. ㅠㅠ
In short.. This halfquake series mod case really hard to port in Sven Co-op for 4~ 32 player and you tried best to port
If you port sunrise, i will test with some friends for you >w<
1.the first puzzle at hq2_7 do not have some multiplayer designs, and if the first player pass the middle box but fail to the end, the other player will soft-locked cause one of the middle boxes is unreachable and another will kill them and disappear. hope to add something to fix this embarrassed situation.
2.the music part also at hq2_7 is broken, the music only play once and slience which in the original game will repeatedly play.
Fixed. Thanks for reporting.
just got this from my friend:
Invalid file type…skipping download of sound/hq/hq_complete_soundtrack/01.intro.mp3
Invalid file type…skipping download of sound/hq/hq_complete_soundtrack/02.triste.mp3
Invalid file type…skipping download of sound/hq/hq_complete_soundtrack/04.hammertime.mp3
Invalid file type…skipping download of sound/hq/hq_complete_soundtrack/05.scream.mp3
Invalid file type…skipping download of sound/hq/hq_complete_soundtrack/06.offence.mp3
Invalid file type…skipping download of sound/hq/hq_complete_soundtrack/07.absence.mp3
Invalid file type…skipping download of sound/hq/hq_complete_soundtrack/08.ambience.mp3
Invalid file type…skipping download of sound/hq/hq_complete_soundtrack/09.sapience.mp3
Invalid file type…skipping download of sound/hq/hq_complete_soundtrack/10.beautiful_gray_sea.mp3
Invalid file type…skipping download of sound/hq/hq_complete_soundtrack/11.leaving_hope_academy.mp3
Invalid file type…skipping download of sound/hq/hq_complete_soundtrack/12.3ky.mp3
Invalid file type…skipping download of sound/hq/hq_complete_soundtrack/15.halfquake.mp3
Invalid file type…skipping download of sound/hq/hq_complete_soundtrack/19.regretful_victim.mp3
i dont think its never a good idea to put dots in the file names, the game might assume that say 15.halfquake.mp3's file extension is .halfquake and not .mp3
Updated archive.
did you used the rmf's that were provided?
Yes, but lights.rad wasn't included with them.
if you want i could contact muddasheep or leave his discord here, but not sure if he had the lights .rad file
Probably no need to do this, since lighting visually looks identical to original, except for red glow from lava.
did it anyway https://raw.githubusercontent.com/muddasheep/hqtrilogy/master/compile/lights.rad
also were amen maps merged? the og game had 30 maps, im sure amen in sven could be reduced to 15 or less
the source files to all half quake maps are available
Some were merged and some weren't, because resulted maps kept crashing game. Will try to recompile Halfquake Amen soon, didn't notice that there's github repo for the mod.
you were aware that source files were also available on steam as a dlc right?
though unfortunately sunrise still won't probably be ported because it used spirit of half life
That's exactly what I used. It's even listed in download section. As for Sunrise, I would be more worried about gameplay on it with such narrow level design. Even if levels get enlarged, I just can't imagine beating every single puzzle in it on a server with 4-32 players.