HALF-LIFE SINGLE-PLAYER MOD: LIFE'S END
Life's End 1.1
--General Information--------——
Title : Life's End
Release : 1.1 (see patch readme)
Date : 28/June/05
Author : Daniel Squire aka King Daniel
Email Address : moc.liamtoh|10leinadgnik#moc.liamtoh|10leinadgnik
Home page : None
Description : Single Player Mod/Level Pack/Mission/Aventure/Episode/Etc.
Previous Maps : None
Thanks To :
Mum, for the painting textures and ideas.
Sis, for downloading stuff from the internet for me, and ideas.
Valve Editing Resource Center - for tutorials.
The Handy Vandals Almanac - for tutorials.
prefabs.gamedesign.net - for prefabs (author list somewhere below).
Half-Life: The Nostalgia Project (www.planethalflife/nostalgia) - Ivan the Space Biker(a.k.a. Lumberjack Gordon) + Early Sci pics
Do NOT play this game with the High-Definition Pak from Blue Shift installed.
Even if you have the Blue Shift patch, Life's End uses animations that are not in the hi-definition pak, and Life's End wont work properly. Uninstall the Hi-Definition pak, and the Blue Shift patch before playing. Thank you.
I have no idea if this will work in the Steam version of Half-Life.
--Play Information---------—
Deathmatch : Nope
Single Player : Yep
Co-Op: : Nope
Map Description : Single Player mod for Half-Life
CD Tracks : Many! Always play with Half-Life CD in! Without you'll miss out on lots of ambience.
Known Bugs : (Deep breath…..) some level changes dont work occasionally. Just re-load the autosave I kindly put just before it and try again. Sometimes Half-Life crashes on a level change. Dunno why. Reload auto-save. Depending on your verion of HL, the scripted sequences might have fecked timing. Some aliens won't teleport in when you or another character are standing (or have died) in their spot. Some doors won't open if something has died next to it. Just smash said thing with the crowbar until it explodes. Don't use the High Definition Pak. The guy at the start in the tram might judder (too much coffee).
Minimum System : Higher than Half-Life. Some levels very big. Others very very very small. My fault.
STORY:
You are Luther Johnson, a very dull, lazy and frequently late to work scientist who absolutely loves his job at temporal mathamatics, deep in the Black Mesa Research Facility. However, today the bods over in Anomalus Materials are planning some sort of classified experiment. You have been assured that things will go perfectly, and that since you have only a stupid desk job it's none of your concern anyway. they then said that if they told you any more on the subject they would have to shoot you.
This is another side-story to Half-Life, similar in idea to Blue Shift, as you try as hard as you can to stay alive and escape the BMRF.
i.e a lot like many other HL mods - but more weird.
FROM THE AUTHOR:
Life's End is my first mod. I've spent a few years messing about with Worldcraft/Hammer and I'd eventually made enough bits I like to make into a mod. Most of the levels were made with no pre-planning so the levels may seem a little uneven (some bits are three years old).
There are a few non-combat areas that you are meant to just wonder around in. Enjoy!
PLAY INFO:
Unlike Half-Life, there are loads of locked doors which require you to find a security card.
To avoid the problem of putting in custom speech (I spliced some Half-Life sentances, but I didn't put any new speech in - partly to slim your download, and partly to spare you my voice.) I put some notes around the levels. Press 'E' (or the 'use' key) over a bit of paper, and you will read it. Press 'Pause' (default: Pause Break)to freeze the writing if you are a slow reader. To read the note again, 'use' it again. Simple.
SYSTEM REQUIREMENTS : I made the some of Life's End on a Pentuim III 700MHz 256MB RAM and a 32Mb ATI Rage 128 Graphics card. I finished it on my Pentium 4 2.4 GHz 512MB DDR RAM and a GeForce4 Ti4200.
I went back to the PIII 700 when this was nearly complete and it played ok, at around 30-35 fps in 1024x768.
EDITING INFO : Most of the FX you see in the game are from tutorials from Valve ERC, or the Half-Life Workshop. There was no new code in the mod, so all effects can be done by anyone with a copy of Worldcraft/ Valve Hammer or some other HL editor.
--Map Information---------—-
New Textures : Many, by me and a few by my Nikon CoolPix 3100 digital camera. Plus a few from Blue Shift and Opposing Force. Many modified.
New Skies : vlcno, by stecki
New Sounds : Some modified Valve and Gearbox speech + FX
New Graphics : Some Models "borrowed" from Opposing Force and Blue Shift. Opposing force (or Blue Shift) is not required to play my mod. A lava texture "borrowed" from Deathmatch Classic.
New Sprites : The 'Life's End' intro text bit.
Prefabs used :
A few bits 'borrowed' from Half-Life
Ferrari F40 by Dead Man Walking
Jeep by Barry A. Bollinger
Exploding Barrel by Barry A. Bollinger
Black Mesa Jeep by Barry A. Bollinger
Xen Prefab Pack (Pillers etc.) by DiScOuNtKiLlEr
Vending Machine by Yak_Fighter
Some of the Ladders by Yak_fighter
Dumpster by Yak_Fighter
Black Mesa Explorer by Carlos Salgado and C|oud [Mark Potnick] (I removed the headlights)
Semi Truck by Infinity
Bathroom Set by JediCow5
Photocopier by Gadzooks ('borrowed' from The Challenger Deep mod by Doc Rock)
Truck by Dave Waters
PC's by Revolver
Cablecar based on one by Daniel Learmonth
Radio's from Radio Station by Lucien Alberts
Small Bookshelf from Wooden Cabin by Lucien Alberts
Working Clock by Lord Dakushna
A_TKi_Misc_Prefabs by Mark Heuckeroth (if I used them in the end)
Executive Leather Chair - unknown (sorry!)
Exploding TV - unknown (sorry!)
The soda pop little cup model - unknown (sorry!)
And to all the ones that came without readme's.
Thank you to the makers of:
>some computers
>the maker of the other toilets also used
Sorry if i missed anyone out!
Anything else by me.
--Construction-----------
Base : New maps fron scratch, with one or two (or five or six) bits 'borrowed' from Half-Life (Mainly prefabs, and one corridor from the HL intro)
Inspiration: : Half-Life, it's addons and single player mods
Many games I've played
Resi Corridor 'inspired' by Resident Evil: The Movie
The things I see when I close my eyes
Editor used : Worldcraft 2.1, upgraded at some point to Worldcraft 3.3. Now Valve Hammer 3.4
Other Tools :
The Half-Life SDK 2.0 - Valve Software
Half-Life Model Viewer 1.23 - by Mete Ciragen
PakScape 0.11 - by Peter "Riv" Engstrom
Wally 1.55b - by Ty Matthews and Niel White III
SprMake + SprView - by David Flor
GenSurf - David Hyde
Goldwave
Paintshop Pro 7
Animation Shop 3
MilkShape 1.4.1
Ulead GIF Editor
Zoner's Half-Life Tools
WinBSPC - Mr. Elusive
Compile Machine : Pentium 4 2.4GHz, 512MB RAM
Compile time : Only a few minuites/seconds with everything on max on my once-awesome-until-Deus Ex 2-came-along computer
--Map Instructions---------—
Put the folder named "LifesEnd" in your Half-Life folder, next to the Valve and TFC folders.
--Additional Info---------—-
Everybody loves a big big big readme file.
This template is available at The radium Half-Life Map Center…
http://www.planethalflife.com/radium
(I changed it a bit, though…)
If you review this mod, please e-mail a copy of the review to me.
If you have any comments or opinions to make about my mod, e-mail me.
If you make any comment at all about my mod, let me know. Via e-mail.
Thank for report to me and help to add point_checkpoint !
fianlly i fixed most problems in my Life's End port.
if you find any problem. notify to me !!
no survival checkpoints? at all?
also the music repeats itself for some reason
there are also no spawnpoints when you advanced far into the map and some of the teleporters are rough
can you notify to me which maps and parts ?
music also repeat.. i see
most bugs fixed now but..
Life_send 9 case still have issue "Green fade"
this case.. i cant find which trigger keep fading every 5 sec time.
if you know which trigger cause that.. notify to me !
when i merge life_send9 and life_end_ending, game just crashed
so i couldnt merge theses maps.
trigger_changesky case. after 5.26 relase, i will add back !
this map hava totall 35 maps.. and took 2 months..
but some trigger case.. broken when merged map.
also dont have a idea which trigger casue to Glitch..
please notify to me if have a problem or find something issues !!
All maps don't use sentences.txt and sound entities look for sound files in wrong folders(example: ambience/filename.wav instead of lifesend/ambience/filename.wav)
Teleports are not seamless again. It either rotates player or throws back players on transition. It's not hard to make them seamless, just follow this guide step by step: https://github.com/wootguy/bspguy/wiki/Seamless-transitions.
life_send1: typo "minuites" instead of "minutes"
life_send3: draw distance is too low, some object float or clip into ground (trash bins, boxes, poted plants, etc), sniper(that barney warns about) uses shotgun instead of sniper rifle
life_send4: Tried to link edict 447 without model
life_send5: round 1->round 2->round 1 again?, players can be seen in cutscene, game_text typo "bieng", picking up crowbar emits electric sound for some reason, zombies don't react to player entering weapon control room because they don't face door, and that part is also easily griefable by ordering scientist to run into zombies
life_send6: door that gets knocked down by aslave is not solid, and it's possible to run trough it before cutscene starts, I reckon it's possible in original mod to softlock by entering and closing door to teleporter before scientists enter but couldn't replicate it
life_send7: Tried to link edict 280 without model
life_send8: Tried to link edict 544 without model
life_send9: Green flashing isn't supposed to repeat permamently
life_send_ending: why not merge this map into life_send9? It barrely adds to any map limit and won't make players skip part of credits while reconnecting to server.
life_send7 and 8 didn't crash for me, but might be LAN server thing.
Im glad someone finally decided to port this mod. I have a lot nostalgia for it. There are a few issues like some models that are not working. Like Zorik said I believe it is looking in the wrong location.
Warning: Unable to open sound/LifesEnd/buttons/bell1.wav for transfer
Warning: Unable to open models/alt_scientist.mdl for transfer
Error: server failed to transmit file 'sound/LifesEnd/buttons/bell1.wav'
Error: server failed to transmit file 'models/alt_scientist.mdl'
Error: 'models/alt_scientist.mdl' not found, swapping it for 'models/error.mdl'.
Error: server failed to transmit file 'models/soda-pop.mdl'
Error: 'models/soda-pop.mdl' not found, swapping it for 'models/error.mdl'.
Error: server failed to transmit file 'models/hurt_scientist.mdl'
Error: 'models/hurt_scientist.mdl' not found, swapping it for 'models/error.mdl'.
Error: server failed to transmit file 'LifesEnd/models/qmeal.mdl'
Error: 'LifesEnd/models/qmeal.mdl' not found, swapping it for 'models/error.mdl'.
These are the ones I took note of but I think there was a hotdog one too.
Thank for Zorik and Dmanlolno !
yap.. i took 2 moths to port this life's End mod
adding Res case, this is my first attempt to try make Res files.
i will fix file location everything and teleport, some trigger too !
i really thank you all !
No problem. Thanks for the Port.
Just 1 more thing I've noticed in life_send9 the "alien dimension" and in the hell/afterlife? area, the skybox is incorrect.
about sky box case…
as you know.. "trigger_changesky" crashed my server a lot..
so i deleted that.
that why skybox is incorrect.
in that part case, using desert.tga but.. just crashed.
thank for asking about that !
trigger_changesky doesn't precache the new sky. You can add a custom_precache to the map as a workaround. That will stop the crashing.
umm.. how to do that ?
because i dont have a idea about trigger_changesky much..