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That GoldSrc building software can be intimidating for a beginner, and even then what you can do with making stuff in GoldSrc is a speck of dust in comparison to Garry's Mod and it's entire legacy of community-created content. It's understandable to want to use Garry's Mod to replay a game for sandbox shenanigans.
Sorry for the two-day delayed response, it's fine with my credit.
@Freya
Oh that recent comment asking for opposing force got deleted when you replied lol
If I had the option to lock the ported maps behind requiring owning the respective game I'd do it, but there'd just be a lot of logistical nightmares from that feature if it were to even be available so alas, people who don't own the respective game can have their cake for now.
Jailbreak, for some reason the ba_* prefix that the Blue Shift maps use are listed as jailbreak maps.
@Cum1812
@Domawesome04
I don't know. I currently have other projects sucking up my interest and I may not be able to get around to updating the maps as of now.
what section should it be in?
@Jariner
The reason there's HL2 weapons everywhere is because the mappack is mainly made and playtested on actual HL:S first and that game reuses the same HL2 classnames for it's HL:S weapons. I also wanted to keep parity between the HL:S and Gmod BSPs by making both the same, not wanting to deal with any specific Gmod setups/changes in the VMFs.
Any changes made for the Gmod version were achieved through LUA scripting, but it couldn't help fix replacing map-placed weapons entirely.
For some reason, Gmod properly replaces HL2 weapons in actual HL:S maps with their HL:S counterparts and I just can't find out how the game does it for HL:S to implement into the maps. It's definitely not through any map-patching file like .lmp or .pat
My main thought process for this as a direct port is to serve as a baseline for any future modding efforts to build upon, so that means not changing too much about the originals though I had to eventually create workarounds with internal map logic differing between Source and Goldsrc.
Though an exception I have was making the two random scientists savable through to the end of the game, but I made sure to make those changes as modular as possible so all it takes is disabling a visgroup to completely remove that change.
func_walls are everywhere, some weapons are from Half-Life 2 and not from Half-Life: Source, some weapons are missing all together, the rats aren't actual NPCs, and tons of other stuff that needs to be fixed.
Really tempted to go in and fix those issues myself, but I will respect your wishes if you don't want me to help.
But I will leave you with this:
Go to Hammer and add the suffix '_hl1' to Half-Life 2 weapons. Ex, weapon_crowbar should be weapon_crowbar_hl1. That will make the weapons become the Half-Life: Source weapons. It may not look like it in Hammer, but it will work in game.
in "ba_canal1" it spawns the HL2 Crowbar instead of the HL:S one.
Wow......... read the description. It tells you if you need anything which 99% of authors will list in the description.
@Freya
Opposing Force does feel like a hodge-podge of enemy spam at times.
A hub for Decay map selection might be a lesser evil compared to trying to connect Decay levels together like a seamless campaign.
@♥NikoStar♥
Anyone determined enough might be able to recreate all of OP4, enemies, weapons and such, though it certainly won't be easy.
I think needing a modder to port OP4 to Source is all that can be done realistically.
IIRC I was told by a friend who also worked on porting GoldSrc content to Source that asking for the source map files for the Gearbox expansions was a fruitless endeavor.
You would need to create a Hub for players to choose the missions, which would just get a project like that so much out of scope from the original.
@Flex Offender
All the map porting work is technically almost finished, but it's the bonus content of rescuing the 2 optional scientists in Captive Freight that's hard-stopping the project.
I need to animate a few animations for the scientists to use, but I don't know shit about Blender animating.
So if you guys really want to play opposing force in Gmod, the experience you are going to get from playing OF is not that much different from just plopping a bunch of Opposing Force NPCs in any HL1 map and start blasting lol.
And about Blue Shift's constant loading screens and small levels, yeah. Is kind of rough, but we also have to remember that Blue Shift was originally made a DreamCast-exclusive expansion. Just like how Half-Life 1 on PS2 got Decay. With the only difference being that BS was eventually ported to PC by GearBox.
nope. they're too different to normal HL:S NPCs.
.
ba_tram1 = Tram ride.
ba_security1 = Pre-disaster.
ba_canal1 = Actual game start.
thanks for clarifying for me
Technically the BS models are compiled as different models here despite being similar.
The original HL:S models remain untouched, the maps in this port just replace the models of NPCs to the BS models via Lua.
More or less. Any models unique to Blue Shift was converted to Source for this port in order for everything to function.
That's an ending map made from the ground up for the Blue Shift mod and is not a part of Opposing Force.