Did you ever think Half-Life was way too easy? Hard-Life corrects that issue.
Greetings to those cancelled comment people of MODDB.
I'm so excited to tell you we're not dead and only stay active on our discord. We update patreon monthly for those who want to help out (IT ISN'T NECESSARY) - most who stay active on our discord normally get updates - have their questions answered & receive updates - when we get asked any questions.
Crouching Transitions in Multiplayer Vents:
Transitioning while crouched now properly adjusts player height and position, eliminating awkward view glitches.
Steamworks Rich Presence:
Enhanced integration now displays detailed chapter or level information for your current gameplay session.
Landmark Handling:
Players can now use a "levelname_landmarkname.txt" in the maps folder to define predetermined origins during level transitions.
Multiplayer Transition Saving:
Levels retain their state during multiplayer transitions, ensuring any changes persist when returning to the same map, similar to singleplayer functionality.
New "Stuck" Command:
This command allows players to adjust their position slightly to free themselves from tight spots.
Map-Based Game Player Equips:
Weapon and ammo loadouts can now be defined in "mapname_gpe.txt" files, similar to Sven Co-op. Old in-map setups remain functional for mod compatibility.
Scientist Skin Fixes:
Persistent skin issues have been addressed for a smoother experience.
Sentry Monster Enhancements:
Map switches can now disable sentry monsters as intended.
Dynamic Ammo Entity:
Introduced an entity that dynamically provides ammo, health, or batteries based on player needs.
HEV Charger Sound Fix:
Resolved the looping sound issue when chargers are not in use.
Weapon Additions:
Gravity Gun: Added for developer use and fun experimentation.
Flamethrower: Includes a particle system inspired by Cold Ice Remastered.
Monsters Forgetting Players:
Enemies can now lose track of you after a period, allowing you to rethink your strategy Metal Gear-style.
Gauss Gun Visual Enhancement:
Added a growing spiral effect while charging, increasing in size with charge duration.
FMOD Sound Implementation:
Integrated FMOD for enhanced gameplay sounds and soundtrack support.
Improved Talkmonster Interaction:
Talkmonsters now rotate their upper bodies naturally to face players and other NPCs, with a smooth delay for realistic movement.
Player Glow Models:
Functional glow effects added to specific player models.
Grenade and Object Improvements:
Thrown objects are no longer affected by zero-damage triggers.
Monster Additions:
Monster Landmine: Simplifies functionality by replacing the previous multi-entity setup.
Monster Tank (Beta): Introduced as an APC placeholder, with plans for further development.
Apache Monster Updates:
Apache now fires at balanced rates and behaves like a regular monster.
Trigger_Nothing:
Detects when all "monster_" entities within its area are gone and activates accordingly.
Deathcam Enhancements:
Deathcam now tracks gibs or head fragments dynamically, with a POV adjustment for added immersion.
We’re continually working to bring more updates and improvements to Hard-Life. Thank you for your support and dedication. Let us know what you think about the new features, and stay tuned for future updates
Also no list of level changes were included in this news post and will not be included due to fluctuating & consistent idea's in levels we are currently working on.
Hey All, Want to send some special thanks for those who create their own videos with our creation. Wanted to send some exposure for both parties. Hopefully seeing some big changes between all videos in-between. We are still working on Hard-Life we just prefer to spend our efforts in development rather than media exposure / fancy profiles & pictures. We prefer results & consistent tweaking of Source Code , AI , GamePlay Mechanics. On average our closed beta has around 6-8 hours of gameplay - Watching these videos and hearing feedback helps us understand any issues that may be encountered. Even if some videos include cheats & nonsense it's always great to see people enjoying Hard-Life.
Enrique (Patreon Exclusive Content - Most Recent)
Youtube.com
VectorWx3 (3 months ago)
Youtube.com
BigSmoke (1 year ago)
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Still Here
It has sure been a while since any updates have been posted to moddb , so yes... We're still alive & no... unfortunately Hard-Life is not officially out yet. We are still going through key based Steam Access only. Once the game is officially release we will post this information. If you'd like more information on becoming a closed-beta tester please visit our discord / patreon for more information. We usually host Half-Life Deathmatch events with release keys for those who participate. The mod will not be released yet and does not have a release date planned.
I'm also happy to announce we've taken in a new mapper "-Kagerou-" !! Who has brought in some very good ideas and is very driven to help out in our Hard-Life Project. Some WIP Screens below from our new mapper
One of our closed beta users who goes by the name "noclick" uploaded their game play footage from a Mid-May Hard-Life Closed Beta Release. They have many more videos on their page that are also Half-Life related. If you have some spare time I would highly recommend checking them out.
Hello Half-Life/Hard-Life/Synergy fans,
Sorry about the long wait for updates, Schedules have not been friendly over time yet fury_161 has taken some time out to show our current "Office Complex" chapters shown in a YouTube video below.
Consider joining our community and discussing openly any opinions that you may have. We are all aware that changing Half-Life may not be everyone's cup of tea. This mod may not be for everyone but those who appreciate our outlook are more than welcome.
Our changelog is extremely extensive and is not publicized. Every other night I take time to program with our other team members. Getting results is a bit more important than updating a log with minor improvement features.
First extended gameplay trailer, showing how all our mechanics, edits, and new features work in an un-cut segment. This gameplay trailer includes major level edits, new enemies, remodeled and re-animated weapons, new music original music scores, new effects, new AI behavior, new pathing, and just a whole lot more new stuff in general! This is all still WIP so nothing is perfect but I think we're making major strides.
Any feedback is appreciated. If you love it or hate it let us know!
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