[1.3.7] Half-Life Resonance Cascade v6.7 - STILL ALIVE! (New features)

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[1.3.7] Half-Life Resonance Cascade v6.7 - STILL ALIVE! (New features)

Postby Dmitriy-Bars » Sun Jan 17, 2016 3:15 pm

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Run. Think. Hide. Survive.

Half-Life: Resonance Cascade is a full conversion modification for SCP: Containment Breach based on Half-Life game series. This mod serves as a depiction of the Black Mesa Incident from a seperate, farther off perspective.

You, Dr. Ben Walker, Clearance Level 4, have been assigned to test on BMR-500, a robot that displays extreme hostility, but is fortunately only able to move while outside direct observation. Midway into the testing session, you hear the alarm and the scientists say they have it under control and it's not much of a problem. Turns out it is, as the electricity shuts down and the robot kills your buddies and the guard. Sector C Personnel have been ordered to evacuate the area until further notice. How far will you go to get to the surface?

Original mod topic: viewtopic.php?f=11&t=2446

Wiki page: http://ru.scpcontainmentbreach.wikia.co ... ce_Cascade

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DEVELOPERS:

- Original creators of the mod: CLstream & Omniary
- Ported & re-made by: Dmitriy-Bars (me) & Jabka666
- Special thanks for help (coding, models fix): PXLSHN & Vane Brain (Third Subdivision Team)

Credit to Valve, Gearbox Software and Crowbar Collective for 99% of the used content (and also to the guys who made this great mod).

In-Game Replacements: (may contain spoilers)

Spoiler
Objects:
    SCP-173 = BMR-500
    SCP-106 = Vortigaunt
    SCP-372 = Alien Controller
    SCP-035 = Zombie H.E.V. Subject
    SCP-513-1 = G-Man
    SCP-079 = Announcement System 2.6
    SCP-096 = Alien Grunt
    SCP-008 = Keplar Virus
    SCP-012 = DD-7382
    SCP-049 = Gonome
    SCP-049-2 = Zombie Guard / Zombie Scientist
    SCP-682 = Tentacle
    SCP-895 = Lambda Reactor #1386 (Monitor controlled by Nihilanth)
    SCP-914 = Non-Relay Teleport Prototype
    SCP-860-2 = Gargantua
    SCP-066 = Houndeye
    SCP-939 = Bullsquids
    SCP-1048 = Chumtoad
    SCP-1123 = Small Crystal
    SCP-178-1 = Pit Drones
    SCP-966 = Shock Troopers
    SCP-205 = Deathscene
    SCP-1048-A = Sentry Turret
    SCP-1499-1 = Voltigores
    Pocket Dimension/SCP-860-1/SCP-1499 Landscape = Xen
    PD Plane = Mantis Aircraft
    SCP-035 Tentacle = Xenian Tree
    SCP-457 = Kingpin
    SCP-409 = Contagious Xen Crystal (XF-4090)
    SCP-009 = Acid Waste Room

Characters:
    Guards = Security Team ("Barneys")
    MTF Epsilon-11 = H.E.C.U.
    MTF Eta-10 = Black Ops
    D-Class = H.E.V. Subjects
    Scientists/Janitors = Black Mesa Scientists
    SCP-990/Insurgency Soldiers = G-Man
    SCP-1123 Officers = Combine Metrocops
    SCP-008-1 = Zombie Soldier
    SCP-008-2 = Keplar Zombie
    Clerk = Security Guard Otis

Items:
    Gas mask = H.E.V. Helmet (first) / H.E.C.U. Helmet (second)
    First-aid Kit = Black Mesa Medical Kit
    Strange Bottle = Defective Black Mesa Medical Kit
    Cigarette = H.E.V. Battery
    Vest = Powered Combat Vest (P.C.V.) (first) / H.E.V. Suit (second)
    Hazmat = Black Mesa Cleansuit
    SCP-178 = Virtual Reality Goggles
    SCP-513 = Inconspicuous Briefcase
    SCP-714 = Memetic Shield
    SCP-860 = Prototype Micro-Reactor
    SCP-1025 = Health Regulator Book
    SCP-1499 = Displacer Gun
    SCP-420-J/SCP-500 = Power Bottles


DOWNLOλD:

Spoiler
v6.7:
ModDB (includes Russian Translation Mod): https://www.moddb.com/mods/half-life-re ... ascade-v67

v6.6:
ModDB (includes Russian Translation Mod): https://www.moddb.com/mods/half-life-re ... e-uploaded

v6.5.5:
ModDB (includes Russian Translation Mod): http://www.moddb.com/mods/half-life-res ... scade-v655

v6.5:
ModDB (includes Russian Translation Mod): http://www.moddb.com/mods/half-life-res ... ascade-v65

v6.4.5:
ModDB (includes Russian Translation Mod): http://www.moddb.com/mods/half-life-res ... -914-addon

v6.4:
ModDB (includes Russian Translation Mod): http://www.moddb.com/mods/half-life-res ... ascade-v64

v6.3.5.2:
ModDB (v6.3.5.1 required): http://www.moddb.com/mods/half-life-res ... cade-v6352
Google Drive (Full Version): https://drive.google.com/open?id=1_MsPR ... 9_hdpSgJ16

v6.3.5.1:
ModDB: http://www.moddb.com/mods/half-life-res ... cade-v6351

v6.3.5:
ModDB: http://www.moddb.com/mods/half-life-res ... scade-v635

v6.3.2:
ModDB: http://www.moddb.com/mods/half-life-res ... ascade-632

C-492 Mod (v6.3 required):
ModDB: http://www.moddb.com/mods/half-life-res ... /c-492-mod

v6.3:
ModDB: https://www.moddb.com/mods/half-life-re ... ascade-v63

v6.2.1 (Patch for 6.2):
Google Drive: https://drive.google.com/open?id=0B4AkM ... lBMTmk5c3M

v6.2:
Google Drive: https://drive.google.com/open?id=1BeDYu ... 4dN1_GLowW

v6.1:
Google Drive: https://drive.google.com/open?id=1jBK-9 ... Pkb4nVVCKN

v6.0:
Google Drive (improved link): https://drive.google.com/open?id=0B4AkM ... 1Z1RWhMOUk


CHλNGELIST:

Spoiler
v6.7

Some additions from SCP: CB v1.3.10 build (thanks to Jabka):

- New model and sounds for elevator doors.
- Added the "missing" containment door inside of SCP-372's chamber.
- Added new random generation code for maintenance tunnels.

Other:

- Fixed the alarm sound in SCP-009's chamber.
- Optimized HID Turret textures.
- New textures for DD-7382 crystal.

v6.6

- Meet the new enemies - Black Ops Assassins (AI based on MTF Eta-10 from Ultimate Edition).
- Added SCP-009's chamber (as an acid waste room).
- Optimised the textures of all NPCs, some items and AH-64.
- Removed companion bots.
- Fixed the scale of Kingpin, Pit Drone and Otis.
- New models of briefcase (SCP-513), Gargantua, Controller and Sentry Turret.
- New loading screen.
- Two new achievements.
- MTF (HECU and Black Ops) are able to close SCP-173's chamber after "re-containing" the robot.
- Decreased the speed of Gargantua and Alien Grunt.
- Added "camera shaking" when Gargantua walks.
- Re-made some NPC voices (both in vanilla and russifier).

v6.5.5

- SCP-035 replaced as Zombie HEV Subject.
- New model of binoculars.

v6.5

- Added SCP-409 and its chamber.
- Added binoculars (you can find this item in SCP-457's chamber).
- Added new variation of SCP-049-2 - zombie scientist (he can be found in SCP-049's chamber instead of second zombie guard).
- Removed "room2vent" room due to bug.
- Added more new items' outputs for SCP-914:

    HEV Suit / Vest: Rough - Electronical components;
    Antidote Bottle (SCP-500) / Rad Bottle (SCP-420-J): 1:1 - Syringe
    Very Fine Syringe (you know, the original one was illogical): Rough - nothing, Coarse - First-Aid Kit, 1:1 - Blue First-Aid Kit, Fine/Very Fine - Strange Bottle (instead of SCP-008-1)

v6.4.5

- Added new items' outputs for SCP-914:

    HEV Suit: 1:1 - Vest, Coarse/Rough - HEV Battery, Fine - HEV with helmet (similar to SCP-008 hazmat suit), Very Fine - Upgraded HEV with helmet (with infinite stamina);
    Vest: 1:1 - HEV Suit, Coarse/Rough - HEV Battery;
    Gas Mask: 1:1 - HECU Gas Mask;
    HECU Gas Mask: 1:1 - Gas Mask, Fine/Very Fine - Upgraded HECU Gas Mask (similar to red night vision goggles, with infinite stamina);
    Antidote Bottle (SCP-500): 1:1 - HEV Battery, Fine - Rad Bottle (SCP-420-J), Very Fine - Adrenaline Bottle
    Tau Cannon/Displacer Gun (SCP-1499): Coarse/Rough - U-235
    Beretta M9 Pistol: Coarse/Rough - Ammo for the pistol

- Minor fixes for Russian Translation Mod.

v.6.4

- Removed the ability of companions to move (because it lets the other D-Class-based NPCs move too).
- Added an HEV suit (similar to the vest).
- C-492 (SCP-173) changed to BMR-500 Robot.
- Added the Tau Cannon (as an item and output from SCP-914 for SCP-1499).
- Added the crowbar and Beretta pistol (as items).
- New achievements.
- New loading screens.
- New documents.
- Added the player's badge.
- New icons of walking/sprinting and crouching.
- Added the weapon supply.
- Added the Kingpin (SCP-457) and his containment chamber.
- Added the vent room and a new event in it.
- MTF now can kill SCP-008-1 (Zombie Soldier).
- Returned "halloween" command.
- Removed the cell guard and Gate B guard that killed the player.
- Added an easter egg companion.
- Added 9 new companion characters: Gordon Freeman, Gina Cross, Barney Calhoun, Adrian Shephard, Cooper, Walter, G-Man and Zombie.
- New model of Combine Metrocop (now he finally has a pistol).
- Added new zombie in SCP-008's chamber.

v.6.3.5.2

- The scientists (not included the black scientist) and D-Class can be your companions now (inspired by "Ikobot" from Project Resurrection Mod).
- New Apache model.
- Changed the monitor in SCP-205's chamber.

v.6.3.5.1

- Removed the ability of Gonzales to spawn by console (his spawning is bugged).
- Removed all unused textures.
- Minor improves.

v6.3.5

- New models for Scientists, Janitors and D-Class.
- New gasmask model.
- New syringe model.
- New keycards model.
- Added an old navigator model.

v6.3.2

- Added VOX easter egg for SCP-079.
- Added extended version of SCP-049 Chase music.
- Changed the hazmat model.
- Changed the Nazi leaflet.
- Female Scientist changed to Otis the Guard.

v6.3.1 (C-492 Mod)

- SCP-173 rechanged to C-492 (well, this statue is better than broken alien).
- Rechanged some sounds and textures.
- Returned "halloween" command.

v6.3

- Improved the easter egg note in Maynard's office.
- Fully removed bugged "bone manipulating" of guards.
- Fixed game crash in SCP-1162's chamber.
- Changed SCP-049's Theme.

v6.2.1

- Improved the paths to the new medkit models.
- SCP-173 "killing" sounds is now "stronger".
- New "slash" sounds.

NOTE: SCP-173's colliders must be improved. If you know how to fix it, tell me.

v6.2

- Updated to SCP: CB v1.3.7.
- Rechanged/improved some sounds and textures.
- Added new models for the Zombies.
- Added new exclusive models and textures for some items.
- Some NPCs are now a bit smaller/bigger in accordance with their "real" sizes.
- Removed MTF's "bone manipulation" lines that caused game's crash (thanks to PXLSHN).
- Rechanged Pocket Dimension Ambience, SCP-205 and SCP-914 Themes.
- Changed the shooting speed of guards (now it sounds more realistic).
- Changed the AAText fonts (inspired by MarphyBlack's "Half-Life Fact Files" videos).
- New easter eggs.

v6.1
- Fixed the walking animations of Shock Troopers (SCP-966).
- Some fixes for the animation of Bullsquids (SCP-939).
- Minor fixes for in-game texts.

v6.0
- Ported to v1.3.6.
- Removed auto-updater (the mod may not work normally with further versions/patches of the game).
- Improved game's crashing after teleporting to Gate A (thanks to PXLSHN).
- Rechanged some documents.
- New skins for keycards.
- Added 4 new loading screens + new loading screen for SCP-173.
- Re-added and improved the Gate A/B skybox from the v0.8.2 port (first public version of HL: RC).
- Returned the HEV Suit's sounds from Half-Life and HECU Grunts' voices from Black Mesa: Source.
- New scripted sounds for the PA System.
- Rechanged the models of Vortigaunt and Alien Grunt.
- Improved the Alien Controller's textures.
- Rechanged some animations for the Alien Grunt.
- Rechanged/improved the walking animation of MTF (HECU).
- Removed bugged "head rotating" animation of guards.
- Removed "halloween" command.
- More easter eggs!


SCREENSHOTS:

Spoiler
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VIDEOS:

Spoiler









Last edited by Dmitriy-Bars on Mon Jul 16, 2018 10:17 pm, edited 117 times in total.
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Re: Reviving of SCP: Half-Life Resonance Cascade mod? (Help needs)

Postby Dmitriy-Bars » Sun Jan 17, 2016 3:42 pm

As for replacing the models, I really don't know how to do it, so maybe you can give me an advice?
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Re: Reviving of SCP: Half-Life Resonance Cascade mod? (Help needs)

Postby Zackonark » Sun Jan 17, 2016 5:32 pm

I'm not sure how much of a focus on replacing SCP's with Half Life characters was spent on the old mod. Butif I were to make a suggestion, maybe try not making it all Half Life but have a few easter eggs that are items or characters from other games, as you've mentioned.

Also, since you are the new project lead, you could also look at the current character replacements to see if you think they'd fit better somewhere else.

That's really all I can say though as I haven't played Half Life. Maybe after I look into it for a little while, I'll be of more help.
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Re: Reviving of SCP: Half-Life Resonance Cascade mod? (Help needs)

Postby Dmitriy-Bars » Sun Jan 17, 2016 6:18 pm

Zackonark wrote:I'm not sure how much of a focus on replacing SCP's with Half Life characters was spent on the old mod. Butif I were to make a suggestion, maybe try not making it all Half Life but have a few easter eggs that are items or characters from other games, as you've mentioned.

Also, since you are the new project lead, you could also look at the current character replacements to see if you think they'd fit better somewhere else.

That's really all I can say though as I haven't played Half Life. Maybe after I look into it for a little while, I'll be of more help.


If this mod based on Half-Life games, I find no sense to use a content from other games like in SCP-087-B mod: viewtopic.php?f=11&t=4944. I want this mod to look like real HL-based game.

I think I'm satisfied with the current replacements, with the exception of SCP-1074.
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Re: Reviving of SCP: Half-Life Resonance Cascade mod? (Help needs)

Postby Zackonark » Sun Jan 17, 2016 6:36 pm

Fair enough
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Re: Reviving of SCP: Half-Life Resonance Cascade mod? (Help needs)

Postby Dmitriy-Bars » Wed Jan 20, 2016 3:07 pm

What the hell I am doing? Probably I'm crazy and/or stupid. :P

I say at once - the developing is just an offer so far. Even if I will do that, I need more free time which I don't have, because I'm studying at technical school now. Making this great mod (which I like so much, and this is a reason why I want to do that) from zero is not so easy for me as a newbie. Of course, I can change the sounds and textures of rooms and items like in the current version, but I understand that edit the models and animations of NPC is harder than just change them.

I also have understood that I'm too self-confident... I am conscience-stricken and ashamed. :? :doubt:

And I am not lying now.
Last edited by Dmitriy-Bars on Wed Jan 20, 2016 4:43 pm, edited 4 times in total.
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Re: Reviving of SCP: Half-Life Resonance Cascade mod? (Help needs)

Postby Zackonark » Wed Jan 20, 2016 3:13 pm

Don't give up, unless it absolutely would get in your way.
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Re: Reviving of SCP: Half-Life Resonance Cascade mod? (Help needs)

Postby Dmitriy-Bars » Sun Jan 31, 2016 1:25 pm

I tried to change some files in the game's folders, but I stuck on the source code so I can't change "old" NPCs from the mod (with their normal scale) and menu text (maybe I forgot to mention something more, but I don't know what). The only things that I successfully changed (certainly, not counting the textures and sounds) are the models of items from the current version of HL:RC and names of achievements.

Maybe I'll try to update the mod like here (viewtopic.php?f=11&t=3735&p=80106#p80106), but I'm not sure that I really will be able to do it because I'm new in modding. Of course, I also need help to change new SCPs like I wanted, because the porting and animating (!) models from Half-Life games (which are paid) is MORE hard to me than I can do.
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Re: Reviving of SCP: Half-Life Resonance Cascade mod? (Some progress)

Postby Dmitriy-Bars » Mon Feb 22, 2016 5:08 pm

Finally, I have new ideas for the SCPs (not used my previous ideas from HL2, because this is illogical, with regard to HL1-based plot), but I may need some help with the "source code".

And I found a guy, who can help me with porting Half-Life models (but, as I understood, he stuck at converting animated models).

P. S. And how I can improve the bug with SCP-1074 (because I have finally made textures for it)?
Last edited by Dmitriy-Bars on Thu Jun 09, 2016 3:13 pm, edited 1 time in total.
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Re: Reviving of SCP: Half-Life Resonance Cascade mod? (New plans)

Postby Marios » Mon May 09, 2016 5:58 pm

I'm actually porting HL:RC to 1.2.3, using a text comparator, so that you can continue there. 1.3 could cause some problems, mainly with who will be the new SCP and who will replace that SCP.

Well, there's one problem - I'm only half-done (if you know what I mean) with the port. I'll make sure to put a link to a new thread with the port + update and PM you just so you know it exists when it's done (pretty sure I can tweak stuff here and there to make this game feel more standalone)

EDIT - Gott in Himmel, UpdateEvents is two trips to Hell and back to update to 1.2.3.


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