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[1.3.11] Half-Life Resonance Cascade v7.1.1 - FINAL VERSION (Complete)

Posted: Sun Jan 17, 2016 3:15 pm
by Dmitriy-Bars
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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 separate, 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: http://undertowgames.com/forum/viewtopi ... =11&t=2446
Wiki page: http://ru.scpcontainmentbreach.wikia.co ... ce_Cascade
ModDB: https://www.moddb.com/mods/half-life-re ... ade-remake

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-966 = Shock Troopers
    SCP-205 = Deathscene
    SCP-1048-A = Sentry Turret
    SCP-1499-1 = Antlions
    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 = Coolant Containment 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
    Clerk = Security Guard Otis
Items:
  • Gas mask = H.E.V. Helmet
    First-aid Kit = Black Mesa Medical Kit
    Vest = H.E.V. Suit
    Hazmat = Black Mesa Cleansuit
    SCP-427 = Mobile Recharger
    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
CHλNGELIST:
Spoiler
v7.1.1

- New intro map.
- Changed SCP-1162's chamber due to graphic inconsistencies.
- Fixed the position of HEV's armor bar.
- Added a separate icons for walking and running.
- Fixed G-Man's scale.
- Fixed the disappearing of MTM 8 (the loader) after intro.
- Removed the monster from "room2testroom" due to its AI issues.
- Removed the Keplar Zombie.
- Removed the "monster outputs" from SCP-914.
- Changed Gargantua's model (reverted back to its old version with new texture).
- Fixed the position of eye sprites for Vortigaunt and Gargantua.
- Fixed an issue which causes HEV Suit to be found in SCP-1162.
- Fixed the AI issue of Black Ops, which didn't let them catch BMR-500.
- Fixed the pick-up sound of SCP-714.
- The skybox reverted back to its "HD" version from HLRC v5.0.
- Changed the walking sound of MTM 8.
- New texture for Gonome's head (thanks to JRER from Gamebanana).
- New HID Turret model (from Gunman Chronicles mod).
- New Apache model (with minor improves).
- New Gonzales' model.
- New gates and keycards textures.
- Improved HEV Suit and helmet models.
- Added screenshot key (F1 by default).
- Added switching between new console design and "classic" one (from the early versions of SCP: CB).
- New startup video.
SCREENSHOTS: (v6.0 - Outdated)
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Re: Reviving of SCP: Half-Life Resonance Cascade mod? (Help needs)

Posted: Sun Jan 17, 2016 3:42 pm
by Dmitriy-Bars
As for replacing the models, I really don't know how to do it, so maybe you can give me an advice?

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

Posted: Sun Jan 17, 2016 5:32 pm
by Zackonark
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.

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

Posted: Sun Jan 17, 2016 6:18 pm
by Dmitriy-Bars
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.

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

Posted: Sun Jan 17, 2016 6:36 pm
by Zackonark
Fair enough

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

Posted: Wed Jan 20, 2016 3:07 pm
by Dmitriy-Bars
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.

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

Posted: Wed Jan 20, 2016 3:13 pm
by Zackonark
Don't give up, unless it absolutely would get in your way.

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

Posted: Sun Jan 31, 2016 1:25 pm
by Dmitriy-Bars
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.

Re: Reviving of SCP: Half-Life Resonance Cascade mod? (Some progress)

Posted: Mon Feb 22, 2016 5:08 pm
by Dmitriy-Bars
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)?

Re: Reviving of SCP: Half-Life Resonance Cascade mod? (New plans)

Posted: Mon May 09, 2016 5:58 pm
by Marios
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.