Even anime titties couldn't stop this from being Half-Baked. Mod: www.moddb.com/mods/half-life-... Main channel: / ajollywanker Twitter: / jollywangcore Twitch: / jollywangcore Patreon: / ajollywangcore
I like how all of Wangcore's attempts to kill the friendly aliens went wrong. "Mercy" killing? Out of ammo. Grenade and tripmines? Slips off a ladder immediately afterwards. Shotgun shells for days? Not enough. It's like a very bloody Bugs Bunny cartoon.
You know, the concept of having the Xenians on your side is actually a pretty cool one. Dunno how many other mods have explored that (if any), or whether or not this mod is actually any good because Jolly can make any mod look bad, but I feel like the idea is some untapped potential.
Well, in Point of View and Xen Warrior you play as a Xenian, and as far as I saw, the Xenians in Xeno Project aren't friendly. The idea of having Xen make peace with the humans and working together specifically just seems like it could be really cool if done well. I definitely think we need more mods that use this concept.
noideer Yes for Xeno Project the idea and « twist » is that the Xenians are not hostile but just afraid and trying to defend their home world, for them we are the invaders. I was pointing out mods trying to think about the Xenian’s status and point of view, not being absolutely « evil »
This mod is actually based on something caused by a restriction with the original Gold Source release of the first Half-Life. At the end when the Gman takes you through different landscapes, one of them is of a desert battle zone with a load of dead HECU troops, destroyed tanks etc. The skybox is still the bluish purple one of Xen which, combines with the Gman’s dialogue during that scene staring how ‘The border world is in our control’, led people to believe that somehow the troops had invaded Xen, which makes no sense as the Lambda teleport is massive and could only teleport Gordon. Due to engine limitations, the skybox couldn’t be changed which is what lead to the confusion.
interesting that people assumed that because even back when I first saw the scene to begin with I thought it was just because the gman was dragging little pieces of reality around willy nilly
@@The-wo2lq Xen = A dimension in half-life, and YOU tried to look smarter than everyone else, aliens are in xen, thus, xen-ophobic, you dont get to say shit, when you don't know what you're fucking saying.
Oh I remember playing this back in 2008 when all I had were half life mods! It's such a quirky mod too within anime art, Japanese stuff, a janky plot line, but fun storytelling Loved me the part where you're in that ghost realm. That was super enjoyable for me the first time I played it. Hope you get to try Sweet Half Life when you can, Jolly. That one is great too.
13 or so? All I had was this really old hand me down laptop that could only run GoldSRC games at an acceptable framerate. Hence, I gobbled up all the good and bad single player mods I tried. Peaces Like Us was a fun romp, but Afraid of Monsters DC, Sweet Half Life, Azure Sheep (to a degree), and Base Defense was my jam
This is one of the first HL mods I played from a PC gamer disc. The temple levels are creative and bizarre! I was considering recreating this in Black Mesa, given that other mods like Azure Sheep are being remade too. Might wait for Xen to release first so there are nicer looking assets to work with.
Just imagine if the Zen-folk was friendly and fighting the combine...that'd make for a really cool scenario and turn the 7 hour war into a much longer conflict i bet, gargantua's can definitely go toe to toe with strider's, but the nihilant is by far the biggest threat and i can assume he could flatten almost as many combine soldiers as Gordon.
@@thecommunistloli1042 really depends on whether the strider is able to use its warp cannon before a Gargantua gets close. Gargantuas are really resistant but I don't think they could survive a hit from it since it pretty much vaporizes anything it hits.
"After you throw the grenade at the Vortigaunt you'll want to perform and allecerated back hop away from--" *Boom* "Okay accelerated backhops dont work in HL1 and now we're dead."
Man, I'd forgotten how genuinely good this mod was. I just remembered the Another World part (which was the coolest shit I'd ever played back then), but what I didn't remember was what sort of clever stuff they did in the scenes where the aliens help you. Weird as hell and ultra janky, but good.
The anime girl in the side of the screen was originally in the bottom of the hud. I don't know why it's broken in your version. I assume it's the player, kind of like how Doom Guy appears at the bottom in Doom, but then you see you are Gordon later so maybe not. And like others in the comments, I recommend Sweet Half-Life and Mistake of Pythagoras.
Well, the "mugshot" sprite will be broken, if you're NOT using any resolutions with 768 width...(1280x768, 1360x768 and 1366x768 are working without position problem, the 2.1 beta screenshots from moddb page seems fixed that? Or the latest Steam version HL engine didn't like that, maybe that was working fine on WON(retail) version of HL engine) The mugshot will changes if player's health drop below 55 and 15, the anime girl sprite filename is colette0x.spr (x=1~3), you can find them on the mod's "sprite" directory, using Sprite Explorer 2.12 can view and import/export them. (I manual make them "more sharper" because running the game at 1366x768 just make them too blurry for my display.) The 2.x beta series was intended to add Co-op supports for HL:PLU maps with Anima girl players and the new "Chinese/Japanese" HUD font(and it's acutally Chinese font for numbers, but Japanese also using them too) I guess, judging from those 2.1 beta screenshots on the mod's moddb page, before Rikku2000 gave up and gone(his last login on Moddb site was 2017), sadly. And we never know what will become if the 2.x development still going...too bad I really interested the idea... === Oh and the original author seems not really involved about the 2.0/2.1 beta release I guess, if you find Koumei Satou's new site : www2d.biglobe.ne.jp/~ks_wca/game1.htm (actually it's old site but updated, but all old links about HL:PLU were deleted for some reasons, wayback machine can found them.) And you can only found Sweet HL site/pages in the site's game mods page. HL:PLU's icon is there but the download link already dead(Atomicgamer : www.archiveteam.org/index.php?title=Atomicgamer , gone since 2015/2016), and I try found the atomicgamer site link with wayback machine, and its Modified date was 2000, the 2.0 beta was released on 2007. It's unclear why Koumei Satou never updates the link on his site and I can't found any traces about that...
@@PlayerLin Good detective work. I didn't know PLU had this much history or different versions. Years ago I did manage to hunt down some old patches for Sweet Half-Life and put them into a single "fan patch", but I didn't do the same for PLU. I guess I didn't know Koumei Satou worked on the mod.
@SabreXT If you read the mods' readme file and it should be tell you about Koumei Satou(and his site named "Weird Comic Art", just as you see most of related artworks from K.S.'s mods) was the main author, and google-ing also found the same info too. And, I already played HL:PLU back on early 2000s, the download site was still working back that time so when I found the 2.0 beta on moddb then I felt something was weird. :P Koumei Satou still actives on internet, as his blog and twitter still updates recently, just already leave modding GoldSrc/Source long time ago, not sure if he still remember about old mods, if someone want to trying ask him.
@@PlayerLin Ah. The version I remember was a later version as it had the Asian numbers. I was never a big fan of PLU outside of the ghost levels. I do remember digging through his old sites and blog for content, it's how I ended up going through dead links and archives to get the SHL patches. At the time there was a bunch of Mistake of Pythagoras art, including 3D renders, that weren't in mod itself. Leading to me and at least one mod news guy speculating that a MOP2 was in the works, but then he stopped talking about it. I don't speak or write Japanese, and I don't know if he has a good grasp of English, but I'm curious if he's been making stuff since leaving the mod scene.
@@SabreXT The Asian(Chinese/Japanese numbers) HUD only exist on 2.0 beta, original 1.0 release still using default HL HUD as PLU was just a map pack, you can found screenshots on K.S.'s PLU pages with Wayback Machine) The last capture of HL:PLU page - English version from Wayback Machine: web.archive.org/web/20080602161115/www2d.biglobe.ne.jp/~ks_wca/shlhtm/wca_hl1e.htm The old game/mods page on his site: web.archive.org/web/20080603142459/www2d.biglobe.ne.jp/~ks_wca/game_fm_no.htm Yeah, it was around the time when 2.1 beta news on PLU's moddb page(on May 2008), not sure if something happened and then K.S. deleted the page on his site or he just lost them by accident when updating his website with new design? Don't know but at least Wayback Machine captured them all. (BTW, Rikku2000 was said his computer went dead on moddb at Sep 8 2008 but still have backup, but then nothing happens until he reply someone about his HL co-op mod asset on 2011...I guess he just totally lost interest or something after his computer died, too bad.) Judging from Koumei Satou's English version of SHL and PLU pages, and he seems interests Western games(but mostly with Japanese localized version), so he sure should have good English reading(not sure about writing). After not doing Source engine things, he was started did some Unreal Engine 4 things since 2017, and his new creation project named "Architecture + Girl", using UE4... chenjesu.seesaa.net/article/459085537.html chenjesu.seesaa.net/category/12841245-1.html (again pages on Japanese, but at least with pictures) It looks like some sort of artwork project, making buildings with girl. Recently because of some real-life reasons he lost jobs and was sicked, and still struggle on that situations. But he still working his project and playing games, even though it doesn't looks good as he lost job for months.
@@daedalus6433 you are confusing _scripted_sequence_ with _aiscripted_sequence._ Former allowing interruptions and the latter not. GldSrc developers often opt to use _aiscripted_sequence_ in order to ensure that the game progressing or otherwise vital scenes play out completely before the affected NPC can be killed. In Source engine, these two functions were simply merged and an option for _No Interruptions_ was added to the flags in order to achieve the same possibilities as with the _aiscripted_sequence_ before.
Daedalus 000 makes more sense when you think about that alternatively the NPC could usually be otherwise interrupted by simply attempting to talk to them, or wound them, and wouldn't resume the sequence after. In this case it appears the developer had clearly intended for that particular Vortigaunt to open that door before being able to die. However, instead of just using a single _aiscripted_sequence,_ they had for some reason used one for just moving it from one position to another, and then used _multi_manager_ to trigger another _aiscripted_sequence_ to finally open the door itself. As there is nothing that could prevent the NPC from dying in between these two sequences though, the result is that if you had damaged the Vort before the first sequence had played out, it would simply die at the end of it before the second one could even be triggered. Considering the room the NPC opens is not vital for progression, there really doesn't seem to be a reason to use _aiscripted_sequence_ at all in this case, or at least for the first part of the sequence. However, certain developers tend to prefer using the _aiscripted_sequence_ for all scenes they add to the game, simply because it helps to ensure whatever they intended to happen to play out will finish, regardless of what the player does or what could happen around the environment. In the original Half-Life, _aiscripted_sequence_ was of course used as well, but way more sparingly. Alternatives, such as the game ending black screen for killing a vital NPC, and _scripted_sequence_ which allowed the player to interrupt less important scenes, rather just resulting in the player not getting the extra goodies behind the locked doors, were more common. Best example scene for the _aiscripted_sequence_ in the original might be the iconic scene were the tentacle monster in _Blast Pit_ grabs the scientist through the window. If that scene would have used _scripted_sequence_ instead, you could have just shot the scientist in the ass and he would have stopped on his tracks. The point is that it is really more about the limitations of the developers' creativity than the engine in this case.
@@daedalus6433 Oh, and for the record, same tricks are still used today in modern games, albeit in most cases way better hidden thanks to the cutscenes and the player otherwise being hold back from being able to intervene with the scripted moments. Frankly immortal NPCs are even more common these days than ever before, thanks to the more cinematic nature of modern games.
Peaces Like Us is a mod that was made in the year 2000. Considering modifications for Half-Life were just starting out, this is very impressive for what it is.
Didn't play many Half Life mods back in the day, but for some reason I enjoyed this one the most out of all the ones I did. Not the greatest I've ever seen, but it's special enough to me to be my favourite.
Firstly, I want to mention that originally houndeyes we’re going to act like dogs and help the player, however, beta testers would shoot first think later and thus valve realized that no one was going to even try to make friends with them, also, houndeyes do have beaks in their underbelly, which is how they eat
8:09 - If you saw Jollys stream once, you'll get behind what soupdude said. Jolly .. really .. shines.. while playing. It's a fine line between getting mad and having fun. no, not jolly - you, the viewer
@@jollysbigolvideohole9402 i swear, I'm not sure if you're playing a character or if you really that confused for lack of better terms. I don't like calling people stupid in a serious manner, but sometimes you don't seem to think things through. to our enjoyment and risk of sanity. It creates hilarious situation. Please, never change