This is an Early Access build of Half-Life: Absolute Zero from October 12th, 2020. Mod is a work in progress.
This is the final build of Half-Life: Absolute Zero. No further updates will be done. Mod is a work in progress.
Put into your Half-Life install directory alongside the valve folder.
Disclaimer! This mod is a work of fiction, this mod is a recreation of early screenshots of Half-Life, but due to the lack of information on parts we had to improvise and make-up how parts went by using logic of older maps and how we personally see how the maps could fit together. Nothing can be considered to be completely like the beta or can be considered to be how the beta went. So please, do not take this mod as fact!!!
Everything is a Work in Progress.
Should work on later versions of WON, Pre-Steampipe, and Steampipe versions of the Half-Life client.
Credits:
Cobalt-57 is:
Theuaredead` (Maxwell) - Project Lead, Texture Artist, Model Work, Level Design
ZedMarine610 (Joosep) - Level Design
blue24 (Chris Dawalt) - Programmer (Lead Programmer)
DoomMarine23 - Animator and Additional Programming
Special Thanks To:
LeonelC (Alan) - Model Work, Texture Artist, Level Design, Argentinian
Xylemon - Additional Level Design Help
Jane Thrace - Additional Level Design Help
Badis - Additional Programming Help
Coolz - Level Design (Boot Camp)
The Yeti - Wrote the base code for the HAssault and Panthereye
GaussGunner - Level Design
Slartibarty - Animations, Model Work, and Map Adjustments
Spirit of HL Team - Mirror Code Base
What's included with this build:
root/AbsoluteZero - Half-Life: Absolute Zero.
root/AbsoluteZero/license.txt - Creative Commons license.
root/AbsoluteZero/mod_credits.txt - Credits that are in the description here.
GOOD (:
F
It's been an honour
Host_Error: PF_precache_sound: 'hgrunt/gr_squadform.wav' Precache can only be done in spawn functions
In either HL 1.1.1.0 or Steam version, trying to launch most maps gives me stuff along the lines of
SV: !!!!!! GameDLLInit
SV: LINKING USER MESSAGES...
SV: ---CWORLD::PRECACHE---
SV: !!!!!! OnMapLoadStart !!!
Host_Error: PF_precache_sound_I: Sound 'ambience/techamb2.wav' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.
The sound name seems to be random. I tested the maps sequentially and only a1a4a launched. But then it couldn't load the crosshair sprite and complained about that. And the next map crashed.
I get that you're officially done with the mod, but can I count on any kind of user support in this instance? What is happening wrong? The July build worked as flawlessly as it could.
Ok, disregard all of that.
Apparently, because I was running HL first and used "Change game", it didn't execute the autoexec, and caused precacheall 1. Which then caused the error. Calling autoexec manually, fixed it.
I have the same problem, how do I activate the autoexec?
if you get that error "Host_Error: PF_precache_sound: 'hgrunt/gr_squadform.wav' Precache can only be done in spawn functions" in a2a2h or c2a2c.
try the command "soundSentenceSave 1"
Will you release the FGD for Absolute Zero?
there is already FGD in dev drive release, lmao
the FGD is the dev drive, go to Dropbox, then AbsoluteZero, then Maps, then Ours, then the absolutezero.fgd.
hafl life absolute zero its very old because half lfie 1998 but absolute zero 1778 i think
What, no! Games didn't even exist back then. The first game was made in the 1960's.
r/wooosh
r/thisisnotreddit
Can I get the fgd for it?
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Nice mod and all, but at some point it crashes back to desktop, thus i can't continue playing. I'm assuming that it's because it was unfinished. But still, good mod after all. I wish it's development didn't stoped there.
it won't, They left the mod
i forgot to note but here: Half-Life: Absolute Zero has ceased development
rip
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Bro source absolute zero?
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its the 19th when will the new build be out?
just asking for a uh me.
On Steam.
oohhhh okay cool
Why?
Steam allows us an easy way to push updates as we actively update. ModDB would require us to create an archive each time we update and upload it separately. We're waiting for the release candidate stage of development or the full 1.0 release before we release the build on ModDB.
Ok
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y'all are so wishy-washy on whether or not this mod is dead