
HalfLife Absolute Zero
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Half-Life: Absolute Zero (Beta Access v2) - Update ReleasedNov 26, 2023 - Community AnnouncementsWe have released an update for Half-Life: Absolute Zero. Changes in this update are: Restored the fix from November 19th, 2023 for "a3a1" that accidentally got overwritten. Things to note: Please checkout the road map for the current plans for Half-Life: Absolute Zero here. If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread. If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking.Half-Life: Absolute Zero (Beta Access v2) - Update ReleasedNov 25, 2023 - Community AnnouncementsWe have released an update for Half-Life: Absolute Zero. Changes in this update are: Light Switch now works in "a1a0" Improved ladders in Industrial Arts. Improved autosaves in Industrial Arts. There's now doors in "a1a1c" to block the player from progressing in the map without turning on the Generator. Fixed a non-breakable pushable crate that could cause soft locks in "a1a1c" Improved autosaves in Security Complex. Fixed a box that can float in the air after breaking other crates in "a1a3" Added clipping around the desks in "a1a3b" Changed signs above power boxes in Fan Unit 2 in "a1a3a" Fixed miscellaneous texture errors in "a3a1" Barrels are now temporarily textured different in the sewer section of "a3a1" Temporary game text will appear on screen when talking to the Barney in the turret room in "a3a1a" There's now a sign that reads "Security Override" above the power box in "a3a1a" Satellite Dish in "a3a1b" should no longer have the chance of soft locking the player. Things to note: Please checkout the road map for the current plans for Half-Life: Absolute Zero here. If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread. If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking.Half-Life: Absolute Zero (Beta Access v2) - Update ReleasedNov 19, 2023 - Community AnnouncementsWe have released an update for Half-Life: Absolute Zero. Changes in this update are: Removed "ammo_9mmbox" from "game_player_equip" in "a3a1" in hopes to fix an error that affects a small subset of players with precaching "w_chainammo.mdl" upon loading the level. Things to note: Please checkout the road map for the current plans for Half-Life: Absolute Zero here. If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread. If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking.Half-Life: Absolute Zero (Beta Access v2) - Update ReleasedNov 18, 2023 - Community AnnouncementsWe have released an update for Half-Life: Absolute Zero. Changes in this update are: Post-Mortem Maps now available. Things to note: Please checkout the road map for the current plans for Half-Life: Absolute Zero here. If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread. If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking. Update 9 - Death and RebirthOct 31, 2023 - Community AnnouncementsWait a second... Isn't Half-Life: Absolute Zero dead? Yes; in a way you could say it still is. Back on October 11th, 2020, the mod's fate was sealed and Half-Life: Absolute Zero was no more. At least, as the story was told and I believed it! I had no intentions to return back to mod, but the itch would return. I personally started toying with the project files sometime in Spring of 2021 and started to attempt to finish up certain parts of the mod with the possible idea of releasing them as bite sized experiences. But, the odds of me fully committing to the idea was quite low. I would later find out that LeonelC (another HLAZ developer) was also toying around with the same exact idea. I floated the idea that we should collaborate again and he agreed. Since we were planning on doing something HLAZ related again, we asked ZedMarine610 (another HLAZ developer) to join in and he agreed. So from that point, we started working together again with no real end goal in mind besides the potential of some sort of HLAZ release; whether bite sized or full fledged. The internal name for this version of HLAZ was known as "Post-Mortem." Then in June of 2021, the atom bomb was dropped. Brett Johnson, one of the level designers for Half-Life, was showcasing his work on TikTok. This provided so many answers to questions we had and opened up even more questions in some regards. But one thing was for certain... Half-Life: Absolute Zero was back, in some regard. We agreed upon that point that we should be finishing Half-Life: Absolute Zero as a full experience. We decided to keep it under wraps until we were ready to release it. I got a little cocky and decided to set the deadline for Half-Life's 25th anniversary. Thus... Half-Life: Absolute Zero is releasing in an active development state on November 19th, 2023. *groans* Active Development, again? Yeah... As stated, I got cocky. Keep in mind, we aren't teenagers in high school anymore. In fact, we're not even college aged anymore. In my mind, I was thinking we were working at a really good pace and that a November date was realistic. Forgetting that anything could stop our momentum. Thus, our momentum was ruined. One of the chapters we've struggled with ever since the original Day One demo release, Screams and Whispers (Blast Pit,) stopped us dead in our tracks. Ruined our plans for an incognito demo release and stopped any real progress for a few months. Lucky for you, we started making good progress on the chapter again. We at this time, have no idea what we will ship with the initial Early Access release as we currently have to finish up a few chapters (Screams and Whispers, On a Rail, Abandoned Silo, Cliff Hanger, and the unnamed chapters: a3a3 and a3a4) to get them into a playable state. Rest assured we intend to make it so you don't have to use the developer console to skip over what can't be completed. Right now, the only chapter that for certain won't be available with the release is On a Rail. We have a concr...Half-Life: Absolute Zero (Beta Access) - Update ReleasedOct 11, 2020 - Community AnnouncementsWe have released an update for Half-Life: Absolute Zero. Changes in this update are: Updated Glock View Model. Updated Shotgun View Model to introduce an updated pump animation to match a recently found older version of the animation. Updated RPG View Model. Updated Gauss Gun View Model. Human Assault now has properly defined hitboxes relating to what body part can take what type of damage. Was not defined in the base model Valve created. You can now only hold 150 bullets in reserve for 9mm Ammunition. You can now only hold 30 bullets in reserve for the Python. You can now only hold 10 Snarks. You can now only hold 10 Chumtoad. Fixed oversight where you would have 6 rockets for the RPG instead of 5. Certain weapons with no secondary attack will play the fidget animations. Fixed bug where Zombie had a chance to spit out no gibs. General improvements to Grenades. Chumtoads will now play their idle animations correctly. Gauss Gun now behaves differently. Map spawned dead security guards will no longer have their mouths open. Fixed beam animation on Egon’s secondary attack. Egon now makes scorch marks on walls when you fire it. Alien Slaves’ attacks will leave scorch marks on the ground. Human Assaults can now throw grenades. Added an advanced option for having an accurate to the E3 98 MP5 firing animation, off by default. Added an advanced option for having the MP5 grenade be the RPG rocket model, off by default. General changes for the Gargantua. Pathing improvements for the Panthereye. Build text should be off by default now, if it is not then set the console command “cl_earlyaccess” to zero. Things to note: We are aware of the broken transition from Screams & Whispers to Footfall and it has been addressed in our Chapter Guide since we had launched on Steam. If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread. If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking.Update 8 - TransparencyOct 11, 2020 - Community AnnouncementsHaha, you're joking right? Half-Life: Absolute Zero can't be dead, right? ....right? Nope, no jokes here. It is completely true, Half-Life: Absolute Zero has ceased development, after almost a decade worth of development. So, why exactly are you guys abandoning Half-Life: Absolute Zero? It has been nearly 10 years to the day since we started development on Half-Life: Absolute Zero and to be quite frank, we want to move on; passion only lasts for so long. If it didn’t work out for the past 10 years, I doubt it is going to work out for any more amount of time. We were unable to secure any level designers since our search for one started back in December, 2018. So as a result, we were asking and relying on friends and friends of friends for help on the project, but ultimately most of them would only work on the project from a range of 3 days to 2 weeks until they would give up. As a result, not much really got done post-beta access release. Realistically, we knew the project had been doomed since December of 2018. We had already missed our intended release date of November 26, 2018 (the 25th anniversary of Sonic Spinball’s European release, which was a week after Half-Life’s 20th anniversary, it is a in-joke among the team) and we had to delay to the 20th anniversary of Half-Life: Uplink’s release. A lot of us had been burnt out for working on the project for such a long time and we had a level designer who had vanished. We had put out a job listing on ModDB in hope we would be able to quickly find a replacement to be able to salvage the project, but that clearly didn’t happen. What is going to happen to the Steam release of Half-Life: Absolute Zero? We are currently actively working on getting the page delisted off of Steam around the 12th to prevent people from accidentally wandering into a barely functioning product. Despite being delisted from Steam, you should still be able to download the mod via “steam://install/ .” Why delist the store page opposed to condensing down the experience? Well, the mod only currently contains 2 chapters that we would consider mostly complete, which isn’t too exciting considering our 2017 demo contained 5 chapters. We had to deal with a surplus of people who didn’t read the store page or any pinned thread on the discussions and just assumed the product was 100% complete. If we had this problem during the public development phase, we’re going to have the problem tenfold when the mod is supposed to be “complete.” There’s also the fact we don’t want another unfinished product to clog up the Steam storefront, we would rather take responsibility and take down our product instead of letting it rot with every other abandoned project. We only made a Steam release as our mod is not fully compatible with the 2013 updates to the GoldSource engine. Shadows cause the game to crash and various game behaviors would act sporadic. A Steam release allowed us to ship with a branch of the engine that we knew was fully compatible with ...Half-Life: Absolute Zero (Beta Access) - Update ReleasedAug 14, 2020 - Community AnnouncementsWe have released an update for Half-Life: Absolute Zero. Changes in this update are: Certain debug tracers will no longer be visable Things to note: We are aware of the broken transition from Screams & Whispers to Footfall and it has been addressed in our Chapter Guide since we had launched on Steam. If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread. If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking. Half-Life: Absolute Zero (Beta Access) - Update ReleasedAug 14, 2020 - Community AnnouncementsWe have released an update for Half-Life: Absolute Zero. Changes in this update are: Barneys are no longer trigger happy. Headcrabs will be more responsive in tighter areas. Timed damage will now conveniently stop at 1HP when difficulty is set to Easy. Things to note: We are aware of the broken transition from Screams & Whispers to Footfall and it has been addressed in our Chapter Guide since we had launched on Steam. If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread. If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking. Half-Life: Absolute Zero (Beta Access) - Update ReleasedAug 14, 2020 - Community AnnouncementsWe have released an update for Half-Life: Absolute Zero. Changes in this update are: Renamed “HLAZ.exe” back to HL.exe” in hopes to circumvent incompatibilities with certain Windows 10 installs. This allows for Windows to detect that it is a Half-Life based game and enforce compatibility fixes that Microsoft provides for GoldSource. The Half-Life title in a1a0 will no longer reappear when loading a save from that map. Furtherly improved the use function. Crouching rapidly no longer puts the player in the air momentarily. Slightly decreased the speed of the alpha ladder. Movement over downward inclines and stairs is now smooth. Monsters will no longer snap into the player when the player is in the way of their scripted sequence. Improved pathfinding for monsters. Fixed stuttering on monsters shortly after touching the ground from a fall. Explosive damage will now cause knockback on monsters. AI is alerted by all weapons at greater ranges now. Improvements to monster talk. Green blood implemented. Improved blood particles. Snark’s death blood is no longer the retail particle, now uses the old style blood particle. Alien Grunts now won't aim extremely high/low when getting close while it range-attacks. Alien Grunts should no longer skip the sound-sentence-save system when playing some sounds. Improved armor bullet penetration on Human Grunts, Alien Grunts, and Barneys. Headcrabs will no longer spam jump. Sentries now make metal hit sounds. Pressing the right mouse button will now cancel out the weapon select when in the menu. Switching to the last weapon used via quick select and picking up new weapons will now holster the weapon you are actively holding. Can revert back to the broken behavior in Advanced Options. Fixed the Adrenaline canister breaking shortly on level change. Improved first-person animations. Issue fixed with deploy animation replaying if killed/revived while a holster was in progress. Animatimation timing for the Snark and Chumtoad throwing animations have been fixed and improved. Improved the Shotgun. Thrown Grenades will animate correctly. Improved the Satchel Charge. Improved the Tau Cannon. Things to note: We are aware of the broken transition from Screams & Whispers to Footfall and it has been addressed in our Chapter Guide since we had launched on Steam. If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread. If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking. Half-Life: Absolute Zero mimics Half-Life's original vibe, run on Linux with Xash3D FWGSAug 3, 2020 - GamingOnLinuxThe original Half-Life turned out to look and feel rather different than what originally shown before release. This fan project seeks to give players a different experience more inline with that original design. Half-Life: Absolute Zero (Beta Access) - Update ReleasedJul 28, 2020 - Community AnnouncementsWe have released an update for Half-Life: Absolute Zero. Changes in this update are: Fixed all monsters stuttering. Fixed standard blood particles emitting too much blood. Fixed silencer disappearing for a little bit after loading a save. The bleeding damage indicator will now not display on Easy. Re-added the light switch into the one room in “The Portal Device.” Things to note: If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking. The issue involving getting stuck in nearby scripted monsters is being looked into. The Suit VOX will still say you are bleeding on Easy difficulties and this will be looked into. We are aware of the broken transition from Screams & Whispers to Footfall and it has been addressed in our Chapter Guide since we had launched on Steam. Half-Life: Absolute Zero (Beta Access) - Update ReleasedJul 28, 2020 - Community AnnouncementsWe have released an update for Half-Life: Absolute Zero. Changes in this update are: Fixed music cutting out on level change. Added in a workaround for the “SV_StartSound: Volume” crash. Fixed zombie state of the player when you’re dead, but not really. Barney will no longer charge at crouching Zombies indefinitely. Scientists will no longer have a chance to lag the game to a crawl when they fear you. Various scripted sequences should now play correctly, like the one seen in Footfall. General improvements and changes done to “The Portal Device” Implemented Preliminary Findings and October 1997 Heads Up Display. Implemented Retail Crosshair. Improved vertical display for battery charge on HUD. Fixed incorrect layering on the HUD. Removed references to deprecated file "640hud7mod.spr." Fixed bug with the Suit VOX being off upon revival with Adrenaline. Improved Suit VOX dialog. Increased alpha-style ladder climbing speeds. Decreased retail ladder climbing speeds to match timing with the increased alpha-style climbing speeds. Improved the Adrenaline pickup. Improved balancing of timed damages per difficulty. You can no longer take bleeding damage on Easy. Monsters will no longer drop their weapons on Hard. Weapons no longer lockup while reloading on level change. Improved accuracy on the Crowbar. Python’s laser sight will no longer crash the game upon pausing. Improvements on the programming of the Shotgun’s animations. Improved RPG laser sight logic. Implemented HL2 Grenade style tossing on right click for Grenades. All Monsters will now have pushback upon death. Fixed death blood particles playing on near death. Scientists will now only heal you on Easy. Scientists' textures have been updated to be more accurate to the original model. Barney’s model and textures have been updated. Scientist and Barney corpses now have their mouths open. Improved talker scripts for human monsters. Improvements to Zombie bullet resistance pushback. Zombies will no longer have bullet resistance pushback on headshots. Zombies now will shoot out red blood on body shots and yellow blood on headshots. Bullsquid’s spin attack will now make a sound. Improved Houndeye squad leader behavior. Improved Houndeye’s eye state. Removed some deprecated files. Things to note: Various features can be changed with-in the Advanced Options tab in the Options menu. Additionally, the game does change behaviors of gameplay on different difficulty settings. The inventory icon for the charge of the battery for the Preliminary HUD and the October 1997 HUD are a placeholder and a better icon will be made eventually in a future update. Yes, we are aware that the monsters now stutter when moving. We are looking into this and hopefully the fix will come soon. The issue involving getting stuck in nearby scripted monsters is being looked into. We are aware of the broken transition from Screams & Whispers to Footfall and it has been addressed in our Chapter Guide since we had launched on Steam. Half-Life: Absolute Zero (Beta Access) - Update ReleasedJul 12, 2020 - Community AnnouncementsWe have released an update for Half-Life: Absolute Zero. Changes in this update are: Players can no longer use the security officer’s control panel in “a1a0” to let themselves through without the HEV Suit equipped. Fixed a rare softlock that prevented the player from progressing beyond the level change from “a1a0” to “a1a0a.” Improved player clipping on maps “a1a0a” and “a1a0b.” Fixed inconsistent control panels in loading zones. Fixed a softlock where the doors would not reopen by the elevator to the Test Chamber. Fixed a softlock where you could leave the Test Chamber as the doors shut. Made the Crowbar in “a1a0c” much harder to miss. Fixed the 6th weapon slot not being bound on the keyboard and not being available to bind to a key in the options. Auto-aim is now off by default. Introduced the console command “cl_viewroll” to turn off the view tilting, command is on by default. Can be turned off in Advanced Options. Improved balancing on the Zombies. Improved the kickback effect on Zombies. Improved movement of pushable objects. Half-Life: Absolute Zero (Beta Access) - Update ReleasedJul 10, 2020 - Community AnnouncementsWe have released an update for Half-Life: Absolute Zero. Changes in this update are: Fixed Medical Stations in Unforeseen Consequences. Disabled Training Course in the New Game menu. A thing to note: Training Course is hard coded in the engine to be the default option for a new game, you will still have to click off of it and select a difficulty to start the game.Half-Life: Absolute Zero - Now Available in Active DevelopmentJul 10, 2020 - Community AnnouncementsWow, it's finally out in SOME capacity! Yeah, yeah it is… It’s hard to believe that it IS out, I’ve been working on it for so long that I’m honestly in shock that it is out. Obviously, it is not quite done, just a little pink in the middle… Eh, who am I kidding, it’s raw. You guys now get to see the final months of development live, every up and every down. This ride is going to be a bumpy one, so strap in! Once you’re on Half-Life: Absolute Zero’s wild ride, there’s no getting off of it. All kidding aside, yeah Half-Life: Absolute Zero is now available to download and to play, so be it in an early capacity. We’ve been putting our all into this project for several years and we do genuinely hope that you’ll enjoy what’s there and what’s to come. Of course, certain chapters will be rough around the edges and won’t be representative of the final product or even Half-Life’s original designs. Certain chapters are already being reworked from the ground up that will hopefully be more accurate to what Valve had originally intended and be more fun than what’s actually in the mod itself. These revised chapters will be released when they’re in a more completed and playable form in those milestone updates I mentioned in the prior update. Obviously, I should preface and say that Half-Life: Absolute Zero is NOT fully an accurate representation of what Half-Life would have been in back in development. We have to go off of a lot of old previews of Half-Life and read what was revealed to the public about the game and go off of screenshots (and even in some cases, try to figure out what certain screenshots even belonged to.) This mod is all relying on what information has been archived and had been said in the past. There’s a lot of cases that we have to guess and hypothesize what Valve had intended based upon screenshots, information, and even leftovers in the map sources. Along with that, we’re not out here replicating (most) bugs seen with-in the beta and we’re even trying to fix bugs with the final game. We’re trying to develop this ideal version of Half-Life if they committed to what they had made up until E3 1998 and decided to focus on cleaning up the game. What should I expect from the mod? You can read the chapter guide here: https://steamcommunity.com/app/812440/discussions/0/2644126542299701390/ Right now, a lot of maps are from November 2018. We did take the time to compile all of our map revisions from 2019 but however, there’s some strange issues with the maps that prevents us from releasing all of the latest revisions. A lot of the chapters with the strange issues are maps that are already deep into getting full reworks, so to spend time fixing up old revisions of the maps instead of finishing up the latest revisions isn’t in our best interest, especially since there’s not much major changes between the versions from 2018 and the versions from 2019. The first of our revised chapters will be available from the start! We decided to clean up “The Porta...Update 7 - An Active Development ReleaseJul 2, 2020 - Community AnnouncementsWhy are you guys releasing in active development? What’s the big idea? Well let’s face it, we have 4 months left until the October deadline hits and we still haven’t made much progress since last update. What we’re hoping is that we can get what we have right now in the hands of everyone and work on getting the mod in the best shape by October. Now, that doesn’t mean that Half-Life: Absolute Zero will contain every chapter by the time of the deadline, but does mean that the mod will be playable from start to finish without any hitch and what is made available will be polished and publicly playtested. Will it be up to our standard? Only time will tell. Now, a thing to note. If you’re looking to play an out of box experience with this in-development release, we would STRONGLY suggest you wait a bit. Half-Life: Absolute Zero is NOT playable from start to finish in its current state. Certain chapters are very much still in active development. To those who are familiar with the developer console and don’t mind playing a work-in-progress modification we will document what chapters will cause some hurdles so you can skip over them, along with just making On a Rail completely optional until it’s either cut or finished and playable. Additionally, I would strongly suggest you play through Half-Life 1 before you jump right into Half-Life: Absolute Zero. Half-Life: Absolute Zero is NOT a replacement for Half-Life, but rather, a companion piece to it. What’s in store for the future of Half-Life: Absolute Zero? Current plan to release active updates, but each major milestone update will be reflected by an addition of a completed chapter. Milestones will not be in order of chapters in-game, but by order of chapter completion in the modification. With the in-development release of the mod, comes a public release of our source code. You will be able to access it on our GitLab. This will allow those to compile the code whenever we push up new code before the latest update gets pushed up to Steam. It will also allow people with background in Half-Life modding or programming to help out with reporting in-depth issues with our codebase. You will be able to report issues on our GitLab and in the support section of our Steam Discussions. Please try to keep code related reports on our GitLab and please keep general other reports on our discussion page. The mod will be considered complete on October 12th, 2020, no ifs or buts. It will be done and no active development beyond patches will be done to it. What you see on October 12th is what you get. Doesn’t matter if chapters are missing or if features are missing, the mod will be designed to compensate for those things missing if it comes to it. However, also on October 12th, we will be releasing the full development drive for Half-Life: Absolute Zero to celebrate the 10 year anniversary of when development began. This drive will contain the final development assets to Half-Life: Absolute Zero, tons of development builds,...Update 6 - Not To Schedule EditionDec 20, 2018 - Community AnnouncementsThanks to everyone for the kind words about Half-Life: Absolute Zero. We’ve been working hard for the last eight years to get this project done and in a playable, stable, and feature-complete state, and seeing the positive reaction to the progress we’ve made has been a huge morale boost. Unfortunately, despite our best efforts, AZ will not make the release date of February 12th, 2019. First and foremost, we need to apologize for setting the release date sooner than we could deliver. There are several different reasons why we have to announce this delay, and we’ll share some of them here in the hopes that you’ll understand. The main reason is that a developer responsible for an important part of the project has gone silent, and we haven’t been able to reach them. He has a lot of files critical to the mod’s development, and his sudden disappearance has left us with only two active mappers on the project. Multiple aspects of the mod still need finished or refining as well, and with this delay we can make sure that everyone gets a complete fun package once it’s released. We’re also still looking for experienced mappers to join us! You can read more about it at the listing below. https://www.moddb.com/company/cobalt-57/jobs/level-designer100 Please keep in mind that the release date on Steam is nothing more than a placeholder and does not reflect the date we plan on releasing! At the moment, AZ is playable from Anomalous Materials to Questionable Ethics. Some areas still need further polishing and are WIP as hell, however. The maps from the demo have been greatly improved since its release and are closer to the source material than ever. Power Up has also been finished, polished, and tested, Apprehension has been completed and gained a new ending sequence, Questionable Ethics is nearly done, and multiple chapters have gone through major optimization overhauls and considerable re-balancing. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/aefa4893876435e419d2125dd0cd43647e30debb.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/6c8dfac5b5788dd4e21be9efc7cc18d95c9ed56e.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/3433887f6a27f120e02833346e64ee5e1763d8bc.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/3dbc8506aa4eb86f3683cc8a3adc12909f186941.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/9283517cdd7c13dc73c5bef483b0177fb17895e2.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/de631bb1d9bb7b8f0601ef7ca48710ff54c8a2ed.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/b3eb880a8e62c0030358071b9957a3882a1363fd.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/bbf82e7bee134378ec912c8032c25b1b9cc34dfa.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/190d83c30c7154b8db3728ada868b753e86178...Update 5 - Releases Are Closer Than They SeemNov 24, 2018 - Community AnnouncementsRelease Dates, Information, Progress, and more are available in this breath-taking installment of the Half-Life Absolute Zero Updates. Wait... Absolute Zero has a release date? Yes, it's true, Absolute Zero has a release date. It is February 12th, 2019, the 20th anniversary of Half-Life Uplink! We were going to release it on the 25th anniversary of Sonic Spinball's European Release for one big old in-joke, but we were not able to reach that deadline. So we chose the third best option to release on, which is Uplink's 20th anniversary. However, that is not all she wrote... Half-Life: Absolute Zero - Available on Steam https://www.youtube.com/watch?v=70v-XTCmu9w Well, here it is! The store page, like we said we would have! We chose to release on Steam due to our mod having major issues with live HL and us not wanting to make the install more complex than it is needed to be. Ease of use for all players! The mod will still support WON, if that's any concern. What's new with the mod since the demo release? Well, of course, a lot of things are different with the mod! I mean, it has been over a year since we've released the demo! We've enhanced various parts of the mod to be more polished and listened to several pieces of feedback in-order to make the experience better. https://www.youtube.com/watch?v=t78e7IpBSZc We have made progress with various NPCs, such as the Kingpin and Floater. They even have animations custom made for them! We even have the German censorship originally planned for HL added in, don't worry, it can be toggled on and off for every region. https://www.youtube.com/watch?v=sSXFWpQk6_c If you were paying close attention to our media updates, you would of saw progress for Questionable Ethics, Boot Camp, and Down and Out! In case you didn't, I'm going to slap the highlights here! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/bbf82e7bee134378ec912c8032c25b1b9cc34dfa.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/eaee91e9eabfce6f9a3547071b8dbfd1dc55000e.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/5c6b08ffa603352c64772e6de1df28f29aaaff5d.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/86cd500075a5fbc2218c4f332950970e347b8c4f.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/b51881b4634fbc919ca4c79e096ec1a93b7e7f9d.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/2f7079f93369a80eec14710e14634cad3b936bdb.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/62b5e9d6d5db10c294d259038705076b0b71134f.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/aa16a8fca1704a0976ebfc91773b2dcdbbb9b041.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33965333/aa824ff8b4a4e7c5b97f038ca8c262595b015d6a.jpg But that's not the end of our new content that we're going to have, but you'll just have to...
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