This is list of github source code repositories, related to Half-Life and GoldSrc, including Xash3D sourceports, official source codes and reimplementations for Half-Life mods, map editors and other tools for GoldSrc.
If you just want to download executable files or compiled mods instead of source code - use Official website link if it exists or "Latest release" link on github. This page has more detailed instructions.
This is not a complete list, and it is gradually expanding and updating. There are mirrors of included repos made on github for archiving purposes: github.com/HLSources. They are periodically updated by "merge and rebase" with their original source repos.
Most of the mods listed here are taken from Xash3D FWGS documentation page.
Similar list for Quake related repositories - QuakeEngines.github.io
Also check out "Other forks" link for each item, leading to JS app, which can sort forks by popularity.
Please post your suggestions and fixes on gihub issues page.
This mod changes the standard Half-Life game to make it more challenging. The big damage weapons were weakened, and key things were changed to allow a more skillful game. The tau/grenade/RPG bind combo is easily countered. Some new weapon modes were introduced to expand teamplay.
Cold Ice is a Half-Life Deathmatch that changes all the weapons from the regular DM and replaces these with totally new weapons to make the game more enjoyable. p.s. probably one of the first multiplayer mod for Half-Life
What can be a plot of a Multiplayer MOD? Meat, gore, death, destructions and once again meat! Destroy the opponents from more than 60 kinds of the weapon, and do not give them any chances of rescue. And let Game will define the strongest.
Paranoia - it is a our single-player modification for Half-life. You will play the role of a russian officer of the secret service. Your first impressions are that this mission will be just like any other, but you really have no idea what nightmares future events have in store for you...
Spirit of Half-Life (SoHL) is a modified game engine for Half-Life 1 modders that includes many new things not seen in the original Half-Life engine by Valve. This includes reflections, mirrors better lighting, weather like moving clouds, rain, snow, and fog. Physics capabilities like picking up objects and dropping them, or when some thing explodes objects go flying off in the direction.
Tyrian: Ground Assault (further TGA) is an Unreal Tournament and Quake style Half-Life 1 (goldsource engine) modification. TGA features Classic Deathmatch, Team deathmatch, Capture The Flag, Domination game rules, more than 50 new weapons, more than 20 different items and powerups, new hi-def models and lots of special particle effects.
Wizard Wars, one of the earliest Half-Life (HL1) mods, was made in the spirit of Team Fortress Classic - except, instead of modern soldiers, you battled with medieval magicians. Wizard Wars quickly evolved into an entirely different game, retaining only the most core aspects of its predecessor. Wild magical weapons of mass devastation and dragons were later added to complete the separation, but most of these were lost when WON died, and Half-Life switched to Steam.
Sandbot is an open source multiplayer bot based on HPB Bot by Jeffrey 'botman' Broome. Sandbot aims to provide bots for various GoldSource engine games and mods. It currently supports: Half-Life, Opposing Force, Day of Defeat, Gunman Chronicles, Natural Selection, They Hunger
Video game modding (short for "modification") is the process of alteration by players or fans of one or more aspects of a video game,[1] such as how it looks or behaves, and is a sub-discipline of general modding. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game.
Mods have arguably become an increasingly important factor in the commercial success of some games, as they add depth to the original work,[3] and can be both fun for players playing the mods and as a means of self-expression for mod developers.[4]
People can become fans of specific mods, in addition to fans of the game they are for, such as requesting features and alterations for these mods.[4] In cases where mods are very popular, players might have to clarify that they are referring to the unmodified game when talking about playing a game. The term vanilla is often used to make this distinction. "Vanilla Minecraft", for example, refers to the original, unmodified game.
As early as the 1980s, video game mods have also been used for the sole purpose of creating art, as opposed to an actual game. This can include recording in-game actions as a film, as well as attempting to reproduce real-life areas inside a game with no regard for game play value. This has led to the rise of artistic video game modification, as well as machinima and the demoscene.
Many mods are not publicly released to the gaming community by their creators.[1] Some are very limited and just include some gameplay changes or even a different loading screen, while others are total conversions and can modify content and gameplay extensively. A few mods become very popular and convert themselves into distinct games, with the rights getting bought and turning into an official modification, or in some cases a stand-alone title that does not require the original game to play.
Doom (1993) was the first game to have a large modding community.[6] In exchange for the technical foundation to mod, id Software insisted that mods should only work with the retail version of the game (not the demo), which was respected by the modders and boosted Doom's sales. Another factor in the popularity of modding Doom was the increasing popularity of the Internet, which allowed modding communities to form.[7] Mods for Quake (1996) such as "Capture the Flag" and "Team Fortress" became standard features in later games in the shooter genre.[6] While first-person shooters are popular games to mod,[7] the virtual pet genre with games such as Petz (1995) and Creatures (1996) fostered younger modders, particularly girls.[8]
A recurring trend with video game mods is the creation of user-made skins and/or character models replacing the default ones that came with the game, the most popular of which are meme mods such as those of Carl Johnson from Grand Theft Auto: San Andreas and Thomas the Tank Engine,[9] though at least one modder received legal action from Thomas franchise rights owner Mattel for their unauthorised use of the Thomas the Tank Engine intellectual property in a The Elder Scrolls V: Skyrim mod.[10]
Mod-making tools are a variety of construction sets for creating mods for a game. Early commercial mod-making tools were the Boulder Dash Construction Kit (1986) and The Bard's Tale Construction Set (1991), which allowed users to create game designs in those series. Much more successful among early mod-making tools was the 1992 Forgotten Realms: Unlimited Adventures from Strategic Simulations, Inc., which allowed users to construct games based on the game world that was launched with the Pool of Radiance game.
By the mid-1990s, modding tools were commonly offered with PC games,[11] and by the early 2000s, a game that launched with no modding tools was considered more worthy of note in a review than one that did.[12] Maxis released the modding tools for The Sims (2000) before the game itself, resulting in a suite of fan-created mods being available at launch.[7] The advertising campaign for Neverwinter Nights (2002) focused on the included Aurora toolset.[7] The World Editor for Warcraft III (2002) allowed a variety of custom scenarios or maps to be created for the game, such as a number of tower defense and multiplayer online battle arena maps, the most notable of which was Defense of the Ancients.[13][14] The provision of tools is still seen as the most practical way that a company can signal to fans that its game is open for modding.[15] Fans may also use and create open-source software tools for modding games.[16] Generative AI is expected to make developing for hobby projects easier,[17] particularly with assets such as textures and dialogue, though this also led to ethical issues over its use especially with voice actors who expressed concern regarding their characters' voices being cloned without their consent.[18][19]
There are also free content delivery tools available that make playing mods easier. They help manage downloads, updates, and mod installation in order to allow people who are less technically literate to play. Steam's "Workshop" service, for example, allows a user to easily download and install mods in supported games.[20]
In general the most modification-friendly games will define gameplay variables in text or other non proprietary format files[21] (for instance in the Civilization series one could alter the movement rate along roads and many other factors), and have graphics of a standard format such as bitmaps.[21] Publishers can also determine mod-friendliness in the way important source files are available, such as Doom having its art assets separate from the main program, which allows them to be shared and modified.[7]
Games have varying support from their publishers for modifications, but often require expensive professional software to make. One such example is Homeworld 2 (2003), which requires the program Maya to build new in-game objects. However, there are free versions of Maya and other advanced modeling software available. There are also free and even open-source modeling programs (such as Blender) that can be used as well.
For advanced mods such as Desert Combat that are total conversions, complicated modeling and texturing software are required to make original content. Advanced mods can rival the complexity and work of making the original game content (short of the engine itself), rendering the differences in ease of modding small in comparison to the total amount of work required. Having an engine that is for example easy to import models to, is of little help when doing research, modeling, and making a photorealistic texture for a game item. As a result, other game characteristics such as its popularity and capabilities have a dominating effect on the number of mods created for the game by users.
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