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Half-Life 2 - Dear Esther Mod v1.1

Dear Esther is part of a research project, creating...

Half-Life 2 - Dear Esther Mod v1.1

Dear Esther is part of a research project, creating experimental game mods, based at the University of Portsmouth, UK. The aim was to use Source to create something radically different from normal: an interactive story that dispensed with traditional gameplay and focused instead on an open-ended, semi-random narrative.

Apologies about the bug in the previous version - this should now work!

Changes to the original version:

- Improved mapping and terrain fixes for the levels 1, 2 and 3 (4 to follow soon, honest)

- Removal of player clips and replacement of these with kill triggers to prevent map escapes

- Improved sound mix, including final cue remixed

- Fixed double-cue firing issue in level 2

- Extra story cues added

- Caves section extended

Thanks

Dan

"GameInfo"

{

// This is what shows up in the 'Third Party Games' area of the Steam games list.

game "Dear Esther"

title "Dear Esther"

type singleplayer_only

icon "resource\DearEsther"

//Steam Games List

developer "thechineseroom" //Your team's name (or just yours!)

developer_url "http://www.danpinchbeck.co.uk/dearesther.htm" //Your team's home page. Must start with http://.

//--------------------------------------------------------------------------------------

manual "Address" //Address to manual

//This address can be local. An installer can be

//engineered to set this to the correct

//directory on installation.

//--------------------------------------------------------------------------------------

icon "resource/icon" //The icon must be an uncompressed TGA 16x16 pixels in size.

//For transparency to work, the TGA must be saved in 32-bit

//mode with an active alpha channel.

//The path is relative to the mod's installation directory

//(i.e where GameInfo.txt is) and should not include

//the TGA file extension

FileSystem

{

SteamAppId 215 // GCF for Source SDK Base

ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.

//

// The code that loads this file automatically does a few things here:

//

// 1. For each "Game" search path, it adds a "GameBin" path, in

\bin

// 2. For each "Game" search path, it adds another "Game" path in front of it with _

at the end.

// For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.

// 3. For the first "Game" search path, it adds a search path called "MOD".

// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".

//

//

// Search paths are relative to the base directory, which is where hl2.exe is found.

//

// |gameinfo_path| points at the directory where gameinfo.txt is.

// We always want to mount that directory relative to gameinfo.txt, so

// people can mount stuff in c:\mymod, and the main game resources are in

// someplace like c:\program files\valve\steam\steamapps\half-life 2.

//

SearchPaths

{

Game |gameinfo_path|.

Game DearEsther

Game hl2

}

}

}

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