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Half-Life Featureful SDK 2026-07-14

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@FreeSlave FreeSlave released this 14 Jul 18:19

This release includes:

  • The mod sample with all needed assets and demo maps.
  • The dev-only package that includes only updated game libraries and FGD.
  • The apk for Android (you'll need to manually put the featureful mod folder in your Android Xash3D-FWGS installation)
  • Custom FGD provided by the community with related assets (like entity-specific icons and models) that might help the level designer.

Note: zhlt entities are not included in the FGD. You must add zhlt.fgd to your game profile configuration in the map editor.

If you already have a mod in development based on Half-Life Featureful read this article to get the idea how to apply the new SDK version for your project.

Changelog

Bugfixes

  • Fixed support for some custom barney models. Thanks @C00LK1D233 for reporting.
  • Fixed human assassin looping between schedules if she sees the enemy but it's too far (original Half-Life issue).
  • Fixed Trigger on death (locus = killer) not working for some monsters (apache, barnacle, leech, osprey, cockroach and turrets).

Monsters

  • Human assassin now can use jumps to chase the enemy if chasing by normal means has failed.
  • Added cloaking ability support for apache, osprey, barnacle, tentacle, leech, cockroach, floater and turrets.
  • Apache, Osprey and turrets now can have blood if configured.
  • Added Use and Unuse soundscripts for shock troopers, pit drones and gargs.

Tripmines

  • Added Tripmine.Glow visual for monster_tripmine - this allows to enable the sprite at the end of the tripmine's beam. Thanks @nreaLms for contribution.

Eye Scanner

  • Added soundscripts for item_eyescanner.
  • Added sk_eyescanner_sentence_delay skill variable.

Weapon templates

  • Multiple animations are supported for reload now.

Sample mod

  • Added HUD entries for item_antidote, item_radiation and item_adrenaline to the sprites/hud.txt.
  • Added antidotes and the adrenaline on the featureful_demo map.