This FGD file modified for the Half-Life: Opposing Force enables the visualization of models (weapons, enemies, items ...) in Jackhammer editing screen...
Half-Life: Opposing Force is an expansion pack for Valve Software's science fiction first-person shooter video game Half-Life. The game was developed by Gearbox Software and published by Sierra Entertainment on November 1, 1999. Opposing Force is the first expansion for Half-Life and was first announced in April 1999. Randy Pitchford, the lead designer on the game, later noted that he believed Gearbox was selected to develop Opposing Force because Valve wanted to concentrate on their future projects. Over the course of development, Gearbox brought in a variety of outside talent from other areas of the video games industry to help bolster various aspects of design. Opposing Force returns to the same setting as Half-Life, but instead portrays the events from the perspective of a U.S. Marine, one of the enemy characters in the original game. The player character, Adrian Shephard.
Welcome to our first media update this year!
Our plan to bring you the multiplayer beta of Operation Black Mesa early this year didn't work out, regrettably. Several factors and circumstances forced us to completely keep it under the hood until further notice.
Multiplayer will feature classic maps such as Yard, Crossfire and Boot Camp as well as brand-new ones like Deptcharge and Gambit from day 1.
Currently in development: CTF mode and weapon placement.
Development is running smoothly; those NPCs aren't going to animate themselves though! If you're interested in joining our team, check out the jobs page where you can find all positions currently open. We look forward to welcoming you on board!
Remember Guard Duty (Blue Shift: Source)? We're making solid progress here too:
We've been given the option of developing our projects as full indie titles to be sold on Steam!
This opens up a whole lot of attractive possibilities to consider; however no decision has been reached yet as to this matter.
Thanks for your support in making all of this possible!
Until next time,
Tripmine Dev Team