Sound and concept artist.
Depends. What do you guys think? It'd be rude for us to start saying that we're the best, so it's up to you guys to decide that. :)
We do have a few that are possibilities but until we get the script finished for all the dialogue we won't require them. We don't want to make them make a whole bunch of lines that won't even be used, it's just a waste of time.
You do crash into both according to the leaked map files, but we are changing one version a bit to make it more interesting and different from the other.
Sometime around December 2012 I believe.
Also, good work to everyone involved :D
Good that this is out now, I was worried about having to look at vehicles with transparent parts in .551 for very long.
One part of your response is right. Although I don't want to give too much away, I can say this; If it is the skyscraper, you do know there were two made at separate points in time? Now you guys need to figure out which it would be, if it is indeed one of them.
You guys are getting close!
You've got one part right :P
Well, the main issue with combining leak mods is that we would have to shave off bits of our own stories in order to mesh well. I honestly believe that having different mods is a good thing, as it allows for people to take their own spin on the leak material (it is quite vague at times), as well as providing a friendly competition of sorts.
This was an area that could be played in the HL2 leak, so we didn't make it up. We're just giving it a good visual overhaul.
Well, to answer your first part of the question; we really don't keep track of how much of a certain % of the mod is done, because then it sets limits for how long we can really test it. Basically, when it's done, it's done, and we will definitely keep you guys informed of any news.
Second question- Our first news post was in December 2012, so it'll be two years old this December. :)
Well, we wouldn't want to give away too much about how our version is going to play out, but check here ( Half-life.wikia.com ) for some info. Take it with a grain of salt however.
One can also be found on one of the early versions of the Terminal as well (back when it had Industrial as part of the same map file), it flies above the main street in the Industrial section and sits in an unobserved part of the skybox. :)
@savi467- It's not the Consul's office. :)
@radiation_hazard- Nope, not the Nexus. Good try though.
Hello everyone, I was invited by a member of this group and I have to say that this group looks informative and compelling. I want to invite you all to visit a mod I'm working on with a few other members of ModDB, watch and/or leave a comment on it if you like what you see. Here's a link: Moddb.com
I own and have shot both the Ishapore and the SMLE (in several variants), and without a doubt they are some of my favorite military rifles. Great guns, albeit a little on the heavier side (excluding the jungle carbine ofc). You guys did a great job on the in-game weapon, this game looks like it's gonna be fun!
Just wanted you guys to know that I am doing some fixes in the grammar department on the FHSW wiki, if that's okay. I've just been getting tired of the spelling and grammatical errors, and since I am very good with English I thought I'd lend a hand.
The sticky launcher was a test weapon made by Valve which was never intended to be in the game in the first place. While it is an interesting concept, it doesn't make much sense in terms of the story line and also would practically replace the grenade, which is a big problem. To this end, we probably will not feature it in the mod. If we do decide to keep it, it will probably be a bonus weapon of sorts, only accessible via console commands. Hope that answered your question.
To be frank, we still have a long ways to go. Even when our mod is done material-wise, we are going to review and test everything to make sure it is a good example of our work.
Yes, the Conscripts are going to be in our mod; however, we will be making new models and textures for them.
We do plan on implementing them, albeit with AI changes to make the fight with it a little more fair. They also may be used as environmental obstacles, but we have not decided on whether that implementation would work well or not.
Interpret it as you wish; I never mentioned you specifically :P
Pure genius, sir!
A cookie for you.
*hands over cookie*
My Blog - Moddb.com
Our Team Page - Moddb.com
It's more of the concept storyline that we are going for, since there never really was an "alpha" or "beta". For more information on this, take a look at my blog.
But yes, all of us are working hard and long on this, and we don't intend on stopping any time soon.
I second this!
Well, you guys will have the content from our mod when it is released or else you could not run it.
As to whether or not the content will be released if the mod is scrapped, the answer is simple. It won't be scrapped, as already we have put a lot of time and effort into this, not to mention that we are all fans of the prospect of having a playable concept version of Half-Life 2.
Looking good, I remember playing through this part the most out of the entire course.
Congrats on the GameInformer article on your mod guys!
Hopefully ours might be there one day as well.