Sound and concept artist.
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.
I do like how the puzzle was implemented for the pipe hatch, very clever. Looking good so far!
Well, grenades are a player-held weapon that has an inventory slot, so you could pull them out and hold them for as long as you need to. And for molotovs, it would work similarly to the hand-held flares that you activate by picking them up. They would be different though, in that you could hold them for a while, but when you throw them they create a pool of fire where they land. Not the most realistic way of operation, but this isn't meant to be a realism simulator :P
Looking good guys. I do like what you've done with the Wasteland Depot there, it looks so much better than the fullbright leak one. Kraken isn't looking too shabby either :P
@sam6321- Yes, I do as well, that's why I'm reusing them (along with other classic beta sounds) with enhancements to make them slightly different and new, along with removing the terrible 'hissing' that some of them have.
@Sakores- Pretty sure that children will be included, so don't you worry about that ;)
Still, that all could be done with the use function, like when you throw the can at the metrocop in the retail game. You could do the same with molotov cocktails and, like in Black Mesa, you could pick up and throw headcrabs. Just dunno how useful a dead headcrab carcass would be, because they would bite you a lot if you tried to pick up a live one. Also, you can break windows with the use function, as demonstrated in the first chapter apartments in HL2, where you can unplug the tv and throw it through the apartment windows.
Looking pretty good man!
Good to see you guys are coming back.
Although it does need more props and pipes, it's WIP and looking good so far!
*Looks at title- "...Armored car"
*Looks at description- "Tankette"
*Thinks- "How is this possible?!"