So, it didn't install. it would start setting up the base folder. then it just said it was complete.
Only complaint is you have to make an account to get a somewhat decent download speed. Anything is better than waiting though. Thanks for the link!
oh, and don't spam this page, or our forums please.
I was thinking he was being rude on the this page with those rude photos. But he also spammed our forums as well. So just report him.
Yea. I might of ****** up a bit by not making those the main part of the image. Whoops :/
Ok. Since the feedback for the camo, and the medic sleeve are so far less than pleased. We will redo them again. If you guys want to suggest anything we will gladly take them into consideration!
So close but yet so far.
Brian had the idea for the rocket grunt to be in Shaft. He also had an idea for a flame thrower grunt as well. These are just things he thought of adding to the game to add some different enemy types.
I did add acceleration to the rocket as it accends to the sky. However one drawback of using the func_train is acceleration is immediate and not gradual. so it would take many entities to make it look smooth. I could use an animation for the rocket to make it accelerate much more smoothly. I might change it sooner or later.
It uses beta p_models for the rpg, and ammo. The beta grunt mesh edited, and rigged on different bones. and a edited head from op4. I don't have any other way of making it more beta like sadly.
Very early versions of the mp5 used a crappy sound that almost sounded like a laser gun. In the first segment of the indeep video you can see the player shooting at the helicopters flying over. The sound the gun makes is very similar to this one. We will use this sound file, just because it sounds the best. And the alpha mp5 model used was for an alpha weapons pack I am working on. We will ship the game with e31998 weapons.
Brush mean world geometry. The rocket in retail was made in a map editor. Ours is a model.
Half-Life Preliminary was my own little project. Parts of it are used in Shaft. Mostly code, and a few models.
Well you need to have content ready to show before you make a page. Making a page with no content is against the rules.
umm no? Shaft blends alpha, beta, and concepts together.
My current setup will go to 1080 resolution, and I can run 1360x768 as well. As long as Xash isn't having any issues displaying on your graphics card then you should be fine.
Not 100% sure. We can try to aim for a 2015 release, but I will say 2016 just to be safe if some disaster comes along that will halt any progress.
Now that's just redundant.
This was an old video from Barnz: Youtube.com
Thanks a bunch for the 200 followers!! We should have another update coming up in a week or two. Maybe even another video!
It wont in the sense of being able to play this as a Half-Life mod. This mod will run using Xash, and you will just need to copy the valve folder into the Xash directory to play the game.
We have a model based on the concept art for the Gargantua. It would have to be reanimated before we could use it though. We might just include the concept, and retail garg as two enemy types!
It's still a work in progress. I'm still trying to shape the model to look more like that image.
I'll make skin groups for the a grunt so you will see concept green, alpha blue, and retail purple.
Besides the one found in the day one release. The skyboxes will be edited to resemble the beta (like in this photo), or we will try to make our own in 3ds or something.
You mean like how Gordon pulls the slide back when he reloads? Because that animation only plays when you run out of bullets. It reloads normally if you have some bullets in the clip.
We are using Xash, so it will run in open gl. You can turn off all the filters to give the feel of playing on software.
And no. I never found a way to get the battery to draw that way.
Xen is still a long ways off. We also have a pretty big lack in photos of that area other than those 2 maps found in the hls leak.
We know. That's why we posted it.