Not able to help any more mods, due to lack of time.
Duck recently added a forum, and listed all planned and suggested grenades in this thread:
as you can see: a freezing grenade is indeed planned, dunno bout inflaming grenade though ;)
if you look carefully, you should notice that the melon is an "impact" grenade, while the skull is a "frag" grenade. as the name says, the impactgrenade explodes on impact and deals less damage than the fraggrenade, which in opposite has a timer, that is activated after the pin was pulled.
if you're skilled enough, you can wait a few seconds before realeasing the skull grenade, so it explodes right in your enemys face (but dont wait too long, or it will explode in your hands ;)
thus, the "cooking" of the skull grenade could make it seem to be a impact grenade too, but don't worry, it isn't.
uh that's actually a funny idea, instead of dealing damage directly, you get damage from the impact on the floor :P but it's all up to the almighty duck ;)
Love it! really refreshing idea <(^_^<)
yea its a good solution, but its more complicated then ducks idea, so i decided to put it back a lot instead.
people won't be bothered now everytime they pull it out ;) thx 4 help (;
wow nice idea... wait... we already got one! ^^
looks good, may i ask how many polys/tris it has? ;)
Hi, i see people may could think all grenades are like usual half life deathmatch grenades, because that's what we show in the demonstration videos, but what our mod will offer is this:
custom and !different-attributed! weapons (grenades only), custom gameplay, custom maps, and some coding is also done for different nade attributes (which you can't see on the videos, but there's already numeros coding done)
Also note: grenades have a big range of possible attributes, i think people will have fun exploring the different grenades and be suprised what our madhead Duck thought up :P
nice and clean, i like it
nice! at first i thought it was already a modelled weapon. keep up the good work ;)
positive feedback or constructive criticism is always welcome ;)
thanks for the CC. we thought about that (duck had the same idea actually) but i preferred to keep a touch of realism in it ^^ maybe i can be bothered to model lower jaw aswell, we'll see!
i would shop there, good job
hey that's a nice offer, though i joined this mod as a modeller to model! ;) but i'll let you know if i can't be bothered to model something :)
(the impactgrenade was supposed to be a fruit, don't worry, we'll also have real grenades [...])
because we don't like our melons humped!
it will, that's why i wrote, that the animations / explosion / damage wouldnt be final ;)
but thanks for CC, it's always appreciated
oha da war wohl jemand schneller, gibt zu viele gute menschen ;)
A singleplayer mod, that is connected to the HL² Universe in the broadest sense.
The city you're living in is divided into two areas, separated by "the BigWall".
One side is occupied by the wealthy, while the other is occupied by the poor.
"If you earn enough money, you'll be able to move into the wealthy area aswell", that's
what the combines report. But is this the truth?
You're playing the hitman John Castle. It's an average day. John has to go to work, to the HunterOffice.
As soon as you arrive, you get the same mission as every day: Kill the zombies, which are roaming the streets.
After you completed your mission, the HunterOfficer tells you, that "Laughing Knife" is staying in the city.
Immediately you set off to knock him out for once and for all.
Hi, die story ist vielleicht noch ein wenig ausbaufähig aber sonst schon nicht schlecht. Viel glück zukünftig
nice models you already got there, good luck
hehe thanks, the page is up for a week now
great trailer, downloading now :)
wow thanks, never would figured out how to animate it and stuff (even though im using maya)
but the first animating vid didn't work for me (number 18) redownloading via mod now
hey great tut, thanks
"This is because the MDL compiler is located in...
C:\Program Files\Valve\Steam\SteamApps\[STEAM USERNAME]\sourcesdk\bin"´
I think, for ep1 user its located in
C:\Prog files\Steam\SteamApps\[STEAM USERNAME]\sourcesdk\bin\ep1\bin