This member has provided no bio about themself... Yes! It's really totally exciting!!!!
You have my patience and my attention - monumentous projects like this just need their time, especially with such a small number of people working on it.
Classic! Although never seen in prerelease screens of HL, a HECU-variant would be a nice addition.
Looks like this is going to be a lovely scene with lot's of action to witness!
Looks like the classic steam tunnels from Blue Shift!
"Elevators are out of order, but we can still climb..."
Is the software mode rendered style of the textures coded or some kind of option? I don't remember having this option in the later/steam-ported versions of HL.
The left top one looks a bit like the Dead Space RIG, while the one on the far right has a more modern, realistic, combat-sci-fi-ish approach. I like the more classic, HL/HL2 mixed variant, third from the left, top.
I like the section with the open ceiling. Lots of eyecandy.
Even more advanced than the upcoming Division:
Funny how much of my unofficially released stuff finds it's ways around. Anyways, thanks for proper credits.
Looking from the realistic point of view: Not at all. I guess someone at Valve saw Schwarzeneggers End of Days back then and thought it would be quite a good idea to make this abomination happen :) And Valve isn't exactly known to keep close to actual weapon specifications, so yeah, this is quite a nice approach via the middle course!
Already written here, so thanks taking my suggestion to heart! About the old style slim forearm - yeah I don't know any existing models out there, even finding proper image resources turned out to be quite difficult. I tried to create one for the MP5 in SC a few years ago, but the pattern was difficult to recreate with meshes. Bump-mapping would've probably done the trick, but we're talking about GoldSrc here...
Is Pepsi ok?
My thought exactly! A nice touch would be the old triggergroup and forearm of the MP5A3:
But apparently, only I seem to be a fan of the old versions.
Looking good, due to these serious coding attempts, this appears to be the most promising approach recreating the alpha/beta content from HL right now!
What about hats?
Like the beam is actually glowing/visible in darker areas. Judging from the image, it's currently part of the model and not sprite-based, right?
Apart from that, it's quite a nice model, I like the chrome-overlay.
What exactly have you changed? I see that it's mainly an item and weapons overhaul, some more infos or pictures would be appreciated.
Yeah, nice to see some progress!
Nice, I like the spiral cable. Even if it might be a little detail: Might consider $jigglebones for that?
Nice hearing from you - merry Christmas!
The sign in the original screenshot is kinda hilarious.
What a lovely place to work.
Yeah, I guess, it's fine as long you make sure to include the original credits.
Brutal Half-Life is a nice workover of the original campaign:
and Half-Life: Residual Life is quite a long campaign with a steady high quality level-design sticking close to the original game:
Half-Life: Invasion - meanwhile a classic - a complete, full length storyline with new and interesting game mechanics featuring new (customizable) weapons and even a chapter with a tank, similar style known from Gunman:Chronicles
Cool, does the origin point of the ejected shells also change? It's hard-coded in vanilla HL, if I remember correctly.
And for the iron sights: I guess some models need proper sights, especially the Glock *cough take this: hl.gamebanana.com/skins/27454 cough*
Are those from Gunman: Chronicles?
The elevators are out of order, but we can still climb.
I love your attention to details, awesome work!
Impressive mapping! Tracking