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Swaggletooth Dec 11 2014, 4:46am replied:

lol, thanks!

I'm hoping stuff like this could make it into Ch2, depends how much work it is to do LODs (which would be needed for something this wasteful :P)

+2 votes   media: Don't ask about the poly count :P
Swaggletooth Nov 27 2014, 11:23am replied:

It's a 'Kitchen Garden', a WIP portfolio piece. The idea is that you grow your fruit and veg there ;)

+1 vote   media: 1
Swaggletooth Nov 10 2014, 10:12am replied:

I would like for that to happen, but with time constraints and everything it'll probably end up being an edit of the previously used CSS model.

+3 votes   mod: Underhell
Swaggletooth Oct 27 2014, 11:22am says:

That looks a lot better, especially the broken wall; the lighting also looks a lot tighter now!

+1 vote   media: Water tunnel, then and now
Swaggletooth Oct 23 2014, 5:20am replied:

It's an early version of Jake. I've got a lot of stuff to do on it, at least for this 'casual' model.

+2 votes   media: Jeb Tallfeld
Swaggletooth Oct 23 2014, 5:16am replied:

It's done as far as I can take it, Jeremy wants to tweak it himself now. I don't know when it'll appear in a media update, but the last state it was in was better than the last update I put up here :P

+2 votes   media: Jeb Tallfeld
Swaggletooth Sep 22 2014, 11:09am replied:

I imagine that's probably down to the sheer volume of lines, trying to assign facial animation to all of them would be a huge task.

Certainly the plan will be to give characters facial animation- but how much of that turns up in game is another question!

+1 vote   media: Thing.
Swaggletooth Sep 11 2014, 3:22am replied:

It was when I was working on textures, right now I've finished the Hermit mesh and am in the process of UV mapping it.

+2 votes   media: Playing around in marmoset
Swaggletooth Sep 10 2014, 5:17pm replied:

Nah, nothing's getting remade. I just wanted to test stuff out in Marmoset as an alternative way of rendering things in the future.

The imperfection here is the broken smoothing :F

+2 votes   media: Playing around in marmoset
Swaggletooth Sep 2 2014, 7:34am replied:

It's quite finished, and in game does look fantastic. Trust me on this!

+3 votes   media: New hands model
Swaggletooth Aug 23 2014, 7:31am replied:

Thanks pal!

+3 votes   member: Swaggletooth
Swaggletooth Aug 14 2014, 2:43pm replied:

Yep. I'm going through and replacing some of the most obvious "HL2" textures, Mxthe and I will also be replacing all the other 3rd party textures too :D

+4 votes   media: Stuff that's also happening
Swaggletooth Aug 10 2014, 4:05pm replied:

He can have a hook hand and the card trick can be changed to 52 card pick up ;V

0 votes   media: Needs puffing out a bit
Swaggletooth Aug 7 2014, 11:54am replied:

I forgot to mirror it!

0 votes   media: Needs puffing out a bit
Swaggletooth Jul 25 2014, 2:03pm replied:

The whole model. The body should be easier to model (and I already have a rough thing for that blocked out), what I'm ultimately aiming for is consistent detail levels... I'll be trying to keep some of the look and feel of the originals (especially for how the heads look!).

We'll see how things turn out.

+2 votes   media: Mr "needs more polies"
Swaggletooth Jul 25 2014, 1:39pm replied:

Yep, it's the Hermit. Jake won't be looking this old!

+1 vote   media: Mr "needs more polies"
Swaggletooth Jul 19 2014, 4:48am replied:

Yep, character models next ;)

I'll be trying to recapture some of the style of the originals when I'm modelling (but not absolutely). First up will be the Hermit...

+5 votes   media: New Minigun by Alexander Voysey
Swaggletooth Jul 4 2014, 6:30pm replied:

Yep. It's the last weapon I'm modelling... for now!

+1 vote   media: It's a thing.
Swaggletooth Jul 4 2014, 6:26pm replied:

I would like to see that, but it's not my call. New weapons have to wait until Chapter 2 (and I can't say more about that ;))

+1 vote   media: It's a thing.
Swaggletooth Jul 3 2014, 3:19pm replied:

Well, not quite. It's a Polish knock-off that's more or less the same thing, but with a simpler pistol grip to model.

+1 vote   media: It's a thing.
Swaggletooth Jul 3 2014, 12:22pm replied:

Well... I'll try and imagine you're saying something nice! Getting any feedback is always appreciated

+2 votes   media: It's a thing.
Swaggletooth Jun 26 2014, 2:54pm says:

The model's now finished, just gotta wait for Mxthe to put the render up :>

I'm sure I don't need to tell you guys what I'm working on next...

+2 votes   media: Burger Machine
Swaggletooth Jun 25 2014, 6:45am replied:

Yeah, everything's heavily optimized. Most "big" weapons are limited to a single 2048x2048 texture map, and the poly counts aren't too crazy :P

+3 votes   media: New Benelli M4 by Alexander Voysey
Swaggletooth Jun 14 2014, 6:32pm replied:

It's fixed. The point of it (IRL) is to help the shooter maintain control of the weapon when it kicks, so you wouldn't want it to be loose in any way.

+2 votes   media: New Benelli M4 by Alexander Voysey
Swaggletooth Jun 13 2014, 4:01am replied:

That's one of the problems. Fakefactory models definitely need replacing (for a variety of reasons)... once I get around to making the models I'll be aiming to make characters with consistent detail levels.

+4 votes   media: New Benelli M4 by Alexander Voysey
Swaggletooth Jun 11 2014, 3:05am replied:

Yep, they're on the "to-do" list too ;)

+10 votes   media: New Benelli M4 by Alexander Voysey
Swaggletooth Jun 10 2014, 3:41pm replied:

Just the Minigun and MGL. Melee weapons were already original models, so we don't need to remake them; as far as I know there aren't plans to remake the crossbow... so yeah, we're almost done with weapon modelling now!

+12 votes   media: New Benelli M4 by Alexander Voysey
Swaggletooth May 23 2014, 4:04am replied:

Hopefully it'll be enough to make it stand out, so that when people see it lying around they'll think "ah this is the auto-shotgun!"

+2 votes   media: M4. Not of the rifle variety.
Swaggletooth May 16 2014, 3:16am replied:

The stock won't be getting extended, it would cut into the viewport when you use ironsights. That and I already wasted a lot of polies modelling what you see above :P

+3 votes   media: New MP7 by Alexander Voysey
Swaggletooth May 15 2014, 5:56pm replied:

I'll be sure to see any dual wielded MP7s get 20 round magazines only :V

+5 votes   media: New MP7 by Alexander Voysey
Swaggletooth Mar 21 2013, 9:53am replied:

10k, which is about normal for Source.

+1 vote   media: Player model #2
Swaggletooth Oct 28 2012, 5:18am replied:

I will be adding more light sources, a lot of the detail is just lost in the darkness (or doesn't stand out in places).

The lighting around the van(s) does need fixing, don't worry I'm quite aware of that ;)

This is still WIP, no question about it - I just wanted to show how things are progressing!

+1 vote   media: "Point" map V2
Swaggletooth Sep 29 2012, 5:59pm replied:

"this is clearly lower poly, and thus not being a port."
Pretty retarded logic tbh. It's easy to run a model through a polygon reduction tool, or to grab the LODs from the original Valve models.

Anyway, the Combine models were low poly to begin with.

+2 votes   download: Elite Combine Retextures
Swaggletooth Sep 12 2012, 8:28am replied:

Feel free to try finishing the code

+1 vote   download: THT incomplete
Swaggletooth Apr 2 2012, 5:16pm says:

What's the point in this, it's been done a thousand times before.

-4 votes   mod: CS 1.6 to CZ:DS Graphical Overhaul
Swaggletooth Feb 23 2012, 4:59am says:

That's one unusual looking airport... but all the same it looks fantastic!

BTW are those textures on the ceiling, or are your polies getting split up in some weird way?

+1 vote   media: Some work of a sort of Airport :)
Swaggletooth Feb 17 2012, 4:46pm replied:

Yeah I'm playing with the lights a bit, I'll upload some screens after I've imported my current batch of props.

I would like to open windows, but because the area outside is so large I would get some issues with VIS :\ There are plenty of routes & entry points though, I guess they don't look so interesting :P

The FOV is a continuous problem, one I think that needs fixing in code - probably can get some values through the console for it maybe? IMHO I'd like it to be like the default HL2 one XD

+1 vote   media: Games room, small update
Swaggletooth Jan 14 2012, 5:35am says:


Looks fantastic!

+2 votes   download: Kagamine Rin -Meltdown- L4d2
Swaggletooth Dec 31 2011, 9:43am replied:

Bricks look pretty out of place for a Black Mesa theme, I'd expect something like white or grey panelled walls.

0 votes   media: Central Admin Building - Final
Swaggletooth Dec 21 2011, 5:56am says:

Oh man, that is such an improvement! The bars were some of the ugliest areas in original game, IMHO it's important for them to be visually impressive since you're seeing a lot of stuff up close.

+1 vote   media: The bar
Swaggletooth Nov 2 2011, 10:32am says:

Tracking. You'll need to mod the levels which result in "game over" if you get spotted, otherwise those will be unpassable :P

+1 vote   mod: Return To Castle Wolfenstein: Cooperative Gameplay
Swaggletooth Oct 21 2011, 5:04am says:

Zee wild Jaybird, he is appear-ed.

+1 vote   member: JayBirdSupreme
Swaggletooth Oct 1 2011, 5:50am says:

Hueg head.

+3 votes   media: Overhaul GMan
Swaggletooth Sep 17 2011, 6:39am replied:

Different designs and calibers. The 47 fires a much heavier round.

+3 votes   media: test_agroprom
Swaggletooth Sep 13 2011, 5:25am says:

Thanks guys =]

+1 vote   media: Props again
Swaggletooth Aug 29 2011, 3:09pm says:

Smoothing looks a bit lol, and the face texture could use some more work TBH (painted / AO shadows, fix up those scratches).

Not a bad hack though

+2 votes   media: Bank Holiday Weekend Update - Urby
Swaggletooth Aug 4 2011, 8:09am replied:

Interesting, is it going to work like gungame or like COD?

+1 vote   media: Player Ranks
Swaggletooth Jul 21 2011, 7:39am replied:

It's part of an escalator, the final model for which can be seen here

+1 vote   media: sdfsdf
Swaggletooth Jun 18 2011, 6:26am replied:

"Tie my kangaroo down"

Rolf Harris is awesome :D

+3 votes   media: Character customization v0.00000001a
Swaggletooth Jun 15 2011, 5:33am says:

That 2D treeline between the skyscrapers sticks out a bit too much, but that's some damn fine work all the same.

-1 votes   media: Milena's House
Swaggletooth Jun 6 2011, 7:52am says:

Seems to lack definition on areas which should be hard (elbow pads / end of the sleeve / that wrist thing), so I'd strongly suggest tightening this up.

+4 votes   media: New arms
Swaggletooth May 26 2011, 5:00am says:

Needs more polies. To be honest it doesn't look very scary it looks like something from a cartoon, IMHO a redesign is needed.

+2 votes   media: The Blob
Swaggletooth May 19 2011, 8:19am says:

Misaka~Misaka :3

+1 vote   media: Misaka from her anime!!!
Swaggletooth May 14 2011, 2:10pm says:

That's not bad, but the proportions seem a bit off. Are you using a reference image to get the scale at all?

+1 vote   media: HECU body - NPC Model v0.4
Swaggletooth May 12 2011, 9:03am says:

Are you moving away from the anime style visuals, or are you going to implement some cel shading?

+1 vote   media: New March Images!
Swaggletooth Mar 16 2011, 12:31pm replied:

Fixed ;)

+1 vote   article: Annual Update
Swaggletooth Mar 15 2011, 7:36am says:

This actually looks very well put together, I'll be looking forward to the release of this :)

+3 votes   mod: Half-Life: Gold
Swaggletooth Mar 15 2011, 7:24am says:

OH **** YES

+3 votes   media: Nerds are nerds.
Swaggletooth Mar 9 2011, 5:18am says:

It's great to see a working inventory, good job!

I think the artwork of the inventory needs some work (perhaps mostly the background image?)

+3 votes   media: Inventory Screen
Swaggletooth Feb 19 2011, 1:27pm replied:

Woah, that's a long compile time! You can cut it down a huge amount by loading VIS portals in Hammer, then placing func_viscluster brushes which match the shape of the portals.

+1 vote   article: Off Limits - maps done + guide update
Swaggletooth Feb 16 2011, 5:55am says:

I've been there IRL, I'm not sure it's a good place for tank battles though because the river is huge (and I don't recall there being many crossing points).

Whats more it's heavily forested so tanks could hardly maneuver around there. I may be mistaken, but I think someone mentioned the French resistance were heavily active in the area too? Don't quote me on that though.

The buildings you've made look well constructed, I would just worry that the complex geometry will lag like buggery.

+2 votes   media: Iov_Chenonceau map WIP
Swaggletooth Jan 20 2011, 7:46am says:

The hamster looks an awful lot like pedobear :|

+4 votes   game: Flying Hamster
Swaggletooth Jan 5 2011, 7:07am says:

The crosshair should be more visible, it currently looks too transparent.

+1 vote   media: Schmooky!
Swaggletooth Dec 12 2010, 4:58pm says:


+2 votes   media: P1500 Ratte
Swaggletooth Dec 12 2010, 4:57pm says:

Hitler looks a bit drunk there, like he might fall over any minute XD

+2 votes   media: WTF?
Swaggletooth Dec 12 2010, 3:52pm says:

Looks too cartoony. Why not get a satellite image and use that instead? The current phototexture looks too low res.

+1 vote   media: Skybox Mountain
Swaggletooth Dec 9 2010, 1:19pm says:

Needs some AO bake around the edges of the green things.

+2 votes   media: Alien Slave
Swaggletooth Nov 30 2010, 11:24am says:

Looks more like they've been drinking cocktails :F

0 votes   media: Zombehs
Swaggletooth Nov 27 2010, 6:40am says:

Theres some serious lag on this map which needs sorting out. The servers really seem to struggle with this one, so I suggest you optimize it.

+1 vote   download: mp_surv_ZombieDesert
Swaggletooth Nov 3 2010, 6:08pm says:

That's a fine setpiece :) I really look forward to blasting at bad guys through those windows ;D

+1 vote   media: Old factory
Swaggletooth Oct 31 2010, 6:18am says:

Nicely done!

Do the models follow paths, or is the flyby handled by an animation sequence?

+1 vote   media: Stuka Bombing Run Test
Swaggletooth Oct 25 2010, 5:53am replied:

Seconded. I'd rather hear something unique, which preferably doesn't sound like a cowbell.

+3 votes   media: Off Limits - playtest 2009-02-22
Swaggletooth Oct 10 2010, 4:43pm says:

That is not an M60, it's a SAW aka the M249.
Also Winchester .22? Wut?

+1 vote   media: Sniper & M60
Swaggletooth Oct 9 2010, 4:21pm says:

I want to see more blocks of Gaben in game plx

+1 vote   media: ssa- blackmesa map
Swaggletooth Oct 3 2010, 6:22am says:


You nowe make me more

+2 votes   media: Ted Backman
Swaggletooth Sep 29 2010, 12:28pm replied:

They get snow in Iraq too. Afghanistan is a mountaineous region not far from the Himalayas

+2 votes   media: Training Map - Afghanistan
Swaggletooth Sep 26 2010, 4:44pm says:

Protip: tell people you're a man and they go away :P

+2 votes   article: today
Swaggletooth Sep 23 2010, 6:05am replied:

I think they mean add 3D grass to your material. You can do this by associating 3D grass from detail.vbsp with your VMT file.

+1 vote   article: Another map, another feeling
Swaggletooth Sep 5 2010, 6:05am says:

What kind of police department is this?

+2 votes   media: Contagion PD Concept Art
Swaggletooth Sep 1 2010, 5:05am says:

A good start I guess. Perhaps a bit too heavy on the makeup - I kind of feel she should look more badass for a survivor.

+3 votes   media: Our Main Character: Sarah
Swaggletooth Aug 30 2010, 12:20pm replied:

@ Aperture: it's a question of crediting other people's work.

Many mods use third party content, which is OK to do so long as you clearly credit the original authors. Plagiarizing someone elses work and attempting to pass it off as your own is a different matter though.

+1 vote   article: Nearing release time...
Swaggletooth Aug 24 2010, 10:02am replied:

OH SHI THE VOICE IN MY HEAD IS SAYING "Listen to the voices in your head and kill all your doctors" AND THATS WHAT YOU WROTE

-2 votes   media: A wild retard appears
Swaggletooth Aug 24 2010, 6:27am replied:

Yeah it's a shame the UVs get broken, otherwise you could potentially make nice normal maps with it.

Thanks for the kind words, I hope that I can make other heads to the same standard from now on :)

+1 vote   media: Wippy Wippins the second.
Swaggletooth Aug 24 2010, 4:15am replied:

I wasn't raging until I saw the bill my therapist gave me for talking about this incedent.

-2 votes   media: A wild retard appears
Swaggletooth Aug 8 2010, 3:06pm replied:

Maek maps fuhr mi nao

+1 vote   article: Steampunk Gadgetry and Shantytowns
Swaggletooth Aug 8 2010, 12:04pm says:

Nice map man, where did these skills come from?!

+1 vote   article: Steampunk Gadgetry and Shantytowns
Swaggletooth Aug 6 2010, 5:13am says:

Even though that M4 isn't textured, it looks bloody epic =O
Also, very smooth animations =3

+1 vote   media: Weapon Animations
Swaggletooth Jul 28 2010, 8:42am replied:


+3 votes   mod: wippy wippins
Swaggletooth Jul 23 2010, 6:22am says:

Looks better than the HL1 water, but it doesn't look quite right. A flat reflection instead of a "wobbly" one would look better.

-1 votes   media: Water shader
Swaggletooth Jul 22 2010, 5:08am says:

The natural environment here looks great, the displacements and props have been really well used.

The brushwork on the building looks good too, I would recommend a different texture for it though (plaster perhaps?)

+2 votes   media: Coast revamp 2
Swaggletooth Jul 15 2010, 1:32pm replied:

Pretty sure DS can be regarded as abandonware, since it was never technically sold. Seems perfectly legal to me, much more legal than Black Mesa Source or the Decay mod.

+1 vote   media: Ported CZ maps
Swaggletooth Jul 13 2010, 2:23pm replied:

******' miracles, thats why.

0 votes   media: Spetsnaz!
Swaggletooth Jul 5 2010, 5:19pm replied:

Black? Noooooooooooooo. He's Indian now :D

+1 vote   media: Civilian NPCs
Swaggletooth Jun 29 2010, 2:47am replied:

lolwat. Bottom-right side of the screen. The one with blood :P

+1 vote   media: Slow Zombies / Nurse
Swaggletooth Jun 19 2010, 4:59am says:

Not bad, though I can see quite a bit of poly wastage of the flat surfaces.

+1 vote   media: Lasgun
Swaggletooth May 27 2010, 9:18am says:

I would be interested if you managed to get new maps in game, though I haven't ever known of anyone manage to successfully do that yet. The main problem with mapping for RE4 is that the collision data is stored somewhere separate to the BSP (and no one yet knows where the collision data is stored :/)

+1 vote   mod: RESIDENT EVIL 3.5 - Hallucination Biohazard
Swaggletooth May 3 2010, 11:00am replied:

Both teams now have very military themed uniforms, though the Coalition troops have cheaper looking gear (hence why this guy has blue kevlar, and a Russian helmet).

I guess more than anything I've been influenced a lot by BC2 when putting these guys together :P
Wait till you see all the other characters ;)

+1 vote   media: New Coalition Heavy
Swaggletooth Apr 28 2010, 6:18am says:

I didn't really know how to use the Skip textures, but I should be able to use them much more efficiently now, thanks for the tutorial!

+3 votes   article: HD Video Tutorial - Optimization 2: Hint & Skip
Swaggletooth Apr 19 2010, 5:07am says:

Hallo there, really like your 3rd person animations :D

+1 vote   member: VGF
Swaggletooth Apr 14 2010, 10:31am says:

Promise you'll fix the smoothing on that model! Looks like it's been messed up in Milkshape.

+1 vote   media: Alpha 0.0.2
Swaggletooth Apr 7 2010, 5:03pm replied:

How is not accepting an "apology" cowardice?
He spammed my profile with personal insults, it's only fair that he gets repaid in kind.

LOL, so I "need serious help"... and apparently your altruistic solution is flaming...?
Looks like you need "serious help" if you still flame people for weeks on end.

-1 votes   media: The lulz continue...
Swaggletooth Mar 31 2010, 6:37am says:

Wow... just wow... :O The lighting and brushwork are fantastic.

+1 vote   media: Apartments Update!
Swaggletooth Mar 27 2010, 9:34am replied:

Yeah, bear in mind this is a WIP shot. Once we've added alpha layers to the hair (and fluffed it out a bit), then put some normal maps on, then it will look much better.

+1 vote   media: "Minsk"
Swaggletooth Mar 26 2010, 7:08am replied:

Meh, it lacks accuracy and firepower giving you an instant disadvantage. It's completely useless if you face off with an M60 toting medic too D:

+1 vote   media: Battlefield Bad Company 2
Swaggletooth Mar 26 2010, 7:01am replied:

You aren't exactly one to talk.

Yes everyone starts somewhere, what difference does it make if they construct a mod or a map?

-3 votes   mod: Revealed
Swaggletooth Mar 24 2010, 6:30pm replied:

I lolled XD

+2 votes   media: I fell sick.
Swaggletooth Mar 23 2010, 4:09pm says:

This a very professional looking mod that appeared right out of the blue!
The environment shaders actually look really good - much better than any of the ones ID used for Doom3 / Quake Wars.

Good luck with this project! :)

+1 vote   article: Thievious Work In Progress Update 1
Swaggletooth Mar 22 2010, 7:44pm replied:

You're missing the point. These guys are making amazing progress - the point of these updates are to show that progress.

+1 vote   article: Rogue Reborn: RS Interactions (climbing, opening, reloading)
Swaggletooth Mar 22 2010, 7:38pm says:

That looks great! The lighting and brushwork are spot on, this definitely captures the RE2/3 feel :)

+3 votes   media: One screen from the latest news post.
Swaggletooth Mar 16 2010, 5:32am says:

Would be good if you could add a better control config editor.
It's pretty awkward changing control settings through the BC2 UI, and worse I get a lot of key conflicts :/

+1 vote   download: [OUTDATED] Gossamer's Bad Company 2 Launcher v1.1
Swaggletooth Mar 12 2010, 4:45pm replied:

Don't forget to stick the info_nodes in totally useless places :P

Too bad you aren't on Steam more often, would be easiest to talk to you on that. I'm too fat and lazy to log into MSN.

+1 vote   media: Russian Village WIP
Swaggletooth Mar 11 2010, 5:05am says:

Good to see the jeep ingame ^^
Will you be adding hands to it? I always thought it was wierd how your hands disappear when you're driving in HL2.

+3 votes   media: UAZ-469 Test
Swaggletooth Mar 8 2010, 3:50pm says:

lol, that nerd has been in here downvoting all your comments XD
Bumped them back up for you gais :3

-1 votes   media: Aspergers kid
Swaggletooth Mar 3 2010, 5:04am says:

Oh snap! Reminds me a lot of Insurgency :D
Remember to add plenty of pathways for players to use ;)

+1 vote   media: Hasnain level (WIP)
Swaggletooth Mar 1 2010, 1:13pm says:

Looks too much like paint. There should be more liquid, and it probably should be transparent too?

+3 votes   media: The Origin of the Plague
Swaggletooth Feb 28 2010, 2:31pm replied:

You better fix up AI navigation (shakes fist)
I can help you with that, there were quite a few tricks I learnt on HOE:NE (even though there were nav bugs there, I was just too lazy to fix them).

The main thing is just to avoid narrow doorways, or at least give the NPCs an alternative route they can take in case they get stuck.
Secondly, use CLIP textures to cover stairways (the importance of this is enourmous!)

+1 vote   media: Russian Village WIP
Swaggletooth Feb 24 2010, 6:18am says:

The "furture" is here?

Walls of text do not equal a video.

+1 vote   media: *NEW PANDORA - TEASER
Swaggletooth Feb 21 2010, 6:33am replied:

I would say the diffuse maps could benefit from some painted shadows (eg wrinkles on clothing, darken areas that are slightly obscured).

+1 vote   media: Feb 2010 Media
Swaggletooth Jan 31 2010, 6:09am says:

TBH it needs some entirely new animations, I see a lot of clipping there. This is partly due to the Valve skeleton which was made for characters with thin shoulders.

The diffuse textures need a lot of work, right now they look really plain. Also the normal maps make the model look really shiny and plastic - please fix those :X

+1 vote   media: leon model
Swaggletooth Jan 10 2010, 4:28pm replied:

Don't worry Nightvision and flashlights will be included.
Hopefully we can code NPCs to react to flashlights... muhahaha!

+1 vote   media: "Bavaria"
Swaggletooth Jan 4 2010, 6:27am says:

It's pretty cool to see these perks implemented, the "legitimate wall hack" in particular made me lol.

The only thing is, most of these perks are seen in COD4/6. IMHO some more original ones should be added to make this more unique ;)

0 votes   article: The Perks of Jailbreak!
Swaggletooth Oct 20 2009, 3:27pm says:

The fat guy looks like Uncle Phil from the Fresh Prince of Bel Air XD

+3 votes   media: Hard Rain
Swaggletooth Oct 5 2009, 6:31am replied:

Wait so I should just lie through my teeth and say something like "oh this mod looks great" when it clearly is in need of improvement.

I honestly cannot believe you're saying "nur, this isn't City 17, it's City 14". It's the same damned setting, just with a different name!
The mapping does look really weak: most of the areas look horribly linear, and the visuals are in most cases only "improved" by liberally placing props around. Except that there are plenty of screenshots where props look completely out of place.

As for "petty whining... from someone who could never do that same most likely" uh actually I am a modder myself with a lot of experience. I'm just sick to death of seeing these damned generic City-17 knock off mods where person XYZ fights the combine and loads of zombies.

-1 votes   article: Opposing Force 2 Developer Interview 2
Swaggletooth Sep 17 2009, 6:04am replied:

Yeah the model is realigned by the Source engine, it doesn't need animations for ironsights.

+1 vote   media: Glock 17 First-person Animations
Swaggletooth Aug 21 2009, 12:58pm says:

Maybe it was supposed to be like the Quake teleporter, not a night sky?

+1 vote   media: Test Chamber
Swaggletooth Aug 1 2009, 5:55am says:

That budgie is awesome :D

I should post more stuff like this in my own profile

+1 vote   media: Phoenix
Swaggletooth Jul 24 2009, 7:10pm says:

Eww rust? This isn't a zombie mod :X
These are supposed to be well maintained, well cleaned weapons.

+2 votes   media: SKS Render
Swaggletooth May 15 2009, 4:48am says:

lol "Conspiracy within the Sewer". Not exactly the best title ever :/

But sewers in an FPS game again? Surely there are better surroundings to go for. What you've done looks good but sewers have been done to death in games. Also I don't really fancy going "knee deep amongst the dump" XD

0 votes   article: Update: Conspiracy Within the Sewer
Swaggletooth Apr 27 2009, 3:22pm says:

Now this map looks seriously pro :] I would recommend adding some postprocessing effects to make it look even better.

+2 votes   media: Missing in action chapter shots.
Swaggletooth Mar 30 2009, 9:49am says:

That looks outstanding! Really looking forward to what you guys do with this :)

+1 vote   media: Alex. Render
Swaggletooth Jan 17 2009, 1:46pm says:

That guy looks like a douche. Who cuts their hair like that?! Great model though =D

+2 votes   media: ZPS Player Model Lineup
Swaggletooth Jan 5 2009, 11:27am says:

Has he drawn with black marker pen on his forehead?

+2 votes   media: Ryan
Swaggletooth Nov 18 2008, 10:44am says:

Looks great to me too! Just get rid of the yellow, orange and blue dots on the original texture :P

+1 vote   media: update 7 !
Swaggletooth Oct 20 2008, 3:39pm replied:

Agreed, psychological horror is so cliche now.

+1 vote   mod: Antilight
Swaggletooth Oct 8 2008, 5:29pm replied:

No, but you can get them in Diamond's model pack which you can get here


+1 vote   mod: ETC2
Swaggletooth Sep 12 2008, 6:59am says:

Tracking, this looks good :D

+1 vote   mod: Undercover Sanctuary
Swaggletooth Aug 12 2008, 9:01am replied:

With magic ;) I think there are some tutorials out on the net for adding Bloom to Half Life, Minuit added it to our mod (he has added it to most of the mods he has worked on)

+1 vote   media: New Map Screenshots
Swaggletooth Jul 5 2008, 8:57pm says:

Loving the new HUD, the blood looks great too. Blood is always hard to do in the HL engine

+1 vote   media: WIP
Swaggletooth Jun 27 2008, 8:06am says:

Hooray its coming to Source! :D Good luck with it, looks like you have it well on the way to being sorted :)

+1 vote   mod: Ragnarok Arena
Swaggletooth Apr 16 2008, 7:32pm replied:

No, we're only really just starting on the zombies. The new zombies will look different to the default HOE ones (which were just reskins of the old HL zombie)

The new zombies will fit in with the general monster look we're developing ;)

+1 vote   media: M21 Sniper Rifle
Swaggletooth Apr 15 2008, 5:18pm replied:

lol I haven't even touched that map yet. I will fix it up if I get time, but right now "The Alamo" isn't on my priority list.

+1 vote   media: Huey Helicopter
Swaggletooth Feb 19 2008, 9:49am says:

Mod looks interesting :)
IMHO it would look better if you used the Gearbox animations for the HGrunts, the Deleted Scenes animations kind of suck

+1 vote   mod: Welcome to Black Mesa
Swaggletooth Dec 7 2007, 5:54pm says:

Glad you were OK with my review, I feel I'm bashing it a bit too much now, so thats the last you'll hear of it! ;)
I seem to have been flamed more than anything, publish and be damned I suppose! BTW are you finding HIT really slow to access today?

+1 vote   member: D3ads
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