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Rooftops upgrades [WIP], coming to Steam release! This has probably happened to you. Shiny new da_streets!

Achievement Icons Needed
Double Action now has a reliable achievement system and we are ready to begin closed testing. Before we push the first batch to the public build, we need icons! This is where you and your fully sick MS Paint skills come in. If you want to put your own touch on the future of Double Action this is how to do it. Read on for the brief.

Icon specs
Each achievement needs one 64x64 colour icon (we'll use a desaturated and watermarked version for the 'locked' icon). The colour scheme must be simple and match our current title icon:

That is, black, white and yellow. You can also use the gold colour from this logo for secondary details or highlights. Designs must be clear and readable, but you can use any style you like. Vector art, hand painted, 3d renders, it's all good as long they all look consistent.

The icons should represent the achievement. I'm sure any avid achievement icon designer will have a ball coming up with their own designs. Here's the list of the first few we need:

Divepunch is its Own Reward - Get a divepunch kill
Michael Bay - Dive away from an explosion for reduced damage
Dodge This - Kill with a headshot at point blank range
SlowPro - Get three kills during one activation of slowmo
Skypunch - Kill a player with brawl during a superfall
Special Delivery - Cap the briefcase without killing anyone
Disco Stu - Earn 100,000 total style points
Potshotter - Get a long range pistol kill on an enemy holding a rifle

How to submit
Once you have made your icon you'll need to upload it to the net so we can check it out. If you don't already have an image service, Postimage is a good site. Then come to our super top secret development forums and post your icons! Even if you don't want to make icons for DA, feel free to come past the forums and contribute to the discussion anyway. We'll be picking the best icons that are consistent and clear reading.

There'll be more achievements coming soon and we'll need more icons so stay tuned to the Achievement Icons thread for more info as we have it!

Stay classy,
- The DA Team

Double Action: Update Inbound!

Double Action: Update Inbound!

9 months ago News 6 comments

We're pushing an update for Boogaloo IMMINENTLY. There are a bunch of damage balances which should make the game a little more solid. Grenades are back...

Now on Steam!

Now on Steam!

11 months ago News 6 comments

Double Action: boogaloo is now available on Steam! Vote for our next version name!

Steam Release Notes

Steam Release Notes

1 year ago News 0 comments

Double Action is mere days away from being released on steam. Updated maps, bugfixes and features. Read on for more.

Double Action: Boogaloo - ModDB Final

Double Action: Boogaloo - ModDB Final

1 year ago News 9 comments

Today we release the last and current version for ModDB!

Double Action is about diving, flipping, and sliding your way into 90’s action movie-inspired multiplayer mayhem. The game is completely free (no hats!), runs on Valve’s Source engine, and has been in development for about 3 years.
Post comment Comments  (0 - 10 of 334)
fleet84 Sep 23 2015 says:

This mod has so much potential. even as it is, it's still awesome but what happened to the future development of this project?

+1 vote     reply to comment
Guest Sep 18 2015 says:

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Boogiepingas Jul 12 2015 says:

Has development ceased for this?

+2 votes     reply to comment
Dementei Creator
Dementei Aug 15 2015 replied:

Not eternally, friend.

+1 vote   reply to comment
fleet84 Jul 1 2015 says:

what happened to you guys?

+2 votes     reply to comment
Dementei Creator
Dementei Aug 15 2015 replied:

We're still around, most of us are widely busy though. There are still plans for DA, it will just take a bit more time to pull through with it.

+1 vote   reply to comment
xlitee Mar 1 2015 says:


My favourite game was the HL1 SPECIALISTS...
In the current state this mod is like the SPECIALISTS beta, but I see something in this mod.

KEEP UT THE GOOD WORK GUYS!!! ADD MORE WEAPONS ETC. and this will be the best mods of all time!!!!

+1 vote     reply to comment
Ailin Feb 19 2015 says:

It's a great mod, a true tribute to The Specalists.
Though the persuader can be buggy a lot that it won't fire at all, even when pressing fire 3 times (other weapons work just fine).
I enjoy diving and shooting people into the head. Diving from a building on accident and quickly shoot the other person who fell off too is just awesome.

It's a real shame though that a lot of players are treating this like a AAA Shooter game like: CoD/BF/MoH.
There's just shitloads of people running around with the vindicator not even trying to use the diving option.
Hell there's a lot of people even camping with the vindicator.
I mean it's an Action Packed Stunt Movie, John Woo based game. Yet there they are camping.

+2 votes     reply to comment
Guest Dec 23 2014 says:

Is this something like The Specialists mod, only on HL2 engine ? If so... You got your self a new loyal fan!

+4 votes     reply to comment
Guest Dec 23 2014 says:

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PunishedLamia Mar 16 2015 replied:

Yes there are.

+1 vote     reply to comment
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Release Date
Released Jul 13, 2014
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48 votes submitted.

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Ratings closed.

Highest Rated (4 agree) 9/10

I'm kinda... disturbed that there hasn't been a review as of yet. But here's one I guess. This mod basically decided to bring the fun of games like Max Payne and Stranglehold into the magic of a first person multiplayer shooter and executes this surprisingly perfectly within a limited engine like Source. Even with the lack of players, when using bots I can have an absolute blast for hours on end just flying around and blowing everything up with doves going everywhere. Really the only problem I can…

Feb 17 2014 by Res1

Third Person Shooter

Latest tweets from @vinobs

@shilbert and by this scheme the filter is the lowpass, kernels are scaled so that energy contributed by all pixels is conserved.

Oct 7 2015

@shilbert 1d filters, that ends up being much faster than doing 2d kernel taps, O (2n) is better than O (n^2) obvs

Oct 7 2015

@shilbert happening during the horizontal sampling but it doesnt require a ring buffer. So you get one horizontal and one vertical pass with

Oct 7 2015

@shilbert yes yes and yes. One input pixels kernel gets tapped multiple times as it is scattered into the ring buffer. The same operation is

Oct 7 2015

@shilbert 1 to k because downsample is a scatter and 1 pixel goes into k rows

Oct 7 2015

@shilbert yes decode means byte to float and whatever other operations eg srgb

Oct 7 2015

@shilbert yes the ring buffer is that.

Oct 7 2015

@shilbert Upsampling is the opposite, a whole scan line is placed in each ring buffer one at a time, then pixels are gathered to the output.

Oct 6 2015

@shilbert There are a few other tricks too, eg instead of edge clamping we expand the edges by a margin and 0-fill, to avoid conditionals.

Oct 6 2015

@shilbert Each pixel scatters into the ring buffer, and then when a ring buffer has all contributions it gets collected into the output.

Oct 6 2015

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