Firearms: Source is a team based first person shooter, rooted in the traditions of the Firearms mod for Half-Life. Firearms: Source brings the best aspects of Firearms to the Source engine, and then takes them a step further. You'll see a host of familiar weapons and maps, but you'll find the streamlined game play to be faster, focusing on aggressive, skilled play. From nearly the moment you spawn you can expect to be engaged in furious action.

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I hope all of you are getting excited about Firearms Source's release. With less than a week to go, we are starting to package the build and make sure it is ready for launch. Felipe "Stalk", founder of Modplay, recently tested Firearms Source with us during one of our stress tests and made a video showing some gameplay.

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I hope all of you are getting excited about Firearms Source's release. With less than a week to go, we are starting to package the build and make sure it is ready for launch. Felipe "Stalk", founder of Modplay, recently tested Firearms Source with us during one of our stress tests and made a video showing some gameplay. So, if you haven't seen it already, please head over to Modplay's Youtube or Moddb page to check out his latest mod gameplay video. He recently put together a 10 minute montage of Firearms Source that includes a variety of maps and weapons to give you a taste of what we will bring to release day. However, please note that somethings in the video are still in the works, like the HUD, and will look different on release day. So check out his video so I can stop rambling about the mod!


This weekend we are doing are last minute fixes, and doing our best to make sure the game is stable for release. We will be prepared to release a quick patch, a week or so after release, as all mods usually do. A reality of mod testing is that, unfortunately, we can't catch everything that may cause instability. But with that said, I assure you we will do our best to make sure everyone is able to run successful servers on release day. We will also try to release the Server Builds on Tuesday, so that people can begin to put up their servers prior to release.

Comments
zeldar
zeldar

Awesome.

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nobody_exec
nobody_exec

FA:SUM!

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Xylemon
Xylemon

Yes, indeed it is awesome

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Hitelf
Hitelf

cant wait :)

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Spooboy
Spooboy

I saw this on your page a long time ago. It looks really sweet and it changed my opinion on Firearms (from good to awesome :D). Thanks for showing it!

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nobody_exec
nobody_exec

hmm. those reloading animations are really short. you should at least add a boltpull when a mag is empty. would make it a lot more realistic

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StealthSilver
StealthSilver

There is one. =)

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nobody_exec
nobody_exec

really? i didnt see one in the video O_O. Well maybe im just blind.

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Spenzerr
Spenzerr

if your dying for more gameplay vids go here

Livestream.com

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SweatbackSTEEN
SweatbackSTEEN

i sure am excited

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MARiN3
MARiN3

the gameplay vid looks really nice, do you think there is xfire support for this mod ?

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soldiercfm
soldiercfm

I can see a BIG issue with the g36c's idle animation. It seems really annoying for your gun to be drooping and moving left and right and when you shoot the gun snaps back to the center to fire. I really hope you fix that because that would also be very distracting to a person sitting still looking for moving targets.

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soldiercfm
soldiercfm

I can see a BIG issue with the g36c's idle animation. It seems really annoying for your gun to be drooping and moving left and right and when you shoot the gun snaps back to the center to fire. I really hope you fix that because that would also be very distracting to a person sitting still looking for moving targets.

*edit* Oh wait, I think I just noticed something vital. In the bottom left corner, the character appears to have had both his arms crippled. Is it possible that the weapon sway is the result of realistic crippled limb effect integration similar to the one seen in Fallout 3?

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Mr.John
Mr.John

The animations are abit slow during magout/magin and some boltpulls. Their very calm and little aggressive.

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Savci
Savci

Wait, so switching to another weapon and back makes sniper shooting time less?

Also, so ironsights/sights are just for the visuals, or they zoom actually / help aim?

And hey, the new Config menu looks neat :D Although I liked the static images more over models.

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SteveUK
SteveUK

No, it doesn't. If it's a bolt action, the actual bolting action has to finish. It's not like CS where you can just quick switch.

Only the G36C has sights for release, they actually help aim.

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grzyb
grzyb

sweet!

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PaperOnFire
PaperOnFire

Shweet

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zaglis
zaglis

YESYESYES!!

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soldiercfm
soldiercfm

So does anybody have an answer to my question?

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FAS_Naota
FAS_Naota

What you're looking at isn't a feature of locational damage or anything of the sort, but just a plain old glitched animation cue. A gun or two in the game (I know the G36 and M60 for sure) has an issue where the "flavour" section of the idle animation plays in a constant loop right after it just ended. The intended behaviour is supposed to be like in any other FPS, where the gun uses either a very subtle idle loop or none at all for most of the time, and randomly calls the "flavour" animation (moving the gun around as if the player's arms were cramping up, flicking the scope guard, etc.) every 6-10 seconds when the player is standing still.

This will likely be fixed for RC 1.1, but we didn't considering it high priority enough to hold up RC 1's release with.

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nige111
nige111

Is it just me or does the game look a lot more... bullet spongey than the original Firearms?

You used to take only a few shots before you died in the original, but here I see 20-30 rounds fired into someone to drop them with an M4, yet a single mac10 magazine can kill 2 guys?

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[MI]Stalk
[MI]Stalk

I'm just going to be simple. The game is super hard. Your armor saves you. Be smart, or else you will die in a few shots. Be... a surprise.

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FAS_Naota
FAS_Naota

If you're talking about the M24, its current implementation is pretty awesome. The player can switch weapons right after firing it like you could in CS, but the next time they pull it out, they have to wait to cycle the bolt on it before they can fire it again. This effectively eliminates the quickswitch exploit while still allowing players to whip out their backup weapon at a moment's notice instead of being bogged down in long, uninterruptable animations.

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