Obsidian Conflict is a cooperative multiplayer modification set in the Half-Life 2 universe. It features a large amount of new gameplay features on all-new maps specially designed for the mod with focus on cooperative gameplay, as well as over hundred user-made maps following the same formula. In addition to that, You're able to play through vanilla Half-Life 2 all the way up to Episode 2, as well as experimental support for cooperative Half-Life: Source play.

Report article RSS Feed Obsidian Conflict Devblog Video #1

We've been quiet for too long again, heck, we almost could have reused the news post from last Christmas by now. So, to break the silence, we present you the first one of our "Dev Blog" Videos.

Posted by Sha~nya on Nov 18th, 2011

We've been quiet for too long again, heck, we almost could have reused the news post from last Christmas by now.

So, to break the silence, we present you the first one of our "Dev Blog" Videos. Those should allow us to give you guys a more constant stream of news posts, since we can show a lot more WIP and experimental stuff that way without focusing too much on full-fledged, pretty looking news.


Remember most of the stuff shown is more or less work in progress and thus subject to change, but feel free to tell us what you think still!

Post comment Comments
biodude
biodude Nov 19 2011, 10:51pm says:

I am amazed by this guys, did NOT expect that dual wielding. Keep it up guys, love the work

+4 votes     reply to comment
theTops
theTops Nov 20 2011, 12:12am replied:

It's going to make me feel like Rambo lol

+4 votes     reply to comment
XenoAisam
XenoAisam Nov 20 2011, 12:16am replied:

Rambo is fine too!

+3 votes     reply to comment
Seaal
Seaal Nov 20 2011, 1:53am says:

AWESOME WORK! Also, I'm so glad something new is here finally after the past YEAR!

+5 votes     reply to comment
Velancious
Velancious Nov 20 2011, 3:25am says:

Wow...that's ******* impressive... Nice comeback... ****! Now I gotta reinstall this Mod...

+4 votes     reply to comment
TeH_n00b_GaMeR
TeH_n00b_GaMeR Nov 20 2011, 3:54am says:

keep up the amazing work!

+3 votes     reply to comment
Maestro_Fenix
Maestro_Fenix Nov 20 2011, 5:24am says:

This took 1 day to be published. Lolfail.

+2 votes     reply to comment
xXMaNiAcXx
xXMaNiAcXx Nov 20 2011, 11:13am replied:

Why didn't you write it yourself then? Do you thik that the developers aren't busy with other stuff of their life?

Great job with the new changes by the way, can't wait to see the next devblog (Would be cooler if you guys used a mic and spoke the new things instead of writing).

+2 votes     reply to comment
z33ky
z33ky Nov 20 2011, 1:21pm replied:

He meant it took the ModDB staff one day.
I don't blame them though. One day is certainly a reasonable time IMO.

+2 votes     reply to comment
DemonAiri
DemonAiri Nov 20 2011, 9:38am says:

hmm the hands on the guns look a bit off

+2 votes     reply to comment
warbrand2
warbrand2 Nov 20 2011, 1:54pm says:

It NOT DEAD (some word explaining heavy excitement).

+2 votes     reply to comment
Callinstead09
Callinstead09 Nov 20 2011, 4:25pm says:

This is my most favorite HL2 mod! It has the older half life 2 feel while it adds so much great, new stuff to it!

+2 votes     reply to comment
xalener
xalener Nov 20 2011, 4:29pm says:

If only you guys were to experiment with the amazing shader editor that amazing man made.

+2 votes     reply to comment
Dr.Doozer
Dr.Doozer Nov 20 2011, 5:32pm says:

This question should not be taken as belittling at all. I'm wondering, with the Controllable Manhack, did you code that yourself, or are you using the Human Error code?

+2 votes     reply to comment
Sha~nya Author
Sha~nya Nov 20 2011, 6:16pm replied:

OC was released long before Human Error, so they are completely our work. Plus, our Manhacks actually aren't controllable but instead are deployable, AI-controlled Manhacks on the player's side.

+4 votes   reply to comment
Awesome_ninja
Awesome_ninja Nov 20 2011, 7:13pm says:

So any ETA on Steam release? pretty please? ^^
Awesome job like always!

+2 votes     reply to comment
xalener
xalener Nov 21 2011, 8:58am says:

KEEP THE RIDICULOUS COMBINATIONS.

Come on, we gotta be able to dual wield everything.

It's just so rare.

+3 votes     reply to comment
Phenixtri
Phenixtri Nov 23 2011, 1:27pm says:

Awesome as always guys but I have a few questions.

About the weapons will the recoil, shot spread, and damage for the weapons now be changeable from the scripts as well? Is there any possibility of an in game iron sight program similar to SMOD tactical that allows the player to easily set or tweak the iron sights
& recoil to their preference?

Also with the new dynamic scopes it should be possible to implement this new feature into the other weapons via skins or are you guys going to do this your selves with the existing models for all the scoped weapons?

Also I like the new options for the OICWs 20mm grenades with their point detonation and air bust modes. But does this mean that the OICW and smg1 will both have their own grenade ammo or will it be shared? If shared then I would like to see the same air burst option for the smg1 since its grenade launcher realistically speaking is a single shot built in 20mm launcher that uses the same ammo as the OICW.

And my last question is about the CS:S XM-1014 that was temporarily replaced by a SPAS 12. Did you guys fix the issue preventing you from adding it as well as having semi auto shotguns as well?

+2 votes     reply to comment
Sha~nya Author
Sha~nya Nov 24 2011, 11:44am replied:

Recoil and damage is on the todo list, spread can already be changed.
Ironsights can be set up ingame with the ironsight_adjust_* CVARs.

Dynamic scopes can be added to every weapon by modifying the weapon model, and yes, we are planning to add them to all the scoped weapons.

No, they both have their own grenades and the SMG1 will still be the same.

On the todo list as well.

+3 votes   reply to comment
Phenixtri
Phenixtri Nov 27 2011, 12:09am replied:

Great to know thanks for quick reply and best of luck to ya guys :)

+2 votes     reply to comment
Stealthgato
Stealthgato Nov 27 2011, 9:24pm says:

Omg, the new OICW is AWESOME. With that quality I want to see a combine sniper rifle made by the same guys ;)

One request, could you make it so or give an option so that scoped weapons don't automatically zoom back in after reloading? Can be annoying plenty of times, for me at least.

Also, are you going to include the player skins from skin packs and what not with this release so people can see each others skins without having to download extra stuff? Or new player skins of your own?

Great job guys, I'm really psyched seeing this. Looking forward to it.

+2 votes     reply to comment
Technodude010
Technodude010 Nov 30 2011, 7:28am says:

did you happen to slightly reskin the SMG1 model, because in GMOD i remember the red dot used to be half made because only the left side of the weapon is skinned

+2 votes     reply to comment
Paulisdead18
Paulisdead18 Dec 11 2011, 3:49pm says:

Good job. Honestly, if you keep up updates and stuff, it could be possible that this mod gains popularity, and possible compete with Garry's Mod. Just keep it up guys.

+2 votes     reply to comment
SabreXT
SabreXT Dec 20 2011, 9:02am says:

I'd prefer if firing from the hip was still accurate as I'm not a fan of iron sights. Hopfully healing can be made faster. Still, looking good.

+2 votes     reply to comment
Sha~nya Author
Sha~nya Dec 23 2011, 11:21am replied:

Hip accuracy is unchanged.

+2 votes   reply to comment
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Released Jul 9, 2008
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