Report article RSS Feed BrainBread 2 goes to greenlight!

Today we will bring you some very great news! We have recently published BB2 on Greenlight, and tomorrow Closed Alpha will go live!

Posted by JonnyBoy0719 on Aug 9th, 2014


Today we will bring you some very great news! We have recently published BB2 on Greenlight, and tomorrow Closed Alpha will go live! We also want to thank everybody who was on the stream today, and we hope you will enjoy BrainBread 2. And don't forget to vote us on Greenlight guys! ;)


  • Fixed a bug which would store bots to the global scoreboard for the map.
  • Fixed more tracing issues in the zombie spawn volume.
  • Added new ammo entities ammo_slugs & ammo_beretta
  • Hopefully fixed the flashlight to direct from the flashlight attachment on the gun (server side)
  • Added USE capabilities to the military npcs, they should now be able to open doors and what not.
  • Fixed weapon & item respawn times.
  • Minor updates in the FGD. (new ammo ents + weps, etc.)


  • Fixed a bug which allowed zombies to pickup weapons after the pickup sys got fixed.
  • Fred now finally runs
  • Every client now sends a message to the server when choosing a player model, the server checks if it exist (the model) and precaches it if so and allows you to use it. In other terms, any model can be used and added during gameplay.
  • Military npc's now has one grenade by default
  • The flashlight origin now directs from an attachment on the gun both server & client side. ( this origin will be used for attachments to the gun such as a flashlight, laser sight and what not. )
  • Fixed an issue in enabling & disabling player spawns. No input was accepted.
  • Minor bug fixes in the Remington's code & sounds.
  • Fixed some issues in the weapon damage system
  • Added the sawed-off, it's now working fully! Also the double shot does double damage now.
  • Fixed some tracing bugs in the zombie volume and some other minor issues
  • Fixed an issue where the briefcase icon wouldn't get removed.
  • Fixed the zombie limit counter, it wouldn't update the counter if using ent_remove / ent_remove_all
  • Fixed an issue when spawning, it wouldn't spawn in the desired point if there were an entity about 128 units around it (radius)
  • Fixed some animation issues in the sawed-off!
Post comment Comments
Joebama Aug 9 2014, 7:23pm says:

I have to admit, this project was pretty disappointing to me when the new team took it over, but it seems that this mod has gotten a lot better over time, and I'm actually pretty excited for the release of this now; so I'll vote for you guys on Greenlight.

+12 votes     reply to comment
JonnyBoy0719 Aug 9 2014, 7:36pm replied:

No doubt on that. By looking back, you can clearly see it has changed a lot, and many things has happened since then. And tomorrow, Closed Alpha will be released. Well, to be exact, in a few hours.

+4 votes     reply to comment
dave_5430 Aug 10 2014, 4:39pm replied:

I have to agree with this post.

But I still think the models look like they came straight from NMRIH and SMOD Tactical.

+2 votes     reply to comment
Point. Aug 15 2014, 2:52am replied:

Every pixel/polygon is made by our team :)

+4 votes     reply to comment
Pretador Aug 16 2014, 7:32am replied:

Your claim is pretty disrespectful to our hard working modelers.

+2 votes     reply to comment
lolmateus Aug 16 2014, 3:55pm replied:

me too!

+1 vote     reply to comment
JonnyBoy0719 Aug 19 2014, 5:19pm replied:

The Beretta is not ripped from anywhere, it was made from scratch by Teh Snake, here is the low poly and textured versions if you really want proof (you can also easily check trough the image library) ;)

+1 vote     reply to comment
D.E.G Aug 20 2014, 2:19am replied:

Still, you can make a copy of a tank voxel in ra 2 (look at the model and make same in other window) and say it was made by me from scratch.

+1 vote     reply to comment
JonnyBoy0719 Aug 21 2014, 6:04am replied:

How different does a Beretta need to look before it doesn't look ripped, but still looks like a Beretta? -CavJoshy93

They look the same, because its the same type of gun.

Every model we have is not taken from anywhere, the only place holder models we have are props and the temp arms + anims for the AK47 (which should be replaced now, since it took some time making the new animations). The place holders are from either HL2 or CSS, and those will be replaced while the progress goes on. But I have to say, its disrespectful against our modelers and tell them that they just basically ripped the model(s) from other games when they put their time into making them. If you guys still believe we just "ripped" the Beretta, then I will basically Install NMRiH again and take side by side picture of our model + theirs. And also include wireframe mode so you can see how many polygons they used and how much we used.

+1 vote     reply to comment
Dune_Jumper Aug 9 2014, 11:54pm says:

This is starting to look really fantastic!

+6 votes     reply to comment
nuddaninja14 Aug 10 2014, 8:48am says:

The weapons look like they are from M9K or FA:S on Garry's Mod. It's not a problem. They just look similar to me. Other than that, the mod is looking amazing!

+1 vote     reply to comment
JonnyBoy0719 Aug 10 2014, 1:27pm replied:

The guns is from nowhere, its animated by our animator SlaYeR and the models is made by our team.

+2 votes     reply to comment
TheDebonairNomad Aug 10 2014, 1:37pm says:

Congrats guys, the original BrainBread was one of my favorite mods back in the day.

+4 votes     reply to comment
PredatorX Aug 11 2014, 2:03am says:

BB for HL1 certainly was something fun and unique. But I always found it sadly didn't quite use its full potential. Sometimes a bit buggy, too.

+2 votes     reply to comment
KenWayneKazama Aug 13 2014, 9:58am says:

How to apply to the closed alpha? :D

+3 votes     reply to comment
druidsource Aug 13 2014, 12:06pm says:

The only problems I have with this mod is the HL2 zombie animations and that their body doesn't break into bits.

I only say that because that's how Brain Bread 1 was like. Anyways, good jobs on getting so far in a project.

+3 votes     reply to comment
JonnyBoy0719 Aug 13 2014, 2:09pm replied:

Don't worry about that, we are gonna redo all animations for zombies, players and other NPC's. But it will take time because we don't have anyone that can IK rig, and for the gore, it will come, modeling take time ;)

+3 votes     reply to comment
druidsource Aug 13 2014, 5:54pm replied:

Oh, that's awesome. I'm sure it's going to be great. I know it takes time, I actually just started modeling and I'm going to school for it. I'm going to follow this. Good luck!

+2 votes     reply to comment
vol4ok Aug 13 2014, 1:16pm says:

Looks way better that "No more room in hell" witch i thought it is awesome (before release) but disaponted, hope this will not disapoint.

0 votes     reply to comment
hunter2k Aug 13 2014, 1:45pm says:

Used to follow brainbread and be on the old ironoak forums, this is looking good!

+2 votes     reply to comment
HangPhyr Aug 13 2014, 2:59pm says:

So, what will significantly differentiate this from other zombie games, especially the various ones on the Source engine? The Greenlight blurb doesn't say too much.

I was a big fan of BB1 as it was fairly unique at the time. I guess it's too early to tell where BB2 is really going yet, I look forward to seeing where you guys take it.

+4 votes     reply to comment
Pretador Aug 16 2014, 7:29am replied:

The big difference is the arcade gameplay, the skill system.

+1 vote     reply to comment
DrDean Aug 13 2014, 4:00pm says:

The one thing I fear is that it will feel like another zombie source mod. It has to feel like BrainBread. Gibbing system is a must.

+3 votes     reply to comment
JonnyBoy0719 Aug 14 2014, 4:01am replied:

gore system will come (And Extreme gore), we are just taking our time with the mod :)

+1 vote     reply to comment
Pretador Aug 16 2014, 7:28am replied:

Gibbing will be added once we have the proper models to perform proper dismembering.

+1 vote     reply to comment
OhNoesBunnies! Aug 13 2014, 8:00pm says:

Yay more zombie games... :I

-3 votes     reply to comment
JewelOfRio Aug 14 2014, 7:36am replied:

Oh god not you...

+6 votes     reply to comment
Cuttlas Aug 14 2014, 3:49pm says:

What is the music name used in trailer?

+2 votes     reply to comment
SinisterExaggerator Aug 14 2014, 7:05pm replied:

Its music created by one of my friends.

+1 vote     reply to comment
Cuttlas Aug 14 2014, 8:48pm replied:

can u please upload it somewhere? it sounds so good to me :)

+1 vote     reply to comment
Point. Aug 15 2014, 2:50am replied:

I think after release, we'll release official OST

+1 vote     reply to comment
Cuttlas Aug 15 2014, 3:18am replied:

But is there any way for now to release trailer soundtrack? PLEASE, I really love it :)
Here is my e-mail:

+1 vote     reply to comment
JonnyBoy0719 Aug 15 2014, 12:59pm replied:

You can actually listen to it from ColonelTeaTime's Soundcloud, which is located here:

+1 vote     reply to comment
Cuttlas Aug 15 2014, 1:22pm replied:

GREAT, thank you man ;)

+1 vote     reply to comment
Mr-Moon Aug 15 2014, 12:08pm says:

Yeah brainbread is back my favorite mod for hl!

+1 vote     reply to comment
yoyobeerman Aug 15 2014, 4:40pm says:

Is there a way to apply for the Alpha? I would very much like to play this game.

+1 vote     reply to comment
wazanator Aug 15 2014, 11:56pm says:

Looks good so far but I really hope you do something about that killfeed.

+1 vote     reply to comment
Pretador Aug 16 2014, 7:27am replied:

This has already been dealt with, don't worry.

+1 vote     reply to comment
ili53 Aug 16 2014, 10:58am says:

I really like shooting zombies and I'm really tired of seeing promising zombie games and then they turn out bad. To give you a hint, you should put a lot of effort into zombie modeling and even ten times more in their animation, behaviour and AI. Zombies are slow and not smart, but they react to sound. I saw the making of "Resident Evil Apocalypse" and they explained their idea of zombie movement, which I find up to this date very realistic. They want to move towards their target, shoot 'em in the right shoulder and it's like you're pushing them back on that spot, but the rest of the body still moves towards you. Also study "The Walking Dead" zombies. They move pretty realistic, too.

Believe me, a lot of games / mods with "horrible" zombies ruined the whole gameplay. I had absolutely no fun shooting them. Learn from previous mistakes, which even AAA developers made! And remember: Aim at the head. One shot takes 'em instantly down!

+1 vote     reply to comment
JonnyBoy0719 Aug 16 2014, 2:54pm replied:

The zombie models are set to a certain polycount for Source Engine 1, we can't go and make them very high poly because there will be a lot of zombies present, if they were high poly the game will slow down or lag due to that problem (common issue in Source 1 and GoldScr). And for the animations, we will insert our own when we actually get the zombies an IK rig (Its for animators so they can animate the model properly), and the shoot in the shoulders, and legs animations is already in Half-Life 2 (where the first ones to use that i think), so we only need to re-animate that to our own, and it will look better. But for Classic mode, 1 shot kill will not work here, because Classic mode is the Arcade mode, its the only mode in the whole game that will be arcade, fun styled. But in our other modes, it will be more realism into it, so it will work for that instead. And for the AI, it will use NAV system later on, so they can be more smarter than they are right now (they use NODE system, which is basically point A to point B.)

+1 vote     reply to comment
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