This is Guard Duty. Put your feet in the shoes of Barney Calhoun, a security guard at the Black Mesa Research Facility who has no idea that the next few hours are going to change his life forever. Re-live the exciting adventure of Blue Shift, now re-created in the award winning Source engine.

Report RSS Weapons in-game
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23-down
23-down

Now that's most amazing..

Seeing the Opfor weapons in there is also epic..

I'd possibly enhance up upon the throw system. Hl2 never had a satisfactory system there. That being said I'd try to find new explosion sound effects and replace em with the default ones. They stick out terribly compared to the wonderful weapon sounds of yours.

That map looks equally impressive. Wonderful work once more.

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McSug4r Author
McSug4r

It´s general showcase, so don´t count that Op4 weapons will appear in GD too ( will be explained in the article later today). They are rigged for it mainnly for multiplayer purposes.

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TheObscure
TheObscure

Interesting. At least consider having the pipe wrench and deagle in the singleplayer as those weapons will add a lot of value to the game without compromising the overall gameplay.

Otherwise awesome update!

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ubilambda
ubilambda

The bullets don't seem to spread out, and the player doesn't lose his aim even after shooting continuously. I think it is worth working on it since in the current state, the combats would not be realistic with this low flareback. Other than that, it looks awesome!

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EvilGoodGuy
EvilGoodGuy

The spread does actually increase the more you shoot. If you pay enough attention you can see the blowback forcing the weapon spray upwards and increasing the space between hits. He's just doing burst mostly, so it's not getting terrible. It's sort of a middle ground between hl2 and CSGO. You need to remember that this is a HL game. We are not aiming for realism. Gameplay > Realism 😉

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23-down
23-down

@McSug4r: Yop makes sense and I'm glad about that. Wouldn't want it any other way. :)

Idea:

As far as npcs go: You actually could rig a M249, or desert-eagle npc together. throwing 1 or 2 of them at the bridge near the generator that requires a new power cell just to make life a little harder for the players. Naturally they shouldn't drop any ammo or weapons.

Or at least in the game .FGD :D

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NotFreeman
NotFreeman

Its nice to have an idea of how the game will feel And its nicer to see that it looks better than black mesa's gameplay

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Nokiaman
Nokiaman

That "cross" or w/e it is in Glock/MP5's muzzleflash looks too tacky IMHO.

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McSug4r Author
McSug4r

Thanks, any feedback is appreciated.

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peluche-nerv
peluche-nerv

This.

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Blue199
Blue199

This is some really epic news!

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Blue199
Blue199

I do feel like I should express my opinion on some of the weapons. Firstly, I feel like the satchel charges are just a tiny bit too small in Barney's hands. Secon, I think you could rework the mp5 reloading animation a bit, it looks somewhat odd, imo. Good work either way!

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McSug4r Author
McSug4r

Thank you, animations are not final. In the end, we plan to make different set of animations for whatever Shephard has the weapon in hand or Calhoun ;)

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JohnnyTheWolf
JohnnyTheWolf

Maybe it is just me, but the Magnum also looks small in Barney's hands. I mean, it is supposed to be a huge handgun, yet here, it looks like a Far West six-shooter.

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EvilGoodGuy
EvilGoodGuy

Thanks for the feedback :)

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Jcking1
Jcking1

Also I think it is just me, the textures on the satchel charges don't seem to be up to par as some of the other weapons. The Glock does look nice (better that BM's Glock for me).

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MyZombieKillerz
MyZombieKillerz

Yea lol the UVs are messed up on it right now, I tried fixing it but the materials aren't working properly on it right now so that's why, sorry!

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crazymancody895
crazymancody895

Awesome!

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Deltaslayer
Deltaslayer

I don't know why, but I laughed at the thought of Barney using a M249.
Great video, keep us posted!

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Gunship_Mark_II
Gunship_Mark_II

Lovely stuff, I especially love particles and sound design c:

Though I feel like pistols ( Glock and 357 ) should not have cross shaped muzzle, feels a bit out of place on them.

As for mp5 cross muzzle, you should mix it with non cross particle to make cross muzzle a bit more rare, so it won't look too distracting ( Media.giphy.com ), you can also play with its lifetime to make them appear more natural.

Also there's too much line smoke on Glock, it should be a bit more rare ( like after firing 8 bullets or more ).

Other than that they look awesome, I'm a big fan of Deagle muzzle flash, feels just right 👌

Thank you for putting your heart and sould in this project, we're all really appreciate what you're doing :)

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McSug4r Author
McSug4r

Thank you for kind words and also very constructive feedback :)

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Lopper
Lopper

Awesome

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flippedoutkyrii
flippedoutkyrii

Animations are solid as a rock! Only problem I have are their size and animations.

Pistols like the magnums look especially too small and lack significant impact in their sound design. Same goes for the shotgun, it should have a far more metallic racking sound and louder KABOOM.

Otherwise, this looks wicked! I remember all those weapon renders from, jeez, 8 years ago? The final models look very similar to them c:

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EvilGoodGuy
EvilGoodGuy

Thanks for the feedback :)
This is strictly a animations video. Everything else - sounds, textures, particles, are WIP still.
Quite a few people already seem to agree that the Glock and 357 are too small in their appearance. I personally tend to agree on the 357 looking too small as well.
So I'm sure we'll consider some changes based on this feedback.
Most of these are the same models from years ago, but with some changes. The mp5 for example, was heavily edited by myself - completely redesigned the buttstock, improved overall texture, resized the grenade launcher, and optimized a lot of the mesh. I also made small texture improvements for many parts of the shotgun and made completely new bump maps and spec maps for the grenade.

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poisonheadcrab
poisonheadcrab

These look great and I really like the smoke particles that emit from the barrel. Only thing I'd suggest here is to add a recoil and more spread to the machine guns.

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Guest
Guest

these are great but my only feedback is that the glock and the revolver look quite small and the shotgun's pump sound doesn't really fit in my opinion

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Centaur1um
Centaur1um

(buried)

I'm sorry, but I've been following this mod for the better part of 9 years, and enough is enough. You put out a couple of updates a year just to keep the hype alive, and it all just feels like WIP stuff. At least with OpFor2, we didn't waste people's time, and just announced that the project was halted indefinitely.

And don't get me wrong, if this mod did come out, I would pay any amount of money just to play it, simply due to the extraordinary amount of detail and hard work put into this game.

However, it's becoming abundantly clear that you do not nor have you ever had any actual plans on releasing this mod. At least, that's what DragoNOR had to say years ago in private, and it seems you're carrying the torch.

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McSug4r Author
McSug4r

DragoNOR has nothing to do with the mod for at least good 8-9 years and the project was bscly completely restarted (when he left) and there is nobody from the old team. In 2011/2012, this project and team were completely reformed and built from ground up. If he said anything about the project, it is completely irelevant and he has no right to comment the development so far as he knows nothing.

Saying that we never intended to release it is very unfortunate accusation.You are basically calling people, who work everyday for free on this a liars and it is very unpolite and insulting. It´s obviously a lie. I understand tha you might be frustrated, but you should choose your words carefuly in the future.

Bear in mind how long did it take to Crowbar Collective to finish BM:S (yes, it´s not even finished by this day!) and also please realize that we are working basically on 2 games at the same time and alltogether, there is even more content to recreate than if we were remaking only base Half-Life.

I know we don´t release much updates, but I objectively must say we do update more frequently than Crowbar Collective, not mentioning we are posting dev.blogs or just small picture updates from time to time. We cannot do much more, because it is actually waste of our development time.

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Centaur1um
Centaur1um

(buried)

I understand that he hasn't had anything to do with the mod in years, I'm simply stating what he told us many moons ago. I didn't know that the project restarted completely since the "Barney's Tale's" days, but I fail to see how releasing updates is a waste of development time. That said, there is a huge community of talented creators out there who would love nothing more than to contribute to this project, and fans out there who would love to contribute funding to this project to bring it closer to a release, including myself. With all this at your disposal, it leads me to suspicions that the DragoNOR days never ended. If you say they have, then I believe you. If what I said was hurtful in any way to the development team, then I apologize, but it's how I feel after waiting all these years, and after NOR put a really, really bad taste in my mouth.

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EvilGoodGuy
EvilGoodGuy

Where is this huge community of talented developers longing to contribute to our project? I sure as hell haven't seen them. At least none that are interested working for free. We get a ton of amateur applicants, mainly for level design. But often times their work/skill is so low that it's immediately clear they are not up to par and would cause far more work for us than they would complete. I literally cannot count how many thousands of hours I have spent, and still spend, heavily reworking previous and current members work so that it all has a cohesive visual standard.
DragoNOR is a perfect example of people that are part of the problem. They come in, expecting a huge talented team, then instead of helping complete the project, decide to just quit and leave - becoming the exact reason why we don't have a large talented team.
Your whining and intellectual failure to grasp the reality of the situation is not going to help this project get done any faster.
I appreciate the fans who wish they could contribute financially to help this complete more quickly, but unless they could contribute 30-40k a year, to just me alone, for the next couple years, then it's not going to help at all. I have bills to pay and a full time job to work so I don't live under a bridge. No one wants this project completed more than the team who has been working on it for 8+ years.

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Centaur1um
Centaur1um

(buried)

your*

Also how classy, calling me a whiner for giving my 2 cents. At least Sugar politely called me out, unlike this completely unprofessional response. I worked on a larger mod than this, and saw plenty of quality mappers, modders, modelers, etc because we put the effort forth, and sought them out. It sounds to me that only 2 or 3 people are actively working on the mod.

I believe you are not using your influence nor resources properly. You could reach out to the community as a whole explaining the reality of the situation, or find dedicated modding Discord servers, and reach out to as many quality mappers or modelers you can find. Crowd-funding with your influence would be enough to at least pay other mappers who would be capable to spend more time to the project than a working person as yourself. There's plenty of options available to this team that don't seem to be in effect. A couple people working on a mod means the mod is unlikely to see release. And I know I'd probably contribute a few hundred bucks a month.

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EvilGoodGuy
EvilGoodGuy

You have done nothing but passively and directly insult us throughout the years. It's quite telling when a person can go back and view your comment history to see how you have chosen to disguise your insults and non-constructive feedback as your "2 cents". Especially when you seem to be totally oblivious to the fact that your comments get instantaneously down voted by the community, whilst not having the level of self awareness to figure out why that might be and adjust your behavior accordingly.
What is this, the 5th or 6th time you have brought up what DragoNOR supposedly told you in private, which you insist on making public?
There are many reasons why we have gone the route we have, one being that we are legally not allowed to crowd fund due to the IP belonging to Valve. To claim we have not sought out talented individuals is just naive and completely unfounded. The reality is that most (talented - key word) people are not interested in Source anymore, especially when they could just add their work to the community workshop, rather than dedicating a massive amount of their time by joining the team officially.

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Centaur1um
Centaur1um

(buried)

You're extremely petty. There's no reason to argue with you.

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capomaster
capomaster

Looking good!
The animations are really good but they feel a little out of place, they might fit in Opposing Force but definitely not in Guard Duty.
And the Muzzle Flash feels too big for some weapons.

Apart from that, this looks awesome!

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McSug4r Author
McSug4r

Thanks for feedback. Calhoun is not such a pro as Cpt.Shephard, so we indeed plan to alter animations for Guard Duty a bit ;)

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DusanKostic
DusanKostic

Great job man REALLY GREAT!!!!! You have 100% support from me!!!! I just think that magnum and remote explosive pack are little bit small.

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EvilGoodGuy
EvilGoodGuy

Thanks man! We have noticed this common feedback and are taking it seriously :)

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Mort_Brain
Mort_Brain

Impressive.

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fooparistics
fooparistics

I think the spas-12 view model should be moved off the right just a bit more, other than that looks good.

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ReezeTheVampire
ReezeTheVampire

Love it. I do think the smoke trails tend to last a bit too long, though, and become distracting.

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Leviosah
Leviosah

Hell yeah.

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Description

Short reel showcasing weapons for OBM/GD in-game

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McSug4r
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OPBMweaponstuff.mp4
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