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Gaming / Re: Hunt Down The Freeman: Your thoughts?
« Last post by Lateralus on February 24, 2018, 12:17:19 AM »
Game released and Zik and I are enjoying the lulz on the Source Modding Community Discord.
Lol I bet you are.
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Off Topic Discussion / Re: Random stuff thread of awesome
« Last post by Thomas on February 23, 2018, 07:34:52 PM »
Happy Lunar New Year! Now... does Valve know they're just jerking us around by referencing a franchise they have no intentions of continuing?



But Valve didn't make MegaMan. :coolbiden:
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Gaming / Re: Hunt Down The Freeman: Your thoughts?
« Last post by Thomas on February 23, 2018, 07:33:22 PM »
Game released and Zik and I are enjoying the lulz on the Source Modding Community Discord.
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Off Topic Discussion / Re: Weapons/Weapon Packs
« Last post by XChiz on February 23, 2018, 10:00:02 AM »
oh no i havent worked on anything for almost a year
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Gaming / Re: Hunt Down The Freeman: Your thoughts?
« Last post by Lateralus on February 22, 2018, 09:08:12 PM »
This rotten cancer-sore of a commercial Half-Life 2 Mod makes Prospekt look like Citizen Kane.
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Remods and Mod Specific Model Packs / Re: [The Unknown Menace] Remod
« Last post by zikshadow on February 22, 2018, 12:14:34 PM »
Updated this little thing a bit.

CHANGELOG:

1.1

- Added a couple of "chapter titles" at a few maps.
- Added an additional grunt to um9.
- Added fades at the intro.
- Added lip to wall merging doors, should no longer do that now.
- Added overlays to old unchanged TUM models (sub, world, para, plante, pesix, palf, leaf).
- Added sound qc trigger for v_grenade.mdl throwing.
- Added sound qc trigger for v_shotgun.mdl, removing the default scock1.wav.
- Added sounds to soundless doors.
- Bad ending no longer crashes the game.
- Changed beginning credits text.
- Changed the text in umhome to inform players of new stealth mechanics.
- Changed up the shotgun pump and pistol fire sound a little.
- Fixed a couple of grammar issues in the TUM wads (lunching and reserch).
- Found out that the assassin boss doesn't hurt you in skill 3 (Hard/Realistic), made it so that there's only 2 difficulties instead (Easy/Easyfied & Normal/Original).
- Good and bad ending text changed.
- Health boxes on walls now act like old HL healthchargers instead of healing you only if you stand still when using the box.
- Made "final boss" run slightly faster.
- Made the assassin boss slightly tougher, still easily dies with a short burst though.
- Made the trap room door unlockable.
- Made w_9mmar.mdl and w_crossbow.mdl smaller.
- Modified the triggers at the end boss so that letting him launch the missile then killing him won't break the ending (originally, doing that gave you both good and bad endings, with the scenes and text overlapping with each other).
- Old HUD replaced.
- Replaced burger.mdl.
- Replaced decals and gfx wads, should have better blood and new loading texts.
- Replaced music cues throughout the mod, the mod now uses HL2 music.
- Reskinned w_medkit.mdl.
- Reverted some of the textures in new halflife.wad to their original counterpart to fix the "textures looking weird" problem.
- hassassin.mdl replaced.
- leech.mdl replaced.
- v_357.mdl origins moved, model scale increased to prevent view clipping.
- v_9mmhandgun.mdl origins moved, missing face when drawing is fixed.
- v_satchel.mdl draw animation changed to prevent cutoff.
- v_satchel_radio.mdl origins moved, antenna texture changed, model scale increased to prevent view clipping.
- w_argrenade skin replaced with a higher res one.
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Off Topic Discussion / Re: Weapons/Weapon Packs
« Last post by Norman The Loli Pirate on February 20, 2018, 05:13:56 PM »
All this pro stuff
Cliffy you madman. I should finish my LD Barney and Shepherd hands for you.


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Releases / Re: [HL1] [9mmAR] Various AR15 Variants
« Last post by AleKK on February 19, 2018, 03:08:22 PM »
So, i've got some other questions about this pack

I've noticed, that most of your packs have bones for things that are not even animated. Why is that? Same situation was with some SC weapons, like Beretta or M16; i've been told, that these bones were some kind of "backup" for animator, plus, some may use them for their projects

Are you planning to make SC version of these anims? Like, something more "lengthy"?

By the way, in my opinion, M727 handguard and M203 barrel are a bit too long for it. M727 have roughly the same handguard length, as M4
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Releases / Re: [HL1] [9mmAR] Various AR15 Variants
« Last post by JohnChronic on February 19, 2018, 06:28:16 AM »
Everything is looking very, very sexy. Any chance for a re-up of your other HD/LD reanimations (specifically that rpg and crossbow, current links don't work for me).
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Releases / Re: [HL1] [9mmAR] Various AR15 Variants
« Last post by The ghost of Cliffmas FALs on February 18, 2018, 06:41:39 PM »
The mods are Smart Decoy and Uplink Extended respectively.

As for M16 variants, well actually...
Colt models 701, 703, 741 and 742 (as seen in this list) are all M16A2s with full-auto instead of burst fire. They're a little obscure but do exist. Most A3s have a flattop rail with the carry handle sight attached, unlike any of these models, but there are rare exceptions. Thus I labeled Romka's M16 as A3 for variety.

One thing I didn't account for was the Sven model, which has "M16A4" on the receiver despite having an A2 rear sight and no flattop. Most of the others conveniently have no markings.

I am a huge nerd.

Oh and I didn't use 5.0 Sven hands because I didn't know they existed. The only models in 5.0 that use them are grenades, Egon and crowbar. Will start using that mesh for new stuff, but there's not much point in patching everything I've done with something you'll barely ever see.
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