1. Post #81
    Battlepope98's Avatar
    April 2009
    536 Posts
    Hey, what model are you going to use for the thumper v and w model? I know someone made one a long while ago, but im not sure if he released it. This was for the hl2 beta of course.

    vid: http://www.youtube.com/watch?v=xHBbSVGTAa4

    the guy's name was essel

    Ill tell ya if I get it.
    Yes, I've been looking for that. =D
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  2. Post #82
    Battlepope98's Avatar
    April 2009
    536 Posts
    *Update*
    I've recently made the flaregun and irifle shoot farther.
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  3. Post #83
    Dr Pepper's Avatar
    October 2008
    3,543 Posts
    Does the flaregun do any damage?
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  4. Post #84
    Battlepope98's Avatar
    April 2009
    536 Posts
    Does the flaregun do any damage?
    It ignites npcs and players.
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  5. Post #85
    xXpyroHatakeXx's Avatar
    March 2009
    738 Posts
    It ignites npcs and players.
    Does it ignite all npcs and players?
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  6. Post #86
    Battlepope98's Avatar
    April 2009
    536 Posts
    Does it ignite all npcs and players?
    It ignites all bad npcs, and all players
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  7. Post #87
    Gold Member
    Sunnday3's Avatar
    February 2007
    618 Posts
    Can we get an Eta For Release?
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  8. Post #88
    Gold Member
    t-man's Avatar
    August 2006
    1,538 Posts
    I added more pictures to the gallery http://img690.imageshack.us/g/animale.png/

    I finally learned to convert hl2 and hl1 models to quake and quake 2, so I made the sniper, thumper,antlion, and soldier.
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  9. Post #89
    xXpyroHatakeXx's Avatar
    March 2009
    738 Posts
    Can we get an Eta For Release?
    what is an "Eta" ?
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  10. Post #90
    Gold Member
    Sunnday3's Avatar
    February 2007
    618 Posts
    Approximate Time of Arrival.
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  11. Post #91
    xXpyroHatakeXx's Avatar
    March 2009
    738 Posts
    Approximate Time of Arrival.
    oh duh -_-
    Eta...
    Estimated Time of Arival.
    Can someone please smack me? hard?

    fyi, Battlepope says Eta is "dunno."
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  12. Post #92
    Battlepope98's Avatar
    April 2009
    536 Posts

    Can someone please smack me? hard?
    *smack*
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  13. Post #93

    November 2009
    78 Posts
    what have you got left 2 do now then?
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  14. Post #94
    Battlepope98's Avatar
    April 2009
    536 Posts
    what have you got left 2 do now then?
    Lets see..
    This is my crazy little list for keeping track of crap.
    -----------------------------------------------------------
    1.cguard----------- DONE/Complete
    2.ml----------- DONE/Complete
    3.hmg1----------- Fixing crappy zoom bug
    4.immolator----------- DONE/Complete
    5.irifle----------- DONE/Complete
    6.sniperrifle----------- working on
    7.extinguisher----------- Fixing
    8.rollerwand----------- DONE/complete
    9.slam----------- DONE/complete
    10.brickbat----------- Not started
    11.gauss----------- Being strange right now
    12.binoculars----------- DONE/Complete
    13.alyxgun----------- DONE/Complete
    14.hopwire----------- DONE/Complete
    15.Molotov----------- DONE/Complete
    16.bugbait----------- DONE/Complete
    17.ar1----------- Adding 4 different fire modes
    18.rocket l----------- Need model for. Lua is done
    19.smg2----------- DONE/Complete
    20.stickylauncher----------- DONE/Complete
    21.stunbaton----------- DONE/Complete
    22.thumper----------- Not done yet
    23.iceaxe----------- DONE/complete
    24.Manhack----------- DONE/Maby adding
    25.OICW----------- DONE/ Adding night vision
    26.Cubemap----------- DONE/complete
    27.HKGR9----------- Need model/ Making lua for
    28.Mortar----------- Sort of started
    29.Vortex Grenade----------- Not started
    30.Admin Weapon----------- Not started

    I've also been buzy doing things for xXpyroHatakeXx and his model pack.
    And woa.. I never really counted how many weapons there were.

    P.S. Im not making the pulse sheild.

    Edited:

    *Update*
    Hey Guys!, Heavy found a new weapon!


    The Manhack!

    This will be included in the next pack.

    P.P.S. I won't be able to work on this untill the 27th due to christmas stuff.
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  15. Post #95
    Gold Member
    t-man's Avatar
    August 2006
    1,538 Posts
    I would make it throwable, and you can be a manhack in first person with this. I think that was intended
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  16. Post #96
    Battlepope98's Avatar
    April 2009
    536 Posts
    I would make it throwable, and you can be a manhack in first person with this. I think that was intended
    I think so too. But i'm just going with the beta one.
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  17. Post #97
    sekuza009's Avatar
    August 2009
    73 Posts
    Isn't the HKGR9 the same thing as the HMG1?
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  18. Post #98
    Gold Member
    ChrisR's Avatar
    June 2008
    1,169 Posts
    I think so too. But i'm just going with the beta one.
    Will it actually do damage as apposed to the one in beta, where you could only run around with it?
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  19. Post #99
    xXpyroHatakeXx's Avatar
    March 2009
    738 Posts
    Remember the whole manhack arcade idea in the beta?
    Well, my guess is that you were supposed to be able to play it, thus the random v_model for a manhack blade.

    Battlepope, make the damage the same as the manhack.
    It'd be even cooler to script it so you could become a manhack, but a Zombine can only dream....
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  20. Post #100
    Battlepope98's Avatar
    April 2009
    536 Posts
    Will it actually do damage as apposed to the one in beta, where you could only run around with it?
    Yes.

    Edited:

    Isn't the HKGR9 the same thing as the HMG1?
    No.

    Edited:

    Remember the whole manhack arcade idea in the beta?
    Well, my guess is that you were supposed to be able to play it, thus the random v_model for a manhack blade.

    Battlepope, make the damage the same as the manhack.
    It'd be even cooler to script it so you could become a manhack, but a Zombine can only dream....
    Maby so.
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  21. Post #101
    Gold Member
    t-man's Avatar
    August 2006
    1,538 Posts
    Hey, besides the w models I need, I also need the sniper box of ammo, http://half-life.wikia.com/wiki/File:Sniperrounds_l.png
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  22. Post #102
    Flubascrub
    Flubadoo's Avatar
    August 2009
    10,528 Posts
    you should make the OICW, hmg1 and sniper rifle actually zoom in a scope, not like it is now. The HMG1 should also have some recoil and become less accurate from sustained firing. The AR1 should have its ugly green crosshairs removed and have ironsights. Other than that, all is cool.
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  23. Post #103
    xXpyroHatakeXx's Avatar
    March 2009
    738 Posts
    Hey, besides the w models I need, I also need the sniper box of ammo, http://half-life.wikia.com/wiki/File:Sniperrounds_l.png
    I have the sniper ammo box model, pm me with your e-mail address and I'll send it to you.
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  24. Post #104

    December 2009
    48 Posts
    Did you get permission from anyone before working on this?
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  25. Post #105
    Battlepope98's Avatar
    April 2009
    536 Posts
    Did you get permission from anyone before working on this?
    Yes.
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  26. Post #106
    Chad Mobile's Avatar
    November 2009
    5,398 Posts
    Good work Pope, I've seen your name around the net about your work :keke:

    I'm making a Sourcemod. after you release this, is it okay if I use some models from this pack? I'll most definitely give credit where due.
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  27. Post #107
    xXpyroHatakeXx's Avatar
    March 2009
    738 Posts
    I'm making a Sourcemod. after you release this, is it okay if I use some models from this pack? I'll most definitely give credit where due.
    What's your mod? any links to pictures, videos, etc?
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  28. Post #108
    Battlepope98's Avatar
    April 2009
    536 Posts
    Good work Pope, I've seen your name around the net about your work :keke:

    I'm making a Sourcemod. after you release this, is it okay if I use some models from this pack? I'll most definitely give credit where due.
    What pyrohatake said, what's your mod going to be and what models do you want to use?
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  29. Post #109
    Hey battlepope, there already IS a Cubemap weapon in Garry's Mod and Half Life 2. Just go to the console and type give weapon_cubemap
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  30. Post #110
    Battlepope98's Avatar
    April 2009
    536 Posts
    Hey battlepope, there already IS a Cubemap weapon in Garry's Mod and Half Life 2. Just go to the console and type give weapon_cubemap
    Thats amazing, I didn't know that.
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  31. Post #111
    Gold Member
    ChrisR's Avatar
    June 2008
    1,169 Posts
    Hey battlepope, there already IS a Cubemap weapon in Garry's Mod and Half Life 2. Just go to the console and type give weapon_cubemap
    I tried doing that on GMod but it didn't give me anything.
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  32. Post #112
    Matsilagi's Avatar
    June 2009
    1,759 Posts
    It gives me nothing,it says #HL2_Cubemap, and i cant select-it, even in HL2.
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  33. Post #113
    xXpyroHatakeXx's Avatar
    March 2009
    738 Posts
    There isn't a model for it, so it doesn't work, sorta like the annabelle and alyxgun.
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  34. Post #114
    There isn't a model for it, so it doesn't work, sorta like the annabelle and alyxgun.
    It gives me nothing,it says #HL2_Cubemap, and i cant select-it, even in HL2.
    This weapon works, you just need to get rid of your AR2 or the SMG1 by going to console and typing ent_remove weapon_smg1 and ent_remove weapon_ar2. It has no model yes, so the models/shadertest/envballs and its textures should be included in the download too. "materials/models/shadertest/envballs". From envball_1 to envball_6, and don't bother including the Stunbaton in this, just go to the console and type give weapon_stunstick. And to make it easier to get weapon_cubemap without the AR2 or the SMG to stop you from getting it you can start singleplayer or multiplayer by going to options and un-check Start with Weapons or just go to the console and type sbox_weapons 0.
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  35. Post #115
    Battlepope98's Avatar
    April 2009
    536 Posts
    This weapon works, you just need to get rid of your AR2 or the SMG1 by going to console and typing ent_remove weapon_smg1 and ent_remove weapon_ar2. It has no model yes, so the models/shadertest/envballs and its textures should be included in the download too. "materials/models/shadertest/envball". From envball_1 to envball_6, and don't bother including the Stunbaton in this, just go to the console and type give weapon_stunstick. And to make it easier to get weapon_cubemap without the AR2 or the SMG to stop you from getting it you can start singleplayer or multiplayer by going to options and un-check Start with Weapons or just go to the console and type sbox_weapons 0.
    You don't need to get rid of any weapons, just use the scroll wheel on the mouse. And there is only one model for cubemap, not 1-6, AND yes i'm going to include the stunbaton, the stunstick it different from the stunbaton.
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  36. Post #116
    TheFacePuncher1's Avatar
    September 2009
    1,147 Posts
    That's odd, for me everything's working fine, no black and pink textures or launching stuff as pistols. Except for the fact that npcs cant use the weapons and that sometimes it sticks outta your crotch. (lol)
    Is the version I downloaded a less buggy one from before? And it's good to see you're progressing for v2.
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  37. Post #117
    Battlepope98's Avatar
    April 2009
    536 Posts
    That's odd, for me everything's working fine, no black and pink textures or launching stuff as pistols. Except for the fact that npcs cant use the weapons and that sometimes it sticks outta your crotch. (lol)
    Is the version I downloaded a less buggy one from before? And it's good to see you're progressing for v2.
    Nope. The one you downloaded is the only one i've relesed so far. For V2 I think I might make some npc weapons, without it coming from their crotch. =P
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  38. Post #118
    xXpyroHatakeXx's Avatar
    March 2009
    738 Posts
    This weapon works, you just need to get rid of your AR2 or the SMG1 by going to console and typing ent_remove weapon_smg1 and ent_remove weapon_ar2. It has no model yes, so the models/shadertest/envballs and its textures should be included in the download too. "materials/models/shadertest/envball". From envball_1 to envball_6, and don't bother including the Stunbaton in this, just go to the console and type give weapon_stunstick. And to make it easier to get weapon_cubemap without the AR2 or the SMG to stop you from getting it you can start singleplayer or multiplayer by going to options and un-check Start with Weapons or just go to the console and type sbox_weapons 0.
    Battlepope is making sweps that can be easily to get to, not some half-assed pack with console commands, so go away until you get some useful advice. Just don't go in the emo corner, thats mine.

    Oh yeah, Merry Christmas Eve everyone!
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  39. Post #119
    Your wasting your time battlepope, the weapon_cubemap is for mappers. And that Cubemap thing is for testing cubemaps with Source SDK, and that stuff with the final HL2 Alyxgun is true. Maybe that will be for Half Life 2: Episode Three? I hope that episode is better than The Orange Box engine, Half Life 2: Episode One engine uses Source Engine 7, The Orange Box has Source Engine 14 (Team Fortress 2 is Source Engine 15, a bit better.), Left 4 Dead 1 and 2 use Source Engine 16 and Half Life 2: Episode Three might use Source Engine 21
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  40. Post #120
    Gold Member
    t-man's Avatar
    August 2006
    1,538 Posts
    how is the stun baton and stunstick differnt?
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