I've been messing around with an iron-sight version of HL2's singleplayer for awhile now, and I've got a weapon movement/waver system in it that I think works better visually than RAv3's did. It has occured to me that some sick people may derive some pleasure from playing HL2 in this manner, so I'm offering it up for some critique. Like all my other half-finished stuff, it's experimental, so I'm not responsible for whatever nonsense it may cause.
At the moment, I don't have anyone who can willingly host such a file (a halflife2 mod?! better call fileplanet!!1) so for the moment just PM me and I'll email you a copy. Edit: Most Recent Version Is here
Like in RAv3, I'm interested more in the interface between player and weapon than in any technical marvels or added features. I'm trying to get something both natural looking and gameplay influencing, primarily in the field of first-shot accuracies and the timing influence of snapshots vs built firing stances. Please note it's quite a bit harder to use weapons in some circumstances, so it may have thrown HL2's balance off a bit. The scaling and pacing needs a bit of work, plus on the whole it is a bit rough. This is in no way a final indication of where I'm going, but it should give you a fairly good idea.
Perhaps, if I both get time and there is interest, I could redo something similar in HL2DM to give us infiltrators something to do during the wait.
Feel free to ask any questions.
As we find out below, I recommend that the game be run on hard only. If for some reason a crosshair appears you can remove it by typing "crosshair 0" in the console.
At the moment, I don't have anyone who can willingly host such a file (a halflife2 mod?! better call fileplanet!!1) so for the moment just PM me and I'll email you a copy. Edit: Most Recent Version Is here
Like in RAv3, I'm interested more in the interface between player and weapon than in any technical marvels or added features. I'm trying to get something both natural looking and gameplay influencing, primarily in the field of first-shot accuracies and the timing influence of snapshots vs built firing stances. Please note it's quite a bit harder to use weapons in some circumstances, so it may have thrown HL2's balance off a bit. The scaling and pacing needs a bit of work, plus on the whole it is a bit rough. This is in no way a final indication of where I'm going, but it should give you a fairly good idea.
Perhaps, if I both get time and there is interest, I could redo something similar in HL2DM to give us infiltrators something to do during the wait.
Feel free to ask any questions.
As we find out below, I recommend that the game be run on hard only. If for some reason a crosshair appears you can remove it by typing "crosshair 0" in the console.
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