Post

We don't actually really know how the HL1 beta shotgun double barrel anim looked like besides one screenshot, but we do know that E3 either didn't have one, or it did, but was somehow broken.

My friend was experimenting with some shotgun stuff for a while and he concluded that the screenshots we have of the E3 double barrel shotgun anim, is actually the anim "hidden" in the "pump_after_reload" max file for the shotgun in the HL SDK. The position match up in the screenshots we have for the anim. Another beta mystery solved. (for now...)
(last 2 screenshots are from my friend's beta recreation mod)

I might do another beta post prolly talking about how C1A2 was the turret hallway map originally and C1A2A being the retail offices map, but E3.

(Also if I posted this in the wrong category, plz correct me, thanks)
We don't actually really know how the HL1 beta shotgun double barrel anim looked like besides one screenshot, but we do know that E3 either didn't have one, or it did, but was somehow broken.

My friend was experimenting with some shotgun stuff for a while and he concluded that the screenshots we have of the E3 double barrel shotgun anim, is actually the anim "hidden" in the "pump_after_reload" max file for the shotgun in the HL SDK. The position match up in the screenshots we have for the anim. Another beta mystery solved. (for now...)
(last 2 screenshots are from my friend's beta recreation mod)

I might do another beta post prolly talking about how C1A2 was the turret hallway map originally and C1A2A being the retail offices map, but E3.

(Also if I posted this in the wrong category, plz correct me, thanks)
We don't actually really know how the HL1 beta shotgun double barrel anim looked like besides one screenshot, but we do know that E3 either didn't have one, or it did, but was somehow broken.

My friend was experimenting with some shotgun stuff for a while and he concluded that the screenshots we have of the E3 double barrel shotgun anim, is actually the anim "hidden" in the "pump_after_reload" max file for the shotgun in the HL SDK. The position match up in the screenshots we have for the anim. Another beta mystery solved. (for now...)
(last 2 screenshots are from my friend's beta recreation mod)

I might do another beta post prolly talking about how C1A2 was the turret hallway map originally and C1A2A being the retail offices map, but E3.

(Also if I posted this in the wrong category, plz correct me, thanks)
We don't actually really know how the HL1 beta shotgun double barrel anim looked like besides one screenshot, but we do know that E3 either didn't have one, or it did, but was somehow broken.

My friend was experimenting with some shotgun stuff for a while and he concluded that the screenshots we have of the E3 double barrel shotgun anim, is actually the anim "hidden" in the "pump_after_reload" max file for the shotgun in the HL SDK. The position match up in the screenshots we have for the anim. Another beta mystery solved. (for now...)
(last 2 screenshots are from my friend's beta recreation mod)

I might do another beta post prolly talking about how C1A2 was the turret hallway map originally and C1A2A being the retail offices map, but E3.

(Also if I posted this in the wrong category, plz correct me, thanks)

We don't actually really know how the HL1 beta shotgun double barrel anim looked like besides one screenshot, but we do know that E3 either didn't have one, or it did, but was somehow broken. My friend was experimenting with some shotgun stuff for a while and he concluded that the screenshots we have of the E3 double barrel shotgun anim, is actually the anim "hidden" in the "pump_after_reload" max file for the shotgun in the HL SDK. The position match up in the screenshots we have for the anim. Another beta mystery solved. (for now...) (last 2 screenshots are from my friend's beta recreation mod) I might do another beta post prolly talking about how C1A2 was the turret hallway map originally and C1A2A being the retail offices map, but E3. (Also if I posted this in the wrong category, plz correct me, thanks)

(Edited by Staff)
kapow10
barnpog7
Krystal the Fox
Krystal the Fox
Aug 7, 2023

Based and E3-pilled

Tehcooler
Tehcooler
Aug 7, 2023

the b

Reply to Tehcooler
Krystal the Fox
Krystal the Fox
Aug 7, 2023

The Be

Dog
Dog
Aug 7, 2023

We're slowly discovering more and more of the unknown half-life alpha! and this is probaly another step for another small yet important reveal

Tehcooler
Tehcooler
Aug 7, 2023

*beta

Reply to Tehcooler
Dog
Dog
Aug 7, 2023

oh right sorry

Reply to Dog
Tehcooler
Tehcooler
Aug 7, 2023

it's fine

Krystal the Fox
Krystal the Fox
Aug 7, 2023

Further

Theuaredead`
Theuaredead`
Aug 7, 2023

"I might do another beta post prolly talking about how C1A2 was the turret hallway map originally and C1A2A being the retail offices map, but E3." This is wrong. This is a theory that I proposed when working on HLAZ, it is not reality. This shotgun anim thing has also been known for awhile, a cleaned up version is even seen in HLAZ.

Tehcooler
Tehcooler
Aug 7, 2023

Yeah I should have mentioned that with the C1A2 thing, but got a massive dementia I guess. Also most of the weapon anims in AZ are modified too much to the point that they aren't really beta accurate tbh+I didn't even know it was known for a while, I don't keep up with the community lol

Reply to Tehcooler
Theuaredead`
Theuaredead`
Aug 7, 2023

We barely modify any animations. We... Remade the reload for the MP5 (because the original doesn't exist anymore) and added a holster animation. Modified the Pistol reload so it isn't a last fire animation like the default anim. Re-added the arm to the Gauss animations that lacked the arm being animated. Cleaned up the Shotgun double pump animation. Filled in the blanks of the missing RPG animations.

Reply to Theuaredead`
Tehcooler
Tehcooler
Aug 7, 2023

The MP5 anim was waaaay too innacurate, but it's not like it was gonna be remade to 544415114% beta no fake accurate so oh well The slide on the pistol anim was waay modified as well irrc, no clue why Props to reading gauss arm, because gauss (gauss) That I am not entirely sure about but alr close enough Think only few anims are missing for the original rpg so yeah Kinda funny thing for me is that you can kinda get a fully modeled viewmodel RPG from the max if you do some modifier shit