User:TheExplodingBarrel/Sandbox: Difference between revisions
User:TheExplodingBarrel/Sandbox: Difference between revisions - Internet Movie Firearms Database - Guns in Movies, TV and Video Games
User:TheExplodingBarrel/Sandbox: Difference between revisions
[[File:Hdtfawm-5.jpg|thumb|none|600px|...and cambering a new round.]]
[[File:Hdtfawm-5.jpg|thumb|none|600px|...and chambering a new round.]]
===Mauser Karabiner 98k===
===Mauser Karabiner 98k===
Revision as of 15:40, 20 August 2022
My sandbox for WIP projects (and maybe other stuff). I work on this stuff sporadically, so there will probably be long periods of inactivity between each major update; what I work on is also heavily dependant on what I'm currently interested in. Feel free to correct any typos/grammatical errors/coding errors that you may notice.
Demo: September 7, 2016 Full release: February 23, 2018
Developer:
Royal Rudius Entertainment
Publisher:
Royal Rudius Entertainment
Platforms:
PC
Genre:
First-person shooter
Hunt Down The Freeman is a 2018 video game developed by Royal Rudius Entertainment. A demo (although drastically different to the final game) was first released in 2016.
The plot presents itself as the opposing side of Half-Life, starting with the protagonist Mitchell, a HECU soldier deployed in Black Mesa during the incident, getting beaten up by Gordon Freeman and swears revenge on him.
Upon release, the game was critically panned and received a "Mostly Negative" rating on Steam, with a majority of the criticism being towards the glitches, level design, poor writing, and lack of direction. Though patches were released, a lot of issues remain.
The game had multiple scandals during development, including accusations of stolen assets and the usage of bots to get it approved on Steam's now-defunct Greenlight service.
The following weapons appear in the video game Hunt Down The Freeman:
Pistols
Beretta 92FS Inox
A Beretta 92FS Inox with wood grips appears in-game. It is the very first weapon the player can use in-game (acquired right when the game starts; it is given even before the melee weapon, which is a few steps behind Mitchell at the game's starting location), and is the standard handgun during Act 1. Like most of the other weapons that do not appear in Act 3, it is not seen again after its appropriate act.
A Colt M1911A1 can be used in-game. It is first seen during the opening cutscene, and Mitchell gets his hands on one during the Arctic section of Act 2, and uses it throughout; it is never seen again afterwards.
A pistol based on Half-Life 2’s rendition of the Heckler & Koch USP Match appears in-game. Even though Half-Life 2’s depiction of the USP was already somewhat stylised, Hunt Down The Freeman takes it a step further and turns it into a pistol that only superficially resembles the USP Match - it now appears to be striker-fired, and the hammer turns into a small, seemingly useless nub on the back of the slide, and certain features like the safety are completely removed. It is first seen being used by Civil Protection officers during Act 3, and Mitchell will be given one at the start of the raid on Black Mesa East.
A Heckler & Koch MP5SD3 fitted with a Tasco red dot sight can be used in-game. It is the second firearm acquired, being located under a large door, and will later be the standard submachine gun throughout the rest of Act 1. It is also Adam's primary weapon during Act 1.
An Sa vz. 61 Skorpion can be used in-game. It is first found on a table in a warehouse during Act 1 but is not seen again until Act 3. It is incorrectly chambered in 9x19mm Parabellum.
A Steyr TMP with its somewhat rarely seen shoulder stock can be used in-game. It is given to Mitchell at the start of the Black Mesa East raid, and will remain the standard submachine gun in the rest of Act 3.
A 12 Gauge Double Barreled Shotgun of indistinct manufacture can be used in-game. It is found right after the raid on Black Mesa East and is kept afterwards as the only shotgun in Act 3. A flashlight will be attached to it Left 4 Dead-style when it is picked up in order to navigate the areas after it.
The AK-47 can be used in-game. It is a rather strange hybrid of Type 1 and Type 2 AKs with the stock mounting bracket and left side of the receiver of a Type 2, but the right side of the receiver of a Type 1; it also has an unusable laser sight on the right side of the handguard. It, like many of Act 3's weapons, is given at the start of the raid on Black Mesa East; it also appears to be standard-issue within Mitchell's army.
An M16A4 (that incorrectly fires full-auto) with an M203 Grenade Launcher and a Trijicon ACOG can be used in-game. Mitchell will most likely first encounter it from a dead soldier at a fortification (this area was also one of the major criticisms of the game, incidentally) and will remain the standard assault rifle during Act 1. It is also the only weapon to have an attached underbarrel grenade launcher.
An Accuracy International Arctic Warfare Magnum can be used in-game. It is the first sniper rifle acquired, given by Adam, and is the standard sniper rifle in Act 1. It is incorrectly chambered in 7.62x51mm NATO, and further more incorrectly shares its ammo with the AK-47.
A handheld General Dynamics GAU-17/A styled after the handheld M134 minigun seen in Terminator 2 can be used in-game. It is only used in a rather bizzare scripted defence segment where Mitchell has to fend off Gunships attacking a train while standing on top of said train.
M18A1 Claymores can be used in-game. They incorrectly function like proximity mines instead of remotely detonated ones.
M18A1 ClaymoreError creating thumbnail: File missingA few Claymores in a tent.Error creating thumbnail: File missingMitchell holds an M18 and looks at a deployed one. Of note is that the top section appears to have been referenced off the Type 66 (a Chinese copy of the Claymore), albeit with slight differences.Error creating thumbnail: File missingShooting it yields rather predictable results.Error creating thumbnail: File missingMitchell comes across a field of Claymores at a rather inopportune time. These Claymores are the main obstacle for this puzzle, where Mitchell has to traverse the Claymores and disable them. Setting off these Claymores will kill Mitchell no matter what distance he is from them.
The Franchi SPAS-12 is only seen once in the final game, which is in a cutscene near the end of the game. The model appears to be from Half-Life 2. It is also seen in the demo; this time the model appears to be from Left 4 Dead 2.
A Heckler & Koch MP5A3 appears in the recap cutscene that plays when the demo is launched. The model appears to be from Counter-Strike: Source. It also appears as the HUD icon for the MP5K.
The Heckler & Koch MP7 Prototype model from Half-Life 2 can be seen in the hands of rebels, Civil Protection officers, and Mitchell's soldiers. It can be seen in both the demo and the final game.
A Remington 870 Field Gun is the standard shotgun in the demo. It is simply a reskin of the SPAS-12 from Half-Life 2, and retains the "fire both barrels" feature from there.
Low-detail handguns vaguely resembling the Stechkin APS can be seen in the holsters of Nick and other NPCs. Like the Five-seveN, it is never unholstered.
Afraid of Monsters is a mod for Half-Life developed by Andreas "ruMpel" Rönnberg. It was first released in 2005 with an updated "Director's Cut" released in 2007. A Co-op version of AoM:DC called Afraid of Monsters: Dark Assistance was released into beta in 2020.
Afraid of Monsters follows David Leatherhoff, a drug addict who visits a hospital for rehab. During a trip to the restroom, he passes out and when he wakes up, the hospital is seemingly abandoned and filled with monsters.
The game received a spiritual successor in the form of Cry of Fear in 2012.
Note: firearms in Director's Cut are not named during gameplay; the names listed for the Director's Cut firearms are from the closing credits, which lists off each weapon and its modeller, animator, and texture artist. The exception to this is the L85A1, which is never named during gameplay nor the credits.
The following weapons appear in the video game Afraid of Monsters, Afraid of Monsters: Director's Cut, & Afraid of Monsters: Dark Assistance:
Pistols
Handguns in Director's Cut are split into two categories: the first being "small" handguns, and the second being "heavy" handguns. The first category includes the Beretta 92FS, the Glock 19, and the P226. The second includes the Colt Anaconda and the Desert Eagle. All weapons in the first category share ammunition, despite the caliber and magazine differences.
Beretta 92FS
The Beretta 92FS appears as the world model for the Beretta 92FS Inox in the original Afraid of Monsters. The model is from the optional HD model pack from Half-Life.
The Beretta makes another appearance in Director's Cut as the "Beretta", this time with an Inox slide and barrel. It is between the Glock and P226 in terms of power, packing a higher magazine capacity than the P226 and more damage than the Glock, but has a smaller capacity than the Glock and less damage than the P226.
The Colt Anaconda appears in Director's Cut as the "Revolver". Interestingly, a few points in the game files indicate that it was meant to be a Taurus Raging Bull.
Firstly, some of its sound files have the prefix "bull_". And secondly, the back of the cartridges say ".454 Casull".
The Desert Eagle Mark XIX appears as the "DGL" in the original. Its model is of the .50 AE version but its ammo pickups say .357 Magnum on them. It also has a six-round capacity, which is not on any Desert Eagle model. Strangely, a second, lower-quality model can be seen offscreen on the viewmodel; it is unclear why is it there, as it is never onscreen. This model appears to have a fluted barrel like those on the .44 and .357 versions. This second model is also a Mark XIX variant, as it has the scope rails.
The Desert Eagle returns in Director's Cut as the "Desert Eagle". This time it has a matte black finish and wood grips, making it heavily resemble the Bruni Combat, a blank-firing copy of the Desert Eagle. It is slightly weaker than the Anaconda, despite firing a larger cartridge.
The Glock 19 appears in Director's Cut as the "Glock". It has an incorrect 20-round capacity and full-auto firing mode. It deals the least amount of damage out of all the handguns but makes up for it with its high capacity and full-auto firing mode.
The SIG-Sauer P226R appears in Director's Cut as the "P228", and is the first firearm David comes across. It does the most damage out of all the small handguns, but has the lowest magazine capacity at 13 rounds.
The IMI Uzi appears in Director's Cut as the "Uzi". It holds 25 rounds in its 32-round magazine. It deals more damage than the MP5K but has a lower magazine capacity
The Mossberg 500A appears in the original game as the "SG". Strangely, it can fire two shells at the same time, as it is functionally identical to Half-Life's SPAS-12.
An AKS-47 with a GP-25 grenade launcher appears in the original game as the "9MMAR". It is functionally identical to Half-Life's MP5SD3 and as such, shares ammo with the Beretta 92FS. Ammunition for the GP-25 is incredibly rare, only appearing twice throughout the entire game.
The Enfield L85A1 appears in Director's Cut; it is not assigned any name during gameplay, but the game files refer to it as the "gm_general". It has infinite ammo and is unlocked when the player sees every ending in the game. The model is from S.T.A.L.K.E.R.: Shadow of Chernobyl.
Error creating thumbnail: File missingEnfield L85A1 with SUSAT scope - 5.56x45mm NATOError creating thumbnail: File missingDavid finds the L85 in the Room of Letters.Error creating thumbnail: File missingThe "IL 86" in idle.Error creating thumbnail: File missingDavid fires the L85, surprised he hasn't gotten a popup saying "The weapon has jammed. You need to reload." Note that the casings eject out the right, despite the left-handed ejection port. Also note that the bolt doesn't move.Error creating thumbnail: File missingIt also has a functional scope, and is the only weapon to have one. It serves little practical use in-game however, as most of the game's combat take place at extremely close ranges, and the only enemy that would benefit from having a scope is quite rare.
Other
M7A3 CS Gas Grenade
The M7A3 CS gas grenade appears in the original AoM as the "HE". It incorrectly functions as an explosive grenade. Its model is based on (but not identical to) the "HE Grenade" from Counter-Strike.
The Desert Eagle Mark XIX returns as the "Pistol" and functions similarly to its Postal 2 counterpart. It has a 7-round capacity, correct for the model in-game.
Error creating thumbnail: File missingMagnum Research Desert Eagle Mark XIX - .50 AEError creating thumbnail: File missingThe Desert Eagle as seen in the inventory.Error creating thumbnail: File missingThe Dude pulls out his Desert Eagle at the back of a fire station; unlike Postal 2, there is no slide releasing when readying the weapon, nor is there a physics-defying automatically locking slide when holstering.Error creating thumbnail: File missingHolding the pistol; also unlike 2, the hammer is now properly cocked.Error creating thumbnail: File missingPerforming a magdump on the backdoor; note the modeled round being chambered.Error creating thumbnail: File missingMagazine emptied, a reload is warranted; the first step is apparently not pulling out the magazine (the Dude simply mimes pulling out the magazine) along with making a round spontaneously appear in the chamber.Error creating thumbnail: File missingThe second step is inserting in a magazine that apparently lacks the spring and follower, as the rounds (visible through the side window) are stacked all the way to the bottom. The Dude also demonstrates some legitimately appalling trigger discipline.Error creating thumbnail: File missingThis is finished off with a tug of the slide, somehow not causing a double feed in the process.
SIG-Sauer P250 Compact
Introduced in the "The Cure" update, the SIG-Sauer P250 appears in-game as the "P350". It is one of the few weapons to not have appeared or have an equivalent in any previous Postal game.
The Smith & Wesson Model 629 Stealth Hunter appears in-game as the "Revolver" and functions not unlike its Postal 2: Paradise Lost counterpart. It has an incorrect 7-round cylinder.
A fictional quad-barreled shotgun known as "The Fournicator" was added in the "Dream of Scooter Fournication" update, and its model being updated in the "The Cure" update. It holds an appropriate 4 shells and has two firing modes: the first firing one barrel at a time, and the second firing all four barrels.
The AKM appears in-game as the "AK", and is the standard automatic weapon in the game. Its presence may be a reference to a CNN showcase of the original Postal, where a silhouette of an M16 was described as the "unmistakable image of an AK-47 rifle". It recieved a new model on the "Thursday" update.
The M16A4 was added in the "Tuesday" update and is referred to as the "M16". It has an incorrect 35-round capacity and has a higher rate of fire and more controllable recoil than the AKM, but has a seperate ammo type and deals less damage. Of note is that when it was first added, it had two front sights.
Half-Life 2 is a 2004 first-person shooter developed by Valve Software and the sequel to Half-Life. It was followed by two episodic sequels, Episode One and Episode Two, released in 2006 and 2007, respectively. In 2020, 13 years after the release of Episode Two, a prequel known as Half-Life: Alyx was released as a VR exclusive.
Approximately 20 years after the events of the first game, the world is under the oppressive rule of an interdimensional empire known as the Combine. Gordon Freeman, having been put into stasis by the G-Man at the end of Half-Life, is awakened and placed on a train headed for City 17, an Eastern European city serving the Combine's capital, where he quickly becomes involved in the resistance movement.
In September 2003, a year before the game's release, a hacker stole an unfinished build from Valve's servers which was later leaked onto the internet. The firearms featured only in this leaked version are detailed at the bottom of this page in the "Cut Weapons" section.
Handguns
Heckler & Koch USP Match
The Heckler & Koch USP Match in 9x19mm is the standard issue sidearm of the Combine's "Civil Protection" police force. It is first seen wielded by a guard in the train station and is soon after used against the player as they flee across the rooftops in the chapter "Point Insertion". Later, one can be taken from a slain CP and then used throughout the game. Its stopping power is lax, but its decent accuracy, rate of fire, and high capacity make it suitable for a variety of applications, such as attacking weak but difficult to hit enemies like headcrabs and manhacks and setting explosive barrels on fire from a distance. Oddly enough, while it can be found in many supply caches and beside civilian corpses, Resistance members are never actually seen using it.
Despite it using standard 15-round magazines (with finger-rest floorplates like in the picture below), it holds 18 rounds like the extended magazines that are meant to be used in conjunction with H&K's "Jet-funnel" extended mag-wells.
Early versions of the game had a bug which allowed the player to "charge" a shot by holding down both the primary and secondary fire buttons at once, resulting in a shotgun-like spread of multiple bullets; this was fixed in Episode Two and in the May 26th, 2010 update for the base game and Episode One.
Error creating thumbnail: File missingHeckler & Koch USP Match - 9x19mm ParabellumError creating thumbnail: File missingGordon pulls out his USP.Error creating thumbnail: File missingThe USP in idle.Error creating thumbnail: File missingFiring the pistol. Note that the barrel weight is incorrectly shown as completely solid, which would prevent the barrel from tilting and permanently lock the action; it is also lacking a chamber. Due to a bug, the pistol does not eject casings, however its counterpart in pre-release E3 demonstrations did.Error creating thumbnail: File missingStarting the reload will have the slide lock back on its own, no matter how much ammunition was remaining, and will for some reason make the magazine move to the left slightly.Error creating thumbnail: File missingGordon then dumps a magazine...Error creating thumbnail: File missing...shoves in a new one...Error creating thumbnail: File missing...gives it a smack...Error creating thumbnail: File missing...which apparently also releases the slide. Note the markings on the grip; the HK logo has been replaced with what appears to be a Black Mesa logo, and the text "USP" has been replaced with "K.HU".Error creating thumbnail: File missingGordon looks at another USP Match and an 9mm ammo box. Note that the aforementioned marking on the world model actually says "HK USP", as it is based on a slightly older version of the view model and appears to have a very blocky trigger. Also of note is the ammo box, whose markings indicate that it was manufactured at the Lake City Army Ammunition Plant in 1993; how so many of them wound up in Eastern Europe, however, is anyone's guess.
Colt Anaconda
The Colt Anaconda is first acquired by the player in a Civil Protection outpost in the chapter "Water Hazard". It's powerful, accurate, and can kill many lower end enemies in one shot and most of the higher end ones with a well placed shot to the head. Its accuracy makes it effective at long range if its user utilizes the suit zoom. Simply zoom in on an enemy's head, quickly zoom out, and fire.
Ammunition for this weapon is rare when you first get it. Later on it becomes a little more common, but resupply remains relatively infrequent, which means it has to be used sparingly, compounded with its low ammo reserve of only two cylinders.
Strangely, it is said in-game to be chambered in .357 Magnum (both its in-game name and ammo pickups refer to it and its ammunition as .357), and its markings identify it as a Colt Python Elite, reading "PYTHON ELITE .357 MAGNUM" (its HUD icon is of an actual Python Elite however); it seems the developers had intended to implement a Colt Python but had referenced the model from an Anaconda.
Error creating thumbnail: File missingColt Anaconda - .44 MagnumError creating thumbnail: File missingGordon draws his Anadonda.Error creating thumbnail: File missingThe Anaconda in idle.Error creating thumbnail: File missingFiring the revolver; the cylinder and hammer don't move when doing so.Error creating thumbnail: File missingGordon reloads his Anaconda, after wasting one third of his supply of rare ammunition, starting off with a visible push of the cylinder release, presumably to make up for the lack of one in the previous game...Error creating thumbnail: File missing...and opening up the cylinder and ejecting the rounds. Note that the cylinder is just floating in mid-air, and that the crane and ejector rod are completely static. Also note that the headstamps identify the cartridges as .357 Magnum, another indicator that it was meant to be a Python.Error creating thumbnail: File missingHe then loads in some new rounds. These rounds, however, have struck primers, no bullets, and are not held together by a speedloader, which is unlikely to do any good.Error creating thumbnail: File missingHe will then proceed to inadvisably flick the cylinder shut...Error creating thumbnail: File missing...and give it a nice, if impossible, spin; this does not actually serve any purpose relating the loading the gun whatsoever, and appears to have been done purely to extend the reload animation.Error creating thumbnail: File missingGordon looks at an Anaconda and a .357 ammo box. The world model for the Anaconda is just a retextured version of Half-Life's model; the world model also includes a grip medallion which isn't present on the view model, and the markings on the barrel actualy says "Colt Anaconda", unlike the view model. The rounds in the ammo box are also of note, as they have silver colored cases with soft point bullets and the rounds themselves are about the size of the revolver's entire cylinder.Error creating thumbnail: File missingSide profile of the Colt's viewmodel. Note the Colt Python Elite markings on the barrel, despite the revolver more closely resembling an Anaconda.
Alyx Vance's pistol
Alyx Vance wields a custom, unnamed pistol in Half-Life 2 and its following episodes. The pistol does not appear to be based on any known firearm, but it is implied that it is the same pistol that appears in Half-Life: Alyx, which is a Para-Ordnance LDA; however, there are multiple differences between the two, such as it lacking most of the upgrades from that game and is equipped with an extended magazine, which was explicitly cut from Alyx. It uses the same sound effects as the USP Match, but it was given unique sounds in Episode One; this was not changed in the base game.
Originally, it had the ability to change into an SMG and a carbine; the rear of the pistol's top would extend out backwards to form a stock, and the forend would extend forwards and have a foregrip unfold from it. When changing from SMG to rifle, the barrel shroud would form a barrel extension and the stock would extend even more. While this feature was cut, the animations can still be found in the game's files.
While not intended to be used by the player, PC players can use the console command "give weapon_alyxgun" to acquire it. The weapon lacks a viewmodel (it uses the world model, as evidenced by the model constantly clipping through the player's view or changing the "viewmodel_fov" with a higher increment than the default). The weapon has a 30 round magazine and can switch between fully-automatic and semi-automatic modes; the semi-auto mode sounds like a 3-round burst, but still only fires 1 shot.
The second Heckler & Koch MP7 prototype is the main weapon for most Resistance members and Combine Soldiers, and is also issued to Civil Protection teams in volatile situations. Gordon can first acquire the gun from CP officers wielding the SMG in "Route Kanal". It is modeled with two protruding barrels, and a full top rail which has fitted on a small and unusable holographic sight. The in-game MP7 holds 45 rounds per magazine, even though the real MP7 only comes with 20, 30 and 40 round magazines, and the in-game weapon is not modeled with an extended magazine.
The MP7 comes with a secondary fire capability, which allows it to fire explosive grenade rounds. The player can carry up to 3 grenade rounds at once, and there is no reload animation between firing, the weapon apparently carrying the entire grenade ammo pool at once and able to fire them semi-automatically. The MP7's model does not feature any mounted grenade launchers; instead, the grenades seem to be fired out of the second barrel above the normal gun barrel, which itself is also smaller in diameter than the grenades it fires. The MP7 itself is also too small to plausibly contain a launcher, let alone storage for three grenades and a semi-automatic feed system for them.
These abilities are uncharacteristic of the MP7, but are characteristic of the OICW assault rifle (which was originally the Combine's standard issue automatic weapon, the role the MP7 now fills). Given the correlation, it can be surmised that when the developers opted to use the MP7 as the generic automatic weapon, they grafted the OICW's grenade launcher capability onto it to make it more useful.
Given the opportunity, Resistance members using this weapon usually discard it in favor of a more powerful Pulse Rifle or SPAS-12 shotgun.
Error creating thumbnail: File missingHeckler & Koch PDW (2nd prototype) - 4.6x30mmError creating thumbnail: File missingGordon pulls out his MP7.Error creating thumbnail: File missingThe MP7 in idle. Note the full-length top rail (which would only be introduced on the final production MP7), lack of fire selector, and two protruding barrels.Error creating thumbnail: File missingFiring the MP7. Note the ejected case, which is not only the wrong shape (the case for the 4.6x30mm cartridge is much longer and is bottlenecked), but also say ".45 Colt" on the headstamps, even though the MP7's ammo box pickups have the correct caliber written on them.Error creating thumbnail: File missing45 rounds later, Gordon reloads...Error creating thumbnail: File missing...and slaps in a new mag. Of note is that the magazine actually stays completely stationary within the gun, and Gordon just slaps the bottom of the grip, however considering that the bottom of the grip is almost always offscreen, this is not very noticeable. The charging handle is also never pulled.Error creating thumbnail: File missingGordon fires a grenade from his MP7. Note that the grenade appears to come out of the center of the screen, and that the back of the grenade appears to have something really bad happen to it.Error creating thumbnail: File missingThe grenade explodes on impact.Error creating thumbnail: File missingGordon looks at an MP7, one of its grenades, and a box of 4.6mm ammunition. Note that the MP7 appears to have some rather strange proportions, as the rear grip appears to have been moved back and lowered slightly, done to reuse animations for the cut MP5K, which was originally meant to be the SMG. Also note that the ammo box claims that it holds 20 rounds (even though it looks like it could fit at least a hundred), but actually gives Gordon 45 rounds; the amount of ammo the MP7 pickup gives you is also of note, as it seems to vary depending on difficulty. The grenade appears to have been based on the 20x28mm grenades used by the OICW, in yet another remnant (although the model is not the same one that was used when the in-game OICW could still fire grenades).Error creating thumbnail: File missingA Resistance member reloads her MP7. NPCs reload the MP7 by inserting a magazine behind the foregrip and pulling a charging handle of the left side of the gun; like the odd proportions of the world model, this is a result of reusing the third-person animations for the MP5K.Error creating thumbnail: File missingGordon looks at an Overwatch Elite reloading his MP7; this is the only Elite in the game to use an MP7, whereas every other Elite uses the OSIPR. This Elite will also attempt to use the MP7's altfire to no avail, only playing the charging sound effect of the OSIPR's altfire.
Shotguns
Franchi SPAS-12
The Franchi SPAS-12 without a stock is used by the Combine Overwatch and some Resistance members. It is first given to the player by the crazed Ravenholm preacher Father Grigori in the chapter "We Don't Go To Ravenholm...". It is very useful in close quarters combat, particularly against Headcrab Zombies and Antlions. One soldier in each Combine squad is equipped with the SPAS-12. It is also used by some major characters on occasion.
In Half-Life 2, like many other games, the player can only use the SPAS-12 in pump-action mode, while the real one can be switched between semi-auto and pump-action based on the power of loads it's using; NPCs appear to use the weapon in semi-auto mode, however. It only holds six shells like the short barreled variant, although the in-game model shows the full-size version which should hold eight instead.
Just like in the original Half-Life, it has the unrealistic ability to fire two shells at the same time. The magazine tube is mistaken for a second barrel, and both "barrels" can be fired at once for the secondary fire mode; the game even gives an on-screen hint calling this ability "fire both barrels".
Error creating thumbnail: File missingFranchi SPAS-12 without stock - 12 gaugeError creating thumbnail: File missing"You've stirred up hell! Man after my own heart!"Error creating thumbnail: File missing"Here, I have a more suitable gun for you. You'll need it. Catch!" Father Grigori rather haphazardly throws a 9.7 lb shotgun across to another rooftop.Error creating thumbnail: File missingGordon takes a closer look at his newfound shotgun.Error creating thumbnail: File missingThe SPAS in idle. Note the strange round button-like protrusion on the side of the receiver.Error creating thumbnail: File missingGordon fires his shotgun.Error creating thumbnail: File missingRacking the pump of the SPAS. The ejected shell appears to come out of the heatshield, instead of the actual ejection port (which at least lines up with where the game thinks its loading gate is).Error creating thumbnail: File missingGordon fires "both barrels" of his SPAS; Freeman has evidently improved his firearm handling since the first game despite being in stasis for the last 20 years, as it no longer flies out of his hands.Error creating thumbnail: File missingRacking the pump still only ejects one shell.Error creating thumbnail: File missingGordon follows tradition and reloads his SPAS by cramming a shell into the heatshield...Error creating thumbnail: File missing...which promptly falls back out only for Gordon to shove it back inside; this appears to be a glitch with the animation blending.Error creating thumbnail: File missingThe empty reload will have Gordon pump it one last time.Error creating thumbnail: File missingA few SPAS-12s and a box of 12 gauge shells on the ground. Note that the world model has ejection ports on both sides of the gun; this is a result of using the same texture for both sides of the receiver. The rounds in the ammo box also have struck primers, which isn't necessarily ideal.Error creating thumbnail: File missingFreeman holds an early SPAS-12 model in The Thing, a mod made before the release of HL2 itself. This model of the shotgun has a pump that is slightly too short and a left-handed ejection port, though it never moves and still ejects out the right anyways.
Rifles
Overwatch Standard Issue Pulse Rifle
The Overwatch Standard Issue Pulse Rifle (often referred to as the AR2, in reference to its internal name) is a fictional weapon mainly used by the Combine. It fires powerful pulse energy rounds from 30-round pulse plugs. Its secondary fire mode is a dark energy orb launcher, which launches orbs of dark energy that can disintegrate enemies.
The rifle has an interesting loading system. The magazine hanging off to the side holds 2 pulse plugs (a stat based on the in-game reserve ammo count of 60 rounds), and when the gun is reloaded, a little insect leg-like manipulator grabs a new pulse plug and inserts it into the chamber; the magazine is never reloaded with more pulse plugs. As for dark energy orbs, three can be carried at a time as well, though there is no reload animation for it; like with the MP7's secondary fire, the gun appears to hold the entire secondary reserve ammunition pool at once. NPCs reload the OSIPR by visibly replacing a magazine and pulling a nonexistent left-side charging handle; this is a remnant of the OICW, which was originally meant to be the AR2.
The model is recycled from a cut weapon known as the "Incendiary Rifle", essentially a 5-round repeating flare gun, which explains its weird loading system.
The AR2 has extremely high recoil during sustained automatic fire, and should be fired in short bursts.
Error creating thumbnail: File missingGordon pulls out his newfound OSIPR at the beginning of the chapter "Highway 17".Error creating thumbnail: File missingHolding the AR2. The rifle appears to have a rear sight, but no front sight to line it up with.Error creating thumbnail: File missingLooking upwards will show more of the weapon and reveal that Gordon is only holding the rifle with one hand; this would at least somewhat explain the extreme recoil. At full size, the somewhat odd markings on the stock can be made out; they read "CINC'S MFG. CO. INC.", "MFG.TF RD. CANN", and "U.N.A.". The "V952" marking references the badge number of the texture artist's brother, who is a police officer in Ottawa; this marking is also present on many other Combine devices.Error creating thumbnail: File missingFiring the AR2 will have the small hammer-like object strike the pulse plug.Error creating thumbnail: File missingAfter about a second of sustained fire, a large section on the left side of barrel will open up.Error creating thumbnail: File missingReloading the AR2 starts off with said hammer-like object extracting the old pulse plug, seemingly with some kind of magnetic extraction system, as no extractor can be seen on the hammer.Error creating thumbnail: File missingInserting in the new plug is a rather glitchy process, as it starts out with the hammer clipping through the new plug...Error creating thumbnail: File missing...and a blink-and-you'll-miss-it swapping of the pulse plugs...Error creating thumbnail: File missing...and finally finishing off with seating the plug into the chamber.Error creating thumbnail: File missingA second pulse plug will be pulled out of the magazine shortly after; this second pulse plug is always present, regardless of how much ammo the player has in reserve.Error creating thumbnail: File missingLater in Nova Prospekt, Gordon remembers about those Dark Energy Orbs he picked up a while ago, and gives one a try; firing an orb will have a slight delay while the gun shakes slightly.Error creating thumbnail: File missingAfterwards, the orb will actually fire; this also makes the hammer strike the pulse plug, in a case of animation reuse from the IRifle.Error creating thumbnail: File missingGordon then finds out that he did not exactly think through the angle he was firing at.Error creating thumbnail: File missingGordon looks at an OSIPR, one of its magazines, and a Dark Energy Orb. The magazine asks even more questions as for how it loads, as it only gives 20 rounds and the magazine itself is never detached from the weapon; the Dark Energy Orb is also far too large to fit in the rifle, and the rifle itself also lacks a pulse plug in the chamber or magazine.Error creating thumbnail: File missingAt a different point in development, Freeman holds his Incendiary Rifle in the map e3_bugbait, a level made for the game's E3 2003 demonstration. The IRifle's model is subtly different to the OSIPR's, particularly around the weapon's action, but it's still very obvious that this was what the OSIPR's model was based on.Error creating thumbnail: File missingHe then proceeds to shoot a flare at an Overwatch Soldier; this proves to be rather ineffective. The OSIPR's secondary fire and reload animations are lifted directly from the IRifle; on a related note, the IRifle does not actually have a reload animation, with each round from the ammo reserve being loaded one-by-one at an incredibly slow pace.
Emplacement Gun
A machine gun variation of the OSIPR, known as the "Emplacement Gun" can be found in various points throughout the game as, predictably enough, an emplaced machine gun. It has infinite ammunition (despite not having any visible source of ammunition), and a faster rate of fire than the OSIPR. It also seems to lack any sort of trigger mechanism.
The Winchester Model 1886 is used by Father Grigori in the chapter "We Don't Go To Ravenholm...". While the model is very low-detail, it can be identified as an 1886 by the loading gate. In what is likely another case of mistaking the magazine tube for a barrel, it only holds two rounds, despite its real life counterpart holding up to 9 rounds in the tubular magazine; it is also internally coded to fire .357 Magnum, which the Winchester 1886 is not available in. It contains high-damage values when dealing with enemies and can be given to the player despite never being intended to if the game story is followed. It is referred to in the game's files as "Annabelle", although it is never directly referred to in-game.
Like Alyx's pistol, Annabelle can be spawned through the developer's console using the code "give weapon_annabelle", or by using some glitches. Because it wasn't intended to be usable, the view model is identical to the SPAS-12's and the animations are riddled with glitches.
The SLAM was originally cut from Half-Life 2, but was later reimplemented in Half-Life 2: Deathmatch where it has two modes of operation - it can be used as a laser tripmine to set up ambushes, or can be used as remotely detonated explosives, similarly to the Satchel Charges from the original Half-Life. The player can carry a total of 5 SLAMs at once.
While "M83 FRAG" is written on them in-game, the hand grenades in Half-Life 2 are closely based on the MK3A2 concussion grenade, but emit a red LED light and a beeping sound when armed as they are made by the Combine Overwatch for its soldiers.
Error creating thumbnail: File missingMK3A2 offensive hand grenadeError creating thumbnail: File missingGordon pulls out a MK3A2 and rips the pin; this is not the best idea, as grenade pins are typically quite hard to put back in.Error creating thumbnail: File missingAfterwards, Gordon will secure the lever with his thumb.Error creating thumbnail: File missingTossing the grenade. Interestingly, grenades thrown by Gordon have 3-second fuses and beep five times, but grenades thrown by NPCs have 5-second fuses and beep seven times.Error creating thumbnail: File missingAfter either 3 or 5 seconds, the grenade explodes.Error creating thumbnail: File missingGordon performs an underhanded grenade toss.Error creating thumbnail: File missingPerforming an underhand throw while crouched will have Gordon roll the grenade.Error creating thumbnail: File missingGordon looks at some unprimed grenades on a desk. The markings read "GRENADE HAND", "OFFENSIVE MK3A2", and "TNT", much like on the real thing.Error creating thumbnail: File missingGordon looks at a crate of grenades. Even though these crates visibly contain ten grenades (of which five will be depleted when Gordon takes any amount), it actually contains an infinite amount of grenades (which magically regenerates when the cover is closed). The grenade model seen in the crate has the LED on the top of the spoon, rather than on the fuse; the label on the crate also rather oddly describes them as "frag rounds".
Saab Bofors Dynamics AT4
The rocket launcher in Half-Life 2 is based on the Saab Bofors Dynamics AT4, albeit backwards (the launcher's muzzle is actually the AT4's rear in real life) and with an FIM-92 Stinger-like gripstock assembly. Having replaced the "GAM14B" (a futuristic version of the Armbrust ATW) from Half-Life, it is quite frequently used by the Resistance members to take down Striders and Gunships. Like the GAM14B, it is laser-guided; while rather slow, the weapon's rockets are extremely sophisticated (with instantaneous mid-flight corrections being achieved by simply pointing the launcher at a different target), highly maneuverable, and never run out of fuel. Unlike the Armbrust from the previous game, the laser guidance cannot be turned off with the secondary fire key, though pre-release builds of the game had this feature.
Error creating thumbnail: File missingSaab Bofors Dynamics AT4 - 84mmError creating thumbnail: File missing"This steerable rocket launcher is out best bet for taking down a Gunship." Colonel Odessa Cubbage introduces the launcher. Note that the rear of the launcher is sealed up, which would make it have quite the recoil impulse.Error creating thumbnail: File missingThe other end of the launcher, showing off the weirdly flared-out muzzle, a side-effect of it being the wrong way round.Error creating thumbnail: File missing"Now, who's going to be the lucky one to carry it into combat?" "Ah, yes! Gordon Freeman! Couldn't have asked for a finer volunteer!" Some of the AT4's markings can still be seen, such as the "fire like this" diagram.Error creating thumbnail: File missingHaving dealt with a pesky conveniently-timed Gunship, Gordon takes a closer look at the "RPG", as it is called in-game, beginning with a rather awkward draw animation.Error creating thumbnail: File missingOnce the drawing animation is complete, the laser will turn on. Gordon holds the launcher with his left hand on the pistol grip, and his right hand is presumably holding the launcher's tube directly, rather like how an actual AT4 is held; considering that it now has a proper gripstock, why he doesn't use his right hand on the pistol grip and his left on the cylindrical portion of the gripstock is unclear.Error creating thumbnail: File missingLaunching a rocket.Error creating thumbnail: File missingThe rocket motor also doesn't ignite right away, and the screen will briefly white out when it starts as Gordon gets a face full of rocket exhaust.Error creating thumbnail: File missingGordon demostrates one of its more novel and less worrying features: its guiding system.Error creating thumbnail: File missingBoom.Error creating thumbnail: File missingReloading the launcher will just have Gordon lower it and shake it a little.Error creating thumbnail: File missingGordon runs out of rockets; unlike every other weapon, Gordon will lower the weapon (as if he were pointing it at a friendly NPC) instead of automatically switching to a different one.Error creating thumbnail: File missingGordon looks at another rocket launcher and some spare rockets; note that the world model appears to have a blue tint, despite the view model being green. The rockets are also far too large to actually fit into the launcher.
Mounted Weapons
Hunter-Chopper Gun
The turret mounted on the Hunter-Chopper is mostly fictional, but appears to be loosely based on a KPV heavy machine gun. Unlike the Combine's other pulse-firing weapons, the Hunter-Chopper gun has a charge time.
While the game claims that the gun mounted on the Airboat is the same as the one on the Hunter-Chopper, they are clearly different, both aesthetically and functionally. The one mounted on the Airboat appears to be inspired by a Browning M2HB, and does not require charging.
Concept art for the Jet Ski, the predecessor to the Airboat, showed it with a mounted M60.
The rifle used by Combine snipers is a rather odd pivot-mounted rifle seemingly inspired by the Walther WA 2000. While snipers appear in all the Half-Life 2 games, the rifle itself is only seen in Episode Two. It is very powerful, capable of killing Resistance members and most enemies in one shot. Snipers can only be taken out with explosives such as grenades.
In the original game, its sound effects are held over from the cut LAR Grizzly Big Boar, with snipers audibly working a bolt and chambering a round; in the Episode games, the sound was changed to an electronic chargeup-type sound. This was retroactively changed in the original game through a patch.
Error creating thumbnail: File missingWalther WA 2000 (first variant) - .308 WinchesterError creating thumbnail: File missingGordon looks at the only sniper rifle that is directly seen. It is offhandedly mentioned that the rifle requires a power source, presumably as an excuse as to why Gordon can't use it himself.Error creating thumbnail: File missingGordon looks at Alyx using the rifle, showing off its blue laser beam. One would think that a sniper would not want a highly visible laser beam that would easily give away their position on their rifle.Error creating thumbnail: File missingGordon demonstrates that someone at Valve didn't think through putting a crate of infinite MP7 greandes near Alyx using the sniper rifle enough; the reason for this is that Alyx in this instance is actually a Combine sniper that is programmed to be friendly to Gordon.
PKT
A machine gun based on the PKT is mounted on Combine APCs as its secondary armament. It fires pulse energy (like many of the Combine's weapons) and has infinite ammunition despite not having any visible source of it.
The AKM, known in the game as "AR1" was to be given to many of the Rebels. The in-game AKM holds 30 rounds and has 5 different firing modes, ranging from fastest to slowest, the faster modes being weaker, and the slower firing modes dealing more damage per shot.
The Heckler & Koch MP5K, aka "SMG1", is a removed weapon in Half-Life 2. It is the world model for the MP7 in the Half-Life 2 leaked alpha, the first-person model having been replaced with the final model before the leak. Based on unused sound effects included within the build, the MP5K featured two firing modes, fully automatic and burst fire, and would've been able to be suppressed.
The XM29 OICW was to be the standard weapon of the Combine forces. It was removed from the game and replaced with the OSIPR following a brush-up on consistency with weapon standards and themes relevant to the game. It features a functional scope which increases accuracy and lowers the rate of fire; as seen in the leaked E3 2002 trailer, it had the ability to fire grenades like the real weapon, but this was later removed and the grenade launcher function was placed onto the SMG.
The in-game weapon's textures were based on the reference image below.
Error creating thumbnail: File missingHeckler & Koch XM29 OICW, 2002 prototype - 5.56x45mm NATO & 20x28mmError creating thumbnail: File missingFreeman holds his OICW while onboard the Borealis, a ship cut from Half-Life 2. Not to be confused with the Borealis, a ship that was not cut from Half-Life 2: Episode Two.Error creating thumbnail: File missingAiming down the scope puts a green tint over the screen.Error creating thumbnail: File missingFiring the rifle; like the final game's OSIPR, the OICW features very high recoil, but is more noticeable on the OICW due to its higher fire rate. Also, while not very noticeable here, is that the bolt itself never moves when the gun is fired; only the charging handle reciprocates. The muzzle flash also appears to come out of the grenade launcher barrel.Error creating thumbnail: File missingFreeman pulls out an empty magazine (that still has rounds in it)...Error creating thumbnail: File missing...loads in a new one...Error creating thumbnail: File missing...and taps it in place; the charging handle is never pulled. Also note that the safety is on.Error creating thumbnail: File missingThe OICW's world model, featuring barrels that are much longer than both the real weapon and the in-game viewmodel and a completely useless second magazine. The STANAG magazine next to it is a pickup for the "Medium Round" ammo type; in the leaked version of the game, weapons use certain ammo types that they share, instead of each weapon having its own unique ammunition; the Medium Round is obviously used by the OICW here, but is also used by the AKM, the final game's MP7, and, strangely, the USP Match.
PARANOIA
Just the foundations of something I plan to do sometime.
Postal Redux is a 2016 video game and the remake of 1997's Postal, both developed by Running With Scissors. Its gameplay is that of an isometric shooter, and the player is required to kill a certain amount of hostiles (typically 90%) to complete a level.
The following weapons appear in the video game Postal Redux:
Pistols
Colt Python
The Colt Python is the only pistol that can be obtained without cheats, and one of the many additions in Redux. It functions as a hard-hitting weapon with a longer range than most weapons, though with a low ammo limit (24 by default; 48 with the backpack) along with infrequent ammo supply.
The Heckler & Koch MP5KN is the standard weapon in the game. It has infinite ammo, but is quite inaccurate and deals relatively puny damage, making it more of a fallback weapon. Enemies will also occasionally use it.
A double barreled shotgun (presumably in 12 gauge, though it doesn't share ammo with the AA-12 which implies a different gauge) is the standard shotgun in-game. Oddly, its HUD icon is of a sawn-off shotgun, despite the model being full-length.
The MPS AA-12 CQB is the other shotgun in the game. It fires much faster than the double barrel shotgun, but doesn't share ammo with it (one of the changes in Redux) and is slightly weaker.
The Diemaco C7 is frequently used by enemies as a "heavier" automatic weapon, dealing more damage and being more accurate than the MP5K. The Dude can also use it himself via cheats.
A Draco Pistol is featured on the loading screen image for the "Air Force Base" level. It is the only weapon that is not usable by the player in any form.
The M202 FLASH is the only rocket launcher in the game. It is depicted as single-barreled, and has two rocket types: standard dumbfire rockets, and seeking rockets.
Postal III is a 2011 third-person shooter developed by Running With Scissors and Trashmasters, and published by Akella. It is the third main installment in the Postal franchise and the sequel to Postal 2.
The plot continues from Postal 2: Apocalypse Weekend as the Postal Dude and his dog, Champ, escape the town of Paradise. Their journey gets cut short when the Dude's car runs out of gas and the duo get stuck in the Arizona town of Catharsis. The Dude then decides to try to build up enough money for gas.
Postal III is generally considered the worst installment in the series; critics primarily focused on the boring gameplay, large amounts of bugs, and outdated writing. This led to IP owner Running With Scissors disowning the game, and the entire game was later retconned in the Postal 2 DLC Postal 2: Paradise Lost.
The game's poor quality had its roots in the 2007 financial crisis which caused mass layoffs of Akella's in-house studio Trashmasters. The game's failure, combined with lawsuits against Akella totaling $6,000,000, eventually pushed Akella to the edge of bankruptcy which led to cessation of all of the company's operations.
The following weapons appear in the video game Postal III:
Pistols
Colt SSP
The Colt SSP, Colt's entry into the XM9 trials, appears in-game as the "Pistol". Unlike the real weapon, it is extremely common in the game, being the only pistol available.
Interestingly, early gameplay videos showed that it was originally meant to be a Desert Eagle, like in Postal 2; textures for the Desert Eagle model (which was taken from Counter-Strike: Source) can still be found in the final game.
The Remington 870 appears in-game as the "Boomstek". It is equipped with an M4-style stock, door-breaching muzzle brake, reflex sight; it is also oddly depicted as semi-automatic. It is the only shotgun in the game, and ammunition is noticeably scarcer than in the previous game.
The M16A2 appears in-game as the "M16", making it the only firearm in the game referred to by its real name. It is the only assault rifle in the game; it is also generally considered the best weapon in the game, as it is accurate, high-damaging, and has plentiful ammo.
An M249 SAW with a short barrel and Picatinny rail handguard appears in-game as the "M-Gun". It is, again, the only weapon of its class featured in the game.
Like the SSP, early gameplay videos reveal that it was originally meant to be a different gun altogether, this time an M60; remnants of its previous incarnation can still be found in the game's files. An achievement description also refers to it as an M60.
The M67 hand grenade appears in-game as the "Grenades". Like in Postal 2, they will detonate upon impact with a person, otherwise it will operate on a short timer.
The Saab Bofors Dynamics AT4 appears in-game as the "Rocket Launcher". It is somewhat similar to its Postal 2 depiction. Primary fire (left mouse button) will launch a non-guided rocket, and has to "charge" a rocket for longer travel; if one decides to not charge the primary fire, the rocket will explode immediately after firing. Secondary fire will launch a seeking rocket, which will seek out the target closest to its launching location; the secondary fire will also bypass the charge-up required for the primary fire. It is depicted as reloadable, in contrast to how it worked in the previous game (in 2, its ammunition is rocket fuel, and the launcher itself seems to contain infinite rockets).
The Taser X26 appears in-game simply as the "Taser". Its depiction is rather unrealistic - in-game, when a shot connects to its target, they will stand in place and convulse (and, if a pulse is applied long enough, go unconscious), whereas in reality, its target will lose muscle control and simply fall over. It also has two rather odd firing modes: primary fire will fire a dart, and if it hits a valid target, allows the trigger to be held down to apply a longer pulse; the secondary fire will allow a shot to be charged, though it doesn't appear to make much difference to the primary fire.
What appear to be Colt Pythons appear on the Raging Arsenal gun shop sign. They appear to have the barrel from a different revolver instead of the Python's, though the resolution of the texture makes it impossible to identify what revolver the barrel came from.
A Desert Eagle Mark VII can be seen on the game's boxart. As mentioned, the game's pistol was originally meant to be a Desert Eagle, but was replaced with the Colt SSP sometime before release.
A strange stockless and pistol grip-less M60 is mounted as the door gun on the helicopter boss the Dude has to fight if the player decides to side with the Ecotologists during the Cash Mart robbery. Its gunner appears to use it as if it has spade grips, which it clearly does not.
A Mossberg 590 appears in the loading screen to the third mission, held by Jennifer Walcott. A few standees of Walcott featuring the same artwork are present in the Catharsis Mega Mall.
Update #77's mid-century set's designated submachine gun was an M1A1 Thompson. A variant with a drum magazine and vertical front grip, apparently meant to emulate the M1928 Thompson, was added in Update #(?) as part of the gangster Sosiggun set.