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Difference between revisions of "User:TheExplodingBarrel/Sandbox"

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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.
 
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; its low ammo reserve of only two cylinders' worth of ammunition also plays a factor.
+
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.
 
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.
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[[File:Hl2spas-10.jpg|thumb|none|600px|...which promptly falls back out only for Gordon to shove it back inside; this appears to be a glitch with the animation blending.]]
 
[[File:Hl2spas-10.jpg|thumb|none|600px|...which promptly falls back out only for Gordon to shove it back inside; this appears to be a glitch with the animation blending.]]
 
[[File:Hl2spas-11.jpg|thumb|none|600px|The empty reload will have Gordon pump it one last time.]]
 
[[File:Hl2spas-11.jpg|thumb|none|600px|The empty reload will have Gordon pump it one last time.]]
[[File:Hl2spas-12.jpg|thumb|none|600px|A 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. The rounds in the ammo box also have struck primers, which isn't necessarily ideal.]]
+
[[File:Hl2spas-12.jpg|thumb|none|600px|A 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.]]
  
 
==Heckler & Koch PDW==
 
==Heckler & Koch PDW==

Revision as of 01:57, 10 May 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.

Hunt Down The Freeman


Hunt Down The Freeman
Hdtfheader.jpg
Steam header image
Release Date: 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.

Beretta 92FS Inox with wood grips (US made gun with black controls) - 9x19mm Parabellum
Drawing the Beretta in the first level of the game and turning the safety off.
Idle.
Iron sights.
Firing.
Dumping out a mag.
Shoving in a new mag. Note the odd shading on the barrel.
Releasing the slide.

Colt M1911A1

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.

Colt M1911A1 - .45 ACP
Mitchell picks up the M1911A1 and has a look at the left side...
...then the right side...
...and finishes it off with a one-handed slide rack.
The M1911A1 in idle. Note that Mitchell appears to be using the safety as a thumb rest, which would lead to some nasty slide bite.
Iron sights.
Firing and ejecting a case slightly too large to fit in the chamber.
Dumping out a mag. Of note is that it plays the Half-Life 2 USP Match reloading sound on top of its reload sound.
Inserting in a new one...
...giving it a nice smack...
...and releasing the slide.

Heckler & Koch USP Match

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.

Heckler & Koch USP Match - 9x19mm Parabellum
Mitchell holds the USP Match whilst observing some glitched textures. Note the small nub in place of the hammer.
Aiming at a wall...
...and firing.
Ejecting a magazine.
Inserting in a new one.

Smith & Wesson Model 629 Performance Center Hunter

A Smith & Wesson Model 629 Performance Center Hunter can be used in-game. It is also prominently featured in the game's infamous ending.

Smith & Wesson Model 629 Performance Center Hunter - .44 Magnum
Mitchell holding the 629 in a cave. A second revolver can be seen near the dead Antlion grubs.
Iron sights. Note that the front sight is aligned slightly too high.
Dumping out some rounds...
...inserting some new ones in...
...and closing the cylinder.
A few weapons have unused alternate textures in the files which appear to be earlier versions of their textures; in the case of the 629, it will gain the "Performance Center" marking on the side of the barrel and change the finish.

Submachine Guns

Heckler & Koch MP5SD3

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.

Heckler & Koch MP5SD3 - 9x19mm Parabellum
Flicking the MP5SD3's safety off in the draw animation.
The MP5 in idle. Note the different rear sight.
Aiming down the Tasco sight; for some reason it has a small amount of magnification.
Firing off a burst; note that, despite the suppressor, it still produces a full muzzle flash.
Locking back the bolt...
...removing the magazine...
...inserting in a new one...
...and ending with a satisfying slap.
A close-up of the world model reveals that it is chambered in "9x9mm". Note the fire selector.

Heckler & Koch MP7A1

Heckler & Koch MP7A1 - 4.6x30mm

Sa vz. 61 Skorpion

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.

Sa vz. 61 Skorpion - .32 ACP
Mitchell holding the vz. 61.
Iron sights.
Firing off at a wall.
Changing mags...
...and releasing the bolt. Note that the selector is on semi-auto.

Steyr TMP

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.

Steyr TMP with shoulder stock - 9x19mm Parabellum
Holding a TMP.
Aiming at a wall.
Spraying it with dozens of 9x19mm rounds.
Flicking away a magazine, giving us a great view of the right side. Though not visible here, the markings incorrectly state that it's made by Heckler & Koch and chambered in .45 ACP; the .45 marking is even inconsistent in-game, as its ammo feeds from the 9x19mm ammo pool. The bolt also doesn't lock back.
Inserting in a new one.
Pulling the charging handle. The bolt itself never moves during this.

Shotguns

Double Barrel Shotgun

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.

Stevens side-by-side shotgun - 12 gauge

Remington 870

A Remington 870 with polymer furniture and an unused shell holder can be used in-game. It is the standard shotgun throughout Act 1.

Remington 870 with polymer furniture - 12 gauge. The in-game model has a shorter barrel and tube.
Racking the pump when it is acquired for the first time.
The 870 in idle.
Aiming through the rather odd iron sights.
Firing. Note that a shell has already been ejected.
Working the pump.
Inserting in some shells. This animation is weirdly sped up; according to one of the animators, the reason for this is because the developers sped up the animation to make it look more smooth, but it failed, and instead the result was it looking unnaturally fast.
Chambering a round after the reload.

Assault Rifles

AK-47

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.

Type 2 AK-47 - 7.62x39mm

M16A4 with M203 Grenade Launcher

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.

M16A4 with Trijicon ACOG and M203 grenade launcher - 5.56x45mm NATO & 40x46mm grenade
Drawing the M16 for the first time involves Mitchell having a look at a magazine (with only one round loaded, no less)...
...then smacking it against the receiver...
...shoving it back in...
...and chambering a round.
The regular draw animation has Mitchell switch the fire selector off "look I just broke the fire selector" to semi-auto.
The M16 in idle.
Aiming through the ACOG. It uses an incorrect red dot reticle.
Dumping out a magazine...
...inserting in a new one...
...and hitting the bolt release.
Flicking the M203's ladder sight up.
The M203 in idle.
Opening up the M203 and ejecting a (not) spent case whilst the grenade explodes in the background.
Inserting in a new grenade.
Closing the launcher.

Sniper Rifles

Accuracy International Arctic Warfare Magnum

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.

Accuracy International Arctic Warfare Magnum - .338 Lapua Magnum
The AWM is first acquired from Adam.
Mitchell cycles the bolt and takes the AWM for a spin on a rooftop; this is not actually the same AWM in the above image, as the one from Adam disappears during a level transition and Mitchell has to reacquire it from this rooftop.
Idle.
Scoping in on a Combine Synth, one of the few new enemies introduced in the game.
Swapping mags...
...and cambering a new round.

Mauser Karabiner 98k

A Karabiner 98k with a Zeiss ZF42 scope can be used in-game. It is the last sniper rifle in the game, being found in Act 2 in a shack.

Mauser Karabiner 98k with Zeiss ZF42 - 7.92x57mm Mauser
Mitchell picks up the K98k and prepares to open the bolt...
...and discovers that it isn't loaded.
He then loads it up...
...and chambers a round.
The K98k in idle.
Aiming through the ZF42.
Firing.
Cycling the action.
Opening the bolt...
...loading it up...
...and finishing off the reload.

Machine Guns

Browning M2HB

Browning M2HBs can be found as emplaced turrets and mounted on Humvees.

Browning M2HB on vehicle mount - .50 BMG
The first M2HB found is mounted on some sandbags.
Shooting at some Combine Synths. Of note is that every 4th shot fires a tracer round.
An M2 mounted on a Humvee.

General Dynamics GAU-17/A

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.

General Dynamics GAU-17/A - 7.62x51mm NATO
Airsoft handheld M134 Minigun - (fake) 7.62x51mm NATO
The GAU-17/A is acquired from a corpse that suddenly teleports in.
Not fazed by the sudden corpse, Mitchell picks up the GAU-17.
Its sole purpose is then revealed shortly after.

Explosives

M18A1 Claymore

M18A1 Claymores can be used in-game. They incorrectly function like proximity mines instead of remotely detonated ones.

M18A1 Claymore
A few Claymores in a tent.
Mitchell 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.
Shooting it yields rather predictable results.
Mitchell 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.

MK3A2 Offensive Hand Grenade

MK3A2 offensive hand grenades styled after the "M83" grenades seen in Half-Life 2 can be used in-game.

MK3A2 Offensive Hand Grenade
The MK3A2 in-game.

Cut, Demo, & Unusable Weapons

These weapons were either cut, only present in the demo or unavailable to the player.

Colt Anaconda

The Colt Anaconda model from Half-Life 2 can be very briefly seen in the demo's recap cutscene.

Colt Anaconda - .44 Magnum
Mitchell attempts to reach for an Anaconda. Note that it is clipping halfway into the ground.

FN Five-seveN

FN Five-seveNs can be seen in the holsters on the various soldier NPCs around the second half of Act 1. They are never unholstered.

FN Five-seveN - 5.7x28mm
A Five-seveN in the holster of a soldier.
A closer look at the Five-seveN of a dead soldier.
Another angle, this time looking through the Tasco sight of the MP5SD3.

Franchi SPAS-12

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.

Franchi SPAS-12 with stock folded - 12 gauge
Mitchell interrogates a rebel with a SPAS-12 visible to the right. Note the flashlight under the tube. Also of note is that the hook (which is included on L4D2's model) is clipping through the table, as it extends out the right.
Franchi SPAS-12 without stock - 12 gauge
A good view of the SPAS. Note the solid rear sight.
A closer look in its fully recoiled position.

Heckler & Koch MP5A3

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.

Heckler & Koch MP5A3 with Navy trigger group - 9x19mm Parabellum
Mitchell holds the MP5A3 while observing a gruesome scene. Note the left-handed charging handle.
The MP5 HUD icon.

Heckler & Koch MP5K "Reverse Stretch"

A Heckler & Koch MP5K mated with an MP5A5 receiver is the standard SMG in the demo.

Heckler & Koch MP5K "Reverse Stretch" - 9x19mm Parabellum
Holding the MP5K.
Firing. Unlike the final game, there is no way to aim down sights in the demo.
Locking back the bolt. Also unlike the final game, the guns only have one reload animation, which always show them empty.
Removing the mag...
...shoving a new one in...
...and finishing off with the slap.
Strangely, the alt-fire is to throw a grenade. It starts off with Mitchell lowering the MP5K for a bit...
...then throwing the grenade. The grenade model is the MK3A2 model from Half-Life 2.
It is, however, not a reskin of Half-Life 2's SMG grenade, as the grenade does not explode on impact; it instead has a red light and beeping of the MK3A2 in Half-Life 2.
After 2 seconds, it explodes.

Heckler & Koch MP7 Prototype

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.

Heckler & Koch MP7 Prototype - 4.6x30mm
The MP7 model from Half-Life 2.
Mitchell barges into a room with two rebels, one of which has an MP7...
...however, his MP7 proves no match for Mitchell's machete.

Heckler & Koch USP Match

The Heckler & Koch USP Match model from Half-Life 2 can be seen in a cutscene in the demo depicting Gordon acquiring the USP Match for the first time.

Heckler & Koch USP Match - 9x19mm Parabellum
A Civil Protection officer performs the opposite of civil protection by bashing a man in the head with a USP Match.
Gordon holds the same USP Match after performing a much more successful job of civil protection.

M16A2

What appears to be the M16A2 model from Left 4 Dead can be very briefly seen in the demo's opening cutscene. It does not appear anywhere else.

M16A2 - 5.56x45mm
A soldier holds the M16A2 right before he gets impaled by the Hydra. Note the underbarrel flashlight.

M67 Hand Grenade

M67 hand grenades appear in-game, however, they cannot be picked up, meaning you cannot use them without using console commands.

M67 Hand Grenade
A box of M67s.
Mitchell pulls out a grenade that you can only acquire with cheats in a map which you can only access through cheats.
Idle.
Pulling out the safety clip. Note the markings on the top of the lever; there are also markings on the body, though those are quite difficult to see in first-person.
Ripping out the pin. Note that the end of the pin is completely flat, which would be extremely dangerous.
Throwing the grenade. Note that, despite the lever visibly releasing (near the top of the image), the thrown model of the grenade still has the pin and lever attached.
Despite this, the grenade still produces a nice blast.

Remington 700

A Remington 700 can be found in the game files.

Remington 700 - .308 Winchester

Remington 870 Field Gun

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.

Remington 870 Field Gun - 12 gauge. The in-game model has an extended magazine tube.
Idle.
Firing.
Cycling the pump.
Firing "both barrels" of the 870.
Inserting some shells. Unlike the final game's 870, this animation is not sped up.
Chambering a new round. Strangely, this is done twice in the empty reload.

Sawn-off Double Barreled Shotgun

A Sawed-off Double Barrel Shotgun can be found in the game files as the "oneshotgun".

Sawn-off Rossi Overland SBS Shotgun - 12 gauge

SIG-Sauer SIG556xi Russian

Whilst not normally accessible during the game, the SIG-Sauer SIG556xi Russian can be acquired using console commands.

SIG-Sauer SIG556xi Russian - 7.62x39mm
Pulling the bolt back when equipping it for the first time.
The regular draw animation. Note the incorrect 40-round capacity; while this may imply that it uses the RPK's 40-round magazines, its model is still of a 30-rounder.
Idle.
Aiming down the iron sights.
Firing; this makes the same sound as Half-Life 2's USP Match.
Removing the magazine...
...inserting in another one...
...and chambering a round, all being completely silent in the process.

Sphinx SDP Compact Duty

The standard handgun in the demo is the Sphinx SDP Compact Duty. Its model (although missing textures) can still be found in the final game.

Sphinx SDP Compact Duty - 9x19mm Parabellum
The SDP in idle.
Firing.
Dumping out a mag.
Insertng in a new mag.
Releasing the slide.

Unidentified Pistol

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.

Stechkin APS - 9x18mm Makarov
The unidentified pistol in Nick's holster.

Winchester Model 1886

Father Grigori can be seen holding his Winchester Model 1886 in the demo's recap cutscene. The model is from Half-Life 2.

Winchester Model 1886 - .45-70 Government
The Winchester 1886 model from Half-Life 2.
Father Grigori aims his Winchester at Mitchell.

[[Category:Video Game]] [[Category:First-Person Shooter]] [[Category:Science-Fiction]]

Afraid of Monsters

Afraid of Monsters (2005)
Afraid of Monsters: Director's Cut (2007)

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.

Beretta 92FS - 9x19mm Parabellum
David finds the Beretta in a janitor's closet.

Director's Cut

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.

Two-tone Beretta 92FS - 9x19mm Parabellum
David finds a magazine for the Beretta. Interestingly, this magazine is found quite a long while before the Beretta itself can actually be acquired.
This sign with a silhouette of a Beretta can be found in the exact same place the Beretta is found in the original, seemingly to troll players of the original.
David, having being teased for so long, finally finds a 92FS.
He then picks it up, and realizes that it quite underwhelming.
Firing.
Reloading. Every magazine-fed handgun in Director's Cut uses the exact same reload animation, where David lowers the weapon and it is reloaded offscreen.

Dark Assistance

The Beretta in Dark Assistance is a standard black model, with the only modification being the mirroring of the model.

Beretta 92FS Inox

The Beretta 92FS Inox appears in the original as the "9MM". It functions identically to the Glock 17 from Half-Life.

Beretta 92FS Inox - 9x19mm Parabellum
The Beretta in idle.
Firing.
Dumping out a mag.
Inserting in a new one.
Releasing the slide.

Colt Anaconda

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".

Colt Anaconda - .44 Magnum
David finds a generous donor giving him the only Anaconda in the entire game.
David, having thanked the donor, draws his Anaconda and closes the cylinder. It also makes a cylinder spinning sound effect despite the animation only showing him closing the cylinder.
Idle.
Firing.
Reloading starts off with opening the cylinder...
...ejecting the rounds...
...inserting in new rounds without a speedloader...
...closing the cylinder...
...and finishing off with a spin.
David finds a speedloader before he realizes he only needs the ammunition part, and not the speedloader part.

Colt Python

The Colt Python appears as the world model for the Desert Eagle in the original game.

Colt Python - .357 Magnum
David finds the Python. It turns into a Desert Eagle when it is picked up.

Desert Eagle Mark XIX

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.

IMI Desert Eagle Mark XIX - .50 AE
Cocking the hammer while drawing the Desert Eagle.
Holding the Deagle. Note that it has shorter slide serrations akin to the Mark VII or I.
The idle animation gives a great view of the top of the weapon, and confirm that it is the Mark XIX variant. Also note that the safety is on...
...not that this stops it from firing, however.
Starting the reload by ejecting a magazine. Note the unusable LAM on the trigger guard.
Inserting in a new mag.
About to hit the slide release.
A box of ammunition for the Desert Eagle.
Magnum Research Desert Eagle Mark XIX with polished chrome finish - .44 Magnum
The hidden Deagle model. The markings appear to say "Desert Eagle .50 Caliber", which contradict the fluted barrel. Note the two extra magazines.

Director's Cut

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.

Bruni Combat, for comparison - 8mm P.A.K. blanks
David finds the first Desert Eagle in the game, and hopes that it doesn't turn into a Colt Python.
Idle. Note that it lacks a rear sight for some reason.
Firing. Note that the safety is placed slightly too far forward and the slide clipping into David's arm.
The Desert Eagle locks open.
However, like every other magazine-fed handgun, it automatically snaps forward when reloaded.
David finds a magazine for the Desert Eagle and a battery. The battery is an addition in Director's Cut, where the flashlight system was revamped to require batteries instead of slowly recharging. These batteries appear to be D size batteries, however the flashlight model looks like it would only fit AA batteries at the largest.

Dark Assistance

The Dark Assistance model is nearly identical to the Director's Cut model, with the only update being new animations.

Glock 17 Pro

Dark Assistance replaces the Glock 19 with a Glock 17 Pro.

Glock 17 Pro - 9x19mm Parabellum

Glock 19

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.

Glock 19 - 9x19mm Parabellum
David, hoping to find a meal in the cafeteria, finds a Glock 19 instead.
But without any other options, David picks up the Glock. Note the interesting aftermarket aperture rear sight.
Firing off some shots in semi-auto.
Firing in full-auto will, predictably, lead to very high recoil.
David reloads the Glock, after vowing to never do that again.
David finds a 20-round 15-round Glock magazine.

SIG-Sauer P226R

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.

SIG-Sauer P226R - 9x19mm Parabellum
David finds the P226.
Holding the P226. Note the hammer, which is always uncocked.
Firing. Note that the chamber is modeled as part of the slide.
Reloading.
David finds a P226 magazine. Note that the rounds inside are straight-walled, implying that it is chambered in .40 S&W instead of .357 SIG as the markings say.

SIG-Sauer P228

An actual SIG-Sauer P228 replaces the P226 in Dark Assistance.

SIG-Sauer P228 - 9x19mm Parabellum

Submachine Guns

Heckler & Koch MP5K

The Heckler & Koch MP5K appears in Director's Cut as the "MP5K". It has a 30-round capacity, which is twice the size of its modeled magazine.

Heckler & Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm Parabellum
David finds an MP5K.
Holding the MP5K.
Strangely, the MP5K is the only weapon to have an idle animation, where David lowers the weapon a bit.
Firing.
Starting off the reload by locking back the charging handle...
...removing the magazine...
...shoving in a new one...
...and finishing off with the slap.
David looks at an MP5K magazine. For some reason, these magazines are unloaded.

IMI Uzi

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

IMI Uzi - 9x19mm Parabellum
David finds an Uzi.
David draws the Uzi with a tug of the charging handle.
Idle.
Firing. Note that it has a reciprocating charging handle.
Pulling out a magazine...
...shoving in a new magazine...
...and finishes off with a pull of the charging handle.
David finds an Uzi magazine. Note that the magazine is completely solid.

Shotguns

Benelli M3 Super 90

The Benelli M3 Super 90 with wooden furniture appears as the sole shotgun in Director's Cut. It operates exclusively in pump-action mode.

Benelli M3 Super 90 - 12 gauge
David finds the Benelli M3.
Idle.
Firing.
Cycling the pump. Note that the bolt doesn't actually move.
Reloading. All of the action is done completely offscreen. David also doesn't cycle the pump on empty.

Franchi SPAS-12

The Franchi SPAS-12 appears as the world model for the Mossberg 500A in the original game. Its model is from the Half-Life's HD model pack.

Franchi SPAS-12 - 12 gauge
David finds a room with a recipe for a good time in it.

Mossberg 500A

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.

Mossberg 500A Field Gun - 12 gauge. The in-game model has a shorter barrel.
Daivd draws the Mossberg with a one-handed pump that would probably fit better in another game.
Idle.
Firing. Like in Half-Life, the shell is ejected before it is pumped. Also note that the shell does not have a struck primer.
Racking the pump.
Performing the "double-shot".
Inserting in some shells.
Finishing off the reload with another one-handed pump.

Assault Rifles

AKS-47 with GP-25 Grenade Launcher

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.

Type 3 AKS-47 - 7.62x39mm. The in-game model has a polymer handguard & grip.
GP-25 Grenade Launcher - 40mm VOG caseless
Drawing the AKS-47 will have David unfold the stock the wrong way.
Idle.
Firing. Note the pistol-like casings.
Ejecting the mag, which apparently doesn't require the use of the mag release.
Inserting in a new mag. Note that it uses slab-sided magazines.
Pulling the bolt.
Firing the GP-25. Like in Half-Life, the trigger on the grenade launcher is never pulled, nor is it reloaded.
The explosion from the grenade.

Colt Model 727 with M203 Grenade Launcher

A Colt Model 727 with an M203 grenade launcher appears in the original AoM as the world model for the AKS-47.

Colt Model 727 with M203 grenade launcher - 5.56x45mm NATO / 40x46mm grenade
The M727 is found on a bed in an apartment.

Enfield L85A1

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.

Enfield L85A1 with SUSAT scope - 5.56x45mm NATO
David finds the L85 in the Room of Letters.
The "IL 86" in idle.
David 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.
It 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.

M7A3 CS gas grenade
Holding the M7A3. Note that it has "M7A3" markings on it.
Pulling the pin...
...and throwing the grenade. Note that the lever has not come off the grenade.
After a few seconds, it does the opposite intended effect of a less-lethal grenade.

[[Category:Video Game]] [[Category:First-Person Shooter]] [[Category:Horror]] [[Category:Swedish Produced/Filmed]]

Postal 4: No Regerts

Pistols

Desert Eagle Mark XIX

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.

Magnum Research Desert Eagle Mark XIX - .50 AE
The Desert Eagle as seen in the inventory.
The 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.
Holding the pistol; also unlike 2, the hammer is now properly cocked.
Performing a magdump on the backdoor; note the modeled round being chambered.
Magazine 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.
The 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.
This 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.

SIG-Sauer P250 Compact - 9x19mm Parabellum
Official render of the P250. Note that it is marked as a "P350".
The P250 in the inventory; for some reason, it lacks a description.

Smith & Wesson Model 629 Stealth Hunter

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.

Smith & Wesson Model 629 Stealth Hunter - .44 Magnum
The M629's inventory entry.

Shotguns

"The Fournicator"

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.

Official render of the Fournicator's "The Cure" model.
The Fournicator in the inventory.

Fabarm Martial Pro Forces

The Fabarm Martial Pro Forces appears as the "Shotgun". It has an 8-round capacity, three rounds higher than its modeled magazine tube.

Fabarm Martial Pro Forces 14" - 12 gauge
The Fabarm's inventory entry.
Getting bored of just looking at the inventory entry, the Dude pulls out his Fabarm.
Holding the weapon; note that it has a rather odd green receiver.
Aiming down the iron sights.
Firing the weapon...
...and racking the pump, this time with the Dude's hand actually touching the pump handle.
Inserting in some shells. The Dude never actually reaches for new shells; instead, he simply materialises one into his hand.
Chambering a round.

Submachine Guns

Ingram MAC-10

Added in the "Tuesday" update, the Ingram MAC-10 appears in-game as the "Ingram".

Ingram MAC-10 - 9x19mm Parabellum
Official render of the MAC-10. The markings say "INGRAM MINI SMG" "9X19 MM" and "RWS0010069", along with some rather nonsensical fire selector markings.

Rifles

AKM

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.

AKM - 7.62x39mm
Official render of the "Thursday" model of the AKM.
The AKM in the inventory.

M16A4

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.

FN M16A4 - 5.56x45mm NATO

Sako 85

The Sako 85 was added on the "Thursday" update.

Sako 85 Hunter - .308 Winchester
Official render of the Sako 85; when viewed at full-size, the marking "SAKO 85 L" can be seen on the buttplate.

Machine Guns

Browning M2 Aircraft

The Browning M2 Aircraft is mounted on the

Browning M2 Aircraft in "flexible" configuration - .50 BMG

Other

Orion Flare Gun

The Orion Flare Gun was added in the "Frames, flares and feet" update, and is known simply as the "Flare Gun".

Orion Flare Gun - 12 gauge
The flare gun in the inventory.

RG-42 Hand Grenade

The RG-42 hand grenade appears in-game as the "Grenade".

RG-42 hand grenade

Unusable Weapons

Remington 870 Police Folder

The Remington 870 Police Folder appears in the intro cinematic during a scene depicting the Dude during the battle with Krotchy.

Remington 870 Police Folder with stock folded - 12 gauge

Saab Bofors Dynamics AT4

A low-detail and somewhat stylized Saab Bofors Dynamics AT4 can be seen in the hands of Krotchy during the aforementioned cinematic.

Saab Bofors Dynamics AT4 - 84mm

[[Category:Video Game]] [[Category:First-Person Shooter]]

Half-Life 2

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.

ATK SLAM

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.

ATK M3 SLAM
The SLAM in-game.
Preparing to toss the SLAM. Note the markings which denote it as an M2 SLAM.
The SLAM in mid-air.
Afterwards, the detonator will be equipped and the thrown SLAM will have a blinking red light turn on.
Detonating the SLAM.
Bracing against a wall will switch it to tripmine mode, as shown by the player opening the infrared sensor cover.
Placing it on the wall.
When it is deployed on the wall, it will emit a laser. Note that the laser it visible, unlike the real thing which uses a passive infrared sensor.
If something crosses the beam (e.g. a player), the SLAM will detonate.

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.

Colt Anaconda - .44 Magnum
Gordon draws his Anadonda.
The Anaconda in idle.
Firing the revolver; the cylinder and hammer don't move when doing so.
Gordon 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...
...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.
He then loads in some new rounds. These rounds, however, have struck primers and no bullets and are not held together by a speedloader, which is unlikely to do any good.
He will then proceed to inadvisably flick the cylinder shut...
...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.
Gordon 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 and the rounds themselves are about the size of the revolver's entire cylinder.

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".

Franchi SPAS-12 without stock - 12 gauge
"You've stirred up hell! Man after my own heart!"
"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.
Gordon takes a closer look at his newfound shotgun.
The SPAS in idle. Note the strange round button-like protrusion on the side of the receiver.
Gordon fires his shotgun.
Racking 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).
Gordon 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.
Even though two shells have been fired, racking the pump still only ejects one.
Gordon follows tradition and reloads his SPAS by cramming a shell into the heatshield...
...which promptly falls back out only for Gordon to shove it back inside; this appears to be a glitch with the animation blending.
The empty reload will have Gordon pump it one last time.
A 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.

Heckler & Koch PDW

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. It is fitted with a small and unusable holographic sight. It 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.

Heckler & Koch PDW (2nd prototype) - 4.6x30mm
Gordon pulls out his MP7.
The 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.
Firing 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 ammo boxes have the correct caliber written on them.
45 rounds later, Gordon dumps a mag from his SMG...
...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.
Gordon 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.
The grenade explodes on impact.
Gordon 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.
A 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.
Gordon 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.

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.

Heckler & Koch USP Match - 9x19mm Parabellum
Drawing the USP.
The USP in idle.
Gordon fires his pistol. Note that the barrel weight is incorrectly shown as completely solid, which would prevent the barrel from tilting and permanently lock the action. Also note that it does not eject casings, however the (otherwise identical) pistol in the pre-release demonstrations did.
Starting 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.
He then dumps a magazine...
...shoves in a new one...
...gives it a smack...
...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".
Gordon 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. 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.

Hunter-Chopper Gun

The turret mounted on the Hunter-Chopper is mostly fictional, but appears to be based on a KPV heavy machine gun with a shrunken receiver. Unlike the Combine's other pulse-firing weapons, the Hunter-Chopper gun has a charge time.

KPVT - 14.5x114mm
Freeman looks at the gun on a Hunter-Chopper as it flies very low down.
The Chopper shooting at Gordon.

Airboat Gun

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 based on 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.

Browning M2HB - .50 BMG
Gordon looks at the right side of an Airboat gun that is not mounted on the Airboat. This gun, along with another one in the same room as it, are the only usable mounted guns in the game that are not Emplacement Guns.
The left side of the gun.
Firing it into the water.
The Airboat gun, actually mounted on the Airboat this time.
Firing at a similar target as before.

MK3A2 Offensive Hand Grenade

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.

MK3A2 offensive hand grenade
Gordon 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.
Afterwards, Gordon will secure the lever with his thumb.
Tossing 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.
After either 3 or 5 seconds, the grenade explodes.
Gordon performs an underhanded grenade toss.
Performing an underhand throw while crouched will have Gordon roll the grenade.
Gordon looks at some unprimed grenades on a desk. The markings read "GRENADE HAND", "OFFENSIVE MK3A2", and "TNT", much like on the real thing.
Gordon 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). Also note that it has the LED on the top of the spoon, rather than on the fuse.

Overwatch Standard Issue Pulse Rifle

The Overwatch Standard Issue Pulse Rifle (often referred to as the AR2) 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. 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 "IRifle", essentially a 5-round 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.

Gordon pulls out his newfound OSIPR at the beginning of the chapter "Highway 17".
Holding the AR2. The rifle appears to have a rear sight, but no front sight to line it up with.
Looking 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.
Firing the AR2 will have the small hammer-like object strike the pulse plug.
After about a second of sustained fire, a large section on the left side of barrel will open up.
Reloading 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.
Inserting in the new plug is a rather glitchy process, as it starts out with the hammer clipping through the new plug...
...and a blink-and-you'll-miss-it swapping of the pulse plugs...
...and finally finishing off with seating the plug into the chamber.
A 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.
Later 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.
Afterwards, the orb will actually fire.
Gordon then finds out that he did not exactly think through the angle he was firing at.
Gordon 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 30 rounds; the Dark Energy Orb is also far too large to fit in the rifle. The rifle itself also lacks a pulse plug in the chamber or in the magazine.

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.

Taking a look at the left side of the Emplacement Gun. Note the OSIPR magazine that has no ammunition feeding to the gun at all.
The other side of the Emplacement Gun. Note the HK-style 0-1 fire selector on the reciever.
Taking hold of the machine gun; while every Emplacement Gun has underbarrel flashlights, only these ones on the outskirts of Nova Prospekt have them turn on.
Firing off at the field.

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.

PKT - 7.62x54mmR
The PKT on an unattended Combine APC.
An APC firing its PKT at Gordon.

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, though pre-release builds of the game had this feature.

Saab Bofors Dynamics AT4 - 84mm
"This steerable rocket launcher is out best bet for taking down a Gunship."
Colonel Cubbage delivers a lecture about the launcher. Note that the rear of the launcher is sealed up, which would make it have quite the recoil impulse.
The other end of the launcher, showing off the weirdly flared-out muzzle, a side-effect of it being the wrong way round.
"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.
Having dealt with a pesky conveniently-timed Gunship, Gordon takes a closer look at the "RPG", as it is called in-game.
Once the drawing animation is complete, the laser will turn on. Gordon holds the launcher with his left hand of 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.
Launching a rocket; that sealed-up rear is relevant again, as firing the launcher will actually produce a bit of recoil.
The 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.
Gordon demostrates one of its more novel and less worrying features: its guiding system.
Boom.
Reloading the launcher will just have Gordon lower it and shake it a little.
Gordon 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.
Gordon 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.

Winchester Model 1886

The Winchester Model 1886 is used by Father Grigori in the chapter "We don't go to Ravenholm...". The weapon is identified in earlier versions of the game by the loading gate. In the game, it functions as a double-barrel rifle with one shot per barrel and .357 Magnum chambering, despite its real life counterpart holding 9 rounds in the tubular magazine and not being available in .357 Magnum. 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. Of note is that despite being referred to as the "Annabelle" in the game files, it is never called this within the game.

Like the "Alyxgun", 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.

Winchester Model 1886 - .45-70 Government
Father Grigori holds his Winchester Model 1886.
Grigori fires his rifle, which produces far more recoil than what a rifle in .357 should. Also note that it ejects shotgun shells for some reason.
Grigori reloads his rifle, by inserting only one round into the loading gate on the wrong side of the receiver.

PARANOIA

Just the foundations of something I plan to do sometime.

Pistols

Glock 17C

A Glock 17C can be used in-game.

Glock 17 (2nd Generation) - 9x19mm Parabellum

Stechkin APS

The Stechkin APS appears in-game as the "Stechkin APS". It operates exclusively in semi-auto mode.

Stechkin APS - 9x18mm Makarov

Submachine Guns

Heckler & Koch MP5A3 with RM Equipment M203PI

A Heckler & Koch MP5A3 with an RM Equipment M203PI can be used in-game. It is modeled after the weapon seen in End of Days, but with a Navy trigger group.

Heckler & Koch MP5A3 with M203PI used in End of Days - 9x19mm Parabellum and 40x46mm grenade
Heckler & Koch MP5A3 with Navy trigger group - 9x19mm Parabellum

Assault Rifles

AKM

The AKM incorrectly appears in-game as the "AK-74M".

AKM - 7.62x39mm
Norinco Type 56 mocked up as AK-74 - 7.62x39mm. Image provided to show the bakelite 7.62 AK magazine.

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AKS-74

The AKS-74 correctly appears in-game as the "AKS-74"

AKS-74 - 5.45x39mm

AS Val

The AS Val with a PSO-1 scope can be used in-game.

AS Val with PSO-1 scope - 9x39mm

OTs-14-4A-03 Groza

The OTs-14-4A-03 Groza can be used in-game.

OTs-14-4A-03 Groza - 9x39mm

Machine Guns

PK

The PK machine gun appears as the "RPK-74".

PK machine gun - 7.62x54mmR

Shotguns

Franchi SPAS-12

The Franchi SPAS-12 can be used in-game.

Franchi SPAS-12 without stock - 12 gauge

Other

F-1 hand grenade

The F-1 hand grenade can be used in-game.

F-1 hand grenade

RPG-7

The RPG-7 can be used in-game.

RPG-7 - 40mm

Unusable weapons

AK-74

AK-74 - 5.45x39mm

AK-74M

AK-74M - 5.45x39mm

AKMS

AKMS - 7.62x39mm

AKS-74

AKS-74 - 5.45x39mm

AKS-74U

AKS-74U - 5.45x39mm

AS Val

AS Val - 9x39mm

GP-25

GP-25 - 40mm VOG

Makarov PM

Makarov PM - 9x18 Makarov

OTs-02 Kiparis

OTs-02 Kiparis with LAM and suppressor - 9x18mm Makarov

PKT

PKT - 7.62x54mmR

PP-19 Bizon-2

PP-19 Bizon-2 - 9x18mm Makarov

PP-91 Kedr

PP-91 Kedr - 9x18mm Makarov

PP-93

PP-93 with suppressor - 9x18mm Makarov

RPK-74

RPK-74 - 5.45x39mm

Shipunov 2A42

Shipunov 2A42 mounted on BTR-90 - 30x165mm

SVD Dragunov

SVD Dragunov - 7.62x54mmR

Yakushev-Borzov Yak-B

Yakushev-Borzov Yak-B mounted on Mi-24 - 12.7x108mm

Postal Redux

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.

Colt Python - .357 Magnum

Glock

A 3rd Generation full-sized Glock pistol is frequently used by police officers. It can only be obtained by the Dude with cheats.

3rd Generation Glock 17 - 9x19mm Parabellum

Submachine Guns

Heckler & Koch MP5KN

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.

Heckler & Koch MP5KN - 9x19mm Parabellum

Shotguns

Double Barreled Shotgun

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.

Stevens side-by-side shotgun - 12 gauge

MPS AA-12 CQB

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.

MPS AA-12 CQB - 12 gauge

Assault Rifles

Diemaco C7

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.

Diemaco C7 - 5.56x45mm NATO

Draco Pistol

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.

Draco Pistol - 7.62x39mm

Other

M202 FLASH

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.

M202A1 FLASH - 66mm

M2 Flamethrower

The M2 Flamethrower is the sole flamethrower in the game.

M2A1-2 flamethrower

M67 Hand Grenade

The M67 hand grenade is the standard grenade in the game.

M67 hand grenade

Postal III

Postal III (2011)

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.

Colt SSP - 9x19mm Parabellum
The Postal Dude holds the SSP as he finds himself in a world where Colt won the M9 trials.
Aiming the pistol; the hammer is never cocked. Also note his thumb clipping through the beavertail.
Firing reveals that the muzzle flash apparently hasn't gotten the memo that guns have recoil.
Reloading the SSP.

Shotguns

Remington 870

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.

Remington 870 with M4 stock, pistol grip, and Surefire light - 12 gauge
Remington 870 with early synthetic furniture - 12 gauge

Assault Rifles

M16A2

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.

M16A2 - 5.56x45mm NATO

Machine Guns

FN M249 SAW

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.

FN M249 Paratrooper with Picatinny handguard - 5.56x45mm NATO
FN M249-E2 SAW - 5.56x45mm NATO

Other

M67 hand grenade

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.

M67 hand grenade
The M67 in its introductory cutscene.
The Postal Dude holding a grenade.
Holding down the primary fire (left mouse button by default) will project an arrow showing the grenade's arc when thrown. If this is not done before throwing, the Dude will place down a grenade that acts like a mine.
"Pulling" the pin. The pin is faced away from the Dude, so he actually pulls nothing.
Throwing the grenade. The pin is actually still on the grenade.
The grenade hits its mark.

Saab Bofors Dynamics AT4

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).

Saab Bofors Dynamics AT4 with vertical foregrip - 84mm

Taser X26

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.

Taser X26

Unusable Weapons

Colt Python

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.

Colt Python - .357 Magnum
The revolvers in question.

Desert Eagle Mark VII

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.

Desert Eagle Mark VII with nickel finish - .44 Magnum

Glock 19

A 3rd Generation Glock 19 appears in one of the "Yes/No" screens that appear when finishing an Insane Path mission at full morality.

3rd Generation Glock 19 - 9x19mm Parabellum

M60

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.

M60 - 7.62x51mm NATO

Mossberg 590

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.

Mossberg 590A1 SBS - 12 gauge
The Postal Dude takes some time out of his job to admire an image of Jennifer Walcott holding a Mossberg 590.

Tokarev TT-33

A Tokarev TT-33 can be seen held by Sergei Mavrodi in the intro video.

Tokarev TT-33 (pre-1947 production) - 7.62x25mm Tokarev
The Tokarev in Sergei's hands.

H3VR

Temporary listing for guns (and not really guns) confirmed for future updates.

Browning Auto-5

A Sosiggun version of the Browning Auto-5 was added in Update #(?) as part of the 1920's Gangster Sosiggun set.

Browning Auto-5 - 12 gauge

Colt M1911A1

Among the "mid-century" set of Sosigguns added in Update #77 was a Colt M1911A1. A Hyman Lebman machine pistol variant was added in Update #(?).

Colt M1911A1 - .45 ACP
Hyman Lebman-converted M1911A1 machine pistol - .38 Super

Colt R80 Monitor

The R80 variant of the Colt Monitor was added in Update #(?) as part of the gangster Sosiggun set.

Colt R80 Monitor - .30-06

M1A1 Thompson

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.

M1928 Thompson with 50-round drum, for comparison - .45 ACP

M79 grenade launcher

The M79 grenade launcher was added in Update #(?) as the Sosigs' first real grenade launcher.

M79 grenade launcher - 40x46mm

RPG-7

Update #(?) added the RPG-7 as an additional rocket launcher for the Sosigs.

RPG-7 - 40mm

Weapons List For Future Reference

Just a list of weapons for potential future projects.

PARANOIA

S.T.A.L.K.E.R.: Call of Pripyat

American Dream, The


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