And we thought we were dead…

12 04 2010

Work on this mod went on hold for at least a year, but there has been some really minor progress that has been made. Mainly updating the mod to the latest version of the source sdk and some bug fixes for the sniper scope and other code already implemented. Hopefully there will be a lot of new content added within the next month or so as school winds down for the year. Also thanks to the new SDK we have a working basic class system.





Scope implemented

30 04 2008

So after much trial and error I have finally implemented a working scope proof of concept. I had already coded in the scope/zoom feature, but had not been able to get the scopes HUD overlay to work. Now it is working. I will post pics of scoped views soon.

*Edit*

A problem has come up with the sniper scoped view. The HUD overlay texture only covers half the screen in 10:9 screen ratios. Working on fixing this.





3rd person camera update

20 04 2008

Some minor fixes have been implemented to the third person camera ability of electricity. The weapon that you are using is now visible in third person mode. The cross hair is also visible while in third person mode and the camera is now posistioned over the right shoulder, similar to the camera in Gears of War.





Sniper

5 04 2008

Code for a sniper rifle has been implemented and is working.





minor update: SMG and highspeed sprint implemented

22 02 2008

Electricity’s high speed sprint ability that also makes them immune to the slowing effect of ice grenades has been implemented. Also Electricity’s SMG has been implemented.





Electricity class: Knife

28 01 2008

The code for the electricity class’s knife has been successfully implemented. Right now there is just enough code for the knife to work. Code for the Knife to have a one hit kill effect when used from behind a victim and a knife model are in the works, and should be ready within a week or two. Also as is the third person camera has the player shake while moving. This is due to a clipping error and will be fixed once the rest of the electricity class’s abilities are coded into the game.





preliminary third person camera view

10 12 2007

This is an early version of electricities third person ability.

3rd person 2





minor update

13 11 2007

Important* if the source sdk shows the loading bar but then never loads edit the launch options by right clicking on the shorcut in steam then add -engine ep1 -nop4 -applaunch 211 .

Made a steam group for us. Just message will (rooksniper) or bob (boredblind) and we will add you to the members list. this provides us with a nice chatroom and might be made into a public group for the release of the mod. Also post updates of what you have done, partially done, or still have to do.





Duties

31 10 2007

Starting as soon as possible, we are dividing up coding the different classes.

Will: Fire class

Bob: Electricity

bob/will: Water

Hedley: (Provided you can get a steam account and a copy of HL2) Screw around with the Source SDK, check out Hammer and the map editor.

Good luck.

Helpful sites are listed in the links section

Use visual studio 2005. VS 2008 has problems compiling





Water: In Depth

18 10 2007

Water is a long range sniper and support class, useful for hitting your enemies before they can become a threat to you.

Water is effective against the Fire class, because the sniper rifle out-ranges the assault rifle, and a strategic player will be able to render a Fire user’s abilities useless, while leaving them open to attack. Water users can use their varying equipment to create powerful combination attacks.

Weapons and Equipment:

Sniper Rifle: A powerful long range weapon. This weapon is most accurate while standing still or crouching, but can still be used effectively while walking.

Pistol: A powerful short range weapon with a moderate rate of fire. The active effect of the pistol disables a Fire user’s thermal vision and proximity sensor, and can disable an electricity user’s active camoflage, if the shot hits. The pistol is useful for close range encounters, especially when cornered.

Ice grenade: This grenade, once detonated, creates an icy patch on the ground. People can walk over this patch, but will slide around due to the decreased friction. Water users and electricity users with sprint activated can pass over this surface with no adverse effects.

Ice mine: This mine, detonated by a proximity sensor, completely immobilizes an enemy. The enemy can still look around and fire their weapons, but cannot move for a few seconds; just enough time for a sniper to line up a headshot or a heartshot.

Focus Pill: The water user’s pill, when one is taken, changes how the water user sees enemies. The region of the enemy’s head becomes illuminated, showing exactly where to shoot for an instant-kill. If a second pill is taken, the area around the enemy’s heart becomes illuminated as well. The heart shot can be more effective than a headshot, but is difficult to hit correctly.








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