I began modding Source in January of 2005. I spent just about every day of the next two years doing everything in my power, free time permitting, to help the amateur modders get accustomed to the drama and pure unadulterated bullshit that was lurking just out of their sight. I was there when the community came together and I have been here watching it dwindle into the dark corner of the room that no one dares look. There is no doubt in my mind that the Source Engine is feeling under used, under appreciated and sad. More shocking to me, even though I have more than devoted two years of my life to it, a dark portion of my heart is very glad to see it as such.
No matter the engine you use, you will find this tool useful, but first a story. I have been involved in game development for about three years now. I have worked in and around more than fifty mappers over these years and one way or another their development lags. From what I have been able to put together it is related to their planning, and I want to tell you about one of the way I experienced it, the way it should have gone and what can be done in order to make sure its done. Continue reading “Message to all you mappers out there.”
Hey folks, long time no talk. I’ve been away working on WAW for the last few days gearing up for a release, which ended up getting pushed out, but was great none the less. For those who don’t know I’ve been working with them for about 2 months now, and met some really good people. They are always around and have accepted me in as family practically even though they have been working together for more than two years. The mod is an extension of their old mod, which someone out there may already know about being the number one inspiration for my mod, Firearms (FA for short). It’s got some very unique ideas and is for the most part just waiting on some help on the art front to catch up to everything else.
I have the bases all covered on my stance system and it is almost in a release able state. I fixed the issue with the transitions getting fucked up when a player dies, it was a networking issue, and hit another issue that is actually a hundred times more irritating, and was simple to work around.
The game movement is controlled by a single static class. What this means for the programming aspect is that the way I had coded stances would not work. Watching the following video will give you a demo of the issue and rest assured it is no longer one.
Enjoy the video, Solving the previous issue was a hell of a hack, as you can see from the video. I had to bypass a bunch of prediction that was screwing with my code. Now that i got it working i get to go back into it and track down the reasons for it acting up. Soon my children, soon.
the last couple days I have been working on this movement code and It’s about to break a ball. I have officially hit a rough patch and I’m not too happy with it. Basically the idea is that the code I’m writing is going to replace the movement code that is already in HL2, adding the functionality that I want:
Compile time creation of new stances Ability to add stances dynamically Simple Management of stances Dynamic movement between them
Well I hit a hump a couple days ago after I finished the code related to transition. If you want to see what happened, please check this out…
With some very appreciated assistance from Steven_M64, I have successfully replaced the movement code in HL@, with my own that actually works as I wanted it to, with a simpler interface for the programmer to control it. Now I can add as many stances as I wish without having to recode everything. Check out the video to see what im talking about:
Whats next? good question, and I’d love to tell you but I don’t want to spoil the surprise. G’night everyone.