User:Airuike: Difference between revisions

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Nihao!
Nihao!


I'm making a multiplayer mod called Darkness: Source.  It's loosely based on an old Quake 2 mod called Gloom, and so far, progress has been slow and steady:
I'm making a multiplayer mod called [[Darkness: Source]].  It's based on an old Quake 2 mod called Gloom.  I began releasing the mod to the public on Christmas Day, 2013.


* Made a custom animated spider player model based on the headcrab-black mesh.  It was really tricky figuring out how to get the 8-way directional animation working, but very rewarding in the end.
There's still a lot to do before the mod is done:
 
- more custom models
* Got familiar with modelling, texturing, and animation with Blender 3D and Gimp.
- more maps
 
- more custom sounds
* Made two different spawn entities with models, subclassed/modified CTeamSpawnPoint.
- 2 more player classes
 
- Better ragdoll server/client hooking
* Created a visual effect that makes some entities glow without using a custom shader
- Better flashlight
 
* Decent understanding of HL2MP, filtering map entities, creating console commands, etc...
 
 
There are still quite a few items left to do before I release the first version:
 
* More custom player models: Antlion, Mini-Advisor, Antlion-Guard, Scanner
 
* More CBaseAnimating entities: Spikers, Obstacles, Gassers, Healers, as well as human entities like Ammo-crates, turrets, etc...
 
* Two or three maps
 
* Point-based system for class/weapon selection
 
 
With any luck, I'll have the first version done by October :)  Advice, suggestions, and help would be very welcome.

Revision as of 16:28, 7 January 2014

Nihao!

I'm making a multiplayer mod called Darkness: Source. It's based on an old Quake 2 mod called Gloom. I began releasing the mod to the public on Christmas Day, 2013.

There's still a lot to do before the mod is done: - more custom models - more maps - more custom sounds - 2 more player classes - Better ragdoll server/client hooking - Better flashlight