Half-Life 2: Regret
The mod Regret, as it is called at this very early stage in development, is a crude Source adaptation of the 90s shooter game Crusader: No Regret. It attempts to recreate as accurately as possible the map design, weapons, models and gameplay of the original game while transferring it from 2½D to 3D. Development of the mod started in December, 2006.
Features
- Based on the latest version of Source
Parallax mapped textures- Will probably use VGUI2 for mission briefings and other ingame interaction
- Will attempt to recreate the original game's remote controlled Servomechs, weapons, Spider Bombs, other inventory items (with their original features) and surveillance equipment
- Will replicate the original game's sounds
Development
Regret, Jupix's brainchild, is a community-powered mod. There is no development team per se, and everything you see in game is community-generated content. That means if anyone at VDC, for example, can be bothered to make content for the mod, it would help tremendously in the development of Regret. The community is located at echosector.com.
Regret also attempts to be completely free and open source. All textures, models and source code will be hosted at the Regret website and there will be an SDK with which to create additional content for the mod.
At present, the most fundamental development obstacle is modelling the original game content into Source-compatible models, complete with texturing and physics. Any help with this would be valued beyond belief!
The project founder and original author of this article, Jupix, does mapping, texturing and light coding. Basically, he puts the community-made content together into releases.
The first release, designated Alpha 1, will showcase the gameplay of the game with the first level and some of the basic features implemented. The goals for Alpha 1 are as follows:
- Mapping: level 1 with textures, sounds & props
- Weapons: definitely RP-32, maybe SG-A1
- Inventory: energy storage, maybe data link
- Garnish: HUD, menus
Blog
October 4th, 2007
Posted by Jupix
Good news everyone!
I was contacted by the guys at Echo Sector, a Crusader community, and finally there seems to be some hope for having something concrete finished some day. Cyberion, their co-leader, is helping me with awesome models, and Keenan, co-leader, has voiced some interest in supplying the mod with sound effects. With their help, we might see a playable short demo of Regret some day.
There's some bad news as well. In February I was hopeful there might be an update for the parallax occlusion mod that would make it compatible with HDR, but no. It's October now, and there was never any update and I doubt there ever will be. With the current state of imcompatibility, I might be forced to redo at least most of my current wall texturing with brushwork, instead of parallax occlusion materials. I still have to run some tests before I make the final decision.
As for what exactly is completed at the moment in terms of level design - there's a closed player spawn room, from which the player enters the first room. The first room is there, but most of the models are still missing. There's the elevator and the controls to operate it.
Anyway, so far everything's looking good. The emphasis is now on modelling and mapping the first level, from the spawn point to the first levelswitch elevator. Once finished (hopefully), that will be our first public demo release.
Also, with our new friends at Echo Sector, now have a forum there. Feel free to take part!
February 2nd, 2007
Posted by Jupix
Page started in the hopes of finding people with modeling skills to help out with the mod. If you are interested in the mod's progress, check out this batch of images. I will be adding screenshots on that page as the mod progresses. So far there is little content to show off, as I am not able to model items myself. Should you become interested in creating any content based on Crusader: No Regret, the page has some useful dimensions and textures you can use freely (most of the information is in Finnish, however).
Our goal at this point is to finish all the textures, models and functionality needed for the game's first room. This means creating all the crates, containers, surveillance cameras, teleports, switches, lights, pipes and so on from scratch. For this, the help of the community is obviously needed. If the necessary content is some day finished, work can begin on redoing the original levels in Hammer. This, however, is currently far in the future.
Again, please, if you can do modelling and would be interested in helping me and the rest of us out with Regret, feel free to leave a message on the talk page.