Sarudak wrote:I don't suppose you're gonna tell me what that was? Lol
Yeah, I've already mentioned it on these forums, and it was under the same pseudonym, so there's no secret there.
It was called Half-Life: Inferno. I was working on it in my spare time because I was involved in a soul-crushing professional game-dev project and needed a creative outlet in my off hours.
Unfortunately, I moved while working on it, wound up in a nasty personal situation that had all my possessions locked in storage for about a year, and unfortunately that also included the only copy of the source code on my computer, so the mod died during that time.
It was building up an extremely loyal fan-base though, and was definitely on its way to becoming a big deal, but died a premature death due to the above. It took me about a decade to remember how much joy I got out of modding to begin with in the process.
You might still be able to find a few references to it online, but there wasn't much left other than a Half-Life modding tutorial I wrote the last time I checked.
EDIT: Yeah, here's the tutorial I mentioned:
http://hlpp.thewavelength.net/tuts/namingweap.htm
EDIT 2: Oh, and found an old download page here:
http://www.gamefront.com/files/listing/ ... s/inferno/
It's giving me a trip in the way-back machine to read through the change-log (I think I wrote it myself), which I'll post here in spoilers:
Version 0.07
-Implemented "drift" on bolter. This is how it works: The more shots you fire (regardless of the fire mode) in rapid succession the more inaccurate your weapon gets (just like in RL). Waiting in between shots, makes your weapon more accurate again as time goes by. In single shot mode, you automatically wait long enough between shots for each one to be as accurate as possible. In three-round burst, the time between bursts also returns the first shot of each burst to maximum accuracy. On full auto, the ammount of time you wait is entirely up to you, so the more you fire, the less accurate your weapon becomes, and the longer you wait, the more accurate it becomes (up to the maximum accuracy which is the same as the first shot). This was done to match my own experience with automatic weapons in real-life as closely as possible, and I think it gives the bolter a much better "feel".
-Implemented modifier to firing accuracy based on stance and movement. Crouching while not moving gives the best possible accuracy. Standing, while not moving is next best. Walking decreases accuracy, and running does so even more. If you really want to "snipe", crouching, and staying perfectly still is the best bet.
-Fixed problem that would cause "failed to precache '9mmclip1.wav'" error to appear on the console.
Version 0.06
-Found problem with marines not being able to breath underwater. It works properly now.
-Added in pain sounds. Note: Pain sounds are NOT triggered by weapon fire in the Half-Life code. I could have them triggered when someone gets hit, but it is not already in there. I think the pain sounds were meant for stuff like electrity and steam damage.
-Toned down the distance at which the bolter explosions were audible, as you could hear them clear accross the level before, and they never seemed to decrease in volume no matter how far away you were.
-Put in a one in ten chance that any bolter kill results in gibbage.
-We have Blood! After spending hours of digging around in the code, I finally posted a request for help on a Half-Life programming forum, and received a response that indicated only 1 lines of frigging code was required to re-enable the blood whch Valve had disabled in the SDK (don't ask me why they did this, I still wan't to bitch-slap someone for it). Special thanks to Botman for helping me out with this one.
-Added in the Inferno website to liblist.gam. This will allow people to go straight to our site from within half-life (In the custom-game menu).
-Added in the new Space Wolf skin. It can be accessed from the console with "model mrnwolf". I will be adding in a menu to select the skin you wish to use later. Note that once you specify a model in the fashion it will become the default model that will be loaded when you enter the game.
-Restricted the range of the bolter to 2048 HL units. This is based on a suggestion by Cold Fusion that 1.5 inches in Warhammer should equal about 128 HL units. Since this sytem seems to work well, I will probably use it to convert other weapon ranges from the table-top also.
-Implemented armor saves, along with marine pain sounds whenever an armor save is made (sounds like a crunch followed by a grunt). Bolts also streak off from the target when an armor save is made (tracers). Currently, these ricochets do no damage, but it would be easy enough to make them do so if it is desirable.
Version 0.05
-Finally figured out the problem with the weapons displaying the wrong names when you killed someone with them, and also discovered some oddities in relation to the new weapons and the HUD. Both of these have been fixed. If anyone is interested in doing new sprites for the bolter on the hud consult "weapon_bolter.txt".
-Isolated bolter explosion sound from the rest of the explosion sounds as I doubt we will want them all explosions to sound like the bolter.
-Finalized integration of new sounds and graphics from Version 0.04 into the code. You will notice that most sound and graphic file names have been changed so that the base Half-Life sounds and graphics will still be available if we want to make use of them. In the cases where the names have remained the same it is generally due to the file-names being hard-coded into the game engine, and therefore inaccessible to us.
Version 0.04
-Added in a close combat weapon using a temporary axe model.
-Marines can now breathe underwater.
-Re-enabled health-kits.
-Forced model to "marine" and wrote code to validate any player model changes.
-Integrated new Marine, and bolter models and sounds. BTW: They kick ass! :)
Version 0.03
-Added 3 fire modes to bolter: Single Shot, 3 Round Burst, and Full Auto. You can cycle between these with secondary fire.
Upcoming changes:
-Get marines to walk on the bottom of water-filled areas instead of swimming.
-Fix weird thing that is happening with new menu graphics (Half-Life title overlapping our background). This may involve altering the client.dll file, so it may take awhile. Note: It looks like the image is stored in logo.avi. Is anyone able to make a replacement for us?
-Take care of w_weaponbox.mdl.
-Figure out where clipinsert1.wav and cliprelease1.wav are getting called within the code.
-Fix position at which shells are ejected from the bolter.
It gives me a chuckle to read my explanation about weapon drift, as at the time, that wasn't at all a standard feature in FPS games, like it is now :)
EDIT 3: Oh, and it looks like I was always obsessed with heavy armor causing people to walk in water instead of swim. Go figure :)