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1Week Developer Team

1Week Developer Team

Developer & Publisher with 18 members, open to all members

Development team behind the 1Week mod. Primarily composed of Facepunch members, all of our content is community contributed, as opposed to having a "Core...

Cruxic Games

Cruxic Games

Developer with 5 members, must apply to join

We're a decentralized team of a few developers, currently working on Ivan's Secrets, a CryEngine 3 powered title, formerly a HL2 Mod.

CryENGINE  Developers

CryENGINE Developers

Fans & Clans group with 401 members, open to all members

Welcome to the "CryENGINE 3 Developers" group . The CryENGINE 3 Developers group is all about creating levels, mod, Total modifications, addon's, machinima...

VMF's and Vodka

VMF's and Vodka

Developer with 11 members, must apply to join

We're the guys developing the Ivan's Secrets mod for HL2. We're decentralised, with members from Europe, the USA and Australia. We're pretty chill guys...

Post comment Comments  (10 - 20 of 32)
pfoot May 30 2011, 2:28am buried:


bad mod pls delete!!!

-7 votes     reply to comment
EliteAssassin Jun 13 2011, 5:46pm replied:

Don't bother man we can already see how great this mod is with our own eyes.

+1 vote     reply to comment
Tabtoxin Apr 30 2011, 10:41pm says:

i agree delete iavan's secrets more like gayvan's dickrets!!!! loL i Am SO FunNY

0 votes     reply to comment
pfoot May 1 2011, 12:43am buried:


ya lets bee friends

-6 votes     reply to comment
pfoot Apr 29 2011, 9:43pm buried:


ivans gay ******* LOL delete the mod its gaye

-5 votes     reply to comment
pfoot Mar 7 2011, 2:56am buried:


ur super gay lmao delete ur gay mod ivans gayness

-12 votes     reply to comment
DannyCon Dec 4 2010, 12:37pm says:

Seen the latest news post for Ivan's Secrets, I have a spare M14 model if you need it.

Its on this profile in my images.

+2 votes     reply to comment
JLea Creator
JLea Dec 5 2010, 1:26am replied:

We've already got an m14 D:

+2 votes   reply to comment
DannyCon Dec 5 2010, 8:38am replied:

Ah fair enough

+2 votes     reply to comment
Blandr3ws Nov 1 2010, 7:03pm says:

Hi Jlea, a few weeks back Shirk pm-ed me saying you were interested in vaulting. I started a decent write-up but never got round to doing diagrams which were somewhat essential.
Anyhow, I lost my old code and it was crap anyway...
Basically considering the majority of the world is static - the best way to go about it is using nav meshes: one for a vert face, one for horizontal face, one for a face border. A vertical face would allow wallrun, kick-off etc, and a border on a vertical face would allow you to vault. This is similar to the approach BRINK took: (see UNDER THE HOOD: HOW SMART WORKS)
As for dynamic geometry - props etc, I recommend the Valve left4Dead zombie approach as documented: page 31.

I'd go for nav mesh over hull traces because of high run-time cost of collision queries and the ability to utilise it for locomotion path planning if you want the full brink smart style.

Happy modding,

+2 votes     reply to comment
Blandr3ws Nov 2 2010, 2:30pm replied:

Actually, Considering more complex brush work and static meshes (and the effort involved in navmesh-ing them and the fact Valve uses Axis aligned quads for navmesh) - and the fact the valve method would be implemented regardless - the Valve hull trace method would be the way to go.

+2 votes     reply to comment
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