Ex-Staff
Official group with 21 members, invitation onlyThis group is for the former staff of Mod DB, who for reasons wide and varied are no longer part of the team.
Since 2004 I've taught myself, and others, in just about every discipline the Source engine offers (shaders are the last big exception). I'm particularly proficient in mapping, writing, choreography and audio scripting. I'm always happy to dip into a project and offer some advice, so PM me!
0 comments by Varsity on Aug 20th, 2009 digg this super bookmark
Has it really been over a year since my last post here? Time for an update.
I've long since abandoned Enclave, as it began to demand too much re-engineering. Half-Life 2 is a linear rollercoaster and about as far away in design terms from Deus Ex as it is possible to be within the FPS genre. There were also issues of motivation that would have to have been overcome were I to stick with Gordon "silent protagonist" Freeman.
Despite this, the biggest stumbling block proved to be animation. Promoting Valve's citizens to the foreground made their animation set look extremely pallid, and all my attempts at decompiling the models failed in one way or another. Even if I had succeeded, XSI's SMD importer only half works.
I'd go so far as to call the pre-compiled nature of models one of the fundamental problems with the Source SDK at the moment, at least for those of us working on narrative projects. Valve are releasing the TF2 model sources, and I sincerely hope they follow them up with Half-Life 2's citizens, metrocops and soldiers. Just not in SMD, please!
After shelving Enclave I drifted away from modding until I discovered Jailbreak: Source. Jailbreak UT2004 is still my favourite multiplayer mod and I inevitably didn't find its Source counterpart quite to my tastes, it being slow and unwieldy, with most games entering a stalemate where each team occupies the other's base. The tug-of-war feel I loved in JB:UT, where releases happened so often that each game became more tense as you came closer and closer to incarcerating the entire enemy team, isn't there.
Instead of moaning on the forums I started on a map that would fix the problems I saw. Unlike the official arenas, jb_openday is small, circular, and has wide open "bases" that are impossible to lock down — each element intended to make matches ebb and flow faster. The speed of each round made escapes pointless, so to keep captured players engaged I removed the ceiling of each jail instead: those inside can shoot out at anyone who tries to walk along the top of the walls (once thrown a gun), and the other team can shoot back in, which with the minigun in hand never fails to entertain.
(A lot of the criticisms here are addressed by Jailbreak 0.6. Guess I'm not the only one who feels this way.)
The biggest problem with Openday is actually its small size, which limits the number of players it can support and makes a lot of matches too quick. But a larger map would have broken down entirely, as player movement is simply dog slow in JB:S. It's part of another malaise with the SDK: that its multiplayer component, HL2DM, is literally HL2 with networking and respawning, and despite its name isn't balanced for the pace of deathmatch play at all.
This is what I'm trying to change with my "pure deathmatch" mod. I want to release, with a Creative Commons license, a simple codebase from which other mod teams can start Quake/UT-like multiplayer projects with fast movement, walljumping, classic DM weapons and hopefully proper gibs — and unlike anything else out there I can think of, blessed lag compensation at the same time. (Shortly after posting this, Tremor appeared on the site.)
At the moment I'm ploughing through creating weapons. The VDC wiki's documentation on the process is either missing or utter crud, which if you're me means writing it anew...and that means laying all the groundwork first!
This group is for the former staff of Mod DB, who for reasons wide and varied are no longer part of the team.
MANN CO. sells only the finest products. We also get in fights.
For all the old skool modders that have stuck by Mod DB from v1 to v4. A lot has changed as over the years as the site moved from a dark v1 to a bright...
For people and teams developing mods and games with Valve's Source engine.
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You have written some wonderful articles. Great stuff.
What a lovely avatar... sir...
*hypnotized*
@.@
Your avatar... is soo... hypnotizing... Can't stop staring!
rofl i had no idea such a group existed, so thats why i created my own, if you don't mind i will invite myself to yours
Your avatar is hypnotizing.
I think I just got my own 13,000th profile view. Where are all these people coming from?
Lol dancin avatar :D
i dont kno u but why are most of your comments at 0 votes?
How odd. Presumably someone visited this page and downvoted them all.
Somebody should do something about it... about the whole voting system, so to prevent abuse.
+ maybe small activity points for voting. :-D It would help people vote oftener...