CLUSTERFUNK is a comedy themed (not for the faint of heart) arcade style multiplayer modification for Half-life 1 in development. This mod features a completely overhauled and remastered graphical and sound system for all your modernized viewing and listening pleasure. The main focus will be on delivering an enjoyable and nostalgic Half-Life experience to players, through providing a customizable interface, as well with numerous game-modes and playing styles. Development is early and a lot of exciting things are yet to come, so please track and stay tuned for updates!
Holy hell!Another year has gone by, so much has happened and yet so much needs to be done. I imagine most of you are having the same thoughts, in your personal lives if not in the modding realm, as I am at the beginning of a new year.
Anyway, I realize that this page hasn't been given much attention in the past while. It must be frustrating and discouraging for some of you supportive of the mod to possibly think we're a bunch of lazybums or are losing interest. The truth is that is not the case at all. In the past few months, CLUSTERFUNK has been undergoing an absolutely mastodonic makeover from the bottom up. Almost everything that has been happening in the past few months has been done written in code. So with that in mind, the reason we haven't updated this page earlier is because we do not have enough fresh content yet which we can actually show you.
I am updating the page now with a news article now however, because I believe you people deserve an inside scoop of knowing what exactly is going on behind the curtain, and I am thrilled to bring you all great news.
Alright, lemme cut the crap and get to the chase. For a while up until a few months ago, I had been feeling very frustrated and discouraged from the stale unpresentable direction my mod had been taking. Don't get me wrong, I put a considerable amount of effort into the mod to make it the vision I had for it to be, and in some ways it was growing strong. But however, as I played it more and more I quickly noticed how its rigid design would quickly lead to it becoming a major borefest for other players. From the beginning I knew what CLUSTERFUNK needed to be for me to be happy. That which would be a flexible arcade style multiplayer shoot-em-up with a multitude of entertaining unique gamemodes, along with a large array of customizable features and elements to keep players interested.
Because I realized I was pushing the mod in the wrong direction, instead of being a lazybum and giving up on the mod, I decided to rethink my strategy on how to achieve my goals. A little while later a solution finally hit me like a ton of bricks. Now this solution was absolutely terrifying to me, as it would require an extreme level of dedication towards a motherlode of tedious effort and also learning another programming language without any prior knowledge or investment.
Now this "solution" to making CLUSTERFUNK the mod which I had desired it to be, was in fact, implementing the notorious scripting language known as 'Lua'. What is this 'Lua' you may ask? Well, to quote the website; "Lua is a powerful, fast, lightweight, embeddable scripting language. Lua combines simple procedural syntax with powerful data description constructs based on associative arrays and extensible semantics. Lua is dynamically typed, runs by interpreting bytecode for a register-based virtual machine, and has automatic memory management with incremental garbage collection, making it ideal for configuration, scripting, and rapid prototyping.". For more information, click the link provided: [link]. Lua is also the leading scripting language used in games in today's modern world, and in case you might have ever played Garry's Mod, you may be aware that it also uses Lua to benefit its user-customizable sandbox elements.
Implementing Lua into Half-Life 1 was definitely quite a challenge for me, even as quite the ambitious developer. To give credit where credit is due, I wouldn't have been able to manage it in the time span I did without being provided with Andrew McWatter's very neutral, clean and standardized open source Lua implementation for Half-Life 2 ( Link here: [link] ). His project allowed me to grasp a much deeper and more valuable understanding of the language and methods for implementation. Much of the functionality for CLUSTERFUNK's integration is even now still heavily based off his accomplishment, although a lot of rewriting had to be done to make the system workable with HL1.
Now since after about three months of aggrivating headaches and incessant effort I have the system in a working order, and I believe that some of you reading this may be interested in knowing what exactly I am using Lua for.
Well.. to be honest, at the grassroots it is very simple and easy to explain. I'll create a list:
#1 ) Scripted Gamemodes - All gamemode logic is defined in Lua scripts. CLUSTERFUNK uses a base gamemode script (deathmatch), where all custom/other gamemodes are derived from. As a fellow modder and server host you'll be able to create any custom gamemode you could imagine, although this system will be a fairly more rigid than others to keep the game from breaking (too much XD).
#2 ) Scripted weapons - Definitely what I'm excited about the most, all weapons in CLUSTERFUNK are fully scripted in Lua. That means fellow modders and server hosts will be able to script their own weapon types. Literally anything will be possible, as long as you're ambitious and experienced enough.
#3 ) Scripted NPC's and other Entities - Isn't fully implemented yet, a lot of other work in the code needs to be finished before this will be fully functional. I expect this to be the final Lua feature to be completed because of its sheer magnitude. Once I'm done with it, you'll be able to script any NPC or entity you could possibly think of. Of course only if you're up to doing it. :P
#4 ) Scripted GUI/HUD elements - This also isn't fully implemented yet, although I'm working on it currently. You'll be able to customize the GUI/HUD layout somewhat, perhaps use your own textures, add new features, remove ones you don't like, etc. These will mostly be handled entirely client-side, so general users will be able to create their own mods/additions and run them on any server.
As you finish reading the list, I hope you can agree with me that with adding these features in CLUSTERFUNK, or in any game for that matter is quite a big deal and is exactly what a mod (for a 15 year old ancient game barely anybody ever thinks of anymore) needs. We have a bunch of other things in the works for the betterment of the mod too, such as various performance improvements for the custom renderer, new graphical effects and extensions to old ones, glorious bugfixes, new weapon models and animations, and a little bit of progress with maps. I believe 2014 will be a great year for CLUSTERFUNK given all the swell things we have going for it, and all the things we have planned that are yet to come.
Anyway, I know I've written quite a bit, I hope you're still awake by now if you're still reading this. Hopefully this is all you need to know for now, if you have any questions or comments feel free to post them below, and I'll try to answer as soon as possible.
Oh also, make sure to subscribe to my youtube channel ( [link] ) where you can occasionally find some development WIP videos showcasing WIP features and other prototypes for CLUSTERFUNK. Here's a couple videos showcasing examples of what we currently have going:
Have a good one, and thanks for reading!
Latest tweets from @clusterfunkdevs
Jay has been working on a map for the past week. Probably is going to take a while longer to finish.
Jul 31 2013, 9:00pm
A lot of things are being worked on atm. Each day sees more and more positive improvements and useful additions to make this mod better.
Jul 24 2013, 1:05pm
Jay has been uploading pre-alpha gameplay of CLUSTERFUNK onto his YT channel. Check it out! T.co
Jul 21 2013, 7:16pm
Testing, testing 1...2...3!
Jul 21 2013, 12:25pm