Well, this is a minor update to let everyone know about the mod's progress. I haven't been uploading screenshots or anything since I prefer to release them in one big package, and also it was my birthday saturday so I haven't really been able to do much.
Coding :
- Ironsights:
I've been busy coding the ironsights, mainly to have them use a portion of code found n the customizable weapon files, so that players may change the offsets if for some reason it decalibrates.
I've managed to add an animation from the normal position to the ironsighted position, now I just need to code the exact opposite. I also added a basic firing cone changes so that the gun aims better when using Ironsights. I'm hesitating whether or not to leave the normal crosshair or to simply untoggle it for the entire mod, forcing people to use the ironsights for ranged kills.
- Vehicles:
I have also been coding to add two new driveable vehicles, using the jeep's source code of course. I'm aiming for one brand new dune buggy that you use to escape White Forest, that will later become Freeman's infamous jeep, after it changes from your hands to the rebellion's. The other vehicle, and that will take some heavy coding which I'm not sure I'll be able to accomplish alone is a vehicle with two hitboxes, in other words, a driver (either NPC or the Player) and a turret in the back (NPC or Player). It will be easier of course to just let the NPC do the shooting, give them a good turret (like the ones on the jeep/airboat) and basically all the player will have to do is dodge obstacles and stay on course. The other way around will be really hard...
- Scope:
I have been of course working on adding a scope for the sniper rifle, but I have been having some difficulties with the different screen aspect ratios. It works fine for 4:3, but widescreen (I use 16:10) is really hell; either it gets duplicated and does not loose it's ratio, or it get completely distorted. I'm also aiming to use a nice render for it, so that it seems like a real scope with the "glass" effect around the edges.
Mapping :
Since EE will required Episode 2 (for the White Forest props) I have been playing Episode 2 in order to really get the feeling of how White Forest was back before the Combine. I haven't been doing much mapping, except some small test maps for the coding changes (firing vector cones etc...). Rest assured that once the coding is over, I'll get to the mapping, and if I don't for whatever reason, I'll release whatever I have so that people can enjoy my coding.
Well that's all for now, check back soon for more updates, and be sure to add the mod to your watch list if you haven't already.
-Robin DLC