Higo Sai - Festival of Asylum A small mod surrounding the events of the "masked numbers" incident.

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Created this mod because A) I want to try to implement different Augmented Reality hardware into HL2 and B) I love gunfights and swordfights and decided there should be a modification that lets you personify those two passions with out dealing with the whole death and police thing.

Posted by mars3554 on Oct 1st, 2009

I know for a fact I'm going to be busy with school but all these ideas I have storming around in my head needs some form of outlet. I have a tendency to work on a single project until I am physically and mentally sick of it so for a change I'll limit my time spent to 60 minutes everyday, and 120min max on weekends. I'll consider it a vacation from my engineering courses. :D

Anyways, here is some ideas floating around from my last mod that I made over Christmas. Nothing really impressive but I'm still just getting an understanding of the HL2 SDK.

Part1:

Part2:


Cheers!

Comments
tnk_x5000
tnk_x5000 Oct 1 2009, 5:12am says:

Looks fun.

+1 vote     reply to comment
Mischa_Silden
Mischa_Silden Oct 1 2009, 6:08am says:

This mod seems interesting..
...tracking...

+1 vote     reply to comment
TriXz
TriXz Oct 1 2009, 7:17am says:

Looks interesting, tracking.

+1 vote     reply to comment
Kasplatt
Kasplatt Oct 1 2009, 7:30am says:

That's actually an awesome idea, the 1 hour a day thing, I'll definitely do something similar. And your project looks cool aswell, good luck with it!

+1 vote     reply to comment
dafatcat
dafatcat Oct 1 2009, 9:35am says:

Sounds cool, but you should probably use a darker test map so we can see your weapons better

+1 vote     reply to comment
Eylam
Eylam Oct 1 2009, 10:53am says:

Tracking ... Good luck with this...

+1 vote     reply to comment
DOLBYdigital
DOLBYdigital Oct 1 2009, 1:32pm says:

I agree with the darker test map to make it easier to see your weapons and demos. Good luck with all your ideas, I know the feeling of having too much stuff running through your head ;)

+1 vote     reply to comment
awesomepossum
awesomepossum Oct 1 2009, 2:11pm says:

wall jumping! excellent

+1 vote     reply to comment
vfn4i83
vfn4i83 Oct 1 2009, 3:04pm says:

Looks really interesting; sword you say. Hope to see something like have been made at Zeno clash.

Good work.

+1 vote     reply to comment
mars3554
mars3554 Oct 1 2009, 8:11pm replied:

I haven't played that but the last thing I was working on was a 180 quickspin tele-cut. It was really funny with the default crowbar model.

+1 vote     reply to comment
Dra6o0n
Dra6o0n Oct 1 2009, 3:27pm says:

you need to add better wall jump contols so it can be used in reverse too, to dive bomb someone from above... It can depend on momentum, as a jump straight up gives positive momentum to climb walls upwards, a falling momentum and wall jump will help you move towards a direction better, and probably help survive a fall in other modes...


Also, it would be neater to have a wall jump cling and charge ability, so you stay in place for a brief moment, then launch yourself in the direction of your sight.

As for camera controls while wall jumping, i think a automated camera that quickly flips your view around when jumping off walls can help if its intensively first person, but if you mean using guns while walling jumping and aiming, then it has to be set to allow sideway wall jumping then...

+1 vote     reply to comment
mars3554
mars3554 Oct 1 2009, 8:07pm replied:

I will keep that in mind when I get into the heavy coding. You are talking about the l4d hunter style pounce right? If my memory is correct, the momentum stacked in the video's build so if you timed your left and rights correctly, you'd exceed what was valve deemed a safe velocity for the engine and with a telejump wound up on outside of the box ;D

As for the camera system, I am working on (top secret!) hardware and I don't want to say too much right now. I am a huge "The Specialists/Opera/AHL" fan so rest assured it will be intensively first person with freedom of movement!

+1 vote     reply to comment
BcForCe
BcForCe Oct 1 2009, 4:23pm says:

around the masss number insidant? wats taht bro>?

+1 vote     reply to comment
mars3554
mars3554 Oct 1 2009, 8:09pm replied:

masss number? I'm not sure what insidant means.

m=d*v? argon-39.948?

+2 votes     reply to comment
JohnnyMaverik
JohnnyMaverik Oct 2 2009, 5:54pm says:

This looks metal O.o

But in a good way...

However: "Coming 2013"

Exactly how big is this project guna be?

+1 vote     reply to comment
Oxegen_gamming
Oxegen_gamming Oct 12 2009, 2:55pm says:

is all the coding cfg? if so howdo i do that kinnda thing?

0 votes     reply to comment
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mars3554
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Release Date
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