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Replay the Black Mesa in a whole new way. Play as Dr. Eli Vance, with a giant arsenal of weapons, versus huge varieties of enemies, with fantastic graphics.
Well, guys, sorry for not showing much, but I have been working on the wikia. It's coming along very well. Unfortunately, I left my mouse batteries at my grandma's house, and my dad says that I lose too much, and therefore, can't buy new ones. But on Tuesday, I'll get them back. I can't model, nor map, without a mouse, and all the other mouses in the house are broken or used.
Anyways, to the topic - you've seen them in Half-Life 2, they've been planned for Half-Life 1, and you're getting them in HypernovA - flares. I've done EVERYTHING, except for the particle system. That will take a while. There will be NO CHEATS to get this weapon. For technical and gameplay reasons.
The hornet gun is temporary, obviously - one day soon, I shall make the weapon, as well as the particle system. The physics for CARRYING it will be done once the basis for physics are done - which won't be completed any time soon. The flare dies in water and after time. It has a glowing sprite, a dynamic light, sparks, and soon a particle effect. Hope you like it!
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Entity Concept: Dexter
Coding: Dexter
Entites used:
----item_flare
----weapon_hornetgun (Temporary Weapon)
Mapping: Dexter (It's temporary, obviously)
Time taken: Around 4 hours
Programs used: Valve Hammer Editor, Microsoft Visual C++ 6
Pretty nice for a Goldsource mod.
P.S. Checked out the wiki and it too, is great.
Thanks, Omer! Will look muc better when I finish the particle system. The movement of the flares looks great, by the way. Very smooth.
Nice !
Thanks! The one in the middle is being shot from the hornetgun, by the way, but I don't want to keep you guys waiting for the new weapon to be finished. Oh, by the way, I got a battery so I can continue modelling.
Looks nice, but I'm sure if they should spark so much, the one in the center seems to sparking more than the others
Well, the reason for the one in the center SEEMING to be sparking more: think of the sparks of the others moving downwards. They don't have much space before hitting the ground.
By the way, there IS a model for the flares there, but you can't see it. I might try changing the spark color.
very good, was it hard to code?
Thank you. It was surprisingly easy, though. The particle systems and physics are the hard part.
Nice work..But will you do a video to show some of the engine physics in action?
Thanks! I didn't get anywhere with the physics yet...keep in mind that I only started coding last December. I consider this remarkable improvement, and have high hopes for the future, yet I have to be realistic.
One year is a long time :P..
Simple Physics is really easy for particles ^^
Hey, P4trick. Didn't see you 'round here in a while. Have you been following HypernovA? How are you?
Anyways, yeah, one year is a long time, but if you look at my rapid improvement, it's a year well spent. In the fields of texturing, modelling, coding, and mapping, I've gotten better rapidly, as well as learnt new technology. Oh, and the particles aren't the problem, it's the flare itself.
I see! ..but your not so old, so i think your doing a amazing job at coding - you'll be a great gamemaker some day! :D
..oh and im still looking now and then ^^
Thanks, P4trick. You've actually been my harshest critic yet, but I don't blame you. I really used to suck. Glad I'm passed that.
Long time didn't see a update here, at least the flares could enlighten the darn dark vents this time, no more suprise headcrabs ! >:D
Actually, the flares will be relatively limited. You should use them mainly for holding off a position or calling for help.
OMFG i want some of those :3
like it. love it. wanna do stuff with it
ps: can you set people on fire with it? >:)
I was thinking about that. If it would, it wouldn't do much damage.
being on fire would do a LOT of damage, mind you.
I wouldn't want to get lit.