I’m literally typing this while I’m at work there’s nothing to do, and I brought my laptop with me. Let’s do this!
Programming progress
This will pretty much be the only section for this update. I'll explain why after the video:
The plan for the next few updates will be videos showing the coding work being done for the mod. The reason for doing this is I started over with the programming for the mod (as seen in the last live stream). The previous builds of the mod used probably the most unstable bases of the Spirit of Half-Life code on the internet, and my contributions only made it worse. Not too long ago I got info on what version of SOHL I should be using, and now I have a much more stable build of the game. So, I can redo work I’ve previously done that now isn’t up to my current standards.
Another plan is to make tutorials for the features I program into Shaft, so people who want a new gun, enemy, or visual effect will be able to add it to their own mod. I also want to make tutorials for features that never had a proper tutorial for implementation done before. That or the tutorial is just terribly made, or the game was updated so the tutorial is no longer correct.
One last thing is asking if anyone wants to help me with programming for Shaft. While my skills have improved since I started working on this project. I'm still not perfect, and there are things I still can't do. For instance, I still can’t get the battery to draw properly. You would think it would be a simple fix, but I seem to be having a lot of trouble figuring it out. I could figure it out if I spent more time tinkering with it, but that will continue to slow everything else down. So, that's why I'm asking for a hand with some of the coding work. I can assure that you will be in the credits for your work, and I might even gift you a game on Steam for your hard work. If anyone is interested then drop me a PM either on Mod DB, or on Steam.
Everything else
Obviously more work has been done other than programming. The rest of the team has been working on models, and maps, and sounds that might not be that significant on their own, but as a whole make Shaft what it is. While I make 99% of the posts, this mod wouldn't be around if it wasn't for the rest of the Freeze Team and the excellent work they do!
Well, I ran out of things to say about this update article. Stay tuned for more videos, and other such media in the near future!
hell yes! when Shaft come out, im gonna port the HAssault's Gun(i dunno if there's its own name) model to Heavy's Minigun in TFC!
You can! Infact, when shaft is completely released and patched out though we will be packaging all the sources and send them packing straight away!
In the presence of your lovely daughter.
Its already done. https://www.moddb.com/games/team-fortress-classic/addons/tfcmdlhuman-sergeants-minigun
pretty cool!
It is very interesting to watch the progress. I would love to play in it. When the release date?
What are the chances to ask you to give me a model minigun from this video? Because I want to make the AMX plugin(multiplayer only) adds weapons from Half-Life beta. Thank you in advance.
I'm not too sure yet if we are going to release the model to people before the release. I'll have a talk over it with the other devs, and PM you with an answer.
looks awesome, but why everyone thinks that holstering is a part of changing weapons? it is not unused animations in the original, it was used just at different time - when operating turrets, much like with npcs in hl2. the thing is it got broken after several patches, so no one actually seen it. well, almost.
Holstering was a cut feature. "Broken in my case" Valve kept the holster animations in the weapons because they commented out animation sequences in the code "or organize them better" Therefore its still there but disabled in code.
So what did we do? Activated it :D
didn't know about that, but my case is valid too. you can check it out in hl v1.0 for example
1.0 still had a lot of cut features still available like shadows and bob sway etc. They removed holstering because they thought it was going to make the player slower that's why its deactivated in the later versions of half-life. I totality forgot it was in 1.0! Thank you for telling me!
where exactly that code can be found? I'm curious
The code really isn't disabled. It's more of they removed bits and pieces of it, and people had to reprogram it back in. You can look in the player.cpp for what is left. It's not much
thanks, also found it in many places. did you know about PLAYER_WALLJUMP_SPEED entry? what it does?
really stunning to see :)
This looks pretty sick, keep up the good work guys!
That is an awesome progress, i love the attention to details in Rat. Sergeant's Machine gun looks amazing too, it has an awesome feel and look. I hope in the future you'll find a use for Mr. Friendly, Charger, Kingpin and other cut npc's, that'll be great c:
Of course! We plan to add every cut NPC available. To be honest i forgot about the charger in a way since there only detail about the legged one in RTB. I am certain we can something new and fun to show the colors in him
i know you said "We plan to add every cut NPC available", but what about the SnapBug and the Contruction Worker? just curious...
yes.
We've had an idea of the snapbug acting like a bear trap.
Interesting video! I believe you should use the later sounds for Sarge's gun for the player firing it though.
THIS IS AMAZING
Two Questions which may have been asked by myself or someone else and I forgot about them:
1) Will we also get a fixed and patched version of the original alpha campaign along with the edited final product?
2) Ladder Animations, will we see the classic bob and breathe noise from the alpha?
1. No. You might want to check out In Deep if you are looking at playing a proper version of the alpha campaign.
2. Yes.
Forgot to ask if landing anims will be present aswell? (Hard landing brought screen down then up slowly.) Also thanks for the quick reply!
its already in!
This looks fantastic! I especially love that minigun, can't wait to play with that >:D keep up the good work!
Also, I was wondering, what's the first song that's played in the video?
The first track is the Main Menu theme from Kelly Bailey's CSGO music pack.
I love your attention to details, awesome work!
This is shaping up quite well, knew there was more to hl than meets the eye.
I am quite hyped for this. It seems like so long ago when this lil mod got started, things have changed so much since then...Man. Best of luck to y'all.