RSS feed Articles

I was hoping to put a one month gap in between each video. Man, that worked out really well...

The video

I actually voiced this one so you wont have to read any subtitles this time. If you want a video without me blabbering on then let me know in the comments.

Behind the video

I'm making this section right now just to better clarify what you saw in the video that I didn't have the time to explain in depth. The first thing mentioned was the hud swapping. I actually had this feature implemented when the first programming video was made. It wasn't finished at the time, and I still wanted to get the 0.52 alpha hud in, but I seriously think the game is at a limit with how many sprites are being preached, and drawn on the client side. Now with the inventory in place, I think it's just not going to happen, but I'll still take a stab at it in the future just to make sure (if you all really want that hud to be featured in the mod).

The next thing was the overbrighting effect. I explained what was going on with that pretty well, so I'm not going to do that here. But instead I want to say that the effect was put in Xash's engine code, and I want to explain why we are using Xash over Steam in the first place. The main reason we are on Xash is that I can edit the engine to get features to work for the mod, and I can't do that on Steam Half-Life as of now. I have a plan on how it can be achieved, but It's going to be a big task, so for now we are sticking with Xash. On the bright side, I plan on releasing this version of Xash to the public as a custom build since it will include some new features, and a bunch of cosmetic fixes like the DSP effects which will be fixed to not sound terrible.

The rest of the video was covering the new inventory that was implemented. I think I explained that well enough so I won't go on about that here, but if you have any questions on it then ask in the comments. Now, onto the inventory. Boy, what an exciting challenge that was! When I first saw the [image] I just didn't think I had the skills to get that working. I spent a bunch of time just examining comments left the code to see if I could find a way to set this up. I barely found anything at all, so I had to figure it out on my own. I decided to take a look on how the ammo and health get transferred over to the hud, and once I figured out how it worked I set up all the sprites for the hud. Implementing the actual items were much easier since the air tank, antidote, and rad suit were for the most part still around. After that I just had to iron out bugs which took about a week or more cause I kept running the game in a bunch or different scenarios to see if I could find any, and they kept popping up. The good thing is I'm confident all the bugs, are gone so you all shouldn't run into any problems when playing.

Conclusion

Well that's all I have for now. I'd like to thank the rest of the team for doing the work I just don't feel like doing. The next video should be on npc's, so you should be able to see what they've done with the models, and textures. As stated earlier if you have any questions or just want to leave some feedback, then drop a line in the comments below.

Thanks for reading!

Programming Progress 01 [Progress Update #3]

Programming Progress 01 [Progress Update #3]

News 32 comments

It’s a long overdue update to show what major feats have been happening over the past 6 months. Featuring a new video, and me droning on about what...

Shooting up monsters in 60fps!

Shooting up monsters in 60fps!

News 21 comments

New gameplay video in slick 60fps, and new menu backgrounds to admire while you adjust you adjust your game settings.

Progress Update #2

Progress Update #2

News 7 comments

More things have happened since the last one. Who would of thought.

Progress Update #1

Progress Update #1

News 8 comments

A good ol' general update showing some progress you may have seen, and talking about the future because we are partly physic.

Post comment Comments  (20 - 30 of 442)
Guest
Guest

you know what would be amazing? 3 types of hev suits.

Reply Good karma Bad karma+2 votes
CubeWatermelon
CubeWatermelon

They are putting 3, Ivan's Research suit, red HEV and Orange HEV.

Reply Good karma Bad karma+6 votes
GeneralRain01
GeneralRain01

don't forget the invisible hev suit >:3
Gyazo.com

Reply Good karma Bad karma+3 votes
dreamsickle
dreamsickle

When is the estimated release date, and will you be able to change the graphics to look like the sega dreamcast/ps2 versions of original half life? I'm really hyped and this mod looks by far the best out there!

Reply Good karma Bad karma+3 votes
Magic_Nipples Creator
Magic_Nipples

Thanks! Our estimated release is probably 2017. Don't get hopes up for that date, just that's our more personal dead line. The model quality is gonna be LD which is the style of Half-Life. The textures are a higher resolution to match model renders from the time. We will not make any HD models for Shaft.

Reply Good karma+5 votes
miguel371xd
miguel371xd

what preliminary freezings removed :v?

Reply Good karma Bad karma+2 votes
Dimebag_Darrell
Dimebag_Darrell

creator: "cykacyka"
wat

Reply Good karma Bad karma+3 votes
Sgt.Headcrab Creator
Sgt.Headcrab

A situation occurred, but have no worry, it is under control.

Reply Good karma+3 votes
zzz124
zzz124

Why was preliminary freezings removed?

Reply Good karma Bad karma+2 votes
miguel371xd
miguel371xd

how put monster variation?

Reply Good karma Bad karma+1 vote
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Icon
Half-Life
Game
Half-Life
Developer
Contact
Send Message
Release date
Mod watch
Start tracking
Share
Style
Embed Buttons
Link to SHλFT by selecting a button and using the embed code provided more...
SHλFT
Statistics
Last Update
Watchers
465 members
Articles
8