Hiya! Welcome all to my profile! Well, not really a lot can be say here, I mostly mod and map for the GoldSource engine, though I do mod other stuff here as well. Anyway, hope you enjoy your visit!

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Report RSS The Conspiracy in Shadow 2 | Remod Continues (view original)
The Conspiracy in Shadow 2 | Remod Continues
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SweetRamona
SweetRamona - - 5,114 comments

Looking good. :3

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Jerkakame
Jerkakame - - 818 comments

oh hey, the cute robots from Gunman, I love em.

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LeoJFC
LeoJFC - - 752 comments

What good memories of Gunman Chronicles

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Description

- HUD done, no idea how to fix the NVG being gone after saving/loading, most likely a coding problem.

- NPCs done, atleast the HL/OP4 based ones.
The Gunman models are pretty much just reskins unfortunately, not much I can do there.

+ Still doing the prop models, there's quite a lot of them.

- Replaced the old detailtexturing (doesn't cover all textures) to the usual detail.tga-based ones.

- Made it so that all monstermaker only spawns 1 monster instead of infinite, the focus for this Remod is the SP side of the mod, and having monsters continue to respawn (while fitting to the story) is far from fun when you're barely doing well in the ammunition department.

- Replaced story elements, instead of a "military commander" giving you instructions from the future or whatever, any hint/story text is now changed to the "TR|R's personal thoughts" treatment.
I'm also adding more story texts triggers to accommodate the changes I'm doing to the story, and hints for the more obscure puzzle solutions.

- Made hgrunt_opfor and hgrunt similar in appearance while having different equipments/look. I'm guessing the story is that these are friendly until you blow your cover, in which then they caught on and think of you as a saboteur, the probable cause for the incident.
Made the engineer and the medic part of the story since they're still allies with you despite the other hostile grunts.

- Repaired some lips on doors/buttons, they shouldn't merge with the walls now.

- Couldn't be bothered to rig all of the p_ models, ended up using blanks for all of the p_ models and replacing the player.mdl with a single anim one.
Considering how you never see the ingame character outside of cutscenes and that he doesn't move a lot, it works (unless you use thirdperson, in which case prepare for stiff silliness).
I'll still leave the movable player.mdl and whatever p_ model I actually did rig in an optional folder.