Mod development fun for source engine sdk 2013 multiplayer. piecemealing bits in at a time for the love of source

Forum Thread
  Posts  
Changelog (Games : Half-Life 2: Deathmatch : Mods : A Nights Haunting : Forum : CHANGELOG BIN : Changelog) Post Reply
Thread Options
l0psided0ctor
l0psided0ctor UNholy l0rd
Mar 26 2024 Anchor

its been a while since i created a changelog., and a couple of updates since then. to bring my self back up to a table;

- npc_citizens AI has been re-established utilizing original male and female player model base content from half life 2. furthermore in doing this switch and finding myself puzzled having this t pose issue for rebel side player models missing animations and lacking model experience, i decided to code into the source a switch for the player models approach by utilizing a models2/ folder directory to pull the player models for the half life 2 deathmatch side of the mod and continue pulling the AI and other mod content from the original models setup.

this is good because it is segregating the player models directories from the rest of the mods content however materials for these models atleast are still pulling from the base materials/ folder, which ive been gathering that somehow models are pointing to the anims to which i need to mod all the female male rebel models to fix to the anims needed to run them, the base half life 2 male and female rebel models are rigged differently compared to the seemingly somewhat skeletal setup the half life 2 deathmatch ones are rigged i think seeing as though i think the skins of these models are sharing a model rig thats tied to some anims somehow i need help with this though maybe. i think the splitting of the model2/ and models/ folder for player models to work with anims was useless and the real solution was breaking down the models to fix the anims, but i dont mind this split player model files approach for now until i figure out whats really up with the anims and player models and whats going on with the rebels t pose issue.

a side from that monsterous move back in 4.0

- the models and materials folders bearing extra half life 2 source engine content have been getting heavy, ive found myself uncertain how content is working between on client and server, i know extra content in maps needs to be packed into the maps but pakrat has had me troubled before, id suppose maybe now that everything is packed under the mod itself i should try again, however this led me to moving the content from the source sdk 2013 multiplayer base file system leaving that unchanged from default and packing it onto the mod. in doing this i decided to pack all the materials/ and models/ folder content into .vpks and rigged the gameinfo.txt to draw from those first. i need to weed out the extra model and material contents i really dont need from the mass source content move from all the half life 2 and episodes and maybe fully pack all the stuff in the maps with pakrat to tidy that up and release from unwanted weight.

- amidst all that i completely optimized the following maps to a beta finalizing standard.

anh_killhaus.bsp [small scale deathmatch]

ant_deadend_drive.bsp [small scale team deathmatch]

and_gravemistakes.bsp [rebel side ctf mode]

anb_hellvillehotel.bsp [combine side ctf mode]

re-uploaded and hosted on the A Nights Haunting: Source FPSbanana!

- then amidst the .vpk session i add an icon for the game in the steam library list and an icon for the games window when running.

these last 2 updates were quickly back to back as i had no draw textured out a fat piece of brush in a corridor by accident on hellville_hotel and had to fix and upload again lol but this lead to the .vpk filesystem set up and the icons so it was okay for now :0 and now were here at what i consider to be my mod release version 4.3.


--

newbanner

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.