Teleport Open Beta First Public Release
Full Version 3 commentsRemember to not overwrite your mouse2 and mouse3 controls or you'll have to manually bind a key to "+aim" in console.
A try at making a mod with gameplay tweaks and a new system for aiming using an alternative and short lab escape setting. Currently in Open Beta with a few known issues and needing some polish.
DON'T overwrite the mouse2 and mouse3 controls or you'll have to manually bind a new key to "+aim". Crosshair is also disabled by default and enabled when using the aim script. Run "exec iron.cfg" in console if nothing happens when you hit right mouse/mouse2.
I will make the Aim command a natural part of the control scheme for people to bind as they wish in the final version. Right now I'm having trouble compiling my Client DLL so I can't access the files I need to do that.
I have no idea if this works in No Steam, if you're running No Steam you may have to find a guide on how to run to run STEAM based mods.
Help me out by posting screenshots of any bugs you find or whatever constructive feedback you've got for how to make the mod better. Tell me where textures are misaligned too, I've been having to look around a lot for them. I know the ramp/diagonal ones already are a bit badly aligned.
Credits:
Nightwatch Team, Ritual Entertainment, and Valve Software for the map Textures, player sounds, and Weapon models minus the 9mmAR model.
epicstuf on gamebanana for their publically available "Ironsight" script which I messed with the values on to create a F.E.A.R. 1 type aim system.
For the 9mmAR model:
Model: Soul_Slayer
Aimpoint: HellSpike
M203: Twinke Masta
Skin: Thanez
Aimpoint Skin: Thanez
M203 Skin: Twinke Masta
Texture Chopping: HellSpike
Animations: Gearbox/Valve, Strykerwolf(ported by End of Days, edited by World Crafter)
Sounds: Vunsunta
Original Base Compile: Sober
COmpile/Hack: World Crafter
Music: Gearbox (Opposing Force)
Alpha Tester: Alex Hatake
Most everything else is by me, level design, code changes, shotgun re-skin, grunt re-skin, scientist re-skin, zombie re-skin and all non-Condition Zero sound effects. I'll be replacing the 9mmAR model in the final version, I had to use it last minute because of the default HD 9mmAR not working with the aim system.
List of Gameplay Changes:
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Remember to not overwrite your mouse2 and mouse3 controls or you'll have to manually bind a key to "+aim" in console.
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Featured on Valve News Network a little while back. Decided to check it out.
I think the hate comments are full of shite this mod might literally be one of my favorites ever uwu.
So, what exactly is the point of this mod? To showcase some very amateurish levels? To make the combat slower and less fun in a cheap way? I am not being condescending here, I really want to know. What is this mod about?
Its the beginnings of a rework of the gunplay and combat of Half Life. Its also a demo of what will be a bigger mod with its own setting and story. I'm aiming for an overhaul of Half Life's standard gameplay and an original singleplayer campaign basically. This level shown will also get a rework in the next coming version.
If you want to have a vague idea of what direction some of the gameplay changes will be going, look at the demo for my newer mod "Markov Chain".
For some reason in the first level I can move out of the box but my aim is still restricted as if I'm supposed to be in the box.
HELP
This seems to be happening to a few people and I wish I had the solution. Try deleting the mod folder and doing a reinstall. If this doesn't help, see if running exec "iron.cfg" helps. If neither of those help I'm not sure what to do. This problem didn't happen to any of my testers so I'm not sure what could be going wrong.
this is not much right now, but the way its going has great potential
Beta is very impressive. Will be looking forwards to the final release.
From playing the demo I can see that you definitely put effort into this. The new weapon and HUD sounds are nice, the new assault rifle model looks cool but my only complaint would be that the level design can be very confusing at times, making it easy to get lost. Aside from that though, I am looking forward to the final game!
Thank you! And haha yeah one of my testers actually kept getting lost in the yellow labs. I guess I need to put more things to use as landmarks and vary the textures in the different sections.