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Rewritten Rune tutorial with source code!
 

Click Here for my latest ramblings, guesswork, lab notes and random speculations.
 
 



17 July 2001
v0.21 is stable!   Finally, after I removed the hasted glock, the server stopped crashing.  Next task
is v0.22 with reversed runes (no one knows how to toggle the rune powers).  Hey, no one
even knows how to use the hook!  I will add motd text to explain how to hook and how to
change teams.



01 July 2001
v0.13 completed.  This contains the teamplay code (but no scoring or hud yet).  Players are forced into
observer mode until they select a team.  Use changeteam to switch between red and blue.  Models
are hardcoded to gina/recon, although this could be made more flexible in the future.



28 June 2001
v0.12 completed.  I think this will be the final fixes to the hook code.  If it survives Beta on Warf's server I will
update the Hook tutorial and we will have a rock solid hook.  I gave up on having the hook follow a moving
player.  It is not so simple that the hook can have the same vector as the target.  For example in water, the player
has a constant downward velocity, so the hook falls off.  So instead I just check in think() to make sure a 16x16x16
box is still touching the target.  (the player target's punch angle on damage is enough to dislodge a smaller hook).
This came from the carbuncle code, might come in handy for some sctf runes.

Added a models page for Warf to use.  Warf and Professor Chow are working on porting the rune models from
Q1 to HL.  It's over my head, I don't know how they are doing it; but Neo got them started.

Since Warf is now doing the Rune code, I am going to get started on adding the team and flag code.  This
is the heart of CTF, and I am going to try using the HMCTF open source code.  Here is the link:

When Its Done

The site appears to be abandoned, but open source never dies.  The code is from the standard sdk1.0, but hopefully it can be ported to sdk2.0.



24 June 2001
v0.08 Completed the rune infrastructure code, and a sample rune to try it out.  This is an important piece of the code, since runes can't be used without the surrounding code structures.
RUNE_EARTH_MAGIC          Earth Magic (Original Set)
First Power (Resistance): From the powers of the earth, you are resistant and take 1/2 damage than usual.
Second Power (Firepower): You have one of the earth's most strongest force, fire!!  Just swing your axe and you'll get a row of flames!
Still need to write up the tutorial.  This is a complex feature since runes exist in 2 modes, have 2 powers, and have to exist even if no players on connected.
Issues:
Centerprint is really upper-centerprint
Lines are not justified center yet.
Long rune description mode is not written yet.
Only a generic pickup message (I think this is OK)


23 June 2001
Took a few minutes to create a unique modname : hlsctf.
From Fixxxer's tutorial:  My First Mod tutorial
From v 0.07 onward the dll is called hlsctf.dll, and installed in the directory halflife/hlsctf/dlls.  I also added liblist.gam
and motd.txt to be added to halflife/hlsctf.


22 June 2001
Starting the 2nd tutorial: Adding Runes to Your Mod.  This will be ported from Q1SCTF.
The hlsctf006 release is merely a repackaging to include the hook code I used in the tutorial.
Terror joins the team as a test volunteer.
Professor Chow presented a list of possible HL models to serve as flags: Security, W_Rad, and Crystal.  Add these to Warf's DMC suggestion of Torch1.


18 June 2001
First tutorial published: Off-Hand Grappling Hook
Next tutorial : Framework for Runes.


6 June 2001
Half-Life DMC is released.  The developers of Q1-SCTF v7.0 recognize an opportunity to port a Quake1 mod to HL-DMC.  The HL-SCTF team is assembled.


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