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Although I've been messing around with the Source engine (and before it, GoldSource) for many years, there are (only) two mods I am currently working on that either already have seen, or shortly will see, the light of day.

The rest fall into one of the following categories:

  • Implemented to at least a partially playable stage, realised that the concept just wasn't that fun
  • Implemented to at least a partially playable stage, got fed up & abandoned
  • Significant work put in, ultimately overshadowed by another idea
  • Very little work done, currently filed under "would love to work on that, but ain't got the time"
  • Developed no further than a crazy raving that seemed fun at the time

Out of this cesspit of aborted ingenuity, however, there are two success stories that have lived to see the light of day. Both are better represented by their moddb pages than having a secondary, soon-outdated summary here. Saying that, I can't resist a quick blab:

    Modular Combat

This one wasn't my baby, it was Matthew Dryden's. But he quickly convinced me that this would be an enjoyable project, mainly on account of it being fun to code.

Its an RPG shooter in a HL2DM environment, and as such, there were a lot of large systems to design from scratch. But once they were done, that wasn't the end of the fun, as it continues to crow in a modular way, adding new features, new upgrades and new monsters regularly.

    Stealth Deathmatch

Ok, this one was just me. And a McQuillan map or two... On account of my serial inability to actually finish a mod, I came up with this - again this is HL2DM, with a few bells bolted on. Firstly, all players are invisible, except when shooting, and secondly, they have a range meter on their HUD, showing them the distance to the nearest enemy player.

These changes alone defined Stealth Deathmatch 1.0 - and due to my avoidance of all promotion and marketing, pretty much no one played it. But we had fun at LAN parties!

Through the latter half of 2009, I rewrote Stealth more or less from scratch in the latest version of the Source engine, and added a new weapon upgrade system, whereby every weapon has one available upgrade, and players can select whatever upgrades they want to use. All were related in some way to the cloaking mechanics, and make for (even more) interesting gameplay. Unfortunately, I managed to lose it all when reinstalling steam one day (don't keep your source in the SteamApps folder people!) - and as I can't be bothered making the whole thing for a third time, it's dead in the water. I'd like to do something vaguely similar at some point in the future though, just looking for a good idea...

Twitter feed

  • Trace explosives detected on my laptop! Apparently. Set off some red flashing lights & some beeping, and i got a form filled in & everything — 25 weeks 2 days ago
  • Flew down to london, ears were fine but the rest of my head exploded during descent to make up for it. London's freezing! — 25 weeks 3 days ago
  • I'm up before 5am tomorrow for a one-day business trip to london. Ultra-early easyjet economy class - classy! Loadsa meetings, here I come! — 25 weeks 3 days ago
  • Ok, so it turns out that as a bee in Mario Galaxy, you don't have to keep bashing the button the fly and get RSI. You just hold it. Damn! :( — 25 weeks 3 days ago
  • All night building a meccano frame to drive my netbook around - and it turns out meccano motors are too damn weak to haul it! Plus one w ... — 27 weeks 1 day ago

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