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Topics - James

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Morning, folks. We're pleased to inform you that after an unpleasant administrative error by somebody, the site is now back online with a cleaner redesign! It's still WIP, so don't worry too much if you find any empty pages!

But that's not the main news. The main news is that I would like to bring RE:CB to Source!

That's right. After years of being put off by learning all the new tricks of the trade, I've finally decided to take the leap onto Source. A bit of backstory...

After RE:CB Beta 2 was released, I wanted to take a long break from RE:CB, so I did. I didn't even play the game for about 3 months! Then I started toying with the idea of a single-player version of the mod, which took on various forms. The first being set in a snowy village town in Canada, as shown in this section of the site: http://www.recoldblood.com/snowbeta.php

Then it became set in Raccoon city again. We had working inventory, which you could equip, check, combine(!) and use items! I coded the gunpowder (A, B, C and ALL combinations) from RE3, as well as coded every single possible combination that could be made from them (Gunpowder C + Grenade rounds made flame rounds, for example). On top of that, I added item chests that you could actually store items in and retrieve in different maps, made objects you could climb onto (like the stepladders in the RE games) and added a system for checking items ("Looks like an ordinary painting" etc). Also, I added the M79 grenade launcher, with which you could use flame, acid, freeze or normal rounds by combining them together. Also, RE:CB SP utilised the fantastic Paranoia graphical effects, such as normal maps and specular, the special flashlight and on top of that, I was donated some great shadow code by SysOp, originally developed by BuZer of Paranoia. Wow.

But HL1 is an old engine, and all of that plus more is possible with the Source engine. Now this is where you lot come in. A mod isn't a mod without a mod team, so we're looking for anyone in any role that's experienced at what he or she does! A design document is being drawn up and the mod is still in planning stages, but we'd still love to hear from you. Programmers are top priority. So if you'd like a chance to work with the people who brought you Afraid of Monsters Director's Cut, Ragnarok Arena, Cry of Fear, Heart of Evil Enhancement Pack, Opposing Force Redux and, of course, RE:CB, then give me an email or add me on MSN, both of which are: youareyag@hotmail.com. On top of that, you can post here or on the ModDB page at http://www.moddb.com/mods/resident-evil-cold-blood/.

As a final thought, here's the latest, scrapped RE:CB SP Beta area:


Don't forget to get in touch if you're interested!
Minuit out.

Mapping / Random Sci-Fi... Lab... Thing...
« on: July 17, 2008, 09:21:45 PM »
So I needed some mapping practice and started making this. Unsure where I'm going with it at the moment, but it'll eventually be something, even if just a HLDM map.

Edit: The rooms still lack about 50% of the detail I'll be adding. Especially the first room.

[File not found]

Resident Evil: Cold Blood / RE:CB Beta 2 Released
« on: December 28, 2007, 05:14:58 PM »
After a long damn time, RE:CB Beta 2 is released - Currently, it is NOT compatible with Vista. A patch will be coming soonAfter a long damn time, RE:CB Beta 2 is released - Currently, it is NOT compatible with Vista. A patch will be coming soon, possibly in a matter of hours, to resolve this., possibly in a matter of hours, to resolve this. In the mean time, enjoy the mod!


 Why doesn't it work in Vista? Simple. OpenGL isn't really supported properly by Vista, and this is an OpenGL based mod. Please direct your bitching to Microsoft. Thanks.


You may find the link here. More download mirrors coming soon:


Change Log

- Iron sights
- Twenty Three weapons
- Eighteen unique monsters
- 8 playable characters, each with their own stats and abilities
- Minigame modes – Play as a Crimson Head and hunt down your friends!
- Fifteen maps – More coming VERY soon!
- Enhanced monster animations
- Enhanced monster AI
- Enhanced monster visuals
- Command menu for performing various actions, such as using a first aid spray, mixing some herbs or applying a bandage

Resident Evil 4 style over-the-shoulder camera, complete with crosshair, with the ability to seamlessly switch between first and third person at the touch of a button ingame

Watch out for monsters – clawed nasties can slice your head off, while players watch your detached head roll across the floor

Extended ab-lib commands – Tell players you need ammo, health or simply give your opinion on whether or not the army should have arrived by now

Tap your “struggle” key to push those nasty grabbing zombies off of you, and Improved visuals and technical design

Other Threads / Umbrella Chronicles
« on: December 02, 2007, 12:22:59 AM »
Has anyone else here got it or played it? I got it yesterday on Friday when it came out (at least in England anyway) and have been playing it non-stop since! It's great! My brother and I have unlocked and beaten every scenario, unlocked every weapon (Maxed all of the shotguns and sub-machine guns, as well as one of the grenade launchers) and have gotten nearly all of the files, as well as achieving a A or S in nearly every mission. That's how much we've been playing it.

What are your thoughts? Personally, I'd rate the game as 8 out 10. The fact that it's all recycled content (save for 1 level and about 4 models) is a bit disappointing and I would've liked to have seen more of Raccoon City (You're restricted only to areas you go in Outbreak). Also, the game incorporates elements of the film (Red Queen and that stupid laser trap thing) which almost made me vomit in anger.

Apart from these set-backs, it's a damn solid game and I highly recommend it to anyone who's looking for a good shooter with lots and lots and lots of replayability, even if Resident Evil is not your thing.

Gold Source RELEASES / Afraid of Monsters: Director's Cut
« on: October 31, 2007, 08:33:50 PM »
Your name is David Leatherhoff, and you're addicted to a new painkiller from a company unknown.

They keep coming, and you can't stop taking them.

Lately you have started to experience illusions, dreams picking at your deepest and darkest fears.

Finally, you go to the Hospital, seeking help. First, however, you make a stop into the bathroom, where another bottle of pills awaits you, standing out like a beacon in the night in your depraved eyes.

When will it all stop?

Afraid of Monsters is a survival horror mod for Half Life 1.

What's new in AoM DC?

- New monsters (no Half-Life reskin) and weapons
- Flashlight can only work with batteries that you pick up
- Improved maps and totally new maps
- 4 different endings and ways to beat the mod
- Random monster spawns
- New hud, sprites, textures, sounds, models and animations
- Easy mode is easy, normal is normal, hard is hard

The mod is released!

www.half-lifecreations.com/AoMDC/Files/AOMDC_install.rar - Download mirror 1
http://files.moddb.com/9002/download-afraid-of-monsters-directors-cu/ - Download mirror 2

Help Desk / Compiling player models - Damn legs!
« on: September 02, 2007, 07:15:55 PM »
Recently I tried to compile a model for a player model, and I got the classic "legs don't move ingame" bug, which is really annoying.
Normally this is caused by not having the legs as the first reference in the qc file, but this isn't the case here, as I even tried it with just one ref and it didn't work. After that, I tried it with just the legs on their own and the same problem happened. Anyone got any ideas why this might be happening?

General Chat / Petition to update Half-Life
« on: August 30, 2007, 05:54:41 PM »
Basically, this is a petition to send to Valve to get them to update the Half-Life 1 engine to compete with newer engines, by utilising higher resolution textures. I'm sure being that we're a Half-Life community, we can all appreciate the usefulness of something as seemingly trivial as uping a texture limit.


Models / Skins / Duck, you sucker!
« on: August 07, 2007, 06:53:44 PM »
Hay guys, practicing modelling and skinning. It's only 1252 polies, most likely will be compiled for They Hunger (if it does get compiled, that is).

Model by me, UV map by me, skin will be by me, and if I do compile for They Hunger, I will also animate it as well as skin the match (It's lol to use a lighter, matches are cooler) because lolololoTheyHungerAnimations.

Oh, and the string will obviously be bent and twined together once it's skinned and the rotation of the dynamite will be randomised.

C and C?

Resident Evil: Cold Blood / Crashes fixed!
« on: July 16, 2007, 06:33:10 PM »
That's right, those bloody random crashes that were plaguing the mod and severely holding back progress now seem to be gone. This means that the mod is SO much closer to release now, it even means that, holy shit, I can get back to doing some mapping!

Thus, this is what I've been working on since the crashes.

For the more astute members, you'll notice that this is, indeed, an updated version of recb_foresttrail.

Minuit out olol!

Help Desk / [Fixed] Music on your Myspace page
« on: July 01, 2007, 07:34:55 PM »
Has anybody successfully managed to add an mp3 to their Myspace page but without using the Myspace music player? It seems that there's something preventing you from doing it. =/

Anybody managed to get round this?

Conversation / Tomb Raider: Anniversary
« on: June 02, 2007, 03:55:37 PM »
I was in town yesterday with my 2 brothers on my way to pick up something. On the way, we stopped to draw some money out from an ATM, where I was pleasantly surprised to see that my EMA payments had gone through.

On a whim, I thought "Hell, I never buy stuff, now would be a good time to start", so I went to the nearest Woolworths, looking to pick up a copy of Battlefield 2 to play with someone from College. They didn't stock BF2 however, but another PC game did catch my eye. Tomb Raider: Anniversary. I hadn't heard much about it, (I knew it was a loose re-imagining of Tomb Raider 1) due to me not being entirely in the loop on the gaming scene, but from what I could tell on the front, it looked somewhat similar to Tomb Raider: Legend. After all, they're built on the same engine etc etc. Having being marginally disappointed with TR:L (Tried too hard to be "cool" and just didn't feel like a Tomb Raider game) I decided to get it anyway, as it was under £30.

I got home, installed it and loaded it up. Ok, there was the option to play Lara's Mansion, so things were looking promising (:V). I decided to play that first to get acquainted with the new control system. Sure, it wasn't anything like the original mansion, but damn, it was very fun to play and a pretty nice makeover.

After I'd lolled about and done all the various bits and pieces, I decided to load the game. So far, I'm about 10% through it, and I must say, I'm very impressed so far. It doesn't quite have that amazing Tomb Raider feeling that 1 to 4 had, but pretty close.

The combat is fairly stale however, and I was severely pissed off at the slow-mo bullet time they had. That simply is not Tomb Raider. Full stop. Also, I managed to break the wolves' AI on about 4 different occasions, so that certainly needs looking into for future patches, but those hindrances don't let it down too much. I'll report back on the full score when I've fully completed the game, but first impressions say:


How about anyone else? Your impressions so far?

Conversation / Jamesmarine's Post-Mortem Failure
« on: June 02, 2007, 02:27:02 AM »
Yeah, first off, check this link:


Then check this. That is his email and name, by the way. Same date of birth too.


Also, because he "died", his mod, "Resident Evil: Infection" had to be shut down, rite? Recently, a "new guy" took over.

JamesMarine's host IP is 82.43.76.*

The new guy's IP is 82.43.74.*

Lol whut.

Resident Evil: Cold Blood / Type 68 - North Korean Pistol
« on: May 31, 2007, 03:15:40 PM »
This is Christopher McCaleb's personal handgun, passed down to him by his father, who kep it as a trophy from his days in 'Nam. Holds 8 7.62x25mm TT rounds. Enough talking, on with the animations and model.

Model and skin by Millenia, animations by me, sounds by Toadie.


Resident Evil: Cold Blood / Update - Status
« on: May 04, 2007, 02:06:22 PM »
After my Hard-Drive crashed back in March, I had to re-do all code since January, which set us back quite a bit. Now we're back on track, but a few maps got lost. However, this won't change much.

This is a list of what needs to be done on the mod before it can get released. I'll cross off each item as it gets done:

To-do list:

Possibly add "Special" weapon as a bonus
Remove modelled laser sight on P Glock 23 model
Fix reload animation bugs
Fix M4 ironsights positioning
Fix crash when selecting items in slot 4
Finish the M24 model
Fix the M202a1 infinite rockets bug
Fix the M202a1 slow rocket bug

Add radio item
Add proper keys
Maybe add shove button
Make all clients hear the voice commands if players have a radio
Fix death animations freezing
Add a 2 minute delay so players can respawn after spectating

Improve "Crawler" AI
Decrease Hunter jump distance
Possibly add different animations for Hunter jump
Finish the gore system

That's all I can think of for now.

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