

Steam News · Aug 8
In this update i finally continue the single player storyline and successfully configure an official DLC pipeline to establish downloadable content supply. for a long time ive been relapsing the need for hammer editor time, kind of manifesting how exactly the first level should transition into the second and ive finally mapped it out. Introducing some new mechanics ive been wanting to implement, a...
Steam News · Jul 5
In this update i reworked all of the leaderboard statistic tracking achievements redesigning the data handling pipeline for optimization. It was extremely complicating figuring out how the steamworks backend works and then incorporating the steamworks package into the source engine sdk 2013 multiplayer source code was bonkers. Originally the leaderboard syncing infrastructure would work the statis...
Steam News · Apr 4
this update finalizes fixed zombie team player movement perfecting the beta zombie team player class. and also packs a hard coded zombie team player limiter to 1. so there may always only be one player zombie in one game session. this player is only available via teamplay 1.
Steam News · Mar 29
In this update i finish team zombie integration and tighten the core zombie player beta. bringing a correction to player animation handling and finishing the players elements. mp_teamplay 1 zombie team - m key cloak - i key predator vision - j key spawning crows - n key *3 alive max crow animorph - left click crow flight - ra...
Steam News · Mar 22
in this update i start crafting the main character of the game. the Scarecrow is becoming a 3rd player class alongside rebel and combine. under jointeam 4 team zombies or press m in game to spawn as, this hardcoded player class is being built from the ground up using the human citizen model assets and choice animation configu...
Steam News · Feb 26
In this update i code another entity item_weapon_locker. This entity enables surplussing all available weapons at player choice. With the ability to assign to any model similar to the item_ammo_cache entity, only this entity sports a Counter Strike: Source sourcemod plugin style menu selection system backed by scripts/weapon_locker.txt to list all available weapon entities in game. using the numbe...
Steam News · Feb 24
In this update i create an item_ammo_cache entity that is used to supply players with max ammo for all weapon ammo types available. This is beta but currently is capable of being assigned as any model (as displayed as a crate), can color overlay, has cool down encoding for spam control, encoded usage limit (-1 infinite), team filters, start disabled and hammer I/O via func_button / triggers etc an...
Steam News · Feb 20
in this update i hardcoded a new convar sv_item_respawn to enable or disable weapon and item entities respawn behavior. if set to 0 items like ammo and health packs and weapons will not respawn after being initially picked up by a player. Act NOW while supplies LAST
Steam News · Feb 17
in this update i reworked the player spawn and player touch pipelines to enforce Pressing E to pick up item_ and weapon_ entities in world and dropped weapons via player when weapons are swapped due to weapon limits using crosshair trace lines, which include how i can describe as such the 1 key is physcannon only do not drop! Thems yo hands boi! the 2 key is 1 pistol or explosives the 3 key is 1 s...
Steam News · Feb 15
In this update i finish the scheme for npc_zombie, zombine and fastzombie. All 3 npc hammer entities now have support for selecting model spawn behavior to a fuller state. I started the code to degree to which you could select individually listed models precached into npc_zombie. now all 3 npcs handle selecting random or individual zombies and as well select random or individual skins for each mod...