This is a demo build featuring a small section of Questionable Ethics (adapted by Hezus) and custom maps support.
This a demo build that includes everything I have made so far for Codename: Loop, this demo doesn't have enough content to be released on Steam and that's why I'm uploading it here.
The main purpose of this demo is to showcase the current state of the project and, at the same time, receive feedback and provide something for you to play with during the long wait for the final version.
This demo includes a single map, which is a small section of Questionable Ethics (adapted by Hezus), where we aim to demonstrate the majority of features currently included in Codename: Loop. However, there are many more things in this demo!
These are some of them:
- Almost complete BSP support.
- Lots of player models.
- Developer Console with lots of useful commands.
- Subtitles (English only).
- All original Half-Life weapons (can be used in custom maps or spawned via console).
- Isometric, over the shoulder and (crappy) first person view (useful for map makers to do metal gear style vents, etc)
- All original Half-Life enemies, except for the Bosses and Alien-Controller (can be used in custom maps or spawned via console).
- For map makers, all enemies/npcs can be set to be allies or foes.
As you may know, one of the aspects that have taken me the most time to implement in Codename: Loop is the BSP Support. Thanks to this, it is possible to create custom levels and campaigns for Loop. Currently, Loop supports most of the entities present in Half-Life and already allows loading custom campaigns and maps.
At Codenameloop.com, you will find all the necessary information to create your own levels/campaigns for Codename: Loop and get a better idea of all the currently supported entities and some new entities exclusive to Loop.
Remember that you can also experiment with playing default Half-Life maps in Loop, but they are not going to work properly due to the way Loop loads the maps and the lack of a save system, but is still fun.
I hope you enjoy this small demo and that you feel encouraged to create your own levels and share them with others!
Amazing <3
Lets goooo!
Will play this
Awesome
Brilliant and fun demo, also very cool Freeman's Mind reference on the scientist outfit.
how to activate firstperson and thirdperson view ?
via custom map or using the console and the command: cam_view
This comment is currently awaiting admin approval, join now to view.
HELL YEAH!!!!
Holy ****, here we go
YES
Nice Game
WOW no words is just really good!!! is just a demo and is already incredible, I really like the feeling of playing it, It is a good experience with limitless potencial with that custom maps support, I really want to play the full thing now!!!! Also really really loved that you use the original models! they just fit amazing here!!
Spoilers here:
The addition of all those characters was really unexpected really love it!! and congrats for the green light from Valve!!!
Also as a suggestion: Is it possible to add the "Power armor is for pussies" as Gorgeous Freeman's selection menu sound button??
Thanks!
About your suggestion, initially I wanted to do it, but I have to avoid any type of material that may be copyrighted for the sake of the Steam release.
OK! thats understandable of course, hope to see the game finish soon!!
This is super dope! Nice work! When is it coming to Steam? I wanna play this on my Steam Deck :)
I also want to play it on the Steam deck haha, sadly I don't have an specific date, but not this year :(
This comment is currently awaiting admin approval, join now to view.
this is awesome, it plays so well!
some notes though i dont like how much the momentum is truncated when you land from a jump and going into a crouch should be smoother like in goldsrc
Thanks for your suggestion, player movement will be improved in future updates!
Congrats Pinky!
This sounds perfect!
Brilliant!
I tried to load some custom maps I did and they work straight away, apart from the models. Is there any plan to support the Goldsrc's .mdl format in the future?
which build of Unity works with this?
I don't think there's one to be honest. It's an obsolete format.
I really want to support .mdl models, I tried different ways of doing it but I haven't been successful yet, I will keep trying.
Great! I hope you can make it; it would add a nice touch of compatibility with other mods and custom maps.
Also, it would be nice to also have some antialiasing option and being able to toggle texture filtering in m y opinion. Other than that, it's simply great.
By the way, I've sent you a PM through Discord some days ago.
Pretty solid, was astounded by how promising this UX-enriched top down version of Half-Life is in person, just like how you presented it a year earlier.
A few things to note, I think there should be another ammo and HP/Energy counter following the aiming crosshair itself because the aim focus is quite dynamic compared to the first person shooter where the stationary HUD is enough.
And then stuff like more video options such as vsync and anti-aliasing, further mod support as well could go a long way in bringing this game into a powerful status. I look forward to the next development phases ;)
Thanks for your suggestion, maybe an ammo counter like Half-Life 2 in the crosshair?
And there are still a lot of things to add to the options, keep in mind that this is only a early version of the game. ;)
I personally like my little number counters but something inspired by the Half-life 2 curve bars are a good idea as well. Any option is welcome.
Great, but maybe it's worth adding the "ADDONS" tab?
Let me see how to add that tab.
Thanks
Love what I've played of this so far, very much looking forward to the roguelike mode in the future. But one thing that kept getting me killed was the auto switch, there oughta be an option to turn that off, I'm not a huge fan of it even in first person games but it's a lot harder to even notice you've swapped weapons when it's in a top down perspective - OTHER THAN THAT, very ****** good! I'm surprised it works as well as it does (also my inner hatred for myself kinda wants to see a no lock-on setting as well if that's even a possibility, I've no idea how the hit detection actually works so I dunno)
Hey! Glad you are liking it so far!
There's a plenty of options I want to add to the game, I really want to allow players to fully customize their experience. So yeah, there will be an option to disable the auto switch and maybe the lock-on
Omg, this feels so polished
I really dont know what to say its just amazing.
Sometimes i wanted to zoom using C like in minecraft with optifine lol. It would make it easier to appreciate the details in the levels. I want to zoom in on stuff !
So you want a more dynamic camera? I think I can add something. Thanks for your suggestion!
This is excellent! Not only did he replicate HL, but he even added a console. I instinctively pressed tilde when I was low HP, and BAM! It's there. sv_Cheats 1 baby!
10/10
Plays and looks great! Looking forward to play the full game. Well done.
after studying the project for quite a long time, practically from preview4 until this June build, several questions arose to the author:
1. is it planned to support the difficulty levels of the game (which involves at least a different number of enemies on the map),
achieved by changing the properties of the object during mapping.
2. whether it is planned to support different types (normal, directions) and styles (normal, pulsating, strobing and others) of lighting.
3. decal support
4. will the structure of folders with resources in the game differ from the one that exists in half-life
5. whether pak files are planned to be supported. if we are supposedly talking about entire companies for the game,
then usually modders pack all third-party or modified resources into a pak archive so as not to lose or change anything.
where can I write about the errors found, dicord?
Hey!
1. A basic difficulty level will be added (less health for the enemies, etc) and about the enemy number on the map, I will try to add a dynamic entity for that.
2. Dynamic lights are currently supported but need to be implemented using a different entity.
3. Decals are supported, only the default ones (decals.wad), but the rotation can be wrong in some circumstances.
4. I want to make the structures of the folder similar to Half-Life to make it easy for modders.
5. I'm going to add support for packages to make the distribution of custom content easier.
And about the errors, send me a DM, sadly I don't have the time right now to have a Discord for the game.
And now to learn how to mod Unity for native controller support...
Or wait for the next update
iv seen footage of Codename: Loop and it looks great! only one problem though... i dont know how to install it
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
this mod Amazing!!
Great demo.
I have already tried playing with original and custom campaigns and have some questions:
1. Will there be duck jump, running? Without them, some places are impassable or difficult to pass?
2. Are you planning to bunny hopping like in the original game?
3. Will there be the possibility of more advanced options - changing the control keys, changing the brightness?
4. Will the main console commands - impulse, sv_cheats, god, noclip, notarged, change camera - be binded into keys so that they are not constantly entered into the console?
5. Will all the missing content (weapons, enemies, etc.) from the original expansions be added?
6. Will support for custom MDL models be added?
7. As I understand it, Nihilanth and some entities have not been transferred yet?
Nihilanth does not appear in the final, some scripted cutscenes and doors do not work (the Barnacle does not eat the scientist, the doors do not open, etc.)
Why is this using the terrible, soy engine called "Unity"?. I feel sorry for any developer who willingly chooses to use that bloated trash.
Even Godot would've been better, at least that's Free Software.
This is really good, where is Simon Henriksson model btw?
Very cool and interesting thing. Good luck with development, fingers crossed!