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So I've been doing yet more fucking around. I ended up having to scrap several prototypes, and currently have one in progress.
Multiplayer transitions are working, but have a significant balancing glitch - the code assumes that every weapon you have has a unique ammunition type. Which is fine for stock HL2 (unless you're carrying both a Magnum and Annabelle), but breaks when you have several real-world weapons implemented. I'm working on a fix, and I'm also trying to puzzle out the secret to entity preservation and restoration. Right now all it does is keep track of a few player vars and the names and ammo counts of your loadout (and it doesn't do the latter very well at all).
I've also managed to patch in proper ironsight code. Don't use the OBCO code, whatever you do - it's awful. It's the old version of ironsight code, when it was a major accomplishment just to get the damn thing to move to the center of your screen. No FOV support, melee weapons were ironed in, switching weapons had random glitches related to ironsight state... it just sucked. z33ky's code fixes pretty much all of that, and for sharing it with us, he's earned my gratitude. :)
I still need to implement the Overwatch Dispatcher.
Weapons are still HL2 defaults, though I managed to get the Alyxgun working again, and I'm using a punch skin for the crowbar.
Also, a teaser...
Basically, you play as one of six soldiers of the Squad 187 Black Army Strikers, which is their special-ops arm. Because you're a Striker, you get priority access to the resources of the Black Army, but you have to earn them. You do this through killing or destroying Overwatch units and hostile flora, and get bonuses for major task completion. This is done because the Black Army has limited resources, so they must spend their limited procurement funds first on regular soldiers, and then special-ops units. Personal pay is the same for everybody - bounty points are only worth something in the armory or at the upgrade workshop.
I don't want to give away too much of the plot (such as it is so far), but I'm hoping to get in tank, vehicle, sniper and urban combat - not all at the same time, of course. I'm also hoping to have a structure that allows you to have a persistent character (well, actually, set of characters), complete with upgradeable stats and powered armor. Coding it should be relatively simple - it's balancing everything that's going to be tricky.
It's intended to be a co-op and SP game - AI handles the characters, though I plan on writing bot code to lay over the players in SP and to fill slots in MP. The realism level is basically semi-realism - it's realistic if you're a super-soldier wearing powered armor with active kinetic dampening and energy dispersion - unprotected humans tend to die pretty quickly in this game. Also, the suit is based on the HECU PCV technology, so it includes an item entangler, allowing you to store more weapons than the human form is capable of carrying (it has a mass limit, though, so you'll have to manage it). You'll be faced with the Combine's vast array of resources, so consider this your one concession from the developer.
Your game sounds cool