- 1. Custom weapons - these include the PP7, possibly a light SMG and a rocket launcher. The purpose of this would be to get some of the game's weapons working to test out. This would mean that we'd have to stick with a Half-Life 2: Deathmatch map to test on but that doesn't matter too much.
2. Implementing a game mode - this would most likely be a Top Agent (for those of us who have played NF on console
3. Dynamic Weapon Spawns - I just about understand the code for these now; the principle is that you specify a weaponset in a script file and different weapons are spawned in different places according to their "slots," much like NightFire console. This system will be the basis for many of the game modes and is extremely customisable - I'll explain it fully on the Wiki (http://www.007refraction.co.nr - I've moved the site slightly
4. Player Model - This would most probably be Bond decompiled from Nightfire and "poly'd up" a bit to work in Source. Note that we'd still have to use HL2:DM maps and weapons until I start on Refraction-specific ones.
5. Custom Maps - This would mean that I created a couple of maps to go with the mod and test out some of the game modes that don't need any/much coding done to them. HL2:DM weapons would be used.
IMPO, I think that the hardest of these for me to accomplish at the moment would be the player model option - I don't really know how to model ATM and I'd only really be able to learn by making weapons, as they're smaller and easier, so the Bondage would have to be done by someone else more experienced. If such a person happens to read this, PLEASE PM ME! Thanks.
Lastly, I'd like to emphasise the importance of the feedback - without any potential-gamer opinion I won't really be able to make any form of useful progress. I'd like as many people as possible to register their thoughs about this; the more people, the better the mod is likely to become. If you have any comments or questions regarding any aspect of the mod, please post here.
Many many thanks,




