• Oh Code: Nightmare House 2 Open Sourced
    68 replies, posted
[url]http://usercreated.org/2011/01/05/oh-code-nightmare-house-2-open-sourced/[/url]
I would laugh my ass off if it was filled with commented creepypasta
Those look like really awesome maps, wonder if anyone can add some F.E.A.R. like stuff into them (Walking through a unorganized room then coming back through it, but it somehow rearranged its self to be organized :ohdear:)
I can see it now. Infiltration team + final boss.
Can't wait to get into the maps.
I love co-op scary games.
So the code is just pretty much vanilla HL2 with a couple of new NPCs (mostly copy&pasted HL2 NPCS) and a couple of HUD elements. Wouldn't be hard to make coop tbh
There is custom code? I'm amazed
christ, look at hud_healthbar.cpp. disgusting
Can't wait to be scared with someone else.
I like when artists who aren't actually programmers release their source, at least they're not as superficial as their critics and [i]actually make a release[/i].
I would assume making a coop wouldn't be too rash yet making one which can function properly when everyone is in the "moments" (such as when the hallway behind you suddenly disappears and you keep going back in forth until you're trapped in a single room box) would be quite difficult to code for multiple people. Then again, I don't have the slightest clue about mapping.
Ohh man Coop of this would be sweet, maybe a slightly different perspective, from that of some of the soldiers, could make it tactical with new weapons and abilities, could be amazing!
[QUOTE=iRzilla;27208766][code] for (int i = 0;i <= 49;i++) { m_nTexture_Bar[i] = surface()->CreateNewTextureID(); } surface()->DrawSetTextureFile( m_nTexture_Bar[0], "VGUI/hud/bar_0", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[1], "VGUI/hud/bar_1", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[2], "VGUI/hud/bar_2", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[3], "VGUI/hud/bar_3", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[4], "VGUI/hud/bar_4", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[5], "VGUI/hud/bar_5", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[6], "VGUI/hud/bar_6", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[7], "VGUI/hud/bar_7", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[8], "VGUI/hud/bar_8", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[9], "VGUI/hud/bar_9", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[10], "VGUI/hud/bar_10", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[11], "VGUI/hud/bar_11", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[12], "VGUI/hud/bar_12", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[13], "VGUI/hud/bar_13", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[14], "VGUI/hud/bar_14", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[15], "VGUI/hud/bar_15", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[16], "VGUI/hud/bar_16", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[17], "VGUI/hud/bar_17", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[18], "VGUI/hud/bar_18", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[19], "VGUI/hud/bar_19", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[20], "VGUI/hud/bar_20", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[21], "VGUI/hud/bar_21", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[22], "VGUI/hud/bar_22", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[23], "VGUI/hud/bar_23", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[24], "VGUI/hud/bar_24", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[25], "VGUI/hud/bar_25", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[26], "VGUI/hud/bar_26", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[27], "VGUI/hud/bar_27", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[28], "VGUI/hud/bar_28", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[29], "VGUI/hud/bar_29", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[30], "VGUI/hud/bar_30", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[31], "VGUI/hud/bar_31", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[32], "VGUI/hud/bar_32", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[33], "VGUI/hud/bar_33", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[34], "VGUI/hud/bar_34", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[35], "VGUI/hud/bar_35", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[36], "VGUI/hud/bar_36", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[37], "VGUI/hud/bar_37", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[38], "VGUI/hud/bar_38", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[39], "VGUI/hud/bar_39", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[40], "VGUI/hud/bar_40", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[41], "VGUI/hud/bar_41", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[42], "VGUI/hud/bar_42", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[43], "VGUI/hud/bar_43", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[44], "VGUI/hud/bar_44", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[45], "VGUI/hud/bar_45", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[46], "VGUI/hud/bar_46", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[47], "VGUI/hud/bar_47", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[48], "VGUI/hud/bar_48", true, false ); surface()->DrawSetTextureFile( m_nTexture_Bar[49], "VGUI/hud/bar_49", true, false ); [/code] what the hell is he doing?[/QUOTE] I saw that, then killed myself.
Don't be bashing him for not knowing how to code as well as you do, he's doing a nice thing by sharing what he does have. And besides that even if the code isn't really all that much in the first place, the scripting doesn't decide how good the game is, mapping did a great deal of the work in the game, I had a great time playing it.
[QUOTE=Zuimzado;27208642]Can't wait to be scared with someone else.[/QUOTE] Can't wait to see people get scared.
Also if someone does create a co-op NH2, I'm just not sure how fun that would be, a ton of the things that go on are based on the player's perspective such as where they are NOT looking. Multiple players wouldn't go into this well.
[QUOTE=iRzilla;27208766] what the hell is he doing?[/QUOTE] Ok, that's not exactly the best way to make a health bar. Actually no, it's a pretty shitty way to make a health bar. But hey, you have to give him some credit, it looks good. When you don't look at the code.
COOP works, but only with 2+ programmers. Just show them this code at the same time.
"That means that if you want to create your own twisted abomination where the only scares are how unstable the game is, more power to you" the game was unstable?
Huzzah, now someone can make the SWAT guys not die Or not...
Stop bagging on his coding skills, at least he is letting you take a look at them.
Nightmare House 2: Code Horror
The maps are what counts in this mod.
Wasn't really scared by this game to be honest. I find it difficult to be scared when you've got a solid shotgun in your hand, and feelings of being impressed overwhelmed my sense of year. [editline]5th January 2011[/editline] *fear
[QUOTE=ExplodingGuy;27210643]Nightmare House 2: Code Horror[/QUOTE] Nightmare Code 2 :v:
[QUOTE=Badal;27210189]Stop bagging on his coding skills, at least he is letting you take a look at them.[/QUOTE] I don't think you realize how bad it is. Don't get me wrong, the mod is still fantastic but good god the code is very terrible.
I was considering decompiling the maps just to see how he did some of the tricks, but now he's made it a whole lot easier :buddy:
[QUOTE=Foda;27209014]I saw that, then killed myself.[/QUOTE] Compiler is probably going to unroll it to something like that anyway so doing it in something like a loop and using a stringstream for the loop 'i' variable to append onto "VGUI/hud/bar_" isn't really going to be much different. Unless of course the SDK has something to create an array of textures. [editline]5th January 2011[/editline] [QUOTE=layla;27217351]Compiler is probably going to unroll it to something like that anyway so doing it in something like a loop and using a stringstream for the loop 'i' variable to append onto "VGUI/hud/bar_" isn't really going to be much different. Unless of course the SDK has something to create an array of textures.[/QUOTE] Oh lol, he's loading textures for each segment of the scrollbar? Jesus. [editline]5th January 2011[/editline] healthbar*
[QUOTE=NeoDement;27209482]"That means that if you want to create your own twisted abomination where the only scares are how unstable the game is, more power to you" the game was unstable?[/QUOTE] It might be if someone else worked with the code.
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