something's up when I put the
in the title.
So, this has been mentioned on TWHL Discord, but it should be mentioned here as well, just in case.
I have 37 tutorials on GameBanana. 8 of them are HL-related and worthy of being ported to TWHL.
Better view bobbing
A tutorial about view bobbing in the HL SDK, covering view.cpp and how stuff works there. Might be in 2 or even 3 parts.
Creating new entities
Penguinboy told me this one could be a start of a new chapter for the programming tutorials. It covers creating a really simple new entity class (which prints stuff to the console) and editing the FGD to add the entity definition.
Tutorials following this one, I imagine, would involve stuff such as targeting other entities, having multiple different targets for each 'condition', checking certain entity properties, finding entities by name or by some other filters, and so on.
The name says it. A mostly objective view on carving, covering various "manual carving" methods using the clipping tool.
How to fix those leaks
Methods of finding leaks and what can cause them.
Real-life photos to Half-Life textures
No explanation required.
Complete music tutorial
Making music for Half-Life mods and placing it into maps. Can be expanded to an overall audio guide for GoldSrc, covering different uses of ambient_generic and whatnot.
Manipulating light in GoldSrc
All about lighting, different lighting setups, toggling shadows etc.
How to make sprites more flexible
Well, to be exact, this one's originally about sprite orientation, but I suppose it could be expanded to different ways of utilising sprites, e.g. for grass, smoke, light glows, videos even.
Generally, I'm mostly excited about the programming tutorials, not just the couple of ones I'll be porting, but new ones I'll be contributing too.
From general HL SDK tutorials about various parts of its API (engine functions, event API, Triangle API, entity functions, utilities etc.), using certain 3rd party libraries with HL SDK, even touching the VHLT code a bit, all the way to the delicate and fancy stuff like using OpenGL functions, dynamic skies, modifying map & model data in real-time, and a lot more.
Other than said tutorials, I'd of course work on ADM. There are several things I wanna do this summer, mainly working on the vehicle system as well as the FMOD integration. There are a couple of SoHL features and entities that will also be either ported or replicated. I'm really hoping to push out a release by the end of summer. >w<
Also, by that time, I'll probably create a new thread for Advanced Development Mod. Utopia at Stake, while using ADM as a base, shouldn't really have its thread be home to both ADM and itself IMO.
But I cannot do any of that right now. I got a game project to finish.
By the 15th of March, I should be done with my idTech 4 game demo, after which I'll try to release my high school map by June, maybe a bit earlier even. And then, I'll finally get back into GoldSrc business.