halflife-adm-legacy
halflife-adm-legacy copied to clipboard
Advanced Development Mod - technical overhaul for Half-Life
The structure of the SDK and ADM itself is very messed up. The goals are quite simple: ## Structural changes - [x] Unify the duplicated Vector classes - [x] Move...
A property in both `ambient_generic` and `audio_sound_2d` (or whatever is going to remain in ADM down the road) that allows it to target a named entity to emit sound from...
With the recent [rediscovery](https://twitter.com/AdmerSuko/status/1317930920003981313?s=19) of using a BSP as a model for an entity, I think an env_bsp entity is possible. In theory, this entity would have the same movetype...
Weapon components are basically attachments for vehicles that sit on a certain bone in the vehicle, and can be controlled by one of the seats (player occupying the seat). Ideally,...
The current FMOD integration, as barebones as it is, is lacking dynamic sound effects: reverb, echo, suppression, flanger, combinations of the aforementioned etc.
Think about this for a second. Does the server *really* need to keep track of all those little environmental details, such as when you walk on a bridge, you hear...