Splinter cell 1 / PT SvM atmosphere in my hobby project

Splinter cell 1 / PT SvM atmosphere in my hobby project

First of all, this isn't promotional thing, this isn't a product, it's a hobby project that I started vibe coding (I'm SWE but no game dev experience) - it's a janky mess (I don't know anything about animations yet) but shaping this to scratch my splinter cell itch and just wanted to share.

I grew up with splinter cell, started with 1 when I was 9. I counted on xfire more than 1000h+ playing splinter cell chaos theory versus mode. I gave up on idea of Ubisoft honoring its legacy and even if they would do another splinter cell that wouldn't be atmosphere of what it used to be. So I thought - why not try doing it myself? So far I'm having so much fun even though it is just mess. I think only way to experience that old school atmosphere would be through indie developers.

Note - when turning on nightvision - yt has problem with compression and it glitches out really bad, settles after some time and behaves like in game.

Do you see glimpse of potential here? What mechanics do you miss from old school era?

youtube.com
u/kkragoth — 10 days ago

Unreal tournament 1999 - Ragdolls WIP

Recently physics engine Box3D was released and I thought it'd be cool to add ragdoll physics to older games. And I thought ut99 could benefit from that extra physical feel.

Disclaimer: using DeepSeek-v4-flash but please don't call out only AI Slop, I'm software engineer and this is my cool hobby idea. It would take me months to get to that stage without agentic coding.

For now, I'm using boxes, as it seems old Unreal didn't use skeletons but relied on keyframed animations. Next step is to extract the models and build proper skeletons.

Update 1: Work in progress on using real player models for ragdolls, currently you can see buggy work in progress on my account. I won't spam this subreddit with these dev progress, will post proper video when these bugs will be resolved

u/kkragoth — 2 months ago