ZuM did you mean Ballmen?
Link: http://www.moddb.com/mods/ballmen

ZuM wrote:
> Hi,
>
> I don't know how to answer this, but there's a mod out that unfortunately i
> can't remember the name, but the mod was all about changing the orientation
> of the players, and the gravity, so in one moment you where walking on the
> wall, and the next on the roof, but the view rotate to look correctly. Maybe
> if someone remembers the name of this mod you can ask them how they did that
> effect. But i don't know if it would apply to props.
>
> 2009/10/14 Locke Cole <locke.s...@gmail.com>
>
>   
>> Hi hlcoders,
>>
>> in a project a friend is working on together we want the different gravity
>> directions for different objects in the game and further, we want that
>> direction to be able to change depending on the mechanics of the game.
>>
>> I found that changing the gravity is not as simple as it seen. First of
>> all, it seems to be applied differently for players and other entities. I
>> started with players though because that's the most important, other
>> entities can be implemented later.
>>
>> I found CGameMovement::AddGravity/StartGravity/FinnishGravity and changed
>> for example
>>
>> mv->m_vecVelocity[2] -= (ent_gravity * sv_gravity.GetFloat() * 0.5 *
>> gpGlobals->frametime );
>>
>> into
>>
>> mv->m_vecVelocity.MulAdd(mv->m_vecVelocity, player->m_vecGravity,
>> ent_gravity * sv_gravity.GetFloat() * 0.5 * gpGlobals->frametime);
>>
>> I'll probably have to move mVecGravity somewhere else later, so far I'm
>> just trying this to see if I can make it work. First I tried with a gravity
>> = (1,0,0) and it worked fine apart from the fact that walkable floor is
>> still always in negative z-direction. That's something I have to change in
>> other parts of the code, possibly CategorizePosition or something but that's
>> a later problem because I found another thing.
>>
>> If I try a gravity = (0,0,1) (positive z-direction) it did Not work, at
>> least I wasn't falling upwards. I think somehow the z-velocity is simply
>> zero:ed if the game thinks you're standing on walkable floor as seen in
>> CGameMovement::FullWalkMove
>>
>> // If we are on ground, no downward velocity.
>> if ( player->GetGroundEntity() != NULL )
>> {
>>        mv->m_vecVelocity[2] = 0;
>> }
>>
>> I tried temporarily commenting this out, and some other similar snippets in
>> that method but still I wasn't falling upwards. I'm thinking the same trick
>> is being performed somewhere else in the code but it suspect I will spend a
>> whole lot time searching for it. I'll throw the debugger at it probably but
>> I'm unfortunately not super skilled in debuggers and I'm kind of scared it
>> will blow up on me with execution jumping back and forth between engine code
>> and sdk code.
>>
>> So I ask you for input, why do you think a positive gravity direction isn't
>> working? Where do you think I should start looking.
>>
>> Thank you for your time, hlcoders. I'm obviously new here. Oh, I forgot to
>> say that this is the scrath sdk... because I never got hl2, all I have is
>> l4d.
>>
>> /Elias 'Locke' Wulcan
>>
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>>
>>
>>     
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