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Developers Discussion => Mods => Source RELEASES => Topic started by: your evil twin on May 29, 2006, 11:39:16 PM

Title: [HL2] SMOD Remastered
Post by: your evil twin on May 29, 2006, 11:39:16 PM
It is finally done! This is a mod of a mod - it is my redone version of SMOD.

http://files.filefront.com/SMOD_Remastered_10zip/;5092609;;/fileinfo.html

It does not require you to already have SMOD to play, as it includes all the files. If you are a fan of regular SMOD you should probably backup SMOD by moving the folder to somewhere else on your computer.

Features include a load of cool weapons like the OICW, Overwatch Sniper Rifle, a new MP5 and new MP7, a jackhammer auto-shotgun, original Half-Life-style human grunts helping out the rebels, Civil Protection SWAT teams, night vision, and a third-person view (including an option for a Resident Evil 4 perspective!). There are also more cloaked soldiers and stalkers than in original SMOD. My favourite feature is the weapon randomization - in most maps, the enemies's weapons are randomly determined from a list, with each map having its own weapons list. Gives the game a bit of Sin: Emergence feel, as when you die and reload your game the enemies you encounter can be differently armed.

The readme includes full credits for everyone that helped me out - let me know if I've got something of yours and it isn't credited!

Daza400 warned me not to include any content from F.E.A.R., so no worries, this mod does not contain any retail content. I got the Command and Conquer/Red Alert sound effects from C&C/RA/RA2 Windows themes, and the music is freely available on hundreds of websites, including the composer's website and Planet Command and Conquer. Same goes for the old 60s Doctor Who theme tune and the Millennium music by Mark Snow, findable on google in about thirty seconds.

Enjoy!
Title: Re: [HL2] SMOD Remastered
Post by: Frost on May 29, 2006, 11:49:00 PM
Alright, It's released  ;D I've been looking forward to this for along time. Downloading right now.
Title: Re: [HL2] SMOD Remastered
Post by: Editor321 on May 29, 2006, 11:54:00 PM
C&C Soundtrack= INSTA WIN

Would love to see more screenies of the new weapons, but i must say i want my dirty paws on this :)
Title: Re: [HL2] SMOD Remastered
Post by: End Of Days on May 30, 2006, 12:16:24 AM
Already getting my dirty little hands on this.

Been looking forward to this for a while now.

Edit: Just tried it out and I'm impressed with what I'd seeing. CS style crosshair system and more enemies in each level. It's a non-stop fight to the end.
Title: Re: [HL2] SMOD Remastered
Post by: Grunt002 on May 30, 2006, 12:47:40 AM
Woot! It's finally out! Must be worth that much space and effort.  :)
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on May 30, 2006, 12:58:22 AM
Booooooooo.....no FEAR sounds. Otherwise, this fucking kicks ass.
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on May 30, 2006, 01:00:45 AM
Yay, I'm in the credits! ;D .

If nobody has fixed the w_mp5 yet, here's the updated model.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on May 30, 2006, 01:07:40 AM
From what little i have played so far i say this is a pretty good mod, Also is it okay if i release a mod of this mod that's mostly gameplay tweaks?
Title: Re: [HL2] SMOD Remastered
Post by: chubby on May 30, 2006, 01:26:39 AM
Yay! I was waiting for this. I haven't even played it yet but I know it will be "teh pwnage"

EDIT: I was right.
Title: Re: [HL2] SMOD Remastered
Post by: Sufferin-Rebel on May 30, 2006, 01:30:23 AM
only played a tiny bit, I'll have a proper play thru tomorrow, I love it, Only thing I hate is the fact there are no reloading sounds for the OICW and Combine Sniper Rifle :(
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 30, 2006, 01:35:34 AM
From what little i have played so far i say this is a pretty good mod, Also is it okay if i release a mod of this mod that's mostly gameplay tweaks?

No problemo, you did help me out loads. Plus, it would be a bit hypocritical for me to say no, seeing how my mod is itself a mod of someone else's mod. :)

Yeah, the lack of reloading sounds for the OICW and Sniper Rifle are a bummer. I think a modeller/animator/hax0r person has to have a look at the models and mess with them or something, beacuse the reloading sounds seem to ignore whatever I put in the weapon sound config files (unlike the firing sounds, which do exactly what I tell them to!)

Thanks for the updated w model wonrz. I'm not sure, I think I might have used Onemanshow47's w model rather than yours, in which case his version had exactly the same problem, lol.

I'm not sure if I'll have to release an update patch or not... would be a bit dumb for a version 1.01 update patch to merely include that fixed w model. Guess I could do that though, as I'd like people to play with the fixed version.
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on May 30, 2006, 01:38:24 AM
uhh, i have a problem, my third person show no model, just a floating gun..... anyone know what may be the problem?
ill have a picture in a seccond.

EDit: here.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on May 30, 2006, 01:40:59 AM
The Tau Cannon is so cool looking. As the campaign goes further in SMOD:Remastered the more weapons you'll discover and the more fun you'll have(at least IMO).

The C&C music fits really well in Half-Life 2 surprisingly.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 30, 2006, 01:44:12 AM
uhh, i have a problem, my third person show no model, just a floating gun..... anyone know what may be the problem?
ill have a picture in a seccond.

EDit: here.

That is truly bizzare! I've never seen that - usually if there is a problem with the third person model you get something totally different, not an invisible man. Did you mess around with any of the config files? Did you have a previous version of SMOD installed already that you overwrote? The third person model should work fine with the included config settings.

I am quite surprised! Anyone else got a problem with third person?

Then again, I never tried third person in the opening map of the game. I know it works in the second map onwards. Could it be something about the game's intro map? (Be amusing to do third person during the G-Man intro, see Gordon flying into G-man's face!)
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on May 30, 2006, 01:47:51 AM
i didnt mess with any configs,but i did had a previous version of smod,
ill try uninstalling then reinstalling, and see what happens.
i also did try it during the intromap. ill test the intro thing first, then try uninstalling then reinstalling.
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on May 30, 2006, 02:02:19 AM
uhh, i have a problem, my third person show no model, just a floating gun..... anyone know what may be the problem?
That happened to me only when i had my model detail set on medium, So try turning your model detail to high.
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on May 30, 2006, 02:19:31 AM
...my model detail is usualy mediem, so ill try.
Title: Re: [HL2] SMOD Remastered
Post by: Sufferin-Rebel on May 30, 2006, 02:42:12 AM
youreviltwin, I would love to know if you put any new commands we can use to make our SMOD experience even funer :0
Title: Re: [HL2] SMOD Remastered
Post by: Sergeant Kelly on May 30, 2006, 02:52:42 AM
Hooray! I got back from my Memorial Day vacation just in time! :)
Has the noclip bug been fixed? Or does third-person view still disable it?
I love the new music and weapons.

Though do you know the mp5 has incorrect ironsights?

Edit: Has anybody else had trouble getting the first level to work? Mine works in regular HL2 but not in Smod.
Title: Re: [HL2] SMOD Remastered
Post by: chubby on May 30, 2006, 03:01:56 AM
If you use third person your model detail needs to be on high.
Title: Re: [HL2] SMOD Remastered
Post by: BGE on May 30, 2006, 03:19:00 AM
Great mod!

Although I notice that some weapons don't appear in third person mode, and some like to dissapear randomly then reappear later.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on May 30, 2006, 03:22:13 AM
Weapons like the Tau Cannon and Gravity Gun don't appear right in 3rd person mode. It doesn't matter to me much since I play in first person mode.

BTW: I really like the new slo-mo effects.
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on May 30, 2006, 03:53:38 AM
yeah, the high model thing fixed it.

i also dont like the gordon model.
im not a huge fan of gordon. :-\ always liked barney and adrian better, i aws wondering if there were a chance for optional different playermodels in the future?

in the meantime..... ill ask in the requests forum if someone could convert a css Sas to it for me. (i found a skin to make him look like adrian shepard)
 ;)
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on May 30, 2006, 04:02:45 AM
Adrian would rock! :o I second this request.

PS: Anyone else get a wierd bug were you can use noclip at all?
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on May 30, 2006, 04:15:31 AM
Here's the current changelog of my mod of this mod that i call SMOD Remastered:Onemanshow47 editon (Can't think of a better name)

Gameplay Tweaks
-Player bullets near instant-hit speeds in bullet time now, No more NPCs dodging your bullets.
-More realistic damage.
-Bullet Time a bit slower.
-Other minor things.

Weapon Tweaks\Fixes
-Weapons given more proper names.
-Magazine sizes, firing rates and power now close to real life counterparts
-weapon_custom1 (Glock 18) W model now works with NPCs and has been given to some Citizens and CPs
-weapon_custom3 (HK HMG3) Has a V and W model and some Combine soldiers later in the game have it. (Note the W model is a placeholder due to no true w model for it)
-Grease Gun is now the UMP-45 from Counterstrike: Source.
-Fixed some weapons ironsights, And gave ironsights to some weapons that didn't have them.
-Fixed MP5 W model by wonrz.
-Fixed the W models on the Tau Cannon and Gravity Gun.
-Alternate player models: Adrian Shepard (Using the Combine_f_soldier model in the mod) And Barney

Note that some of these things are not done yet but there getting there.
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on May 30, 2006, 04:20:31 AM
Wewt :D

Changes look good so far.
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on May 30, 2006, 06:04:13 AM
how can I turn off the zoom and blur it crashes my game. :'(
ps can some one reskin weapon_custom1 so it looks more like the hl1 one(like the green dots)
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 30, 2006, 09:44:28 AM
If your computer is not good enough for motionblur or lens zoom effects, then find the config file named "autoexec" in your SMOD/config folder, open it in a text editor (notepad, wordpad, whatever), and on the last line add the line:

exec screeneffect_off.cfg

Then see how your game works. If the game is still crashing, you can also try adding the line:

exec performance_recomm

and if you are STILL having problems, then your computer isn't good enough to handle Half-Life 2 with any improved special effects at all, in which case you'll have to use:

exec performance_highperf

which disables all the special effects. But if your computer is that low powered there's a chance of the game crashing due to the sheer number of enemies and stuff going on anyway.

--------------------------------------------------------------

Onemanshow47, once you've release your addon, may I incorporate half of those features into version 1.01 of SMOD: Remastered? :D In the readme file it would say "Version 1.0 by your evil twin, version 1.01 updates by Onemanshow47". I'll certainly want to include the fixes to the world models, the additional player models, the ironsights; I'd give the glock to resistance members, but not the Civil Protection forces. Also I did plan on giving the HK HMG3 to Combine soldiers late in the game but didn't precisely because I had no world model for it. I also might include that Grease Gun replacement (I didn't bother since I made the Grease Gun a cheat-only weapon, and there is nothing weird about a WW2 weapon in the game if it is a cheat weapon). Also might incoporate the changes to magazine sizes and fire-rates (but there is no way to change the firerates of some of the weapons, and I suspect that changing the firerate of the standard submachine gun will inadvertantly change the firerates of a number of the SMOD weapons).

I probably will not want to include the gameplay tweaks, since I LIKE enemies being able to dodge the player's bullets! It means that even though bullet-time gives you an advantage, you have to be skillful to kill enemies in bullet-time, since you have to lead your fire, shooting ahead of an enemy's path. Also, I purposely didn't use proper weapon names, since the various gun companies no longer exist in the Combine-controlled world: stuff like the Heckler and Koch MP5 is now mass-produced in a Combine factory, so no-one would be calling it a Heckler and Koch weapon anymore, and perhaps even the MP5 name would be dropped, it would be, I dunno, "Civil Protection Standard Sub-Machine Gun" or something (I decided to just call it 9mm Submachine Gun). Notice that I called the new MP7 "PDW (Personal Defense Weapon)", to differentiate it from the submachine gun - describing what the gun is, rather than giving a real-life name.

The exceptions were the OICW - since I can't think of any way to describe an OICW except as an Objective Individual Combat Weapon, though now I think I should have called it Overwatch Individual Combat Weapon! - and the AK-47, since it is a resistance only weapon and the resistance members might still call it by its old name. Also, it is the most recognisable gun in the world and calling it a "Soviet Assault Rifle" in a game set long after the cold war would be a bit weird. Hmm, what would be the modern-day term for "Soviet"? I suppose I could have called it Russian Assault Rifle. Or since only the resistance uses it, the Resistance Assault Rifle.
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on May 30, 2006, 10:57:46 AM
Onemanshow47, once you've release your addon, may I incorporate half of those features into version 1.01 of SMOD: Remastered?

Yes, I don't mind at all and i would like that.

I probably will not want to include the gameplay tweaks, since I LIKE enemies being able to dodge the player's bullets! It means that even though bullet-time gives you an advantage, you have to be skillful to kill enemies in bullet-time, since you have to lead your fire, shooting ahead of an enemy's path. Also, I purposely didn't use proper weapon names, since the various gun companies no longer exist in the Combine-controlled world: stuff like the Heckler and Koch MP5 is now mass-produced in a Combine factory, so no-one would be calling it a Heckler and Koch weapon anymore, and perhaps even the MP5 name would be dropped, it would be, I dunno, "Civil Protection Standard Sub-Machine Gun" or something (I decided to just call it 9mm Submachine Gun). Notice that I called the new MP7 "PDW (Personal Defense Weapon)", to differentiate it from the submachine gun - describing what the gun is, rather than giving a real-life name.

Perhaps you can put the real weapon names and gameplay tweaks in a folder named "Addons" so people can have them if they want without needing to download 2 mods?

The exceptions were the OICW - since I can't think of any way to describe an OICW except as an Objective Individual Combat Weapon, though now I think I should have called it Overwatch Individual Combat Weapon! - and the AK-47, since it is a resistance only weapon and the resistance members might still call it by its old name. Also, it is the most recognisable gun in the world and calling it a "Soviet Assault Rifle" in a game set long after the cold war would be a bit weird. Hmm, what would be the modern-day term for "Soviet"? I suppose I could have called it Russian Assault Rifle. Or since only the resistance uses it, the Resistance Assault Rifle.

Funny, I have the OICW named "Overwatch Individual Combat Weapon" as it sounded more like what the combine would have named it, I also have the HMG3 named "Overwatch Support Weapon" as well, However i disagree about renaming the AK-47 as, Well as you said It's the most recognisable gun in the world and i doubt that the resistance or even the combine would call it by any other name then AK-47.

EDIT:I say give weapons that would now be produced by the combine(OICW, MP7, Pistol, and so on) the more combine style names, And the older weapons that would not be produced by the combine(AK-47, Kar98, Glock 18?, and so on) the real weapon names.
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on May 30, 2006, 11:40:40 AM
If you haven't started working on that SAS model Onemanshow47, I can upload it to save you some work. It works in Smod and has vertex weights preserved.
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on May 30, 2006, 11:51:24 AM
If you haven't started working on that SAS model Onemanshow47, I can upload it to save you some work. It works in Smod and has vertex weights preserved.
I was using the Combine_f_soldier model that was in SMOD: Remastered and got it to work:(http://img159.imageshack.us/img159/523/leonhl2200008qi.th.jpg) (http://img159.imageshack.us/my.php?image=leonhl2200008qi.jpg)
But i still would like to use that SAS model so go ahead and upload it.
EDIT: Also wonrz, Is there any way you can make a w model to go along with the v_hmg model? I have to use a placeholder right now due to no proper w model for it.
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on May 30, 2006, 12:01:24 PM
Okay, here it is; split in two volumes.

Also wonrz, Is there any way you can make a w model to go along with the v_hmg model? I have to use a placeholder right now due to no proper w model for it.

I'm afraid I can't. The V model has missing faces and I'm no modeller :(. Plus the textures for the model don't seem to work for me, it's all checkered.



[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on May 30, 2006, 12:57:05 PM
Is the SAS model the one from the CS that will replace the HGrunt models?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 30, 2006, 12:59:21 PM
Plus the textures for the model don't seem to work for me, it's all checkered.

What, do you mean that normally in game the view model is all chequered? Hope I didn't forget to include the materials folder for the gun...

I'll be sure to give that SAS guy a try. :)
Title: Re: [HL2] SMOD Remastered
Post by: Renard on May 30, 2006, 01:08:32 PM
As It's used to be said on my country: Ole tus cojones Alex!!! Awesome job man!
But I have a question, Why do you talk about the hmg9 on the readme files and it doesn't appear ingame?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 30, 2006, 01:11:40 PM
You get it by cheating, "give weapon_custom3". I couldn't actually make the weapon usable by enemies since I didn't have a w model for it. I put it in the instructions in the readme:

Quote
EXTRA CUSTOM WEAPONS
You can get these cheat weapons using the console command give weapon_custom1, give weapon_custom 2, etc. If you try giving them to NPCs they won’t be able to use them. Note that I haven’t tested them much so they might be unbalanced or overpowered.

Weapon_custom1
A bit of original Half-Life nostalgia, it’s Gordon’s old Glock. The secondary fire mode is burst fire.

Weapon_custom3
An HK HMG3 with a scope as the secondary fire mode.

Weapon_custom4
A shotgun that allows you to zoom in with secondary fire. Just for the hell of it, it looks like Father Grigori’s Annabelle shotgun.

(That "just for the hell of it" comment was beacuse Annabelle doesn't have a scope, so the fact you can zoom in is a little bit odd. ;) I didn't bother mentioning the give weapon_annabelle cheat since that is a normal HL2 cheat, but now it uses your cool Brainbread shotgun.)
Title: Re: [HL2] SMOD Remastered
Post by: Renard on May 30, 2006, 01:19:53 PM
I mean even using the cheat, the model doesn't appears. Instead of that appears the mp7.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 30, 2006, 01:53:05 PM
Oh. Whoops. Well, that's a bug! I included the wrong weapon_custom3 file. Lol. Something else for version 1.01!
Title: Re: [HL2] SMOD Remastered
Post by: End Of Days on May 30, 2006, 02:11:52 PM
I haven't played the mod much due to crashes every 15 minutes. This never happened with the original S-Mod. I highly doubt it's my rig cause I can run the game at high settings getting a steady FPS.

Maybe I'll wait till my other gig of RAM gets here and then try it out.
Title: Re: [HL2] SMOD Remastered
Post by: fitzroy_doll on May 30, 2006, 02:38:03 PM
SMOD always had the potential to be an ultra-realism mod, so congratulations on making that happen. 

One of the aspects of SMOD I have enjoyed is being able to limit the number of weapons you can carry for additional realism. I think the minimum to complete the game is 5 (1. crowbar then gravgun 2. RPG launcher 3. Grenades 4. One pistol or pheropod or sniper rifle 5. One rifle, shotgun or smg). You can try it with 4 but once you have to start carrying the pheropod you won't have any direct fire weapons (though of course you can drop it after Nova Prospekt). It would be nice to be able to limit the number of weapons per bucket (One available slot for 1, 2, 3, 4, and 6, two slots for 5). This would give you 6 weapons (7 including the pheropod), so not as difficult as limiting to 5 overall, but would eliminate the weapon juggling required to keep the number of weapons down. It's beyond me to implement as it would require changes in the original SMOD dll's.

I'll wait until OneManShow's changes get integrated into the next release before trying out Remastered in depth, as I like the sound of those additions, but top marks for what I've seen so far.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 30, 2006, 03:53:53 PM
I considered doing weapon limiting, but decided against it because a number of the weapons can only be found in one location, such as the singularity generator (gravity bomb), the tau cannon, Alyx's gun, the airboat gun (and actually I think the normal magnum gun is only available in one place)... throwing away one of those would be a tough choice because you'd never get it again, but if you kept them then you'd be restricted from using regular weapons like assault rifles, shotguns, whatever.

If I did limit the number of weapons carried, the limit would be around 12 or something - that way you'd hit the limit in the middle of the game and then have to decide whether you really needed two pistols, two shotguns, two assault rifles, etc.
Title: Re: [HL2] SMOD Remastered
Post by: fitzroy_doll on May 30, 2006, 04:20:21 PM
I considered doing weapon limiting, but decided against it because a number of the weapons can only be found in one location, such as the singularity generator (gravity bomb), the tau cannon, Alyx's gun, the airboat gun (and actually I think the normal magnum gun is only available in one place)... throwing away one of those would be a tough choice because you'd never get it again, but if you kept them then you'd be restricted from using regular weapons like assault rifles, shotguns, whatever.

If I did limit the number of weapons carried, the limit would be around 12 or something - that way you'd hit the limit in the middle of the game and then have to decide whether you really needed two pistols, two shotguns, two assault rifles, etc.

To make it really work the weapons would have to be made available in multiple locations, as you say. I did do all of HL2 with just 5, ended up trading back and forth between the AK47 and the MP5, which I would occassionally drop in exchange for a sniper rifle. Yes, throwing away the Alyx gun was tough, but that's part of the "fun."
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on May 30, 2006, 04:25:59 PM
In my personal opinion, weapon limiting not only sucks, it's a pain in the ass.
Title: Re: [HL2] SMOD Remastered
Post by: fitzroy_doll on May 30, 2006, 05:01:58 PM
In my personal opinion, weapon limiting not only sucks, it's a pain in the ass.

Well, that's the great thing about SMOD, if you don't like a feature you can cfg it out!
Title: Re: [HL2] SMOD Remastered
Post by: iceman on May 30, 2006, 05:10:07 PM
i was wondering,what are the weapon names in the console?,i want to spawn a couple grunts with jackhammers and such :D



Great Mod By The Way  :)
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 30, 2006, 05:15:18 PM
Well, I'm more likely to make weapon limiting something that you config IN. ;) I'll mention how to do it in the readme file.

Weapon names:

MP5 9mm Submachinegun: weapon_smg1
MP7 PDW: weapon_custom2
Jackhammer: weapon_custom5
OICW: weapon_mp5 (doesn't make much sense, does it? heh)
AK-47: weapon_ak47
Sniper rifle: weapon_svd
Type-7 particle-beam rifle: weapon_lasergun

That's good enough to be getting on with. Other weapons aren't likely to be usable by NPCs.
Title: Re: [HL2] SMOD Remastered
Post by: iceman on May 30, 2006, 05:18:08 PM
Thanks For The Names
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on May 30, 2006, 06:15:47 PM
your evil twin I did what you said to do and now my sniper,crossbow,OICW,or my scope shotgun wont zoom it and I get black and pink checkerboards on the pistol and shotgun. :'(
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 30, 2006, 06:25:33 PM
Argh, crap. Erm, I'm afraid I've got a good computer, so I've never had to deal with the bugs associated with a computer not being able to support the various features. Someone else is going to have to help you out I'm afraid. I'm very sorry.

I'm especially surprised at the black and pink checkerboards - altering those visual settings shouldn't affect the textures on the pistol and shotgun. Were thet working OK before?

Plus... did you used to play original SMOD fine before without any problems?
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on May 30, 2006, 06:27:57 PM
yes I I used to play smod and my game never crashed and the black and pink checkerboards where there since I installed it and I have installed it 2 times
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 30, 2006, 07:00:44 PM
That is weird - no-one else had reported the chequerboard problem, so I can't have left materials files out. Plus, if it is the normal default pistol and shotgun, then they should be using the HL2 files anyway. (Or are you talking about new weapons, like the glock pistol or jackhammer or Annabelle antique shotgun?)

DId you already have a version of SMOD installed? Did you move the old SMOD folder to someone else, like you were supposed to? The game is supposed to work fine straight off. I'm going to try the game with fancy effects turned off and see whether that effects the weapons in any way.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 30, 2006, 07:19:57 PM
Oh, by the way, zoom doesn't work for weapons with scopes if you try them on maps before you have got the HEV suit. I think that's the case in normal Half-Life 2 as well. Just in case you are trying it on one of the very eary maps.

As for pink and black chequerboard patterns... I used those console line commands that I gave you earlier, I turned shaders down to low as well, all the weapons look normal. There doesn't seem to be anything wrong with the mod files.

Oh, for those that are interested, I tried out that that new friendly soldier replacement... I really don't think he looks like one of the original Half-Life soldiers very much. The gasmask shape and design is just so different... looks more like a metrocop. In fact, rather than being one of your allies, he think he belongs in the Combine forces! I think he should be a metrocop replacement! Only problem will be... what about when Barney takes his mask off. Don't know whether it is possible to do that right. But it would be awesome if someone could convert it to be a metrocop.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on May 30, 2006, 07:24:25 PM
Looks nice! Much better then the older one.
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on May 30, 2006, 07:27:32 PM
Oh, by the way, zoom doesn't work for weapons with scopes if you try them on maps before you have got the HEV suit. I think that's the case in normal Half-Life 2 as well. Just in case you are trying it on one of the very eary maps.

As for pink and black chequerboard patterns... I used those console line commands that I gave you earlier, I turned shaders down to low as well, all the weapons look normal. There doesn't seem to be anything wrong with the mod files.

Oh, for those that are interested, I tried out that that new friendly soldier replacement... looks more like he belongs in the Combine forces to me! I think he should be a metrocop replacement! (Only problem will be... what about when Barney takes his mask off. Don't know whether it is possible to do that right.)
Awsome, thats who i wanted as a player model.

Info about how he looks:
hes wearing an M40 field protective mask , a human created one.
The M40 Field Protective Mask is one of various gas masks used by the military of the United States and its allies to protect from field concentrations of chemical and biological agents, along with radiological fallout particles. It is not effective in an oxygen deficient environment or against ammonia.
he wouldent make a good combine replacement, because adrian is in the Hazardous Environment Combat Unit.
they are a United States military special forces unit. i assumed that they would have fought agianst the combine in the 7 hour war.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 30, 2006, 08:29:21 PM
Well, to me the gasmask looks too much like a metrocop's gasmask... and well, he seems really menacing. I don't think the player's allies should look menacing. The thing about the Half-Life/Opposing Force/Blue Shift high definition grunt design is that they look morally neutral, they seem badass and cool but they work just as well as allies in Opposing Force as they do as enemies in Half-Life. These guys though... they just seem immensely sinister. Yes, it may be a real-life US/UK gasmask design, but it happens to be a very sinister-looking design to me! Like the metrocops and those evil gasmask guys in Fallout 2, there's something... I dunno, inherrently evil about the design. With the original Half-Life grunt, the design says "I'm badass. If you are my enemy, I'm going to fill you with lead." While this new soldier design... that says "I'm going to love beating the crap out of you." He just doesn't fit in with the asthetics of the rebels, but he does fit in with the imposing asthetics of the Combine.

Also, he really doesn't look much like the soldiers in original Half-Life. I suppose it might be the most realistic equivalent to what the Half-Life soldiers wore, but it will take several seconds for anyone to recongise that this guy is even supposed to be one of the grunts from original Half-Life. While the model I included, Romka's source grunt, is a faithful recreation of Half-Life's high definition grunt, but it bit more detailed. I don't actually find it that cartoony looking or out of place, either.

Of course, people are perfectly welcome to use this soldier design as a custom replacement, but I'm not going to make it the default friendly soldier for version 1.01 of SMOD: Remastered. Personally, I'd love to use it as a metrocop - the metrcops are entirely human, unlike the cyborg Combine soldiers, so it is cool being able to see their eyes. I hope someone can do the conversion.
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on May 30, 2006, 08:52:30 PM
Well, to me the gasmask looks too much like a metrocop's gasmask... and well, he seems really menacing. I don't think the player's allies should look menacing. The thing about the Half-Life/Opposing Force/Blue Shift high definition grunt design is that they look morally neutral, they seem badass and cool but they work just as well as allies in Opposing Force as they do as enemies in Half-Life. These guys though... they just seem immensely sinister. Yes, it may be a real-life US/UK gasmask design, but it happens to be a very sinister-looking design to me! Like the metrocops and those evil gasmask guys in Fallout 2, there's something... I dunno, inherrently evil about the design. With the original Half-Life grunt, the design says "I'm badass. If you are my enemy, I'm going to fill you with lead." While this new soldier design... that says "I'm going to love beating the crap out of you." He just doesn't fit in with the asthetics of the rebels, but he does fit in with the imposing asthetics of the Combine.

Also, he really doesn't look much like the soldiers in original Half-Life. I suppose it might be the most realistic equivalent to what the Half-Life soldiers wore, but it will take several seconds for anyone to recongise that this guy is even supposed to be one of the grunts from original Half-Life. While the model I included, Romka's source grunt, is a faithful recreation of Half-Life's high definition grunt, but it bit more detailed. I don't actually find it that cartoony looking or out of place, either.

Of course, people are perfectly welcome to use this soldier design as a custom replacement, but I'm not going to make it the default friendly soldier for version 1.01 of SMOD: Remastered. Personally, I'd love to use it as a metrocop - the metrcops are entirely human, unlike the cyborg Combine soldiers, so it is cool being able to see their eyes. I hope someone can do the conversion.
ok.
if you want, i could try reskinning the Sas to look more like a combine solder/ metrocop, if it gets converted to the metropolice?
Title: Re: [HL2] SMOD Remastered
Post by: AishaCatgirl on May 30, 2006, 09:17:32 PM
I'm downloading now. seems awsome to me. I honestly don't see what the third person bull honkery is all about. I mean if I wanted to stare at Gordon's butt the whole game I would just..... Well I don't want to stare at his but so there!!
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 30, 2006, 09:33:40 PM
ok.
if you want, i could try reskinning the Sas to look more like a combine solder/ metrocop, if it gets converted to the metropolice?

That would be sweet. (I was thinking of attempting a reskin myself, heh.) Though I'd like to try it with the normal skin first, see how the default model looks as a metrocop, just in case it looks good as it is. I think the gasmask goggles will look good yellow/orange, though, and will also help differentiate between this guy and the friendly HECU soldiers with green gasmask goggles. Don't know yet whether the rest of the model will need reskinning or not. At the moment, all I'm thinking is "can the model work as a metrocop?" The fact that Barney is also dressed as a metrocop might complicate things.

Oh, and as for the third person stuff... I just did that for cool screenshots. The game is very hard to play in third person mode, even more so in Resident Evil 4 camera mode. (Resident Evil 4 has mostly slow moving enemies! Plus, when you aim your gun at enemies the camera around, unlike in HL2 where in third person mode the camera is fixed.) It was quite fun running around blasting people while looking like the G-Man, though, heh.
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on May 30, 2006, 10:53:35 PM
well, im not the best skinner myself, but sofar i added a metrocop-esqe jacket to the Sas.
there a few patches i forgot to add over, but, its an easy fix.
whaddya think?

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on May 30, 2006, 11:05:48 PM
The OICW is hard to aim with when you use ironsight/zoom because there's no crosshair like thing there. It would easier to use the OICW if there was some kind of targeting reticle on the zoom like a sniper rifle.
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on May 30, 2006, 11:53:44 PM
How about instead of having that SAS skin as a full replacement for all metrocops perhaps instead use it as some sort of metrocop captain or combine S.W.A.T unit?
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on May 31, 2006, 12:15:35 AM
well, im not the best skinner myself, but sofar i added a metrocop-esqe jacket to the Sas.
there a few patches i forgot to add over, but, its an easy fix.
whaddya think?

Nice, but you should make the green a shade of blue.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 31, 2006, 12:19:12 AM
The OICW is hard to aim with when you use ironsight/zoom because there's no crosshair like thing there. It would easier to use the OICW if there was some kind of targeting reticle on the zoom like a sniper rifle.

I know, it is annoying that. But, if the crosshair is switched on when using ironsights on other weapons, it looks crap, with a crosshair sitting on top of the weapon ironsight. I figured in zoomed in mode on the OICW you can spray bullets at the enemy and use the puffs of debris on the walls/ground to adjust your aim until you get it on the enemy, heh. (I actually find it pretty easy to aim even without a crosshair, actually.)

I did consider using that SAS model as a metrocop SWAT team guy - but I'm rather fond of the existing Civil Protection SWAT team guy that I already made and don't want to scrap him! Heh. I'd prefer the regular metrocops being the SAS guys, still fully human, with the metrocop SWAT guys being Combine cyborg soldiers, a division of Overwatch assigned to Civil Protection. But it may turn out that it is impossible to convert the SAS guy into a metrocop (due to him having to be able to take his mask off, in the case of Barney), in which case I'll probably make the SAS guy the SWAT guy.

As for the metrocop skin for the SAS guy... not bad leonskey, not bad at all. I think maybe TheInternetS is right, change the green to blue... but I'm not sure. Also, I think yellowish orange goggles would look cool (like I've got on my Civil Protection soldiers and Nova Prospekt soldiers).
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on May 31, 2006, 12:38:02 AM
I think blue fits the combie more then orange. I like the goggles as-is. :)
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on May 31, 2006, 12:39:58 AM
Will there be any good source models to replace the current HECU grunts still?

Also, since the houndeyes are from HL:Source they sort of look ugly compared to their surroundings. Has there been some kind of model made to make the houndeye look right in source? I heard that H4WK was going to convert one of his houndeye models to source(which would probably fit pretty well).
Title: Re: [HL2] SMOD Remastered
Post by: H4wK on May 31, 2006, 12:43:01 AM
Will there be any good source models to replace the current HECU grunts still?

Also, since the houndeyes are from HL:Source they sort of look ugly compared to their surroundings. Has there been some kind of model made to make the houndeye look right in source? I heard that H4WK was going to convert one of his houndeye models to source(which would probably fit pretty well).

I might do a little work on a totally new skin just for this. We'll see.

:Edit:Just looked at the maps, as most of the HL1 skins are this one is no different. There'a a ton of maps with strage bits and pieces. Looks to be quite a pain in the ass. I believe the HL:S HD fellows have converted my houndeye to source, so if they could be arsed to donate it for use here, Then I'll take another look at a special SMOD:R skin.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on May 31, 2006, 12:46:17 AM
I like that SAS reskin with the blue goggles and metrocop padding. I think that guy should be some kind of metrocop captain and not replace the metrocop or the civil protection soldiers. I think he could be an elite metrocop who is a commander per every few metrocops and civil protection soldiers.

Basically I'm saying that the SAS should be seperate from the metrocop and civil protection models and be a civil protection commander.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 31, 2006, 12:59:44 AM
I might do a little work on a totally new skin just for this. We'll see.

:Edit:Just looked at the maps, as most of the HL1 skins are this one is no different. There'a a ton of maps with strage bits and pieces. Looks to be quite a pain in the ass. I believe the HL:S HD fellows have converted my houndeye to source, so if they could be arsed to donate it for use here, Then I'll take another look at a special SMOD:R skin.

Well, you don't have to reskin the SMOD houndeye using the same skin files; the whole model itself can be replaced, by any houndeye model for source.
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on May 31, 2006, 01:12:01 AM
Got some progress to show to you all.

First off, The third person models for the tau cannon and gravity gun:
(http://img419.imageshack.us/img419/6127/d1canals0100024sc.th.jpg) (http://img419.imageshack.us/my.php?image=d1canals0100024sc.jpg)
(http://img419.imageshack.us/img419/7320/d1canals0100035vt.th.jpg) (http://img419.imageshack.us/my.php?image=d1canals0100035vt.jpg)

The UMP-45 model from CS:S:
(http://img265.imageshack.us/img265/1835/d1canals0100016db.th.jpg) (http://img265.imageshack.us/my.php?image=d1canals0100016db.jpg)

And the SAS model for the metrocops:
(http://img408.imageshack.us/img408/4406/d1canals0100067rt.th.jpg) (http://img408.imageshack.us/my.php?image=d1canals0100067rt.jpg)

Still need to fix a few more ironsights and make the .357 magnum w model working for third person and then i'll release it.
Title: Re: [HL2] SMOD Remastered
Post by: H4wK on May 31, 2006, 01:17:04 AM
Well, you don't have to reskin the SMOD houndeye using the same skin files; the whole model itself can be replaced, by any houndeye model for source.

Right, the only other one i know of is the one the converted for HLSHD, I myself don't know how to convert anything from engine to engine, otherwise I'd do it myself instead of suggesting the one they have. If there's another houndeye for source that I'm not aware of point it in my direction and I'll gladly give it an overhaul  :)
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 31, 2006, 01:33:09 AM
Aha, I see.  :) Well, thanks H4wK, looks like the HL:S people are the guys to talk to.

Great job Onemanshow47... not only did you sort out those weapons in no time, but you got the SAS guy working as a metrocop replacement!

Have you tried the opening chapter of the game? How does it look when Barney takes his mask off?

Oh, and aside from all this "improving SMOD: Remastered" stuff - what do people think of SMOD: Remastered, as it is? How much of the game have people played through? Any stuff you thought was especially cool? Any areas that could do with improving? Let me know. :)
Title: Re: [HL2] SMOD Remastered
Post by: prism1029 on May 31, 2006, 01:40:57 AM
Does this version have the gravity grenade?
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on May 31, 2006, 01:47:28 AM
i worked on the skin, and fixed up a few things.
it still feeels alittle bare to me, may add combine logo later.

your evil twin, ill make you separate eyes if you want?

Onemanshow47, i was wondering, when your done, could you convert the sas to the player model for me?

and now for pictures.


about the mod, personaly, i like the rs evil over the sholder veiw, it is made of win and cookies.
its fun, and good mod, to a mod.
i give it, right now, 8.5/10

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on May 31, 2006, 02:59:54 AM
Aha, I see.  :) Well, thanks H4wK, looks like the HL:S people are the guys to talk to.

Great job Onemanshow47... not only did you sort out those weapons in no time, but you got the SAS guy working as a metrocop replacement!

Have you tried the opening chapter of the game? How does it look when Barney takes his mask off?

Oh, and aside from all this "improving SMOD: Remastered" stuff - what do people think of SMOD: Remastered, as it is? How much of the game have people played through? Any stuff you thought was especially cool? Any areas that could do with improving? Let me know. :)

I give it an 8.5/10 as well. I haven't finished the game yet though(up to entanglement chapter)

Suggestions for future versions(I don't think you would be able to do all of these, most likely somebody else could):

I think there should be more houndeyes because they don't really show up much.

Add some cool new enemies if you are able to like the combine female assassin(somebody else would most likely do this though).

If possible, make some weapons have their own ammo because some weapons seem useless to others that use the same ammo(like the PDW becomes useless once the AK47 or OICW is picked up).

Cool stuff that I like about the mod:

-fighting with the HECU grunts along my side

-the tau cannon's model and its great power

-the OICW

-cool weapon models like the lasergun and PDW

-the mod has a better HL2 feel to it now

-C&C music







Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on May 31, 2006, 03:17:47 AM
Have you tried the opening chapter of the game? How does it look when Barney takes his mask off?

Yes, The mask works fine but he still uses the normal metrocop body model so he looks a little out of place.

Oh, and aside from all this "improving SMOD: Remastered" stuff - what do people think of SMOD: Remastered, as it is? How much of the game have people played through? Any stuff you thought was especially cool? Any areas that could do with improving? Let me know. :)

I give the mod 8/10, The music, models, And mapadds are the high points to me.

Does this version have the gravity grenade?

Yes it does.

Onemanshow47, i was wondering, when your done, could you convert the sas to the player model for me?

Yes, It will be in my mod as adrian.mdl, That is, if you want the Opposingforce skin on it.
Title: Re: [HL2] SMOD Remastered
Post by: Grunt002 on May 31, 2006, 03:42:03 AM
For some reason, I'd love to see the SAS model on my side.
Maybe in the next release, you could do separate releases for models?
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on May 31, 2006, 03:55:04 AM
For some reason, I'd love to see the SAS model on my side.
Maybe in the next release, you could do separate releases for models?

Warnz posted the SAS model download links on pg 3. They replace the HGrunt models and IMO look pretty cool fighting with you.

It would also be a good idea for seperate releases for models because it would look weird having friendly SAS models and enemy SAS models at the same time.

Off Topic: Episode one will be out in 2 days. Take a look at this screenshot here that looks really cool:

(http://img.gamespot.com/gamespot/images/2006/149/reviews/914642_20060530_screen024.jpg)

It looks like the citadel is disintegrating under some sort of portal. Another portal storm possibly?
Title: Re: [HL2] SMOD Remastered
Post by: Torrean on May 31, 2006, 04:24:31 AM
Looks really cool, downloading now. Any idea when the next version will be out?
Title: Re: [HL2] SMOD Remastered
Post by: Darkflame on May 31, 2006, 04:37:15 AM
At Boss: HOLY SHIT :o

Also how about using this UMP instead of the CSS defult: http://www.cdg.net/forums/viewtopic.php?t=35740&highlight=ump
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on May 31, 2006, 04:55:05 AM
Also how about using this UMP instead of the CSS defult: http://www.cdg.net/forums/viewtopic.php?t=35740&highlight=ump

It's nice, But it says "Do not edit and/or (re)distribute this without EXPLICIT permission the authour(s)." so that's a bit of a problem.
Title: Re: [HL2] SMOD Remastered
Post by: Kain the Wolf on May 31, 2006, 08:40:32 AM
That looks like it's the dark energy still reacting with the portal. You know, the aftereffects of the explosion, at the end of HL2?
Looks like it's just pulling the citadel into it...
Title: Re: [HL2] SMOD Remastered
Post by: cjone2 on May 31, 2006, 09:10:20 AM
i love the new music and all the normal smod stuff

instead of hmg have you thaught of using the oicw as it would then be scoped properly, also getting the metrocops to use the glock would be cool and i would love to see this as the player model http://www.fpsbanana.com/skins/12361

dont like the jackhammer too powerfull and the hand is the css one, still i can change anything for my own preference so np great mod up to black mesa east now


Title: Re: [HL2] SMOD Remastered
Post by: Tony_Freeman on May 31, 2006, 09:13:57 AM
You plan on porting your version of Smod to Episode 1 when it comes out? Should be a hell of an experience.  ;D
Title: Re: [HL2] SMOD Remastered
Post by: AishaCatgirl on May 31, 2006, 10:01:17 AM
This is realy the best thing to come out of hit for a long time. I mean ever since the hack hit seems to of taken a big.... hit and looks like there is a bit of a recovery now.

I still need to figure out how I'm gona get fake factory textures for smod. Just copying them over like your supose to gives certain models the dreden pink on black checkerboard.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 31, 2006, 10:36:11 AM
Yes, The mask works fine but he still uses the normal metrocop body model so he looks a little out of place.

Ah, drat. Hmm, wondering how to make Barney look like an SAS guy as well... changing the body might not be too much trouble, but changing the gasmask might be a nightmare. (Could do the opposite of what was suggested before... could include a few regular looking metrocops in the game as Civil Protection commanders. Barney is undercover as a commander!)

Could you either attach or send me that SAS metrocop? I'd like to try it out for myself to see how it looks when they are shooting at you or trying to club you with stunsticks. :)

I doubt I can stick Episode One stuff into SMOD - Episode One maps might not be compatible with regular HL2 maps. And the code will contain lots of new entities, which won't show up in HL2.

BigBoss7556, I agee I should have put in more houndeyes. Unfortunately your other suggestions are impossible, I can't add new enemies to game (if I added female combine assassins, they would just be custom models to replace normal male soldiers, without new sounds or behaviour), and I can't add additional ammo types either. I did the best that can be done with the existing ammo types. Any additions would have to be coded by the SMOD team.

leonskey, those guys are looking pretty good. :) If you'd like to may a custom yellow eyed version for me, sure; though I'm pretty sure I could manage that myself, it is great having people working to make my whims a reality! Heh.

Thanks for your comments, AishaCatgirl. Also, maybe you've solved the problem of why some people were having pink and black chequerboards while others were not... maybe they were using fakefactory. (I'm surprised though, since I thought all the factory textures were named the same things as the original textures.)
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on May 31, 2006, 10:57:26 AM
Could you either attach or send me that SAS metrocop? I'd like to try it out for myself to see how it looks when they are shooting at you or trying to club you with stunsticks. :)

Sure, I just pm'd it to you now.

Here's the current and likely final changelog to my minimod, Also I discided to have this be a small fix/addon rather then a gameplay tweak mod now.

Addons\Fixes
-Weapons given more proper names, That is that combine produced weapons are given names like "Combine Automatic Shotgun" or "Overwatch Support Weapon", But the weapons that (likely) have not been produced by the combine anymore like the Kar98k, AK47, Glock18 And so on have there real names.
-weapon_custom1 (Glock 18) W model now works with NPCs and has been given to some Citizens.
-weapon_custom3 (HK HMG3) Has a V and W model and some Combine soldiers later in the game have it. (Note the W model is a placeholder due to no true w model for it)
-Grease Gun is now the UMP-45 from Counterstrike: Source and has been given to some Metrocops.
-Motion Sensor Bomb is now the S.L.A.M from HL2:DM.
-Alyx Gun W model now works with NPCs and has been given to a few HECU soldiers.
-Fixed some weapons ironsights, And gave ironsights to some weapons that didn't have them.
-Fixed MP5 W model by wonrz.
-Fixed the W models for third person on these weapons: Tau Cannon, Gravity Gun, Crossbow, .357, Alyx Gun.
-Alternate player models: Adrian Shepard (Using the SAS model with the Opposingforce skin) and Barney.
-Other small things put in to the mapadds.

The mod will likely be released later today. (Depending on what timezone you live at)
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on May 31, 2006, 12:52:22 PM
Those are some nice fixes/addons onemanshow.

I'm wondering, where will you be able to find the S.L.A.M.?

BTW Your Evil Twin the Alyx Gun has the smg ammo beside it on the HUD but fires assault rifle rounds. Also, the combine sniper rifle has assault rifle ammo beside it on the HUD while it fires crossbow rounds. Those should be fixed so that the correct ammo is indicated.
Title: Re: [HL2] SMOD Remastered
Post by: fitzroy_doll on May 31, 2006, 01:37:52 PM
BTW Your Evil Twin the Alyx Gun has the smg ammo beside it on the HUD but fires assault rifle rounds.

Shouldn't the Alyx Gun fire pistol bullets? That was one reason I liked it, it made the pistol ammo useful.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 31, 2006, 02:21:16 PM
Ah, well now pistol ammo no longer exists. The pistol uses SMG ammo, while what was originally pistol ammo has become assault rifle ammo. So both pistol ammo and SMG ammo are useful.

I should have changed the image on the HUD, so it looked like the ALyx gun was firing assault rifle bullets. (I figure the normal pistol and the glock fire regular bullets, Alyx's special gun should fire something beefier!)
Title: Re: [HL2] SMOD Remastered
Post by: cjone2 on May 31, 2006, 02:26:51 PM
hey i converted the substance dual magnums to normal half life 2 added the right hands fitzroy or evil intrested ?

(http://i29.photobucket.com/albums/c299/scarfman/d2_coast_010001.jpg)

just need xdiesp's (substance creators) permission
Title: Re: [HL2] SMOD Remastered
Post by: Tony_Freeman on May 31, 2006, 02:33:38 PM
Woah, that looks totally nice! That'd be a nice addition.  :)
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on May 31, 2006, 02:50:03 PM
Lol, those dual magnums are brilliant! Do you fire from one gun and then the other, or both simultaniously?

Heh, imagining dual glocks or berettas... Matrix/Max Payne style action!
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on May 31, 2006, 06:07:06 PM
Yes, The mask works fine but he still uses the normal metrocop body model so he looks a little out of place.

I give the mod 8/10, The music, models, And mapadds are the high points to me.

Yes it does.

Yes, It will be in my mod as adrian.mdl, That is, if you want the Opposingforce skin on it.
maybe we should make a skin for the original metrocop, so that he mathces with the Sas?

the dualie magnums are awsome.

Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on May 31, 2006, 08:11:38 PM
Your Evil Twin I forgot to mention this earlier. In an update you should include more laser scanners because there are a sparse number of them like the houndeyes.

Also I think Kliener should be taken out of the area in the chapter "Follow Freeman" because you weren't able to give him infinite health. Another reason why he should not be there is because Alyx kept him in a safe spot and it wouldn't make sense for him to end up ahead of Gordon.
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on June 01, 2006, 03:03:22 AM
I want this in the next update as a player model http://www.fpsbanana.com/skins/12361!
Title: Re: [HL2] SMOD Remastered
Post by: Grunt002 on June 01, 2006, 03:15:20 AM
The head looks absolutely outrages, while the body is not in the HEV form.
Maybe somebody could convert the body?
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on June 01, 2006, 03:19:40 AM
it gordon before he gets the hev suit
<<
>>
Title: Re: [HL2] SMOD Remastered
Post by: Grunt002 on June 01, 2006, 03:37:03 AM
If it was his before HEV suit style, he would've been beaten up unconsciously by the cops for "Invalid Citizen Dresscode."
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on June 01, 2006, 04:18:59 AM
sooo in smod you use a bannana as a bomb I dont think it matters!BURN
Title: Re: [HL2] SMOD Remastered
Post by: Frost on June 01, 2006, 04:26:17 AM
If it was his before HEV suit style, he would've been beaten up unconsciously by the cops for "Invalid Citizen Dresscode."

He would, but it still looks kind of cool.

And now for some critics:
-I noticed that if you press the ironsights button while you have a weapon that doesn't have ironsights the crosshairs disappear. That's kind of annoying...
-When you switch weapons with ironsights on, the crosshairs don't come back until you ironsight again...
-Since the beginning of route canal I've noticed that a lot of combine are armed with Auto Shotguns. Roughly 1/3 of the combine I've gone up against so far have been armed with it. Considering that it's a very powerful weapon having so many combine carrying it is kind of annoying.
-The location of the flaregun is kind of wierd. I know you want for it to be hard for the player to get, but it is just so close to those 2 soldiers with laser rifles. In a space of about 30 seconds I acquired 2 of the most powerful weapons in the game half way through water hazard... That's a bit odd...
-How are you supposed to get the banana bombs? They're behind an invisible wall (I think) at the end of route canal.
-During a few of the chopper chase sequences there's some pretty odd sites. A strider (I know the SMOD team put that there) and a Blue Helicopter that doesn't do you any damage. I know the SMOD team put both of those things there originally, but still they're both really out of place... Can you do something about them?

Besides those things everything else is fine. I'm up to the helicopter boss Fight at the end of Water hazard and having a lot of fun.
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on June 01, 2006, 05:55:04 AM
My Minimod/Fix 1.0 for SMOD:Remastered has been released.

Download here:http://files.filefront.com/Onemanshows_Minimodzip/;5100669;;/fileinfo.html
Readme and credits are in the zip.

your evil twin, You can go ahead and use whatever you like out of this mod for your next release of SMOD:Remastered.

Here's the changes.
-Weapons given more proper names, That is that combine produced weapons are given names like "Combine Automatic Shotgun" or "Overwatch Support Weapon", But the weapons that (likely) have not been produced by the combine anymore like the Kar98k, AK47, Glock18 And so on have there real names.
-weapon_custom1 (Glock 18) W model now works with NPCs and has been given to some Citizens.
-weapon_custom3 (HK HMG3) Has a V and W model and some Combine and HECU soldiers later in the game have it. (Note the W model is a placeholder due to no true w model for it)
-weapon_custom4 (Winchester Rifle) Can be found in Ravenholm.
-Grease Gun is now the UMP-45 from Counterstrike: Source and has been given to some Combine and Citizens.
-Motion Sensor Bomb is now the S.L.A.M from Half-Life 2: Deathmatch and can be picked up in a item crate in 2 areas later in the game.
-Alyx Gun W model now works with NPCs and has been given to a few HECU soldiers.
-Fixed the MP5 ironsight, And gave ironsights to some weapons that didn't have them.
-Fixed MP5 W model.
-Fixed the W models for third person on these weapons: Tau Cannon, Gravity Gun, Crossbow, .357, Alyx Gun.
-Alternate player models: Adrian Shepard (Using the SAS model with the Opposingforce skin) and Barney, To play as them before you start a game type in console exec adrian or exec barney, Note that the gordon player model loads every time you start up SMOD: REMASTERED.
-Small adjustments/additions made to the mapadds.
-Small adjustments made to the custom weapons, Mostly they don't send ragdolls or props flying anymore.
 
Title: Re: [HL2] SMOD Remastered
Post by: AishaCatgirl on June 01, 2006, 06:27:48 AM
hey i converted the substance dual magnums to normal half life 2 added the right hands fitzroy or evil intrested ?

(http://i29.photobucket.com/albums/c299/scarfman/d2_coast_010001.jpg)

just need xdiesp's (substance creators) permission

O.O substance ha dual magnums?? I am so out of the loop I havent played it is so long I am missing cool new junk.
Title: Re: [HL2] SMOD Remastered
Post by: prism1029 on June 01, 2006, 06:35:22 AM
 :-\ is there some way to remove the grenade throwing voices?
Title: Re: [HL2] SMOD Remastered
Post by: Sufferin-Rebel on June 01, 2006, 11:59:34 AM
just delete them from the SMOD sound folder..

Here is my complaints of it..

some of the weapons dont show right in Third person.

I got a question, I hate the HECU Soliders "CS BOT" voices, will it be perfectly legal for me to make some outta the Half-life Grunts voices and post them here? If not I'll leave them for my own lesiure
Title: Re: [HL2] SMOD Remastered
Post by: DarkLite on June 01, 2006, 02:40:18 PM
The UMP is fucked up - the fire animation plays as the draw animation.

Other than that - it's great - and the HMG3 is pwnerific.
Title: Re: [HL2] SMOD Remastered
Post by: Sufferin-Rebel on June 01, 2006, 03:10:43 PM
Ok here is the VALVe Hgrunt sounds for the HECU Grunts in SMOD.

I'll experiment with the Opposing Force Grunts and if it sounds right, I'll upload it.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: iceman on June 01, 2006, 03:38:55 PM
perhaps in the next update we could have the officer grunts?


EDIT*
And maybe the old Barney from hl1((HD) to replace the hl2 barney

they are just ideas please dont flame
Title: Re: [HL2] SMOD Remastered
Post by: Sufferin-Rebel on June 01, 2006, 03:44:27 PM
Right, Tested it. Works like a charm. A more human-like voice for them :)

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: iceman on June 01, 2006, 03:59:44 PM
thanks rebel,the voices sound pretty cool ingame.
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on June 01, 2006, 04:18:53 PM
hay YET(your evil twin) how did you add the swat combines and why did you not use the MI houndeye?
Title: Re: [HL2] SMOD Remastered
Post by: Red Slug on June 01, 2006, 04:50:26 PM
This mod crashes repeatedly with no reason.
Title: Re: [HL2] SMOD Remastered
Post by: iceman on June 01, 2006, 04:59:14 PM
it doesnt crash for me,try to either redownload or to reinstall or completely deleted the SMOD foldier then install the remastered version.
Title: Re: [HL2] SMOD Remastered
Post by: Hugebumm on June 01, 2006, 06:21:28 PM
Everytime i pick up the UMP in the new minimod, my game crashes, is there a reason why?
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 01, 2006, 08:00:01 PM
hay YET(your evil twin) how did you add the swat combines and why did you not use the MI houndeye?

I haven't seen the MI houndeye. Is it in the currently released version?
Title: Re: [HL2] SMOD Remastered
Post by: Sufferin-Rebel on June 01, 2006, 08:13:42 PM
Yes, It looks quite good.. But I don't think it will be used.. anyway a better polycount in Smod is a bad idea :D
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 01, 2006, 08:55:12 PM
If it looks good then it should be used(with permission obviously). The HL:Source Houndeye doesn't fit in really IMO.
Title: Re: [HL2] SMOD Remastered
Post by: Sergeant Kelly on June 01, 2006, 08:57:35 PM
The UMP works perfectly fine in mine. Though only 10% of the maps work. I have lots of crashes now.
Did you have any custom content in your Smod that you did not upload, Your Evil Twin?
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on June 01, 2006, 09:40:33 PM
If it looks good then it should be used(with permission obviously). The HL:Source Houndeye doesn't fit in really IMO.
i think the hound eye could fit in, if someone did a High res reskin, and more houndeyes were added.
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on June 01, 2006, 10:55:57 PM
The UMP looks bad with the fake HL2 arms TBH. . .
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on June 01, 2006, 11:10:09 PM
The UMP looks bad with the fake HL2 arms TBH. . .
I don't know how to put hl2 arms on it.

I don't know why lots of people have problems with my minimod, It worked good for me, Maybe all the crashing has something to do with the release of Half-Life 2 : Episode One.
Title: Re: [HL2] SMOD Remastered
Post by: Sufferin-Rebel on June 01, 2006, 11:20:31 PM
Hmm I don't know.. Only way that would work out is if they released something that altered Half-life 2 and other source games? anyone having any trouble with there other mods?

If that is the case.. You've been VALVe'ed :P
Title: Re: [HL2] SMOD Remastered
Post by: End Of Days on June 01, 2006, 11:59:10 PM
Maybe all the crashing has something to do with the release of Half-Life 2 : Episode One.

I highly doubt that.


However, I did solve my crashing problem. Had to do with memory. My gig of RAM came today and I haven't had any crashing in SMOD Remastered since I put it in. Been playing it for the past hour straight.
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on June 02, 2006, 12:20:58 AM
I highly doubt that.


However, I did solve my crashing problem. Had to do with memory. My gig of RAM came today and I haven't had any crashing in SMOD Remastered since I put it in. Been playing it for the past hour straight.

That explanes it then, Perhaps there is so many diffrent effects, models, NPCs, And so on it has to load that some people don't end up having the RAM for it.
Title: Re: [HL2] SMOD Remastered
Post by: End Of Days on June 02, 2006, 12:36:42 AM
That explanes it then, Perhaps there is so many diffrent effects, models, NPCs, And so on it has to load that some people don't end up having the RAM for it.

I would think 1 gig would be enough but apparently not enough for S-mod.
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on June 02, 2006, 01:10:03 AM
mine works fine aswell.... even though i dunno how much gig i have or how much ram.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 02, 2006, 01:57:21 AM
Anyway, I hope that either the MI houndeye can be converted to this mod or that a new model/skin can be obtained somewhere.

BTW: The patch is fine for me, I didn't get crashing from it. The UMP and glock 18 are really good as well.
Title: Re: [HL2] SMOD Remastered
Post by: End Of Days on June 02, 2006, 02:00:13 AM
I must say though, this should be called SMOD: Carnage Edition. Good god. Every turn you make and every area you walk into the combine come raining down on you like flys. When I'm done all I hear it the sickening splue of blood and guts.

It's fun though.
Title: Re: [HL2] SMOD Remastered
Post by: LEDHED on June 02, 2006, 02:06:07 AM
I would think 1 gig would be enough but apparently not enough for S-mod.

works perfectly for me, i never have any problems
Title: Re: [HL2] SMOD Remastered
Post by: Grunt002 on June 02, 2006, 03:53:25 AM
This mod is spreading alongfast, from the Concerned to Garry's forums.
There should be an upcoming patch fixing several bugs.
Title: Re: [HL2] SMOD Remastered
Post by: Red Slug on June 02, 2006, 03:47:21 PM
Anyway, I hope that either the MI houndeye can be converted to this mod or that a new model/skin can be obtained somewhere.

The MI houndeye is the HD Houndeye with the HL2 Houndeyeskin. In short: Looks exactly like the HL2 Beta Houndeye and works fine (at least with normal S-Mod )
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on June 02, 2006, 03:57:40 PM
The MI houndeye is the HD Houndeye with the HL2 Houndeyeskin. In short: Looks exactly like the HL2 Beta Houndeye and works fine (at least with normal S-Mod )
it also has hairs in its eyes like a bug!
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 02, 2006, 08:24:13 PM
Hi, I'm back (past two days been at girlfriend's again), so haven't had a chance to test out the minimod. Or even play Episode One!

I'll be playing and finishing Episode One before I do anymore work on the mod. (I'm on the staff of Planet Half-Life, have to put retail releases before my own fun projects!) But Episode One isn't supposed to be very long, heh. :)
Title: Re: [HL2] SMOD Remastered
Post by: Sufferin-Rebel on June 02, 2006, 09:03:34 PM
I wonder.. Will there be a Episode 1 version for SMOD? :P
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 02, 2006, 10:28:39 PM
Well, I certainly wouldn't know how to make it. Guess it is up to the original SMOD team. If they release one, I'll be sure to do a Remastered version.  8)

I was a fool, tried playing Episode One with antialiasing switched on despite my computer problems. Was awesome, until game froze five minutes in. Heh. No antialiasing for me.  :(
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on June 02, 2006, 11:08:31 PM
I was wondering how you guys got the custom world model working for NPCs? Did you rig it or something, cuse i wanna give the combine a M4 but dunno how
Title: Re: [HL2] SMOD Remastered
Post by: Nathan on June 03, 2006, 03:05:55 AM
Great work Youreviltwin, I love the hgrunts but I love the sas aswell :( I wish I had the hgrunts as citizens and the sas as the grunts. Oh well, great work I love this!

PS: Tuskin its npc_create_equipment weapon_XXXXXXX for example to give them the mp5/smg its npc_Create_equipment weapon_smg1 (it has a small list of weapons for them)

EDIT: I put Fakefactories (cinematic mod) skins into this and man even more sexy and fun!
Title: Re: [HL2] SMOD Remastered
Post by: Darkflame on June 03, 2006, 07:37:20 AM
Well, I certainly wouldn't know how to make it. Guess it is up to the original SMOD team. If they release one, I'll be sure to do a Remastered version.  8)

I was a fool, tried playing Episode One with antialiasing switched on despite my computer problems. Was awesome, until game froze five minutes in. Heh. No antialiasing for me.  :(

Thats what happens when Valve thinks ATI's x800 can handle HDR easily :D
Title: Re: [HL2] SMOD Remastered
Post by: Nathan on June 03, 2006, 09:04:13 AM
Thats what happens when Valve thinks ATI's x800 can handle HDR easily :D

I played Episode 1 with max graphics with hdr (2x anti aliasing, 4x on another go) with a radeon 9800 so x800 should be able to handle it :P
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 03, 2006, 10:34:04 AM
Yeah my card handles the HDR effects no problem. It is specifically the antialiasing effects causing the trouble. (In normal HL2 as well, without any HDR.) And according to some tool I downloaded, something in my computer is overheating. It isn't the processor though. But the tool can't tell me WHAT is overheating, just that whatever it is, it is. Very useful.
Title: Re: [HL2] SMOD Remastered
Post by: Nathan on June 03, 2006, 11:23:58 AM
Ok to test whats over heating, take a part of the case off (so you can put your hand in it) and while you play hl2 with AA on put your hand on everything until you get burnt :P >_>
Title: Re: [HL2] SMOD Remastered
Post by: Red Slug on June 03, 2006, 11:48:17 AM
it doesnt crash for me,try to either redownload or to reinstall or completely deleted the SMOD foldier then install the remastered version.

I think I found the reason: I always start Sourcegames with the parameter " -heapsize 384000". Maybe it's simply too much. I'll try to lower this setting to 256 or something.
Title: Re: [HL2] SMOD Remastered
Post by: Sufferin-Rebel on June 03, 2006, 12:17:57 PM
Great work Youreviltwin, I love the hgrunts but I love the sas aswell :( I wish I had the hgrunts as citizens and the sas as the grunts. Oh well, great work I love this!

PS: Tuskin its npc_create_equipment weapon_XXXXXXX for example to give them the mp5/smg its npc_Create_equipment weapon_smg1 (it has a small list of weapons for them)

EDIT: I put Fakefactories (cinematic mod) skins into this and man even more sexy and fun!

You must have a good rig, you lucky dog you.

P.S Love ya name :P
Title: Re: [HL2] SMOD Remastered
Post by: Nathan on June 03, 2006, 12:52:40 PM
Ahaha thanks :) its very original isn't it :P
Title: Re: [HL2] SMOD Remastered
Post by: fitzroy_doll on June 03, 2006, 02:41:12 PM
Well, I certainly wouldn't know how to make it. Guess it is up to the original SMOD team. If they release one, I'll be sure to do a Remastered version.  8)

It would not take much. The only problem is getting the SMOD client dll to mount the HL2 Episode 1 gcf instead of the HL2 gcf. (I've already tried with the gameinfo.txt but it does not work.) This can however be done with C++ but is a bit beyond my abilities. It's certainly well within the SMOD maker's skills (do we even know their names?). I would not be surprised to learn that right now, in a tiny apartment somewhere in Tokyo, someone is working on this right now.

Edit: In fact it is already being discussed: http://accept.hopto.org/smod/phpbb/viewtopic.php?t=23
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on June 03, 2006, 04:08:21 PM
PS: Tuskin its npc_create_equipment weapon_XXXXXXX for example to give them the mp5/smg its npc_Create_equipment weapon_smg1 (it has a small list of weapons for them)

Nah i know how to do that its just how do you get them to use them? they will play animations fine and act like they have the weapon but they wont fire

Edit: How did you get them to use the weapon_custom weapons is what i mean,

EDIT: Also i can run Ep1 fine on full 1024x768 with no aa or af (the video card does that its self with no fps drop)  the only FPS drop i've got is when first walking into the city after going threw the zombie area. I have Sapphire radeon x700Pro hybrid

Edit Again: How do you gte noclip to work when i put noclip on i can't move and no clip speed is set to 8
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 03, 2006, 05:34:43 PM
I have an x800 and episode 1 runs pretty fine with 1280x1024, 4xanti-aliasing and 4xanistrophic filtering.
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on June 03, 2006, 06:03:59 PM
I find useing the Ati Control Center AA AF is better cuse of no FPS drop
Title: Re: [HL2] SMOD Remastered
Post by: Mirror on June 03, 2006, 08:05:02 PM
Hey Evil Twin Im still wondering how you added guns into smod. All I can find are script files. Is all you did was make a script file? Also is it possible to do what you did in normal Half-Life2?
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on June 03, 2006, 08:37:08 PM
Smod came with 5 files called weapon_custom1-5 he edited thos
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 03, 2006, 08:44:44 PM
Nah i know how to do that its just how do you get them to use them? they will play animations fine and act like they have the weapon but they wont fire

Edit: How did you get them to use the weapon_custom weapons is what i mean,

EDIT: Also i can run Ep1 fine on full 1024x768 with no aa or af (the video card does that its self with no fps drop)  the only FPS drop i've got is when first walking into the city after going threw the zombie area. I have Sapphire radeon x700Pro hybrid

Edit Again: How do you gte noclip to work when i put noclip on i can't move and no clip speed is set to 8

The latest test/beta version of SMOD, only released on the Japanese SMOD forums (not the normal download page), lets NPCs use custom weapons. I used that version of SMOD.

Noclip doesn't work, it is probably due to the stuff that makes the third person view work. Making Gordon into a proper player model also apparently disables noclip for some reason. I agree that it is irritating (I need the noclip entity to add enemies at certain coordinates in the mapadd files)... but it also means you can't cheat your way through levels, either, heh!
Title: Re: [HL2] SMOD Remastered
Post by: Mirror on June 03, 2006, 09:03:00 PM
Smod came with 5 files called weapon_custom1-5 he edited thos

Ohh thats how. Nevermind I though he actually made those and added them in.
Title: Re: [HL2] SMOD Remastered
Post by: Grunt002 on June 03, 2006, 09:10:41 PM
I would just hug Smod if only they allow an unlimited number of custom-weapons.
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on June 03, 2006, 09:33:05 PM
The latest test/beta version of SMOD, only released on the Japanese SMOD forums (not the normal download page), lets NPCs use custom weapons. I used that version of SMOD.

Noclip doesn't work, it is probably due to the stuff that makes the third person view work. Making Gordon into a proper player model also apparently disables noclip for some reason. I agree that it is irritating (I need the noclip entity to add enemies at certain coordinates in the mapadd files)... but it also means you can't cheat your way through levels, either, heh!

Hmm that is the version i'm using, i'll edit one of you custom_weapon files see if it works/

Edit: It has to do with the model, I tried just replacing the model lines not anything else, and the npc wont fire it but will play animations, anyone know if there is a M4 model out there that is rigged for HL2?
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on June 03, 2006, 10:10:46 PM
(I need the noclip entity to add enemies at certain coordinates in the mapadd files)...
Can't you just go into normal HL2 or Garry's Mod and get the coordinates from those?
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on June 03, 2006, 10:23:07 PM
Noclip doesn't work, it is probably due to the stuff that makes the third person view work. Making Gordon into a proper player model also apparently disables noclip for some reason. I agree that it is irritating (I need the noclip entity to add enemies at certain coordinates in the mapadd files)... but it also means you can't cheat your way through levels, either, heh!
I can get some coordinates for you and I already got some I was going to put in the wip topic!
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 03, 2006, 11:03:18 PM
Heh, I was just too lazy to seperately play bits of HL2 just to get a coordinate for one sniper somewhere. And I wanted to do some pretty advanced stuff too, like having Combine repelling down from overhead walkways in the Citadel.
Title: Re: [HL2] SMOD Remastered
Post by: Nathan on June 04, 2006, 01:03:29 AM
Hey youreviltwin, how do you change the thirdperson to say the hgrunt or is that complicated coding?
Title: Re: [HL2] SMOD Remastered
Post by: Sergeant Kelly on June 04, 2006, 01:23:00 AM
Hmm... I took of my heapsize startup parameters and now most of the levels work. Though I'm having a great amount of trouble with the first level. The trainstation. No matter what I do, Smod won't load it. It doesn't matter if it's Your Evil Twin's modified version or the normal version. My default HL2 trainstation works fine, so I think there is a problem with Smod.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 04, 2006, 01:51:27 AM
Houndeye model replacement:

If you have downloaded missing information mod, extract the model files and material files of the houndeye and replace them in the SMOD folders. It will work because I tried it myself. This is probably the only decent houndeye model that can be used in a source game(until another one or when Black Mesa mod is released).

Title: Re: [HL2] SMOD Remastered
Post by: prism1029 on June 04, 2006, 04:50:36 AM
Are the combine soldiers in Nova Prosesk supose to have a purple chrome?
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on June 04, 2006, 05:48:49 AM
No, I think that may be a bug...

Either that, or all of the gay combine were banished to Nova Prospekt  ;D
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 04, 2006, 06:13:40 AM
I have that too. I think its what you think. The gay combine are banished lol.

I love this mod. Only a few things bug me.

The weapon names are still SMOD_Jackhammer and such. I downloaded the patch and everything. Anyone know how I can manaully change the weapon names?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 04, 2006, 10:11:26 AM
WHAT?! They are not supposed to be called SMOD_anything, they are a supposed to be named things like "9mm SMG (Submachinegun)", or "Dark Energy Annihilator (Strider Cannon)"... aaaagh.... (hoping it is just a problem with how you installed it, otherwise that's a bug no-one has bothered to report so far...)

Purple chrome on Nova Prospekt soldiers? Do you mean they look entirely purple? Or do they just have a purple sheen to them? Anyway, they aren't supposed to be purple, so I'm a bit troubled by that as well...
Title: Re: [HL2] SMOD Remastered
Post by: Nathan on June 04, 2006, 11:29:50 AM
I don't have the problem that tillghast has or the purple soldiers (atleast I don't think I have purple soldiers). Also youreviltiwn how did you set the thirdperson model? I wanna try and change it into a different model (e.g Hgrunt) but if I try setmodel MODELSNAME it crashes, or if I try and replace the player.mdl and all that with someone elses (renamed) it doesn't work (not that I expected it to) So how do I do it?
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 04, 2006, 12:09:33 PM
Oh, evil twin, i think I installed it wrong. I still have my other Smod folder. I just renamed this mod. Is that bad?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 04, 2006, 12:52:12 PM
Yes, it is bad.  :D That's why I specifically said that you had to move your old SMOD folder somewhere else, as this one would replace it.

(Originally I tried having my mod named "Remastered" but the chapter names, weapon names and key configuration options all screwed up. "Woah!" I thought and put it back to being called SMOD. Since then I have figured out how to fix it, but it isn't a quick and easy fix. If I ever do a big version 2.0 release (rather than a simple version 1.1 update), I'll make it a full seperate mod that goes in a folder called SMOD_Rematered.)

As for the third person view model thing Nathan... hmm, I only half understand how it works myself! Try Onemanshow47's SMOD modding guide for pointers http://ihud.com/file.php?file=180306/1142644786/SMODmoddingguide.zip and compare the instructions he gives to what I've got in the autoexec and remastered.cfg files.  Smod was updated since he released that guide, so that's why you'll notice some discrepencies between the instructions he gives and the stuff I've got. Note that it should be pretty easy to turn the player model into any other normal HL2 character (like Barney, Alyx etc), but more complicated for custom models from other sources.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 04, 2006, 01:34:51 PM
I think its fun playing this mod with other custom guns and skins.
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on June 04, 2006, 03:13:04 PM
There is a new test version of Smod out on there fourms it deals with CS weapons and something else (not to sure on it)

Edit: CS:S Weapons work now if you add sertin lines (look in the example custom_weapon3 file
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 04, 2006, 04:22:17 PM
In order for each weapon to have its own ammo this remastered mod would need a coder right?
Title: Re: [HL2] SMOD Remastered
Post by: H4wK on June 04, 2006, 07:05:28 PM
Here's a houndeye. I'll post ingames sooner or later.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: prism1029 on June 04, 2006, 07:54:10 PM
For the topic on the purple chrome on Nova Prospekt soldiers, they appear normal, except they that a purple glow to them.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 04, 2006, 08:05:53 PM
Hmm, that is weird. Got a screenshot? I didn't notice that.

It could be because when I altered their skin (changed their eye colour to orange) I did not get the texture settings quite right or something. But I altered the other soldier textures in the same way, so if they dont' have purple chrome but the Nova Prospekt soldiers do, that is very odd.
Title: Re: [HL2] SMOD Remastered
Post by: Tommi on June 04, 2006, 08:12:11 PM
Darn, its very good and i love it, but everytime i die in it the sky looks like this
Its really annoying.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: Sergeant Kelly on June 04, 2006, 08:24:31 PM
I have a little request. In Missing Information there was a cool model for the physgun, the one that emits a blue laser and frezes stuff in midair, that looked like the beta version and was well done. It had a part that spun when you fired it. Could you replace the current one, which is the Immolater, with that one?
Title: Re: [HL2] SMOD Remastered
Post by: prism1029 on June 04, 2006, 08:52:07 PM
Here some screens of the banished "gay" combines

http://img484.imageshack.us/my.php?image=untitled0123225ja.jpg
http://img436.imageshack.us/my.php?image=untitled01239584tm.jpg
http://img436.imageshack.us/my.php?image=untitled01241108hz.jpg
Title: Re: [HL2] SMOD Remastered
Post by: Sergeant Kelly on June 04, 2006, 09:00:36 PM
It looks like their reflection maps got screwed up.
Title: Re: [HL2] SMOD Remastered
Post by: Grunt002 on June 04, 2006, 09:34:17 PM
I'm experiencing some problems with the ragdolls.
After you kill a ragdolled NPC, it die, after a few seconds, the body disappears.
Other bodies will lay normal, but they aren't server sided.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 04, 2006, 09:34:56 PM
I think thats funny.


Evil twin. I deleted my SMOD folder, and everything works great.


Your my hero.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 04, 2006, 09:45:22 PM
What are the console commands to change between HL2 physics, SMOD physics and Farcry Physics?


Oh yeah, your Evil Twin and Onemanshow are you going to add more houndeyes in the next update?
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 04, 2006, 10:52:48 PM
Oh, those Missing Info Houndeyes are awesome they work ingame and look great.


Evil twin, how did you make it so you could have two 'soldier' type enemies. The Civil Soldiers and the regular. I want to learn so I can put in like other types.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 04, 2006, 10:54:38 PM
Made a new Combine Soldier model, and in the mapadd files for the maps set in City 17 I put the line "model: whateveritwas.mdl" to tell that particular Combine soldier to use the alternative model.

The Combine soldiers didn't have those weird purple reflections when I played it myself. *shrugs* I'm clueless. If you delete the skin (materials file) for the prisonguard, he'll go back to looking like the original HL2 nova prospekt guard again. Only solution I can offer I'm afraid.
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on June 04, 2006, 11:24:09 PM
What are the console commands to change between HL2 physics, SMOD physics and Farcry Physics?

They are exec ragdoll and it should havea list when you star typing ragdoll
Title: Re: [HL2] SMOD Remastered
Post by: bigmike892 on June 04, 2006, 11:59:02 PM
Any word if smod remastered can be used in Episode 1?
Title: Re: [HL2] SMOD Remastered
Post by: Hugebumm on June 05, 2006, 12:43:36 AM
I have a question, I have Onemanshow47's smod, and when i do the exec adrian in the console I still get the gordon playermodel, am I doing something wrong?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 05, 2006, 01:20:50 AM
I doubt it, because Episode One has new code. Not sure what would happen if you tried to load up an Episode One map in regular HL2, there would probably be loads of missing entities and stuff, the game would be unplayable.
Title: Re: [HL2] SMOD Remastered
Post by: ACE on June 05, 2006, 01:59:25 AM
I got a requst the mp5 that you put in ejects rifle shells 5.56 nato proabaly but any way i think the mp5s shound be replaced by a m4 or somthing an mp5 cant do that much damage just an M4 sounds better for how much damge the mp5 now dose just a suggestion.  :P
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 05, 2006, 02:27:26 AM
Could somebody try and replace the HL2 CTF OICW with the MI OICW(sounds and models). Because it doesn't really make sense to have 2 weapons with grenade launchers that fire the exact same way(I think that the OICW's secondary fire should be the scope) and the MI sounds might possibly work with the MI OICW in SMOD:Remastered.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 05, 2006, 02:33:16 AM
Evil Twin, I kinda like the purple glow. It makes them look funny.

Oh and Evil Twin, I replaced the normal pistol with the Dayhard Deagle. I tried getting a world model from FPSBannna, same with the Ak's world model. It doesn't work. I put them in folders in each section. Any tips?


Also....your my hero Evil twin.
Title: Re: [HL2] SMOD Remastered
Post by: ACE on June 05, 2006, 02:48:27 AM
Do you people listen to me or am I like  that voice inside your head that tells you to stop drinking but you kept drinking anyway +1 ZING
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 05, 2006, 02:51:53 AM
Well, you can try yourself. Thats what I did.

Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 05, 2006, 03:09:54 AM
Could somebody try and replace the HL2 CTF OICW with the MI OICW(sounds and models). Because it doesn't really make sense to have 2 weapons with grenade launchers that fire the exact same way(I think that the OICW's secondary fire should be the scope) and the MI sounds might possibly work with the MI OICW in SMOD:Remastered.

The thing is, the whole point of the original OICW project was the development of a special sort of grenade launcher. The actual rifle carbine part of it wasn't special or radical in any way. The scope was a computerised thingy used for accurately aiming and detonating the grenades. So, although I can't give the OICW any special sort of grenade, it would be bizarre for it to actually be totally without a grenade launcher. Especially because the gun has two barrels.

Tillghast, I'm afraid those world model replacements you are trying won't work because those models were done for multiplayer; they have to be hacked in some way for NPCs to know how to use them in singleplayer.

ACE, I'm not going to replace the MP5 with an M4, I really don't think an M4 assault rifle just doesn't fit into the east european setting very well. (Though I thought it was perfect when the blue shift high definition pack replaced the original half-life mp5 with an m4 assault rifle; that definately fit into the Black Mesa settings. But not City 17.)

I just tried out Onemanshow47's minimod - pretty cool! But that grease gun UMP... though it looks great and is great to use, it is just too powerful. Not sure whether to reduce the damge of the grease gun, or just leave it out altogether like I already did. (It seems a bit bizarre having three submachine guns in the earliest chapters of the game.)

Also, there is a powerful recoil effect with blur when I get hit (pretty cool, I think I might like to keep that), but also the Blade from Sin voice that I gave Gordon is deactivated. But the only config files in Onemanshow's minimod are adrian.cfg and barney.cfg, so how come some of my existing settings got changed?
Title: Re: [HL2] SMOD Remastered
Post by: ACE on June 05, 2006, 03:31:44 AM
You could replace it with a H&K G36 with the Greman Army GL.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 05, 2006, 03:47:58 AM
I love custominzing my SMOD. Here are some of the skins im using.
My cop.
(http://img116.imageshack.us/img116/4342/mycop5da.jpg)
My Soldier
(http://img116.imageshack.us/img116/7751/mysoldier1wk.jpg)
My Prison guard(Dayhard)
(http://img185.imageshack.us/img185/74/myprisonguard0sh.jpg)

I take horrible screenshots, but I love this mod! Thank you for all this fun Evil twin
Title: Re: [HL2] SMOD Remastered
Post by: Hugebumm on June 05, 2006, 03:53:59 AM
Tillghast i have the exact same Metrocop lol. Great choice in skins
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 05, 2006, 03:58:49 AM
Thank you. I wanted the skins to look awesome and different. See, I don't have the high-def pack for Half-Life, nor do I have the High-Rez skins for Half-life 2. I like them the way there are. But Smod Remastered...changed me. I put skins in, i changed things. I DID STUFF.
I''l get the rest of my skins up later, and if anyone wants links ill put them too.

Smod changed my life.


 :-\
Title: Re: [HL2] SMOD Remastered
Post by: Hugebumm on June 05, 2006, 04:11:43 AM
This is my Combine Ace:




Sorry about the big gun in the way.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 05, 2006, 04:28:18 AM
Are you serious? I had that like 10 seconds ago. I liked it but...

http://www.fpsbanana.com/skins/8801
 I tried getting THIS one to work. But I can't. I followed the neoheavy folders and renamed them and everything. The model was insivble, just a floating gun, so i gave up and deleted this one too
Title: Re: [HL2] SMOD Remastered
Post by: ACE on June 05, 2006, 04:38:50 AM
Errr....ok
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on June 05, 2006, 04:51:50 AM
I just tried out Onemanshow47's minimod - pretty cool! But that grease gun UMP... though it looks great and is great to use, it is just too powerful. Not sure whether to reduce the damge of the grease gun, or just leave it out altogether like I already did. (It seems a bit bizarre having three submachine guns in the earliest chapters of the game.)

I'm taking the damage down on it in the next release, And do you think my mod can get it's own topic in the WIP and later mod release forums as it's getting bigger then a minimod.
Title: Re: [HL2] SMOD Remastered
Post by: Nathan on June 05, 2006, 06:57:35 AM
Hugebumm can you post a better picture of the combine ace? I like it but I can't tell how it looks excactly as the gun blocks most of him :P
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 05, 2006, 11:00:04 AM
Don't see why not, Onemanshow47. :)
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 05, 2006, 12:51:21 PM
Where can we download that model hugebumm?
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on June 05, 2006, 04:58:04 PM
This mod crashes repeatedly with no reason.
Restart Steam after installing it.

I tested Remastered yesterday and I have to say, good job.

The thing is, the whole point of the original OICW project was the development of a special sort of grenade launcher. The actual rifle carbine part of it wasn't special or radical in any way. The scope was a computerised thingy used for accurately aiming and detonating the grenades. So, although I can't give the OICW any special sort of grenade, it would be bizarre for it to actually be totally without a grenade launcher. Especially because the gun has two barrels.

Tillghast, I'm afraid those world model replacements you are trying won't work because those models were done for multiplayer; they have to be hacked in some way for NPCs to know how to use them in singleplayer.

ACE, I'm not going to replace the MP5 with an M4, I really don't think an M4 assault rifle just doesn't fit into the east european setting very well. (Though I thought it was perfect when the blue shift high definition pack replaced the original half-life mp5 with an m4 assault rifle; that definately fit into the Black Mesa settings. But not City 17.)

I just tried out Onemanshow47's minimod - pretty cool! But that grease gun UMP... though it looks great and is great to use, it is just too powerful. Not sure whether to reduce the damge of the grease gun, or just leave it out altogether like I already did. (It seems a bit bizarre having three submachine guns in the earliest chapters of the game.)

Also, there is a powerful recoil effect with blur when I get hit (pretty cool, I think I might like to keep that), but also the Blade from Sin voice that I gave Gordon is deactivated. But the only config files in Onemanshow's minimod are adrian.cfg and barney.cfg, so how come some of my existing settings got changed?

Some things I'd like changed:

-A better MP5 sound not of CS origin.  I could provide one if necessary.
-The OICW should be able to fire 20mm HE rounds more rapidly, and also, longer-ranged.  The OICW is able to put an explosive round at minimum 500 meters with no arcing, so why does it arc after only five?  Additionally, to compensate for this, lower damage on the OICW's grenade explosions.  And I can't really see seperate barrels for the 20mm rounds and the 5.56mm rounds, so those should be more defined.
-There are no sounds for reloading of the Combine Sniper Rifle.
-More rapid rate of fire for the MP7 PDW, and slightly better accuracy.
-Pressing ironsight while reloading can cause your crosshair to disappear.
Title: Re: [HL2] SMOD Remastered
Post by: Hugebumm on June 05, 2006, 05:07:26 PM
Where can we download that model hugebumm?



Here ya go.

http://www.fpsbanana.com/skins/7769
Title: Re: [HL2] SMOD Remastered
Post by: ACE on June 05, 2006, 06:56:37 PM
Onemanshow47  I was wondering if you could change the mp5 to an assult rifle for me as a little side project you could put it in your mod if it looks right. just sayin thxs if ya do
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 05, 2006, 08:09:43 PM
Hugebumm, what are the files that the combine ace uses? I want to use that model to replace the combine ace model like you did.
Title: Re: [HL2] SMOD Remastered
Post by: kill3456 on June 05, 2006, 08:39:08 PM
it would be cool if you could replace the rebels models with the CSS terrorist models lol
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 05, 2006, 09:01:50 PM
-A better MP5 sound not of CS origin.  I could provide one if necessary.
-The OICW should be able to fire 20mm HE rounds more rapidly, and also, longer-ranged.  The OICW is able to put an explosive round at minimum 500 meters with no arcing, so why does it arc after only five?  Additionally, to compensate for this, lower damage on the OICW's grenade explosions.  And I can't really see seperate barrels for the 20mm rounds and the 5.56mm rounds, so those should be more defined.
-There are no sounds for reloading of the Combine Sniper Rifle.
-More rapid rate of fire for the MP7 PDW, and slightly better accuracy.
-Pressing ironsight while reloading can cause your crosshair to disappear.

There's no way for me to change the behaviour of the OICW. I can't change the code of SMOD. Basically the OICW is just a submachine gun replacement model, with different damage values, sounds and clip size, and I made the ironsight view for it magnified like a scope.

I don't know how to fix the Combine Sniper Rifle. The OICW's reloading sounds have the same problem. As for the ironsight/crosshair thing, the only way to have that not happen is for either to have the crosshair always on, or always off. And it looks pretty rubbish when you go into ironsight view and you have a crosshair over the top of the ironsights. But, I can make it like that, if people prefer that.
Title: Re: [HL2] SMOD Remastered
Post by: Sergeant Kelly on June 05, 2006, 09:16:45 PM
In the next release of your minimod, Onemanshow47, could you put the actual V_model of the huge pulse gun in? I think it looks better than the replacement.



[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on June 05, 2006, 10:40:52 PM
You mean weapon_custom3? I think that just needs a good 'old reskin.

I could try reskining it, but don't expect anything good. :-\
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 06, 2006, 12:04:34 AM
What are the combine ace file names? What folder are they in as well?
Title: Re: [HL2] SMOD Remastered
Post by: Goblix on June 06, 2006, 12:05:37 AM
For some reason when i try to zoom in with any weapon that has a scope, it comes out just showing a bunch of squares and one color, posting a screenshot.. how do i fix this?

(http://img105.imageshack.us/img105/1850/d2coast0400002im.jpg)
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 06, 2006, 12:09:30 AM
Try reinstalling the mod, some files might not have been extracted properly.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 06, 2006, 12:24:57 AM
Big boss, i had that as well(the ace model) it replaces both the elite and the ace. I wish i knew how to change the ace, i like the elite.
Title: Re: [HL2] SMOD Remastered
Post by: Goblix on June 06, 2006, 12:34:52 AM
Right, so i reinstalled it earlier and had the same problem, so now im redownloading it to see if thats the problem. great mod by the way  ;D
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on June 06, 2006, 01:11:48 AM
Right, so i reinstalled it earlier and had the same problem, so now im redownloading it to see if thats the problem. great mod by the way  ;D

Try typing in console r_zoomlenseffect 0 and see if that helps as well.
Title: Re: [HL2] SMOD Remastered
Post by: Goblix on June 06, 2006, 01:53:07 AM
Thanks! that helped alot i can see now.  :)
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 06, 2006, 03:32:21 AM
Big boss, i had that as well(the ace model) it replaces both the elite and the ace. I wish i knew how to change the ace, i like the elite.

There must be someway to only replace one of them....

They both use the same model but the combine ace's skin is different and the red eye on the helmet has a glowing red line coming from it.
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on June 06, 2006, 03:35:57 AM
If anyone has anything to say about my (now not so) minimod please do so at it's new topic: http://www.hl-improvement.com/forums/index.php?topic=5281.0
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 06, 2006, 06:58:05 AM
looks pretty good onemandshow.

Anyone know how to change the background?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 06, 2006, 02:26:32 PM
There must be someway to only replace one of them....

They both use the same model but the combine ace's skin is different and the red eye on the helmet has a glowing red line coming from it.

The Combine Ace uses the normal elite's skin, tinted green. That green tint is in the SMOD code. As far as I know there is no way to make a Combine Ace use a different model.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 06, 2006, 10:48:56 PM
This means that the combine ace has to be made into a seperate model from the elite in order to be replaced. Is it possible to do that?
Title: Re: [HL2] SMOD Remastered
Post by: cjone2 on June 06, 2006, 11:07:16 PM
ive posted the dual magnums check the source releases for a dl
Title: Re: [HL2] SMOD Remastered
Post by: kill3456 on June 07, 2006, 12:50:28 AM
hey you people arent the only ones that like to edit models look at my new HECU guy


(http://i35.photobucket.com/albums/d177/kill3456/d1_trainstation_050000.jpg)
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 07, 2006, 01:13:34 AM
It would be cool to see that guy as an overwatch soldier. It would be cool if somebody could edit that model to have overwatch on the back and have combine symbols on it. It would then look similar to an early sketch of the overwatch soldiers because they originally were going to have more of an SS German Soldier look.
Title: Re: [HL2] SMOD Remastered
Post by: kill3456 on June 07, 2006, 01:25:24 AM
well im trying to get CS guys working as in game models but so far all ive gotton out of a certain model was a floating gun ill keep trying thou but this would be easier if the ct and T models were already included so i could just change their names to the npcs i want them to replace and then add the skins but  its never that easy ;D
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 07, 2006, 05:13:22 AM
I need some help. I want a custom background for it. I have the image as a vmt and vtf, and put it in the materials/console. i deleted the other ones, but now it wont run. how do i put a custom background on it?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 07, 2006, 01:53:23 PM
Don't know, I'm afraid. I considered replacing the SMOD background images but it seemed like too much hassle. :(
Title: Re: [HL2] SMOD Remastered
Post by: fitzroy_doll on June 07, 2006, 09:18:31 PM
Don't know, I'm afraid. I considered replacing the SMOD background images but it seemed like too much hassle. :(

What do you want as the background? They are very easy to make, especially since our unknown SMOD authors have already done the work of setting it up. All you have to do is replace the smbk*.vtf files in smod\materials\console with vtf files of your own choosing. The vmf files and everything else you can leave alone. If you want to have only 1 background image for the whole thing then remove all but the first entry in smod\scripts\ChapterBackgrounds.txt

Here's an example I just did in a few minutes: http://www.amphibian.fsnet.co.uk/screenshots/screenHL2_smod_menu_back.htm
It's not great, it's just an example (the map is from Causality Effect). To make this I just opened a 1280 x 1024 screenshot in photoshop, resized it to 512 x 512 without constraining the proportions, then saved it as a compressed texture vtf using Nem's photoshop plugin.

I have attached the vtf that does this and the chapterbackgrounds.txt if you want to check it out. This chapterbackgrounds.txt I have attached will load only this menu background every time, but if you use the one in the original package you can have 8 different backgrounds. Don't overwrite the txt or vtf files (move them first) or you will have to reinstall the mod in order to get your default backgrounds back!

Edit: @Tillghast: It's probably not working because you deleted the other smbk files without altering the chapterbackgrounds.txt. If chapterbackgrounds.txt references anything that's missing then the game will not load. Using the chapterbackgrounds.txt I've attached and renaming your custom material/texture to smbk1 should  work.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 07, 2006, 11:37:53 PM
I works during the loading screens, but when the menu pops up, it turns black. any tips?
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 08, 2006, 01:17:31 AM
Sorry for double post, but how do you get rid of some of the guns. I don't want the UMP or the Jackhammer, do you just delete the models and materials files?
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on June 08, 2006, 01:48:26 AM
BUZZER!!!!

Wrong answer! Just don't use those weapons.

That would fuck the mod up, making it crash by it not finding the model files.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 08, 2006, 01:58:37 AM
There has to be a way.
Title: Re: [HL2] SMOD Remastered
Post by: James on June 08, 2006, 02:05:05 AM
Ripent is your friend, I believe. If it is, then I sure hope patience is, too.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 08, 2006, 04:32:44 AM
Whats riptent?

Also, how do you replace the icons for the guns in your HUD. I found some cool ones that would look great. How? Also, how can you change your color of your HUD and menu?
Title: Re: [HL2] SMOD Remastered
Post by: fitzroy_doll on June 08, 2006, 09:49:16 AM
I works during the loading screens, but when the menu pops up, it turns black. any tips?

Start over from scratch without altering the vmt file. Just replace the vtf file.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 08, 2006, 12:14:57 PM
Sorry for double post, but how do you get rid of some of the guns. I don't want the UMP or the Jackhammer, do you just delete the models and materials files?

Don't touch the models or materials. You'll have to alter the script file for weapon randomizing to remove all references to weapon_custom5 and the grease gun (or turn weapon randomization off, there's a console option for it in remastered.cfg), AND you'll have to edit the mapadd files to remove all references to weapon_custom5 and the grease gun.

It is of couse doable, but it will take you quite a bit of time!
Title: Re: [HL2] SMOD Remastered
Post by: cjone2 on June 08, 2006, 01:39:33 PM
no i did it in about 5 minutes the had to put them back when i found nice replacements.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 08, 2006, 06:02:59 PM
Alright. Thanks dude. I tried deleting all the refrences from the weapon randomziation script. I'll try that out when I get home.


Fitzroy, what do you mean by that. Explain in my detail.
Title: Re: [HL2] SMOD Remastered
Post by: fitzroy_doll on June 08, 2006, 06:42:50 PM
Alright. Thanks dude. I tried deleting all the refrences from the weapon randomziation script. I'll try that out when I get home.


Fitzroy, what do you mean by that. Explain in my detail.

I mean that to make a custom background for SMOD all you have to do is replace any one of the vtf files in the materials\console folder. To make it the only one that comes up, eliminate the other entries in the Chapterbackgrounds.txt file. There is an example in my post above. If you want to know more about it look at the Valve Developer Community: http://developer.valvesoftware.com/wiki/Menu_Background_Map.
Title: Re: [HL2] SMOD Remastered
Post by: Psychonaut on June 08, 2006, 07:50:42 PM
Hi, first of all: really nice work you´ve done here. It´s like playing a new game.
I have a little question. I´m asking it here, ´cause my japanese is a bit out of practice ;).

Is there any possibilty to get just the particel-effects (especially the bullet impacts like sparks and debris) into vanilla hl2? If there is a way, every mod could benefit from the FEAR-like effects implemented in the smod.

Also this could be an easy way to pimp EP1 a bit.

And maybe there is a way for the blood-effects, too.

Any ideas?
Title: Re: [HL2] SMOD Remastered
Post by: Grunt002 on June 08, 2006, 09:06:52 PM
It's all coding, coding on the effects, so unless you code it in yourself.
Title: Re: [HL2] SMOD Remastered
Post by: Psychonaut on June 08, 2006, 09:40:43 PM
Uhhmm...you mean it´s hard-coded and could not be done by altering the cfg and script files? I think i already know that, ´cause i´ve done a little trial and error with no playbale results. The smod is implementing much more than just particels, so i thought altering or exchanging some key-files could easily change the particels and leave the rest alone. Almost every mod is using the vanilla particels.

It´s just a thought. I´m not really into that coding stuff. 
Title: Re: [HL2] SMOD Remastered
Post by: AishaCatgirl on June 08, 2006, 10:28:16 PM
hey is there any way to make night vision toggleable instead of having to hold the key down? I tryed a few things but with no succses.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 08, 2006, 11:37:27 PM
I have a few more questions. How do you edit the HUD. I want to change the color and stuff. I want like the dayhard hud, like when you get near friendlies, funny symbols appear in the ally box. how do they do that.

also, how do you change the weapon icons in the 12345, i have a few cooler ones that i could use.
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on June 09, 2006, 12:14:38 AM
Anyone know how to set the 'viewmodel_fov' setting back to 54? It stuck on 60 (smod default) And to me, it looks wierd.

So far typing "viewmodel_fov 54" doesn't work, and adding the command in the autoexec.cfg didn't really help either.

I hope its not hard-coded to be like that...
Title: Re: [HL2] SMOD Remastered
Post by: AishaCatgirl on June 09, 2006, 01:00:29 AM
Well it would probobly be much better if it were soft coded.

with all these questions and tech support help we could use a Smod R sticky just for questions.
Title: Re: [HL2] SMOD Remastered
Post by: fitzroy_doll on June 09, 2006, 02:11:49 AM
Well it would probobly be much better if it were soft coded.

with all these questions and tech support help we could use a Smod R sticky just for questions.

I agree. Perhaps there should be a "SMOD development" thread and a "SMOD support" thread. All the requests for support are going to drown out any discussion about development of SMOD Remastered.

Here are some things to get a support thread started, which people should check before asking questions:

SMOD original files:

http://www.geocities.jp/faster_down/smod_bak/

SMOD Info:

http://vergeh.livejournal.com/

http://ihud.com/file.php?file=180306/1142644786/SMODmoddingguide.zip

http://www.amphibian.fsnet.co.uk/HL2/#smod

HL2 Info (nearly all questions not specific to SMOD are answered here):

http://developer.valvesoftware.com/wiki/SDK_Docs

How SMOD threads kill forums:

http://www.slash7.com/pages/vampires
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on June 09, 2006, 03:28:54 AM
Anyone know how to set the 'viewmodel_fov' setting back to 54? It stuck on 60 (smod default) And to me, it looks wierd.

So far typing "viewmodel_fov 54" doesn't work, and adding the command in the autoexec.cfg didn't really help either.

I hope its not hard-coded to be like that...
Type in viewmodel_adjust 1 before that.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 09, 2006, 04:18:13 AM
Can you use this for a dif friendly grunt. I mean like the way you used the Civil SWAT
http://www.fpsbanana.com/skins/12502
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on June 09, 2006, 04:39:02 AM
Type in viewmodel_adjust 1 before that.


...

Well! I really feel like a moron now! :D

thanks...
Title: Re: [HL2] SMOD Remastered
Post by: AishaCatgirl on June 09, 2006, 05:44:37 AM
how about my question about making night vision toggleable and not having to hold the key down?
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 09, 2006, 05:49:10 AM
Thats the way they wanted it. So it didnt make the game too easy by being able to see everything.
Title: Re: [HL2] SMOD Remastered
Post by: AishaCatgirl on June 09, 2006, 06:24:23 AM
do you realize that it uses your aux power? also I want this for personal use. I already use god mode and impulse 101, I also use sv_infinite aux power to have all the power for running and bullet time id ever need. Why would having a toggle for night vision hurt?
Title: Re: [HL2] SMOD Remastered
Post by: James on June 09, 2006, 06:55:38 AM
I dunno, because, uh...it's their mod, I guess?
Title: Re: [HL2] SMOD Remastered
Post by: Gattles on June 09, 2006, 10:48:53 AM
do you realize that it uses your aux power? also I want this for personal use. I already use god mode and impulse 101, I also use sv_infinite aux power to have all the power for running and bullet time id ever need. Why would having a toggle for night vision hurt?
Because it's a waste of time, and you're probably one of the only people who want that change. I like it with the hold, because it balances it out. Oh, and cheating makes the game unchallenging and boring. Don't use them. You might enjoy the game more.
Oh, by the way, when you're in 3rd person or RE4 View, if you fire certain weapons, it will disappear, and only reappear when you shoot a dead body. Any idea what could have caused that?
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Con3jo on June 09, 2006, 11:55:13 AM
wow...this looks... NICE....  :o i gotta get hl2 now..
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on June 09, 2006, 06:10:43 PM
sorry ive been gone for so long, freaking mom put a bike lock on my pc. (WTF!)
and i finaly got it open.(she gave me the key) we had a fight, long story.

anyways, something i was thiking of doing was drawing a splash backround.
like making an anime version of shepard. barney too, maybe gordon.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 09, 2006, 08:11:06 PM
Your Evil Twin I also noticed as well that Combine Soldiers could jump off of ledges like the rebels in Ep 1(this is unscripted). I wonder if that AI could be converted to SMOD:Remastered because it would be cool to see randomly spawned metrocops and soldiers jumping down from ledges instead of just standing around.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 09, 2006, 09:11:40 PM
do you realize that it uses your aux power? also I want this for personal use. I already use god mode and impulse 101, I also use sv_infinite aux power to have all the power for running and bullet time id ever need. Why would having a toggle for night vision hurt?

What, the night night vision I did doesn't use aux power. That's why I made it hold rather than toggle. If I could have made it use power I would have.

Unless that is something Onemanshow47 added?

Anyway, you can make it a toggle by going into the remastered.cfg file... look at how the third person toggle commands work, and change the night vision stuff to imitate that.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 09, 2006, 09:41:10 PM
Your Evil Twin, what can be expected in the next release?
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 09, 2006, 09:41:34 PM
How do you edit the weapon icons? I really want to customize this and make a mod out of it. Also, can you put little icons next to your health. Like a heart or a EKG machine readout thing. Can you do that?
Title: Re: [HL2] SMOD Remastered
Post by: AishaCatgirl on June 09, 2006, 10:53:35 PM
What, the night night vision I did doesn't use aux power. That's why I made it hold rather than toggle. If I could have made it use power I would have.

Unless that is something Onemanshow47 added?

Anyway, you can make it a toggle by going into the remastered.cfg file... look at how the third person toggle commands work, and change the night vision stuff to imitate that.

Ahh sorry I must of hit to keys at once cause I thought I saw my aux meter show up for night vision. I don't have any other version of remasterd.

Also I tryed what you saifd but it did not work and realy confuses me just to look at. I don'y know what about the third person modes I need to add to the night vision mode and what those comands should look like after. >.<
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 10, 2006, 12:27:26 AM
Well, originally no-one told me how this stuff works either, so I had to figure it out for myself. Figured maybe you could do the same! Originally I had trouble changing it from being a toggle command into a hold command, so it is a pain in the butt to figure out how to make it a toggle command again... but I've taken pity on you, and figured it out.  ;)

In the remastered.cfg file, find the lines that say:

Quote
alias "+holdnv" "mat_fullbright 1; r_screenoverlay effects/combine_binocoverlay.vmt"
alias "-holdnv" "mat_fullbright 0; r_screenoverlay effects/;"

and replace them with:

Quote
alias "nvg_tog" "nvg_on"
alias "nvg_on" "mat_fullbright 1; r_screenoverlay effects/combine_binocoverlay.vmt; alias nvg_tog nvg_off"
alias "nvg_off" "mat_fullbright 0; r_screenoverlay effects/; alias nvg_tog nvg_on"

and then in the kb_act file in the scripts folder, find this line:

Quote
"+holdnv"               "HEV Suit Night Vision"

and replace it with this:

Quote
"nvg_tog"               "Night Vision Toggle"

--------------------------------------------------------

As for what can be expected in the next release... pretty much most of the stuff that is in Onemanshow47's new version of his minimod, but with a few changes here and there. And quite possibly new metrocop models. Maybe a few altered sounds too, not sure yet.

Tillghast, may of the weapon icons are actually in font files - HL2 and HL2: Capture the Flag use fonts like in a word document, except instead of letters and numbers they are pictures of weapons and things. I don't know how to make or edit a font, I just grabbed what I wanted from HL2: Capture the Flag. The exceptions are the SMOD weapons, which are in some vtf image files in materials/sprites. I altered some of the existing SMOD weapon icons, to create new images for the jackhammer and the MP7 PDW. I've no idea how to do new icons next to the health/armour readouts, you have to be a l33t coder dude to figure out that sort of stuff I think.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 10, 2006, 12:39:09 AM
Awww. Oh well. I want to make your version awesome.
Title: Re: [HL2] SMOD Remastered
Post by: AishaCatgirl on June 10, 2006, 04:47:56 AM
Thanks allot your evil twin. that means allot that you were willing to help even though you would of wrather me of gone through the trouble.

Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 10, 2006, 08:00:26 AM
I'm trying to get rid of the Mp5, but it wont go away, no matter how many times i get rid of it. Any tips?
Title: Re: [HL2] SMOD Remastered
Post by: Gattles on June 10, 2006, 09:19:03 AM
You can't get rid of a weapon. It's in the coding and therefor cannot be removed without changing the code.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 10, 2006, 12:41:58 PM
I'm trying to get rid of the Mp5, but it wont go away, no matter how many times i get rid of it. Any tips?

weapon_mp5 is actually the OICW. weapon_customsmg1 is the MP5 with grenade launcher. So if you are editing the weapon randomization/mapadd files, that might explain your difficulties.
Title: Re: [HL2] SMOD Remastered
Post by: gregs2k2 on June 10, 2006, 01:39:55 PM
Howdy.  Sorry to be a pain...but this puppy keeps crashing on me when it tries to load any map.  I get this error in event log:

Faulting application hl2.exe, version 0.0.0.0, faulting module datacache.dll, version 0.0.0.0, fault address 0x00008a37.

The original S-MOD worked perfect before, no crashes.  Anyway, I uninstalled the original S-MOD before I installed this version.  Tried running on basic system settings (ones that HL2 detected).  Anybody had any similar problems?  It's a damn shame cos I was so looking forward to playing this.

My system is fairly beefy, so should be able to cope:

AMD X2 4200 CPU
Nvidia 7800 GT 512MB
SB Audigy 4 Pro
1GB DDR 400 RAM
Win XP Home SP2

I restarted Steam after installing the mod (as suggested on here).  No luck.  I get "this program has encountered a problem" error, then crash to desktop.

Any help would be appreciated.

Cheers,
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 10, 2006, 04:27:00 PM
Wow, never heard of that problem! Are you sure that regular HL2 and mods are working OK?
Title: Re: [HL2] SMOD Remastered
Post by: AishaCatgirl on June 10, 2006, 09:41:47 PM
I use to get crashes only with Smod when entering that first hallway to the cafeteria on the trainstation. But the latest Smod patch changed that. Though it still happens sometimes.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 10, 2006, 09:42:57 PM
weapon_mp5 is actually the OICW. weapon_customsmg1 is the MP5 with grenade launcher. So if you are editing the weapon randomization/mapadd files, that might explain your difficulties.
Yea, i know that much. The mp5 was the OICW. I just want one grenade launching gun, and i hate the mp5 to begin with.

Also, i replaced the mp7 with an mp5k, but i cant change the hud weapon icon. is there a font pack with that, if so how do you get something from one font pack to another. for instance, i have a desert eagle, and i got the css font(the one with the guns) so how do i put the desert eagle icon from css into smod?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 10, 2006, 10:25:06 PM
It is complicated. You need to copy the font into the resources folder, and you need to edit one of the files in the resources folder, it is a weird filetype but you can open it in notepad/wordpad. At the bottom is a list of the fonts that will be loaded by the game (in fact I think two of the files might have such a list), it should mention the HL2 font, the SMOD font and the HL2CTF font. You'll need to add the cs:s font to that list. And you'll have to edit the weapon script file, and in the bit that mentions what ammo sprite to use, you should be able to copy the info from the cs:s desert eagle script file.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 10, 2006, 11:18:53 PM
I got all that, but the last part, where do you get the deagle script file. sorry for being so annoying.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 10, 2006, 11:49:33 PM
Sorry for double post, but here is the progress on my little mod. I got mp5k and custom hands.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on June 11, 2006, 12:00:50 AM
nice, those new hands are cool, but..... the textures look weird to me....., is it a reskin of the original hands?
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 11, 2006, 12:13:56 AM
Yes, im trying to get rid of the reflection.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 11, 2006, 12:28:58 AM
I got all that, but the last part, where do you get the deagle script file. sorry for being so annoying.

I imagine it would be in the counterstrike source GCF files, in the folder scripts. But I may be wrong, there's a good chance the scripts for CS:S are very different.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 11, 2006, 12:56:58 AM
but they got the ump and the glock. i hope this works.

when i open it up with notepad, its just a bunch of squares.
Title: Re: [HL2] SMOD Remastered
Post by: gregs2k2 on June 11, 2006, 10:40:01 AM
Wow, never heard of that problem! Are you sure that regular HL2 and mods are working OK?

Only happens with S-MOD Remastered.  Everything else is fine. 

Very strange.  I'll keep pondering anyway.  Thanks for the response.
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on June 11, 2006, 01:04:35 PM
but they got the ump and the glock. i hope this works.

when i open it up with notepad, its just a bunch of squares.

I think thos files are excrypted or somethign to prevent cheating
Title: Re: [HL2] SMOD Remastered
Post by: Sufferin-Rebel on June 11, 2006, 01:47:09 PM
either that or it is in Japanese :D
Title: Re: [HL2] SMOD Remastered
Post by: Erosion_84 on June 11, 2006, 05:53:10 PM
Just been going through Ravenholm. It's like Healpod, but a town (unreal references ::)): there are so many corpses to gibulate and eat, I had over 300 health... until I got hit with a poison headcrab. :(

Something you might want to try and fix if you update though, nothing amazingly big, just something that I found a lil bit irritating:
The grunts in the junkyard start unloading on Dog's rollermine, which made it kinda hard to play catch when it's completely knocked off it's flight trajectory by a jackhammer shot.

Other than that, great (mini-)mod!
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 11, 2006, 07:35:08 PM
Something you might want to try and fix if you update though, nothing amazingly big, just something that I found a lil bit irritating:
The grunts in the junkyard start unloading on Dog's rollermine, which made it kinda hard to play catch when it's completely knocked off it's flight trajectory by a jackhammer shot.

Actually, I found it rather amusing! It meant that the soldiers were joining in the game, making it harder. Also, the only way I know to fix it is to remove the friendly soldiers from that map, or to somehow disable their AI.
Title: Re: [HL2] SMOD Remastered
Post by: gregs2k2 on June 11, 2006, 07:41:31 PM
Bah.  I've tried allosorts and still can't get this mod to run

 ???

SMOD 3.6b works flawlessly.  No probs whatsoever.  I've scratched my head raw.

If anybody is having the same probs and figures out a fix then please let me know.  Thanks!
Title: Re: [HL2] SMOD Remastered
Post by: Erosion_84 on June 11, 2006, 07:51:12 PM
Actually, I found it rather amusing! It meant that the soldiers were joining in the game, making it harder. Also, the only way I know to fix it is to remove the friendly soldiers from that map, or to somehow disable their AI.
That's an interesting way of looking at it.. okay, ignore me then :P
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on June 11, 2006, 07:56:14 PM
You can type player_squad_autosummon_time 99999 in the console (or add it in autoexec.cfg). It will make the friendly soldiers/rebels stop from following you when you send them to a location (you can recall them by double tapping the team orders key).
That way you can get all those HECU fellows out of Dog's ball's way by sending them to guard the gate or something.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 11, 2006, 11:12:19 PM
I just created a music pack that replaces  most of the C&C music with music from the Turrican series and a few other games. Hope you enjoy it.

http://files.filefront.com/Turrican_and_misc_Music_Packz/;5139172;;/fileinfo.html

Extract these files to: sound/music in your SMOD folder.
Title: Re: [HL2] SMOD Remastered
Post by: Darkflame on June 12, 2006, 01:39:03 AM
Actually, I found it rather amusing! It meant that the soldiers were joining in the game, making it harder. Also, the only way I know to fix it is to remove the friendly soldiers from that map, or to somehow disable their AI.

Or shoot them ;D
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 12, 2006, 01:52:08 AM
Haha, that was fun, damn HECU soldiers.
Title: Re: [HL2] SMOD Remastered
Post by: AishaCatgirl on June 12, 2006, 06:22:22 AM
Well having broken noclip sucks. I only used the third person view once in another game then quickly unbound my controlls for them. But now even for new games noclip is broken. I axedentaly jumped out an open window in the part were you first meet Alyx and now since noclip is not here to save me I'm fucked.

Not your fault Evil. I just want to say I feel for you how noclip is busted. I also used it to get around having my hev suit before Dr. Kliener's lab and thus not being able to put that one on. Theye see me wearing the damn suit but yet they keep bitching for me to put it on. Alyx even gets lippy with me about it.

I'M WEARING THE DAMN SUIT ALREADT BITCH!!!

ok I feel good now ^_^
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 12, 2006, 09:46:36 AM
I just created a music pack that replaces  most of the C&C music with music from the Turrican series and a few other games. Hope you enjoy it.

http://files.filefront.com/Turrican_and_misc_Music_Packz/;5139172;;/fileinfo.html

Extract these files to: sound/music in your SMOD folder.

Woah, RETRO! I've never played Turrican, but that retro gaming music is pretty cool.

A piece of music I'd really like to put in is the theme music from Disney's "The Black Hole". But, I can' quite think of the appropriate place in HL2... the most appropriate place is the reactor core room in Episode One.

Well having broken noclip sucks. I only used the third person view once in another game then quickly unbound my controlls for them. But now even for new games noclip is broken. I axedentaly jumped out an open window in the part were you first meet Alyx and now since noclip is not here to save me I'm fucked.

Not your fault Evil. I just want to say I feel for you how noclip is busted. I also used it to get around having my hev suit before Dr. Kliener's lab and thus not being able to put that one on. Theye see me wearing the damn suit but yet they keep bitching for me to put it on. Alyx even gets lippy with me about it.

I'M WEARING THE DAMN SUIT ALREADT BITCH!!!

ok I feel good now ^_^

Anyway, the the only changes made to the first maps of the game are the Doctor Who music during the g-man intro, the rather violent 'pick up the can' scene, and a Combine soldier standing on top of a guard tower in the main plaza. Just go to new game and choose to start at A Red Letter Day instead of the intro.

Also - you must have been cheating to get the HEV suit early. Well, that happens even in regular HL2... the penalty for cheating too early in the game! ;)
Title: Re: [HL2] SMOD Remastered
Post by: AishaCatgirl on June 12, 2006, 10:58:48 AM
I know but I use to always use noclip to get past the door in Kliener's lab though. also thier are other places in the game were noclip helps me get out of terminal glitches.

I still don't know how to beat the end. They must of changed it from normal HL2 in smod. Cause no matter what I do Breen gets to the top and ports out and I loose. I thought he was supose to get to the top, then I shoot energy balls at the rotaty things and he goes boom??? Right?
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 12, 2006, 12:41:40 PM
I know but I use to always use noclip to get past the door in Kliener's lab though. also thier are other places in the game were noclip helps me get out of terminal glitches.

I still don't know how to beat the end. They must of changed it from normal HL2 in smod. Cause no matter what I do Breen gets to the top and ports out and I loose. I thought he was supose to get to the top, then I shoot energy balls at the rotaty things and he goes boom??? Right?

No, your supposed to shoot the top of the reactor until it explodes. If he gets to the top then the chamber is filled with deadly particles that destroy you in all ways possible and some ways that are impossible(as Breen said himself).

BTW: Your Evil Twin in that pack I think you'll enjoy the music I put in "Our Benefactors" chapter, it really fits the setting.
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on June 12, 2006, 05:02:51 PM
If you guys want some music that can be used as an action soundtrack, here's a great site: http://www.machinaesupremacy.com/

The band's name is Machinae Supremacy and they've got some great oldshool/thrash/punk rock mp3s you can listen/download for free.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 12, 2006, 06:54:21 PM
I know but I use to always use noclip to get past the door in Kliener's lab though. also thier are other places in the game were noclip helps me get out of terminal glitches.

I still don't know how to beat the end. They must of changed it from normal HL2 in smod. Cause no matter what I do Breen gets to the top and ports out and I loose. I thought he was supose to get to the top, then I shoot energy balls at the rotaty things and he goes boom??? Right?

I think you must simply be doing it too slow. You have to get to the top of the reactor and shoot several into balls into the teleport portal within the rotaty things before Breen gets to the top of the reactor. To the rotatating things actually protect the thing that you have got to hit, but when you hit the rotating things you destroy them, so the more you hit the easier it is to get a ball into the centre, but it also wastes time. As far as I can tell SMOD makes no changes to that sequence.
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on June 12, 2006, 06:56:45 PM
can this model be the next swat team?
http://forums.facepunchstudios.com/showthread.php?t=147056
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 12, 2006, 07:18:25 PM
You stoled my idea!!!! I had those as my SWAT!
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 12, 2006, 08:18:24 PM
They are cool, but the thing about the 'SWAT team' was that it was an excuse to have Combine soldiers fighting alongside the metrocops early in the game. Those elite metrocop models are... well, metrocops, that will use metrocop AI and metrocop animations and have metrocop health. So they would make no difference to the gameplay, unlike the SWAT Combine soldiers.
Title: Re: [HL2] SMOD Remastered
Post by: Darkflame on June 12, 2006, 08:40:07 PM
Say Twin, did ya get the email yet?
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 12, 2006, 08:53:19 PM
I am now making a full-blown mod with this. With maps and other new stuff. However, I also plan on releasing pt. 2 and pt.3 of the mod. But with the same folder names, i wont be able to make more than one with the same folder.


Any help?



Also, i thought the elite metrocops had more of a police rule feel. Like that even though metrocops are abound, the elites have better guns and enforce the combine rule.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 13, 2006, 01:04:14 AM
Yeah, I myself considered making an actual proper singleplayer mod with a new story and maps, using the SMOD stuff. Excpet I've never done any mapping on Source before.

If you'd like any story suggestions or something, or would like to collaborate in some way, let me know!

As for the folder names thing - I've now figured out how to put Remastered into a new folder name. It would also allow me to do a Remastered_2 or Remastered_3, or call the folders anything.

Rather than a simple small update patch, I might release the next version of SMOD Remeastered as a complete install, the twist being that it will also be put into a folder named SMOD_Remastered rather than SMOD.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 13, 2006, 01:07:54 AM
I am now making a full-blown mod with this. With maps and other new stuff. However, I also plan on releasing pt. 2 and pt.3 of the mod. But with the same folder names, i wont be able to make more than one with the same folder.


Any help?



Also, i thought the elite metrocops had more of a police rule feel. Like that even though metrocops are abound, the elites have better guns and enforce the combine rule.

It would be cool if you were able to code extra enemies in.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 13, 2006, 01:46:11 AM
I would love to have some help evil twin. You are very knowadglable, and reading your articles on planethalflife, you know alot about what makes a good mod.

MINOR UPDATE:
I have gotten permission to put the Elite Metrocops in the mod.

This mod will be awesome. A single player adventure. Should I put up some stuff in the WIP forum?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 13, 2006, 02:35:17 AM
Er, sure, if you have something to show off, like a map screenshot. Of course, it can just be a story idea, rather than an image of something.
Title: Re: [HL2] SMOD Remastered
Post by: Red Giant on June 13, 2006, 03:06:37 AM
I've gotten up to Eli's lab and i haven't seen any "metropolice swat"
Title: Re: [HL2] SMOD Remastered
Post by: ACE on June 13, 2006, 03:21:26 AM
Theyer the combine soldiers  ::)
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 13, 2006, 12:13:53 PM
Yeah, though I added Combine Soldiers to the early parts of the game I gave them a new uniform with Civil Protection on them, to indicate they were part of the metropolice. They are supposed to be like a metropolice SWAT team. I didn't actually stick the word SWAT on them because the Combine wouldn't call them that.
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on June 13, 2006, 04:28:00 PM
I really like the idea of the metro SWAT, but I think that they should have the smaller arm shield and face shield rather then the larger one. Leave the large arm shield for the actual soldiers.

Give the soldiers a more professional feel over the SWAT.
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on June 13, 2006, 04:44:13 PM
How about SWAR?

Special Weapons Anti Resistance? 

Instead of Special Weapons And Tactics?
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 13, 2006, 09:19:46 PM
That sounds cool.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 13, 2006, 11:07:26 PM
I'm trying to replace the prisonguard soldier but the model/skin doesn't change. What files do I need to replace?
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 13, 2006, 11:22:39 PM
You putting the model or skin in the materials/models folders?



Also, I am replacing the SMG1(Mp5) with an Uzi. But counter-strike wont work, and they have CSS hands. Any tips?
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 13, 2006, 11:34:15 PM
I'm putting them in the right folders I'm sure.

I'm trying to install this model as a prisonguard:

http://www.hl2world.com/bbs/hl-mdl-rel-valves-odd-combine-soldier-vt44814.html

I'm trying to put the skin/model files for the prisonguard that are included in the pack. I put them in the right folders, /materials/models/Combine_Soldier and /models(are these right?)
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 14, 2006, 03:28:30 AM
you need to rename them prisonguard sheets instead of soldier. That works for me.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 14, 2006, 04:09:55 AM
Do I need to rename the Combine_Soldier files in the /model folder as well? Because I tried that and I'm not sure if I did this right because they just appear as floating weapons ingame. Tell me what files to rename and what to rename them.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 14, 2006, 05:15:29 AM
rename the skin files themselves. like the combine_soldier.vmt rename it to the prison guard, do that for the downloaded files and put them in the combine_soldier folder
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 14, 2006, 12:09:13 PM
I really like the idea of the metro SWAT, but I think that they should have the smaller arm shield and face shield rather then the larger one. Leave the large arm shield for the actual soldiers.

Give the soldiers a more professional feel over the SWAT.

Alas what type of enemy gets what type of shield is in the code, nothing I can do about it.

I'm putting them in the right folders I'm sure.

I'm trying to install this model as a prisonguard:

http://www.hl2world.com/bbs/hl-mdl-rel-valves-odd-combine-soldier-vt44814.html

I'm trying to put the skin/model files for the prisonguard that are included in the pack. I put them in the right folders, /materials/models/Combine_Soldier and /models(are these right?)


Don't rename the model, just make Romka's new Combine soldier texture be called combinesoldiersheet_prisonguard instead of combinesoldiersheet. I'm not sure about the normal map yet... but I am thinking of doing this very same skin replacement myself in the next version of Remastered, so one way or another you'll get it!

For those that haven't checked out the thread:

(http://romka.hl-improvement.com/Half-Life%b2/Combine_Soldiers/VALVE's_odd_combine_soldier_preview2.jpg)

What do people think - is it better for the Combine SWAT team, or Nova Prospekt prisonguard? I personally like the SWAT guy that I have at the moment, ironically enough based on Romka's prisonguard texture.
Title: Re: [HL2] SMOD Remastered
Post by: Grunt002 on June 14, 2006, 02:29:55 PM
These soldiers looked as if they were to guard the citadel, dispite the logo on their arms.
They could take place in the citadel instead.
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on June 14, 2006, 03:55:32 PM
How about instead of a seperate shield, integrate the shield into the armor?
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 14, 2006, 04:42:40 PM
I say put these guys in nova prospekt. They look too elite for overwatch.

Oh yeah I renamed the combine soldier sheet files and when I do that the prisonguard soldiers have overwatch soldier skins. Which model files to i need to extract the models folder?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 14, 2006, 05:16:35 PM
Well, you were supposed to rename Romka's combine soldier sheet files, and put them into materials/models/combine_soldier (if I recall, I think that's the right folder). As for the model files... I dunno, I haven't tried out the models that that Romka included.

There's a chance I've gotten everything wrong cause Romka did something unusal with the models. No idea, I'm afraid.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 14, 2006, 05:31:50 PM
Tilghast said he was able to do it. I'll need him to tell me specifically what to do.
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on June 14, 2006, 07:48:11 PM
I have a problem I keep trying to get the elite metro cops to work as the swat team but they are clear what I did was renamed the model and all of the other files as combine_soldier_urban and that did not work so I then put in the files as there default name and just changed the map add model thingy to the name of the models but there still not working so can some one help me :'( .

ps can the model line work for zombies and other npcs and does Romka have a wed site showing his models,WIPs,reskins and stuff?

edit:ps ps where is Romka I have not seen him in a lately?
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 14, 2006, 08:04:03 PM
I have a problem I keep trying to get the elite metro cops to work as the swat team but they are clear what I did was renamed the model and all of the other files as combine_soldier_urban and that did not work so I then put in the files as there default name and just changed the map add model thingy to the name of the models but there still not working so can some one help me :'( .

ps can the model line work for zombies and other npcs and does Romka have a wed site showing his models,WIPs,reskins and stuff?

edit:ps ps where is Romka I have not seen him in a lately?

According to his profile on this site he has been muted.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 14, 2006, 09:06:37 PM
I have a problem I keep trying to get the elite metro cops to work as the swat team but they are clear what I did was renamed the model and all of the other files as combine_soldier_urban and that did not work so I then put in the files as there default name and just changed the map add model thingy to the name of the models but there still not working so can some one help me :'( .

ps can the model line work for zombies and other npcs and does Romka have a wed site showing his models,WIPs,reskins and stuff?

edit:ps ps where is Romka I have not seen him in a lately?

You can't rename models like that. Doesn't work. Within the model files it will have things referring to the other model files, so even if you rename police to combine_soldier_urban some of the model files will still be looking for files called police.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 14, 2006, 10:12:46 PM
Yea, i tried. it obivously wont work on the SWAT soldiers, so just try it on the metros?
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on June 15, 2006, 01:09:04 AM
but It should work if I changed the mapadd thing.
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on June 15, 2006, 05:43:03 AM
Gah! I'm starting to get a random crash bug at the trainstation and other levels. It happens whenever I do ANYTHING. Pick up the can, LOOK AROUND, take a frickin STEP, or just start the level... >:(

Gahhhh.... It was working so well...
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 15, 2006, 11:26:41 AM
Well, you could just skip the opening levels and try playing from Route Kanal onwards. (Or use a console command to start at map d1_trainsation_06, which is where Barney throws you the crowbar and the fighting starts, with command and conquer music.)

My computer freezes in the level transition between the first and second trainstation maps, but when I played on someone else's computer with more RAM it didn't. For some reason the trainstation maps are really system intensive, more so then the maps full of combat!

When I played Episode One, I got constant freezes in the second half of the game, the City 17 maps. It would happen at least once a map, sometimes serveral times, had to restart my compouter about 40 times to get through Episode One. Heh, meant that 4-6 hour game took me four days!
Title: Re: [HL2] SMOD Remastered
Post by: Sergeant Kelly on June 15, 2006, 04:37:56 PM
My computer randomly decides if it wants to play Smod levels. I loaded up Route Canal one day and it booted me to the desk top. It then worked three times and then booted me out on the fifth try.
I don't think the problem has much to do with hardware. I just bought a brand new computer with lots of ram and a new graphics card and it still crashes.
(I got some freezes in Episode 1, but that was only when I had commentary activated.)

PS: Does anybody's loading sign on the main screen of Half Life say "Daten Werden Geladen"? I think it is German.
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on June 15, 2006, 05:27:25 PM
PS: Does anybody's loading sign on the main screen of Half Life say "Daten Werden Geladen"? I think it is German.

Do you have Fakefactory's Cinamatic mod installed? I think that some versions of it had the loading sign replaced with German text.
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on June 15, 2006, 05:28:59 PM
Oh shit, I hit the quote button instead of modify :-[ Please ignore this post.
Title: Re: [HL2] SMOD Remastered
Post by: Sergeant Kelly on June 15, 2006, 06:27:30 PM
I thought it was a virus the whole time! :P
I wonder if it really means loading.
Title: Re: [HL2] SMOD Remastered
Post by: Tsunami on June 15, 2006, 07:28:10 PM
My German's bad but I think it means something like "Data will be loaded". So yeah, it's probably just the German version of the loading text accidentally pasted over the English or something.
Title: Re: [HL2] SMOD Remastered
Post by: Psychonaut on June 15, 2006, 08:01:13 PM
@Tsunami

You´re right. It means nothing more than "LOADING...".
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 18, 2006, 06:28:37 AM
How would you get the thing where all the dead people's faces are all random into another game?
Title: Re: [HL2] SMOD Remastered
Post by: Sergeant Kelly on June 18, 2006, 05:08:50 PM
How would you get the thing where all the dead people's faces are all random into another game?
When I kill people their expresions are happy. Is that what you're talking about?
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 18, 2006, 09:17:28 PM
Yea. I want that in another mod.
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on June 24, 2006, 08:03:13 PM
can someone give me a link for the pdw model and mats so I can use it as the smg1 in missing info?
Title: Re: [HL2] SMOD Remastered
Post by: ZeroError on June 25, 2006, 06:13:07 PM
Hey were are the Grunts located? Cause I think I see them but it seems their models were replaced with the Dr.Kleiner ones but with weapons. I'm not sure like i see Kleiner(s) when your outside in a building while Barney tries to explain about the Nexus and all. Can someone help me?
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on June 26, 2006, 01:48:43 PM
can someone give me a link for the pdw model and mats so I can use it as the smg1 in missing info?

It's not even on the right anims, so no help.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 26, 2006, 04:20:00 PM
Hey were are the Grunts located? Cause I think I see them but it seems their models were replaced with the Dr.Kleiner ones but with weapons. I'm not sure like i see Kleiner(s) when your outside in a building while Barney tries to explain about the Nexus and all. Can someone help me?

The friendly grunts are in Black Mesa East, Ravenholm, Highway 17, and occasaionally in Anticitzen One. That Dr Kleiner that you see is actually Dr Kleiner, he isn't meant to be a friendly grunt. (I tried making Dr Kleiner have very high health so he couldnt' get killed, but it didn't work - if I still can't figure it out, I will in fact be changing him to a friendly grunt because having Kleiner killed in HL2 makes no sense since he reappears in Episode One!)
Title: Re: [HL2] SMOD Remastered
Post by: prism1029 on June 26, 2006, 04:48:28 PM
Dr Kleiner could be our Kenny in Smod or Sgt. Johnson from Halo 2 if you play it.  ;D
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 26, 2006, 06:13:57 PM
Combine soldiers can now jump off ledges. Or jump up them as well.  8)

They are quite reluctant to do it though, as it is an animation change, not a code change. You won't see it often. In HL2 Episode One they'll jump off a ledge whenever they have the opportunity, it is probably in the code, the change I've done gives the Combine soldiers the animations for jumping, but they'll only use it if they lose sight of their target. If they can see you, they will keep on shooting you from where they stand, but if you run around a corner, they'll jump down to follow you, unlike before where you could actually just run away from them.

I've put Combine soldiers in Ravenholm, and the coolest bit had to be when a Combine soldier jumped UP a ledge to get into the building I was in. But as I said, you'll hardly ever see them use it, they only try to jump if they can't aim their weapon at you.

Ah - I forgot to do with the Combine elites, I should do it for them as well.
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on June 26, 2006, 07:32:24 PM
That is aweosome. Will they slide down ropes from roofs as well?
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on June 26, 2006, 07:43:29 PM
Well, played the mod and have to say: great wrok, I like it. Just a bummer that it crashed as I test played it, but so did FEAr and it run fine afterwards, guess wehn I try the mod again everything works fine. One thing so: I dont have anything against many enemies and lots of fighting, but the combine hordes at the beginning of the game, isnt that a bit too much? Also, seems they are aslo a lot more agressive then normal. At least a head shot kills most of them. Like the guys with the shields and so on.

Say, Evil Twin, can I mail you some time? I know, it comes all out of the blue and its months ago that I posted here the last time so you dont know me at all, but I have some ideas, not only about this mod. Just note me, ok? Thank you.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 26, 2006, 08:54:19 PM
I'm cool with you mailing or PMing me. :) Oh, and I'm toning down the hordes of Combine in the early maps a little. It is a little excessive at the moment.

Oh, no I can't make the Combine soldiers abseil down from roofs like they do in Episode One, I can only make them repel straight down vertically like they do in HL2.

Also, don't quote me on this but I supect that in fact the Combine soldiers can only jump in certain places - I think certain locations in maps have some kind of entity or marker or something saying that this is place that NPCs can jump down/up; before Combine soldiers couldn't use these, the animation change I've done means that now they can, but these locations are few and far between.

So, don't be surprised if you never, EVER, actually see a Combine soldier jump down somewhere, as it is a matter of luck whether a combine soldier ends up in one of these locations. But I know for a fact that in certain locations they now can, when they couldnt' before.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on June 26, 2006, 09:00:09 PM
Ok, thats good.
Say, I have an crazy idea about the friendly grunts: I just began to play FEAR and all, really great game and I love these Replica soldiers as well as the Delta guys. Now, why not let the freindly grunts look like Replica Soldiers with all these neat Camos and all? I mean, it would make things easier for you in the term of realism and all. The Opposing Force Soldiers didnt wore all NBC Masks and some varity would be cool, but wehn you use the Replica Soldiers, you dont need to bother about that fact, then they are clones and look all the same, expect in terms on gear and uniforms, but more then 3 diffrent looking versions are enough. Urban desert and the MultiCam camo would be the way to go, then you cover all areas seen in HL2.

I know, it woul require a good skinner and a modler to make them, but I think it would be a cool idea. What do you guys think about it?
Title: Re: [HL2] SMOD Remastered
Post by: RawR on June 26, 2006, 09:42:18 PM
Ok, thats good.
Say, I have an crazy idea about the friendly grunts: I just began to play FEAR and all, really great game and I love these Replica soldiers as well as the Delta guys. Now, why not let the freindly grunts look like Replica Soldiers with all these neat Camos and all? I mean, it would make things easier for you in the term of realism and all. The Opposing Force Soldiers didnt wore all NBC Masks and some varity would be cool, but wehn you use the Replica Soldiers, you dont need to bother about that fact, then they are clones and look all the same, expect in terms on gear and uniforms, but more then 3 diffrent looking versions are enough. Urban desert and the MultiCam camo would be the way to go, then you cover all areas seen in HL2.

I know, it woul require a good skinner and a modler to make them, but I think it would be a cool idea. What do you guys think about it?

I am all for a more realistic skin and model. Romka's model is fantastic but I dont think it really suits the HL2 universe that much as its a little too cartoony.
Title: Re: [HL2] SMOD Remastered
Post by: yellowcomet on June 26, 2006, 11:35:32 PM
i love this mod to death...if it were me, id replace all the rebels with opposing force grunts. (thats cause im obsessed with them)

is there anyway i can spawn more from the console?

sry if its been asked before.
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on June 26, 2006, 11:37:12 PM
Hey evil twin can you make a realistic mode with realistic health for everything here is what I got in m skill cfg, mabey edit it for extra level of hardness:

Code: [Select]
// ===========
//  NPCs
// ============
// Barnacle
sk_barnacle_health "120"

// Barney
sk_barney_health "150"

// Bullseye
sk_bullseye_health "35"

// Bullsquid
//sk_bullsquid_health "145"
//sk_bullsquid_dmg_bite "45"
//sk_bullsquid_dmg_whip "35"

// Citizen
sk_citizen_health "30"

// Combine Soldier
sk_combine_s_health "130"
sk_combine_s_kick "10"

// Combine Guard
sk_combine_guard_health "160"
sk_combine_guard_kick "15"

// strider
sk_strider_health "450"
sk_strider_num_missiles1 "3"
sk_strider_num_missiles2 "5"
sk_strider_num_missiles3 "7"

// Headcrab
sk_headcrab_health "10"
sk_headcrab_melee_dmg "5"

// Fast Headcrab
sk_headcrab_fast_health "10"

// Poison Headcrab
sk_headcrab_poison_health "10"

// Houndeye
sk_houndeye_health "125"
sk_houndeye_dmg_blast "60"

// Manhack
sk_manhack_health "5"
sk_manhack_melee_dmg "20"

// Metropolice
sk_metropolice_health "100"
sk_metropolice_simple_health "20"
sk_metropolice_stitch_reaction "1.0"
sk_metropolice_stitch_tight_hitcount "2"
sk_metropolice_stitch_at_hitcount "1"
sk_metropolice_stitch_behind_hitcount "3"
sk_metropolice_stitch_along_hitcount "2"

// Rollermine
sk_rollermine_shock "10"
sk_rollermine_stun_delay "3"
sk_rollermine_vehicle_intercept "1"

// Scanner (City)
sk_scanner_health "15"
sk_scanner_dmg_dive "25"

// Stalker
sk_stalker_health "75"
sk_stalker_melee_dmg "10"

// Vortigaunt
sk_vortigaunt_health "135"
sk_vortigaunt_dmg_claw "8"
sk_vortigaunt_dmg_rake "25"
sk_vortigaunt_dmg_zap "120"
sk_vortigaunt_armor_charge "30"

// Zombie
sk_zombie_health "120"
sk_zombie_dmg_one_slash "10"
sk_zombie_dmg_both_slash "20"

// Poison Zombie
sk_zombie_poison_health "125"
sk_zombie_poison_dmg_spit "20"

//Antlion
sk_antlion_health "120"
sk_antlion_swipe_damage "30"
sk_antlion_jump_damage "15"

//Antlion Guard
sk_antlionguard_health "170"
sk_antlionguard_dmg_charge "50"
sk_antlionguard_dmg_shove "35"

//Antlion Grub
//sk_antliongrub_health "5"

//Ichthyosaur
sk_ichthyosaur_health "160"
sk_ichthyosaur_melee_dmg "8"

// Combine Gunship
sk_gunship_burst_size "15"
sk_gunship_health_increments "3"
sk_npc_dmg_gunship "3"
sk_npc_dmg_gunship_to_plr "3"

// Combine Helicopter
sk_npc_dmg_helicopter "3"
sk_npc_dmg_helicopter_to_plr "3"
sk_helicopter_grenadedamage "30"
sk_helicopter_grenaderadius "275"
sk_helicopter_grenadeforce "55000"

// Combine Dropship
sk_npc_dmg_dropship "2"

// Combine APC
sk_apc_health "350"


// =================
//  WEAPONS
// =================

sk_plr_dmg_ar2 "14"
sk_npc_dmg_ar2 "90"
sk_max_ar2 "90"
sk_max_ar2_altfire "10"
weapon_ar2_firerate "0.12"

sk_plr_dmg_alyxgun "8"
sk_npc_dmg_alyxgun "8"
sk_max_alyxgun "100"
weapon_alyxgun_firerate "0.1"

sk_plr_dmg_pistol "100"
sk_npc_dmg_pistol "5"
sk_max_pistol "120"

sk_plr_dmg_smg1 "3"
sk_npc_dmg_smg1 "60"
sk_max_smg1 "150"
weapon_smg_firerate "0.04"

sk_plr_dmg_buckshot "8"
sk_npc_dmg_buckshot "100"
sk_max_buckshot "30"

sk_plr_dmg_rpg_round "190"
sk_npc_dmg_rpg_round "60"
sk_max_rpg_round "5"

sk_plr_dmg_smg1_grenade "190"
sk_npc_dmg_smg1_grenade "20"
sk_max_smg1_grenade "5"
sk_smg1_grenade_radius "200"

sk_plr_dmg_gauss "100"
sk_plr_max_dmg_gauss "100"

sk_plr_dmg_sniper_round "100"
sk_npc_dmg_sniper_round "190"
sk_max_sniper_round "50"

sk_plr_dmg_357 "40"
sk_npc_dmg_357 "40"
sk_max_357 "36"

sk_plr_dmg_crossbow "190"
sk_npc_dmg_crossbow "20"
sk_max_crossbow "20"

sk_plr_dmg_airboat "10"
sk_npc_dmg_airboat "6"

sk_dmg_sniper_penetrate_plr "190"
sk_dmg_sniper_penetrate_npc "20"

sk_plr_dmg_grenade "190"
sk_npc_dmg_grenade "60"
sk_max_grenade "5"

sk_plr_dmg_crowbar "60"
sk_npc_dmg_crowbar "10"

sk_plr_dmg_stunstick "75"
sk_npc_dmg_stunstick "20" // Kill a citizen in one hit

//sk_plr_dmg_satchel "150"
//sk_npc_dmg_satchel "75"
//sk_satchel_radius "150"

// Mortar Synth projectile
//sk_dmg_energy_grenade "2"
//sk_energy_grenade_radius "100"

sk_dmg_homer_grenade "20"
sk_homer_grenade_radius "100"

// Bullsquid spit
//sk_dmg_spit_grenade "30"
//sk_spit_grenade_radius "50"

//sk_plr_dmg_tripmine "150"
//sk_npc_dmg_tripmine "125"
//sk_tripmine_radius "200"

sk_plr_dmg_fraggrenade "190"
sk_npc_dmg_fraggrenade "750"
sk_fraggrenade_radius "300"

//SMOD WEAPONS
sk_plr_dmg_ak47 "20"
sk_npc_dmg_ak47     "11"
sk_plr_dmg_grease     "15"
sk_plr_dmg_kar98             "35"
sk_plr_dmg_mp5_min     "7"
sk_plr_dmg_mp5_max "7"
weapon_lasergun_damage "10"
weapon_shovel_swing_damage "5"
weapon_shovel_stab_damage "30"
weapon_shovel_swing_slashdamage "5"
weapon_shovel_float_angle "9999"
weapon_shovel_floatpower "0.1"
weapon_shovel_stabpower "5"

// HEALTH/SUIT CHARGE DISTRIBUTION
sk_suitcharger "80"
sk_suitcharger_citadel "900"
sk_suitcharger_citadel_maxarmor "900"
sk_battery "25"
sk_healthcharger "100"
sk_healthkit "50"
sk_healthvial "25"

// Combine balls
sk_combineball_seek_angle "15"
sk_combineball_guidefactor "1.0"

// NPC damage adjusters
sk_npc_head "190"
sk_npc_chest "85"
sk_npc_stomach "65"
sk_npc_arm "20"
sk_npc_leg "35"

// player damage adjusters
sk_player_head "10"
sk_player_chest "0.6"
sk_player_stomach "0.6"
sk_player_arm "0.4"
sk_player_leg "0.2"

// Allies
sk_ally_regen_time "0.2"

// Jeep
sk_max_gauss_round "30"

sk_allow_autoaim 0

alias "crosshair_tog" "crosshair_off"
alias "crosshair_off" "crosshair 2; alias crosshair_tog crosshair_on"
alias "crosshair_on" "crosshair 2; alias crosshair_tog crosshair_off"

If I used 100 as normal health, so aliens and armored things have a higher health value, except for stalkers since they were humans that have been gutted and run on saline. Also what is the npc_bullseye?
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 27, 2006, 12:20:26 AM
Heckler how come bullsquid is listed there? There is no bullsquid in SMOD.
Title: Re: [HL2] SMOD Remastered
Post by: Grunt002 on June 27, 2006, 05:03:36 AM
Possibly for future versions of Smod?
Anyway, can anyone help me here:

When I kill an NPC, they become a server side ragdoll, but in a few seconds later, they become client sided, not applying the Smod physics, or just disappear.
I want them to stay server sided at all times, any help?
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on June 27, 2006, 05:12:01 AM
Heckler how come bullsquid is listed there? There is no bullsquid in SMOD.

It is in all mods skil.cfg I believe, but the "//" next to its attacks and stuff mean that the mod won't use it until the npc is avaible.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 27, 2006, 10:39:43 AM
Hey evil twin can you make a realistic mode with realistic health for everything here is what I got in m skill cfg, mabey edit it for extra level of hardness:

(Cut out quote of the whole skill.cfg file).

If I used 100 as normal health, so aliens and armored things have a higher health value, except for stalkers since they were humans that have been gutted and run on saline. Also what is the npc_bullseye?

Woah man, you've got the enemy pulse rifles, SMGs and shotguns doing about a hundred times more damage than the player's weapons. Did you mean to do that or did you get which was which confused?

Oh, could people please stop sticking their whole skill.cfg files in here, they are frigging huge and they take up most of a page. Seriously people, if you guys are trying to figure out how to adjust your skill file to change the game, there's no point posting the whole thing here, I'm not going to take the time to read it.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 27, 2006, 04:02:30 PM
It is in all mods skil.cfg I believe, but the "//" next to its attacks and stuff mean that the mod won't use it until the npc is avaible.

The SMOD team might be putting it in sometime in a future release possibly.
Title: Re: [HL2] SMOD Remastered
Post by: Tsunami on June 27, 2006, 04:03:47 PM
It is in all mods skil.cfg I believe, but the "//" next to its attacks and stuff mean that the mod won't use it until the npc is avaible.

// means comment. It means that line does absolutely nothing and was probably removed when that feature was pulled from the mod.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on June 27, 2006, 05:06:49 PM
I am all for a more realistic skin and model. Romka's model is fantastic but I dont think it really suits the HL2 universe that much as its a little too cartoony.
Well, exactly my point. Thats why I made this suggestion, but I´m not a skinner nor a modler so I dont know how much work it takes to make new looking freindly grunts. I´m also not sure if there are legal issues if somone makes a new model and skins them like the Replica soldiers from FEAR. I saw a post in the WIP section where somone reskinned a Combine model to look like the FEAR Clone soldier, it look very impressive. But the amount of diffrent looking Replica Soldiers in FEAR cant be done in HL2, due to the fact that not so many skins are supported.

I also dont know how many new NPCs could be added anyway, I read somewhere that HL2 has a limit how many NPCs can be in the game at all. Not sure if thats already overcome yet and all. My infos are a bit old, due to the fact that I dont play HL2 that long. Just got my new pc a few weeks ago and buyed HL2 and FEAR last week. I know both games since a while and played it before at my brothers PC and I´m a veteran HL1 player, so no problems there.

It would be cool to see Combiens and Replica Soldiers fight eachother, I always wanted to know who is better in the first place. BTW: are there new types of Combine Soldiers too, like Assault/Shock Troopers and so on? I saw Roit Cops with Ballistic Shields and so far, but nothing else yet. I also have to admin that I never played the S-Mod before, but I can say that I like this version.

Well, is the problem with the reload sounds of the OICW sloved? The sounds are there in Missing Information, maybe that model would be useful, I mean, it dosnet cost much to ask the author of the mod/OICW model if he minds if you sue it in your mod. As we are at the sound topic: does anyone needs sounds for thier mod? I have a rather large collection of sounds, including guns and stuff. So, if anyone needs anything, feel free to ask.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 27, 2006, 07:01:53 PM
There are 2 new types of combine soldiers in SMOD, the combine ace(Combine Elites that can jump, they have a greenish shade on them) and invisible overwatch soldiers. The soldiers with shields on them are not exactly new types of soldiers because those shields will randomly appear at times on soldiers(and metrocops) and other times they won't.

Oh yeah, Your Evil Twin will the combine soldiers ambush us at ravenholm when we least expect it?
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on June 27, 2006, 07:08:29 PM
Ah, ok. Well, would it be possible to add new Combine Soldiers beyond the 2 you mentioned?
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 27, 2006, 08:56:09 PM
Ah, ok. Well, would it be possible to add new Combine Soldiers beyond the 2 you mentioned?

You would probably have to have coding knowledge for that. Unless you have experience in coding then it might be a good idea to ask the SMOD team if they could add some more enemies since they made the mod.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 27, 2006, 09:25:53 PM
There are alot of Combine.

There are the Metropolice, which are humanss that joined the Combine
Combine Soldiers
Prisonguards
Elites
Combine Advisors
The Synths

And thats just the stuff we see on Earth. The combine are a galactic empire. Oh, and Havoc, new OICW sounds would be nice. IF any.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on June 27, 2006, 09:39:40 PM
You would probably have to have coding knowledge for that. Unless you have experience in coding then it might be a good idea to ask the SMOD team if they could add some more enemies since they made the mod.

Well, the S-MOD guys are japanese, arent they? I cant write japanese and I´m not sure if they are skilled in english at all. But I ask them. I´m wondering that no goos coder is here at the forums, I mean we have sknner and odller and all that but no coder whatsover. Yeah, I´m not a coder and I just knew that its all up to the code once again, as its always that. I mean, what is about the Replica soldier idea I posted a bit eriler here? Is it a good or a bad idea? I know, it will depend on the code. I would need to ask the S-MOD guys to make additonal chages at the code, so more NPCs and enemies could be added and all.

I always wanted to make my own mod and the S-Mod looks like a nice platform for what I have in mind, but I lack the qualitys of a modder, I only have ideas, but have no knowledge of the programs, how to use them and all that.

As for the sounds, well yeah, I have tons of reloading sounds, but no idea if they could be use at all. I have a vast collection of military sounds, some come form other mods, not sure how complicated it gets then.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 27, 2006, 10:18:46 PM
Well, if you want the Replica Soldiers, you would have to have a model, then someone hex them with rebel or whatever physics and put them in game. I like the idea of Replica Soldiers as well. I like the HGrunts and all, but they look...silly in HL2 enviroments.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 27, 2006, 10:44:40 PM
Well, if you want the Replica Soldiers, you would have to have a model, then someone hex them with rebel or whatever physics and put them in game. I like the idea of Replica Soldiers as well. I like the HGrunts and all, but they look...silly in HL2 enviroments.

This was posted on pg 3 but I might as well post it so that you don't have to search back for it. These replace the current Hgrunt models with CS:S SAS Hgrunt reskins.

http://www.hl-improvement.com/forums/index.php?action=dlattach;topic=5229.0;id=8506

http://www.hl-improvement.com/forums/index.php?action=dlattach;topic=5229.0;id=8507

Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on June 27, 2006, 11:04:24 PM
Heckler how come bullsquid is listed there? There is no bullsquid in SMOD.

if you go into the HL2 skill.cfg the houndeye is there also same with bullsquid
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on June 28, 2006, 12:16:47 AM
I already stated that tuskin. Also, when are we expecting a teaser, or release?

Also, Eviltwin, which one is npc damage and player damage in the cfg?
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 28, 2006, 04:45:41 AM
Anyone have a good replacement for the MP5. It's driving me insane, I hate it.
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on June 28, 2006, 12:11:04 PM
That's the best MP5 model out there for HL2 so far. The only other thing we have is a year old MP5K.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on June 28, 2006, 03:15:46 PM
Well, if you want the Replica Soldiers, you would have to have a model, then someone hex them with rebel or whatever physics and put them in game. I like the idea of Replica Soldiers as well. I like the HGrunts and all, but they look...silly in HL2 enviroments.
Which brings us back to the main problem of me begin no modeller and begin a total noob in using modelling tools. Well, I think I would need to take my chance an request a model or skin in the request section here, or try to find such a model in the net, which is impossible I guess.
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on June 28, 2006, 06:23:19 PM
Closest thing to a Replica soldier that I could find: http://www.fpsbanana.com/skins/12172
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on June 28, 2006, 07:12:14 PM
Hey, thanks man. The skin looks really good, would need some tweaking and all. But, how could I use that skin/model in the mod? Only replace the files and thats it? Or do I need to hack it and all? BTW: what ever happend to the Replica Soldier that fury_161 started a while ago? I mean this one here: http://www.hl-improvement.com/forums/index.php?topic=1588.0 The model and all was excellent, only the textures need some more work, it would be the perfect base for diffrent Replica Soldier versions and all.
I´m not sure, but I could help out with textures for the camo and all. I have a collection of camo drawings/photos, ya know, just a swatch in close up and all, but it would be helpful in creating new textures and all.

Also, a dumb question: how do I get the HL2 model vwiever to show me models beyond the root menue? I cant get beyond the HL2 structure at all. I want to look at some modles I downloaded that are at my external HD, but there is no pop-up wehn I go to "load model". I cant press "up" all the time but dont get where I want to be.
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on June 28, 2006, 07:30:41 PM
That helmet visor on it just looks so dumb for me.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on June 28, 2006, 07:42:50 PM
Yeah, but its only a reskinn, not a new model. The head needs to be change then.
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on June 28, 2006, 10:02:41 PM
Not that kuch of a change. Just shorten the riot visor and give the legs some actual kneepads.

PS: Best character model hack ever: http://boards.phwonline.com/showthread.php?t=23346
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on June 29, 2006, 12:10:36 AM
What does that have to do with this? It would require new animations and attacks, A.I. and stuff, to much work I think.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 29, 2006, 06:01:22 AM
That's the best MP5 model out there for HL2 so far. The only other thing we have is a year old MP5K.

Thats it? I love that MP5K, but the W model from fury is horrible. And plus, I think we have enough MPs anyways.
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on June 29, 2006, 06:12:33 PM
What does that have to do with this? It would require new animations and attacks, A.I. and stuff, to much work I think.

True. . . I though It would be a awesome model for the existing combine assassins.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 29, 2006, 06:53:52 PM
Yea, that would be interesting.
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on June 29, 2006, 07:06:18 PM
However, as he said, it would require alot of work.  :-[
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 29, 2006, 07:16:43 PM
I thought this guy would look cool as a friendly grunt or SWAT.
(http://www.fpsbanana.com/img/ss/srends/4732.jpg)
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on June 29, 2006, 07:42:37 PM
However, as he said, it would require alot of work.  :-[
Of course, but itnst that the goal of modding? Implenting things that arent normally in yet, to change, to modificate, to add? Hell, if everyone would be sacred of a lot of work, then there wouldnt be lots of encouraged modder out there that made/make really great and aswome mods.

Ok, I have to admin, its always a time consuming thing and not everyone has this time to do all this work, but I bet there is somone out there that would do it. Hell, there are tons of stuff you can do with source, but not everything has be discoverd yet.

I have the same problem, I want a model/skin that non really looked into, I have plans for a mod that cant be done at the time, due to the simple fact that there arent many source code experts out there that could change so many things that I have in mind. But I dont give up yet, then sooner or later I will find what I´m looking for, or will be able to do it myself, most likley with help, but thats not a problem for me.

If I could, I would help make this mod better and all, but at the time, my suggestions would only lead to one thing: the Freindly Grunts. I´m a military fan and I love having them at my side in a game, I´m a sci-fi fan and FEAR impressed me a lot, thats why I asked for the Replica Soldiers as a replace for the Freindly grunts. But I also know where this will lead into, I just dont want to let it lead in "Havoc, stop suggesting the same stuff all over again!!"

So, dont know, but I also have ideas for new Combine enemies or aliens and stuff, but that leads to the problem of changing the code and all. I would need to make simple suggestions, but what is simple anyway?

Sorry for the rant.
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on June 29, 2006, 08:20:52 PM
I thought this guy would look cool as a friendly grunt or SWAT.
(http://www.fpsbanana.com/img/ss/srends/4732.jpg)

Get rid of the head with citizen heads with faceposer and sounds, mabey only one or 2 of those around at a time as extra tough reinforcements. Missing info has a nicer houndey than before, and Romka made a very nicer conversion of the bullsquid.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 29, 2006, 09:20:00 PM
Here's pictures of the bullsquid model that Romka made(for MI I belive):

http://img369.imageshack.us/my.php?image=testmap00000eu.jpg

http://img508.imageshack.us/my.php?image=testmap00018qo.jpg

http://img369.imageshack.us/my.php?image=testmap00029ve.jpg

http://img508.imageshack.us/my.php?image=testmap00031eq.jpg

If somebody is able to code the bullsquid into SMOD then this model should be an absolute replacement whenever it is released(it will definately be in the next version of MI).

Scroll down through this page to see the improved houndeye model(the hydra is shown here too):

http://www.love-tub.com/phpbb/viewtopic.php?t=273

When MI releases their next version this improved houndeye model should be included in an update.

Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on June 29, 2006, 11:08:28 PM
Well they are done with it said LaCabra, but I don't believe him, we also would want the Hydra, cremator, and mabey alien(uses fast zombie AI anyways) and female assasins.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on June 29, 2006, 11:23:48 PM
Well they are done with it said LaCabra, but I don't believe him, we also would want the Hydra, cremator, and mabey alien(uses fast zombie AI anyways) and female assasins.

He likes to joke around, I doubt the mod would be finished yet anyway.

From what I know they already have the Hydra working(but it's choppy) as well as the alien assassin. I'm not sure about the cremator. The female assassin is already in the current version but its AI is buggy.
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on June 29, 2006, 11:37:50 PM
Thats it? I love that MP5K, but the W model from fury is horrible. And plus, I think we have enough MPs anyways.

The w_smg2 from MissingInfo is consistent with Romka's MP5k. I have it compiled for w_smg1, with some fixes to uvmap and texture. I could post it, but wouldn't it violate any copyrights?
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 29, 2006, 11:39:53 PM
You have that? Valve said MI is ok, so I think that everything in it is fine.

POST TEH LINK!

But wait, I want to replace the EOD MP5. Will that still be ok?
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on June 30, 2006, 12:13:32 AM
Nope, not if you don't want to have the same world model for mp7 and mp5.
If you just want to replace the w_mp5, then use the model from w_mp5.rar I attached, but be sure to get the materials from smg_from_mi.rar first!

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 30, 2006, 12:15:55 AM
Can you repeat those instructions. I'm kinda brain dead at that stuff.
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on June 30, 2006, 01:02:15 AM
Am I really that hard to understand? Extract this into SteamApps/SourceMods/Smod, it contains all the files you need. Didn't test it, but it should work fine.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 30, 2006, 01:03:31 AM
Ooo. I sorta of got it working. I have instead of EOD MP5, I have an MP5K using Romka's and your beautiful w_model. One problem. Somehow, it also replaced the V_model of the PDW. You know it's model name off the top of your head?
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on June 30, 2006, 04:22:25 AM
Can someone redo these model names or something so they replace the MP5?

V_model
http://www.hl-improvement.com/forums/index.php?action=dlattach;topic=2595.0;id=3916
W_model
http://files.filefront.com/mp5k_w_smg1zip/;4749784;;/fileinfo.html
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on June 30, 2006, 10:45:13 AM
There you go:

World: http://www.hl-improvement.com/forums/index.php?action=dlattach;topic=5229.0;id=9027

View: see attachment.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on June 30, 2006, 05:35:27 PM
Well, has anyone the E-Mail adress of the S-MOD team? I would like to mail them, but I´m a bit worried due to the fact they are japanese and all, or are there english speaking members in the team? The website is japanese and there isnt a english version, isnt it? Ah, well.......
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on June 30, 2006, 10:10:02 PM
There you go:

World: http://www.hl-improvement.com/forums/index.php?action=dlattach;topic=5229.0;id=9027

View: see attachment.
if I rename it will it work as the missing info smg?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on June 30, 2006, 11:23:07 PM
You can't just rename models to get them to work, unfortunately. That worked in HL1, but not HL2.

Update: I've done new voices for the combine soldiers and the metrocops.

Combine soldiers sound like the Half-Life 1 grunts, except with their voices sped up 125% (but the pitch of the voice is the same as original). This means that they sound like the HL1 grunts, but without long pauses between the words.

The reason I did this is that it is virtually impossbiel to make out what the hell that HL2 Combine soldiers are saying, and while the HL1 grunts sounded weird, you could actually understand what they were talking about. It also means that I have been able to keep HL2's advanced AI features, so now you'll be able to hear the fact that Combine soldiers have randomly generated squad names and numbers, and they can actually say how many metres away the player is from them, and what angle you are. It's pretty cool, the soldiers now sound smarter than they did in normal HL2.

I've given the metrocops GamingLord's alternative hgrunt sounds for HL1 that he did. They sound more human than the original half-life grunts, which makes sense for the metrocops because they aren't cyborgs.

Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 01, 2006, 12:54:47 AM
Oh my, evin twin. You rule. I mean seriously, you made a fun but boring mod into a serious action movie.
I love these new updates, new voices, jumping soldiers. Any release date?

worez, so you made it so the MP5K replaces the MP5? Thank you so much. I may release my mini-mod in the future. But it won't be anywhere as awesome as onemansow or evil twins's.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 01, 2006, 01:12:34 AM
Sorry to double post, I hit the quote botton.

Worez, two things. One, you forgot the matrials for the V_model
Two. The W_model looks disturbingly like the beta, I hope you don't get banned.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 01, 2006, 02:08:27 AM
Well, I haven't looked at the models in question, but there is a well-known mod called Missing Information that has beta-lookalike content. Could be from that.

I think I made a mistake in what I wrote before, I think I increased the speed of the soldier voices to 150%, not just 125%.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 01, 2006, 02:19:09 AM
I hope so evil twin, its an awesome W_model.

I can't wait for the update.
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on July 01, 2006, 04:19:59 AM
I cant wait eatither.
The sounds interest me alot.
It seems Half-life 2 is coming out of its shell, revealing something equivilant to manny wins and internets.

(off topic)
Ive just finished adding custom songs to replace the soundtrack in my game. X D
Neon genises evangelion's song "normal blood" inplace of hellmarch = WIN
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 01, 2006, 04:29:32 AM
I was looking through the WIP thread, when SGT. Kelly said something about Doom Marines! Do tell.

EDIT: I found this machine gun. I think it would be ultimatley better than the HMG3. But, unless you get a better V_model, I think this is pretty good for now.
http://www.cdg.net/forums/viewtopic.php?t=37388

Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on July 01, 2006, 10:49:22 AM
Sorry to double post, I hit the quote botton.

Worez, two things. One, you forgot the matrials for the V_model
Two. The W_model looks disturbingly like the beta, I hope you don't get banned.

I was going to explain here why I didn't include matrerials/posted beta model, but Evil Twin did it for me, so i'll just skip to another thing: Aaaaargh! it's W-O-N-R-Z, not warez, worez, warnz or anything else. Yes, I do realize that the word is unpronuncable in English, but is it so hard for you people to use copy/paste function? Please do use copy/paste, thank you :)           Sorry for going offtopic.

Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on July 01, 2006, 02:53:50 PM
At face punch there are masterchief and doom marine player models. Also doom sweps(with v_models and w_models, including the origonal doom II hands) and halo sweps(with w_models and v_models(except the plasma grenade)). So if you want to have more players you could use those. I guess.
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on July 01, 2006, 03:00:17 PM
Well, has anyone the E-Mail adress of the S-MOD team? I would like to mail them, but I´m a bit worried due to the fact they are japanese and all, or are there english speaking members in the team? The website is japanese and there isnt a english version, isnt it? Ah, well.......
I can forward it, I write Japanese as well.

I'll include your name and stuff, just send your message my way if interested.
Title: Re: [HL2] SMOD Remastered
Post by: ACE on July 01, 2006, 04:30:53 PM
I was looking through the WIP thread, when SGT. Kelly said something about Doom Marines! Do tell.

EDIT: I found this machine gun. I think it would be ultimatley better than the HMG3. But, unless you get a better V_model, I think this is pretty good for now.
http://www.cdg.net/forums/viewtopic.php?t=37388


I've already posted this link in onemanshow's post any way i think it would be alot better with it than that other model.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 01, 2006, 04:34:50 PM
I can forward it, I write Japanese as well.

I'll include your name and stuff, just send your message my way if interested.
Hey, that would be great. As soon as I have the message done, I PM you. Thanks a lot for the offer.

Well, about the new voices for the combine: I own the german version (well, begin german and all) so I have german voices for the Combine and you can hear what they are saying, so I´m a bit in a conflict mixing english and german voices. Is there a english voice pack for HL2 so I can play the game in english or something? That would be great.

As for the MG: thats a HK G36 with 100 round mag. I would more like to see the M249 SAW or the M60E4 as a MG in HL2, but thats just me anway. 
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on July 01, 2006, 05:22:05 PM
Lt.Havoc is your message going to be about coding in new enemies?
Title: Re: [HL2] SMOD Remastered
Post by: ACE on July 01, 2006, 05:34:28 PM
You guys think i should post what i did to the mod..ive changed only weapons tho =P.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 01, 2006, 06:01:53 PM
Lt.Havoc is your message going to be about coding in new enemies?
Well, yeah, that and about NPCs and so on. Not sure if they do it, but its worth a try asking them to add more enemies and NPCs as well as some more features. I alos think about AI improvments and such stuff. I would love to see Combine using crates, barels and so on as a cover, leaning left or right, shooting around the corner etc.

The same goes for the Rebels and freindly grunts. It would add more depth wehn they act in small teams and using tactics and such. No idea how hard it will be to make that, but I think that the S-MOD guys can do it. I leanred that Japanese modder are very creative and that they overcome even difficult problems.

Well, do you have anything you would like to see, any suggestions or ideas that I should add to my mail?
 
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on July 01, 2006, 08:18:35 PM
If they aren't adding any more types of npcs then maybe you can ask them how to code in new enemies.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 01, 2006, 08:30:36 PM
Roger that. I will aks them how to do both, code new NPCs and Enemies, so modder have the chance to try it. New enemies would be cool, I have some ideas for new Combine types and would also like to see some old and new aliens back in the game.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 01, 2006, 09:08:50 PM
Don't forget to ask for more custom weapon files!

I am really sorry  wonrz

Also, I got the materials, my SMOD is all set.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 01, 2006, 09:37:15 PM
What would be handy is alterable rate of fire and damage values for all of the weapons, not just some of them. And also the ability to make custom weapons launch SMG grenades or pulse rifle condary fire shots, stuff like that.

Oh, and if possible to code in, more ammo types, rather than just the HL2 originals.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 01, 2006, 09:41:41 PM
No problem, I just give them a weapon list from one of my mod ideas for Jagged Alliance and we are all good. Lol
That would be 250 weapons or something!

No, seriously, I will ask them and give them a little list of weapons and gear that could be included. Diffrent Ammo types would be cool, I add that to my suggestion list for them. Rate of fire? Single Shot, full auto or bursts, sounds all cool to me. Noted.

Anyone else that has something to suggest or wants to see in S-MOD? I came to think that maybe the modder should make S-MOD to a base for other mods, e.g. that they include tons of features, weapons and stuff so modders can use it as a base for thier own modifications, just like now but with more possibilities. But its up to the S-MOD Team I guess.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 01, 2006, 10:59:07 PM
I would like to see the bullsqiuds implemented. I thought they had the AI for them, or we could steal it from Substance.

Also, can someone rename the files for this guy to replace the Friendly Grunt?
http://www.fpsbanana.com/skins/12457

Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on July 01, 2006, 11:41:26 PM
What would be handy is alterable rate of fire and damage values for all of the weapons, not just some of them. And also the ability to make custom weapons launch SMG grenades or pulse rifle condary fire shots, stuff like that.

Oh, and if possible to code in, more ammo types, rather than just the HL2 originals.

I tried to put in a cs:s minigun, it didn't work when I tried to putit in game. How could I dot this?
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on July 02, 2006, 12:07:38 AM
It would probably be easier to use the one from substance. Besides bullsquids the combine female assassin from MI 1.4 should be put in(until MI is finalized with a better AI for the assassin).
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 02, 2006, 12:21:37 AM
Yea, their bullsquid is ripe for the taking
Muahaha.
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on July 02, 2006, 12:39:55 AM
Have you seen the nicer houndeye? I like it, also the bullsquid, but the problem I have with it is it has a bigger tentacle on the bottom, if you look it is about 2x the size of all the others.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on July 02, 2006, 01:50:23 AM
I would like to see the bullsqiuds implemented. I thought they had the AI for them, or we could steal it from Substance.

Also, can someone rename the files for this guy to replace the Friendly Grunt?
http://www.fpsbanana.com/skins/12457



I think that guy could actually be a good civil protection soldier replacement. He just needs a few edits to say civil protection instead of S.W.A.T on him. If civil protection soldiers are given this model then they could look more human like the metrocop.

Somebody try and edit this to replace the civil protection soldier and we'll see how it works out.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 02, 2006, 01:53:26 AM
It would be hard, because Barney has to take off his mask, blah blah.

I like that SWAT guy though.
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on July 02, 2006, 01:55:39 AM
It would be hard, because Barney has to take off his mask, blah blah.

I like that SWAT guy though.

I said it would be a good replacement for the civil protection soldier not the metrocop. You know, the soldiers who assisst the metrocops.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 02, 2006, 02:02:23 AM
Oh. I guess. Yea, you are right there. But, I'm still not sure it would work.
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on July 02, 2006, 05:04:34 AM
I said it would be a good replacement for the civil protection soldier not the metrocop. You know, the soldiers who assisst the metrocops.

Wait, I thought civilprotection was a metrocop?
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on July 02, 2006, 05:06:09 AM
They are. He is talking about the combine soldiers that you see with the normal CP units.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 02, 2006, 05:12:28 AM
Yea, the SWAT.

In other news, I opened my own WIP topice for my little mini-mod.

If your interested, here is the link. Feel free to help or give me ideas.
http://www.hl-improvement.com/forums/index.php?topic=5540.0
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 02, 2006, 06:03:08 PM
Well, my quest for FEAR Replica soldiers as a replacement for the current freindly grunts in the mod was succsessful. I found some CS:S Reskins at FSPBanana and I think they would fit in HL2, at least with some work and all. I´m not sure how to make them useble for S-MOD but here are the skins I found so far:
http://www.fpsbanana.com/skins/9151
Good for the outside leves like Higway 17 and so on, just the head needs a chage I guess. 

http://www.fpsbanana.com/skins/12166
Perfect for the fight in the City or as Guards at Black Mesa East.

http://www.fpsbanana.com/skins/12172
Same as the first one, only with a dark visor

http://www.fpsbanana.com/skins/13268
The same guy as above, but with a MCU2AP-1 Gas Mask and  no helmet. Always asked me why they cant wear both helemts and Gas Mask?

It would be so coll if there would be a way to have more then one head type in the game, ya know, like in Opposing Force, where the soldiers had diffrent heads and all. I liked the way how they did it in Operation: Firesweep.

Too bad that 2 types are still missig: the soldiers in the gery suits you see in the Office Complex and these that have this Multi-Cam camo lookalike that you see them wearing in the first half of the game. I couldnt fin anything in the web that looks similar and due to some strange reasons, I cant install the SDK for FEAR at my PC, I always got an error message during the installation that some dll cant be found. That means, I cant take a look at the models and I couldnt fin any decent screenshots or renders in the web either.

Anyway, if anyone could please tell me, how to use these skins or how I could make a decend model or something, I would very happy. Thanks in advance for any efforts and help.
Title: Re: [HL2] SMOD Remastered
Post by: Sergeant Kelly on July 03, 2006, 01:24:49 AM
I was looking through the WIP thread, when SGT. Kelly said something about Doom Marines! Do tell.

EDIT: I found this machine gun. I think it would be ultimatley better than the HMG3. But, unless you get a better V_model, I think this is pretty good for now.
http://www.cdg.net/forums/viewtopic.php?t=37388


Sorry, but that was a typo. I was actually talking about Quake grunts. There is a pack that replaces the friendly grunts with Quake 4 troopers.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 03, 2006, 01:30:32 AM
Ah. Quick, what did you rename the folders to be, because I found so cool friendly replacements.
Title: Re: [HL2] SMOD Remastered
Post by: Sergeant Kelly on July 03, 2006, 02:57:35 AM
Err... Rename? I did not need to rename any folders.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 03, 2006, 03:08:56 AM
Oh, they went in on their own folders? Cool.
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on July 03, 2006, 10:43:29 PM
can someone post the location of the pdw's v,w models and mats please
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on July 04, 2006, 03:17:36 AM
Can this be in the next version: http://www.fpsbanana.com/skins/13324
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on July 04, 2006, 03:36:22 AM
Holy shit! That thing is like a 7,000 pound gorilla eclipsing any other MP7A1 models within shit flinging distance!
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on July 04, 2006, 03:44:55 AM
Meh? Oh well, we just need to make this mod as nice as possible, at least to me...
Title: Re: [HL2] SMOD Remastered
Post by: DaWrecka on July 04, 2006, 07:19:30 AM
At the risk of being flamed to Hell, I'm gonna have to come out and say I didn't think much of this. It's not that I don't appreciate the effort, or think I could do better, and I don't think the entire thing is an abomination and should be destroyed...But for me at least, there's more negative points than there are positive. Rather than just throw out baseless material, I've made the effort of compiling a list of the good and bad points that I believe exist here. I'll admit to a little uncertainty in a couple of these. For the most part, I've tried to limit the things I've listed to what's been changed between SMOD and SMOD:Remastered, rather than complaining about the changes that SMOD made that I didn't like much. I'll also admit I may be a little behind. I tried to read through the whole thread, but I started to lose the will to live at page 6 or 7. There may have been updates in subsequent pages I missed; if this is the case I apologise - but before you flame me, ask yourself; if you wanted to comment on a mod but the thread was on 30 pages when you found it for the first time, would YOU read through the whole thread just to be sure your version was as up-to-date as possible? 10 pages is one thing, but I challenge you do it with 30.

The Good

The Bad
The Ugly
The Broken
The Things That Should Never Have Been (OR: Breaking What Didn't Need Fixing)
The Nice Ideas Which Don't Quite Work Right
The Minor Niggles
The Things That Were Plain Broken But That Are All Valve's Fault And Not The SMOD:Remastered Team's Fault
(Yes, I know it's not really a team)
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on July 04, 2006, 07:59:49 AM
I'm not reading all that. I just see the words:

Jackhammer
UT2003
and
at

To tired. Looks like alot to request or flame or something...
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 04, 2006, 09:16:25 AM
Hey, to get the gun names working, have this SMOD replace your current one.
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on July 04, 2006, 10:14:01 AM
At the risk of being flamed to Hell, I'm gonna have to come out and say I didn't think much of this. It's not that I don't appreciate the effort, or think I could do better, and I don't think the entire thing is an abomination and should be destroyed...But for me at least, there's more negative points than there are positive. Rather than just throw out baseless material, I've made the effort of compiling a list of the good and bad points that I believe exist here. I'll admit to a little uncertainty in a couple of these. For the most part, I've tried to limit the things I've listed to what's been changed between SMOD and SMOD:Remastered, rather than complaining about the changes that SMOD made that I didn't like much. I'll also admit I may be a little behind. I tried to read through the whole thread, but I started to lose the will to live at page 6 or 7. There may have been updates in subsequent pages I missed; if this is the case I apologise - but before you flame me, ask yourself; if you wanted to comment on a mod but the thread was on 30 pages when you found it for the first time, would YOU read through the whole thread just to be sure your version was as up-to-date as possible? 10 pages is one thing, but I challenge you do it with 30.

The Good
  • Proper models for the Gaussgun, airboat gun, strider cannon and lasergun. They all look good and all seem to fit, and the lasergun model seems reminiscent of the UT2003 shock rifle, which is always a plus since I'm a huge Unreal nut. (though the first in the list is also a subject of a negative point)
  • The MP5 model, in particular the reload animation. (also the subject of a down point)

The Bad
  • Bit too heavy on the particle effects. My computer is no slouch - Athlon64 3500+, 1GB RAM, GF6600 GT graphics - but a single explosion has a noticable effect on the framerate (which tops out at 120fps during most scenes playing through unmodified HL2) and more cause a significant framerate hit. Detonating a number of sticky bombs reduces the framerate to below 20fps for several seconds. Gore is similar; the blood cloud from a single enemy can potentially cause a major framerate hit.
The Ugly
  • Weapon names don't show up in the menus. I'll attach a pic momentarily. For now I'll say that instead of, for example, seeing Alyx Gun, I instead see #HL2_AlyxGun.
  • The reload animation for the Combine sniper rifle is completely silent. SMOD had no problem in this area; the SVD had sound for firing and reloading.
  • Similarly, the OICW - which shows up in the menu as #HL2_MP5 - has a silent reload animation.
The Broken
  • Firing the KAR - which reads as #HL2_KAR98 - while using the ironsights kicks you out of the ironsight mode - but the crosshair is not re-enabled. Pressing the ironsight key again switches the crosshair back on while in ironsight mode.
  • Noclip is just plain broken. Using it results in being totally unable to move in any direction.
The Things That Should Never Have Been (OR: Breaking What Didn't Need Fixing)
  • The Gordon voices. Oh my GOD the voices! Why? Especially the grenade throwing voices! I've taken to using the grenade-catch trick just to avoid those things. They don't fit Gordon at all, and I've looked for a cvar to turn them off without success. (although I think I recall such a cvar existing and I just can't find the thing)
The Nice Ideas Which Don't Quite Work Right
  • The Jackhammer fires at a rate which seems pretty insane. It blows through a full chamber in around one second. I'm pretty sure its real-life counterpart is incapable of such a rate with any accuracy regardless of who's holding it.
The Minor Niggles
  • The gaussgun model doesn't quite animate right. If you fire the primary fire before the animation is finished the rotating drum appears to reset to the first frame instead of rotating from where it was when you pulled the trigger.
  • The MP5 model is static while firing - the recoil animation only seems to play when you stop firing.
  • The SMG has no obvious firemode switching. While altfire will kick it between burst fire and full-auto, there is no obvious notification of this. The weapon will click but this doesn't help you identify the mode you're currently in.
The Things That Were Plain Broken But That Are All Valve's Fault And Not The SMOD:Remastered Team's Fault
(Yes, I know it's not really a team)
  • Gauss jumping. Instead of going up you go horizontally.


To fix the weapon names displaying properly, the mod folder has to be named "smod".

To get rid of the Command and Conquer commando grenade throw voice, just delete the appropriate sounds from the sounds folder.

Concerning the jackhammer: I've fired a semiautomatic 12 gauge shotgun at a range before, and the recoil isn't that bad.  I busted through a 20-round drum in about 8 seconds and I managed to keep it all within about a 1.5 meter circle, and I'm not even that big, nor that strong, nor do I weigh a lot.  The only thing bugging me is the amount of ammo in the jackhammer, which I changed myself to suit my needs.  12 is a lot more reasonable than 10, in my opinion.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 04, 2006, 10:20:17 AM
This sort of feedback is very valuable DaWrecka - not because it makes me change the game in the next version, but because it lets me know what sort of extra stuff I should include in the readme next time. ;)

Yeah, you've somehow installed the mod wrong if the weapon names aren't showing up in the HUD. The mod folder should be called SMOD, not anything else like SMOD_Remastered or anything. It has to replace existing SMOD otherwise the names screw up. (I do recall putting that instruction at least twice in the readme, heh.) I'm hoping to have the mod in a different folder in the next release.

If you have indeed done that and the names are still screwing up... woah, I'm surprised and baffled at that, it shouldn't be happening.

I've never paid attention to framerate, ever. As long as the game is running higher than 30 frames per second, which is faster than the human eye can notice any difference, then I'm happy. If effects are causing framerate to drop down to as low as 20, then yeah I can see why it bothers you. Though, that said, several sticky bombs at once are a recipie for performance drop - normally in HL2 you do not get two explosions happening simultaniously at any moment. But, if that is the sort of thing you like to do, then change r_increaseparticles 2 to r_increaseparticles 1, and if your computer still struggles than change it to r_increaseparticles 0 which is the HL2 default level of particles. If you also want to cause less gore from gibbing, do moregore 0.

Another possible cause of a performance hit is r_grenadeeffect 2, which adds a FEAR style distortion effect to explosions. r_grenadeeffect 1 will cause the effect to only be applied to grenades (though stickybombs may count as grenades, not sure). r_grenadeeffect 0 will get rid of it altogether.

The command to get rid of the Gordon pain noises is hl2_player_painfulvoice "0". As for the grenade throwing voices - just find the approproriate files in the sound folder SMOD\sound\player and delete them. Alternatively, replace them with whatever you like.

The next version doesn't have the crosshair disappear in ironsight mode, but if you want to fix that right now, try going into the skill.cfg file, go right down to the bottom, and you should find this:

alias "crosshair_tog" "crosshair_off"
alias "crosshair_off" "crosshair 2; alias crosshair_tog crosshair_on"
alias "crosshair_on" "crosshair 2; alias crosshair_tog crosshair_off"

Change it to:

alias "crosshair_tog" "crosshair_on"
alias "crosshair_off" "crosshair 2; alias crosshair_tog crosshair_on"
alias "crosshair_on" "crosshair 2; alias crosshair_tog crosshair_on"

Now the game will toggle between crosshair on and crosshair on, so when using ironsight mode on the kar98 you won't lose your crosshair. The one bit of feedback I've definately taken to heart from everyone is that having the crosshair switch off in ironsight mode was a bad idea.

The lack of reloading sounds for the OICW and sniper rifle is very annoying, and also very confusing! I've got the sounds all there, but for some reason the game ignores them. I believe I may have the OICW reload sound thing resolved in the next version, (using a different v model, that I have already succesfully gotten reload sounds to work for) but no luck with the sniper rifle.

Things like fireswitching on the MP7, or the SMG fire animations, etc... Even if I created an animation for switching the fire mode on the MP7, the game wouldn't use it, SMOD doesn't work like that. SMOD has a little message appear on the Alyx gun for switching mode, but I can't make that happen for the extra custom weapons. As for the SMG fire animations, well, the gun was an SMG replacement I downloaded, which I didn't modify in any way, if there is such a problem then it is with that original model, though I personally never noticed it. The new version will have the SMG firing slightly slower though, so it is possible that in fact the recoil animation may become more apparent during firing. Same with the gauss gun, that is the gauss gun from the mod Missing Information, I've done nothing with it and I am incapable of fixing any problems with the original models.

The jackhammer firerate - I believe I may have tweaked that in my new version. It is still pretty fast though. The reason I made it so fast is that NPCs don't know how to use an auto-shotgun properlly, and they fire it at the firerate of a submachine gun! (Sometimes - other times, they fire it like a normal shotgun and do a pump action thing after every shot...) I had to make the player's jackhammer fire at a similar high rate to match. In the new version I've made it a little slower, so in fact the NPCs can fire a bit quicker than the player, but I decided it was worth it cause indeed the player does go through the whole ammo clip too fast. Oh and Mischief, I did 10 ammo for the Jackhammer because that's what the Jackhammer has in real life.

Noclip being broken - yep, it is. It's the price paid for having the thirdperson view. In any case, I'm confident the game can be played through without the player needing to cheat. Cheating is a priviledge, not a right.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 04, 2006, 10:34:29 AM
Can this be in the next version: http://www.fpsbanana.com/skins/13324

That MP7 looks great - except I want the MP7 to have the red dot holo sight thingy to that was on the original model. (Which is why I used the current MP7 replaced in SMOD Remastered that I've got.) The model render shows a sort of scope on the model, but in fact the model doesn't have the scope. There is a version for counterstrike source is supposed to have it, I'll give that a try.

Another problem is the author has asked for it not to be redistributed in other model packs... I'd have to ask for permission. I'm lazy.

Now, if someone can hack on a red dot sight thing like is on the original HL2 MP7 model, and they can get it to work correctly in ironsight mode, then it will be worth me asking the creators if I can use their MP7.

This is also a nice MP7, it was mentioned by others in the past: http://www.fpsbanana.com/skins/12820
But again, same problem, no red sight thingy. I'm determined to keep the red sight thingy, even the weapon sprite has the raised thing for the sight, it is one of the things that makes the HL2 MP7 distinctive (other than the unlikely grenade launcher, heh). That guy hasn't put a thing in the credits saying not to release the model - in fact, the guy was absent minded enough to not even include the credits in the zip file, have to look at the webpage - so if someone's willing to stick a red sight thing on this guy's MP7, I'll use it.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 04, 2006, 10:40:32 AM
We must have updates Evil Twin!
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 04, 2006, 02:45:01 PM
Heh, I just tried out this CS:S varient of the MP7 that was suggested, with scope, and I agree it is pretty sweet.

http://www.fpsbanana.com/screens?img=http://www.fpsbanana.com/img/ss/skins/10595b.jpg

So sweet, in fact, I am going to try out the MP7 having a scope with tiny bit of magnification rather than an ironsight. Technically I think the little scope is in fact a red dot sight thing, but since it is unusable with the normal ironishgt option, I'll try it out as a scope with just 2x magnification.

If I like it... guess I'll have to get in contact with those guys for permission.
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on July 04, 2006, 09:05:06 PM
Noclip being broken - yep, it is. It's the price paid for having the thirdperson view. In any case, I'm confident the game can be played through without the player needing to cheat. Cheating is a priviledge, not a right.
Doesn't help if you're trying to get nice screenshots.

Could you explain how thirdperson compromises noclip?
Title: Re: [HL2] SMOD Remastered
Post by: Darkflame on July 04, 2006, 09:21:44 PM
Heh, I just tried out this CS:S varient of the MP7 that was suggested, with scope, and I agree it is pretty sweet.

http://www.fpsbanana.com/screens?img=http://www.fpsbanana.com/img/ss/skins/10595b.jpg

So sweet, in fact, I am going to try out the MP7 having a scope with tiny bit of magnification rather than an ironsight. Technically I think the little scope is in fact a red dot sight thing, but since it is unusable with the normal ironishgt option, I'll try it out as a scope with just 2x magnification.

If I like it... guess I'll have to get in contact with those guys for permission.

Twin listen.  In the HL2 thread of that weapon the compile files have a scope for it.  You do not need to use the CSS version.
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on July 04, 2006, 11:02:41 PM
can someone post the location of the pdw's v,w models and mats please
please your evil twin or someone please tell me :'( !!!
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 04, 2006, 11:08:17 PM
Are you talking about the ones that come with SMOD remastered, or some custom models?

The PDW models that come with SMOD Remastered are in models/weapons. Named v_smg1, and w_smg_tmp. I think the materials files are in materials\models\weapons\v_models\pdw_tmp.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 05, 2006, 05:14:21 PM
Well, looks very good, that new PDW. Anyway, would somone be so kind to make some Freindly Soldiers that use the FEAR Replica Soldiers skins, please? I would be very glad about it.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 05, 2006, 10:56:49 PM
Yea, someone converted a FEAR soldier at FPSBanana.
Title: Re: [HL2] SMOD Remastered
Post by: spectre357 on July 05, 2006, 11:42:08 PM
Hey guys, I just found the best HL2 skin i've ever seen.

http://www.fpsbanana.com/skins/4925

Hopefully you can use this guy for something?
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on July 06, 2006, 12:15:20 AM
That doesn't look that cool. Yah also about that converted F.E.A.R. model, it was converted by Predaaator, he is amazing with his work, check out his page, he has lots of stuff. He is also the one who made the DOOM III models. It would be cool if you used the converted F.E.A.R. model.

Mabey you can use this gun on his submissions page: http://www.fpsbanana.com/members/subs/50312
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 06, 2006, 07:25:01 AM
I think the AK needs a better world model. Like one that looks like the v_model.
Title: Re: [HL2] SMOD Remastered
Post by: Darkflame on July 06, 2006, 08:23:30 AM
I think the AK needs a better world model. Like one that looks like the v_model.

OR just get a better AK model alltogether.  I could pick I few if you guys want?
Title: Re: [HL2] SMOD Remastered
Post by: H4wK on July 06, 2006, 02:11:56 PM
Twinke's AK-74 FTW
http://www.fpsbanana.com/skins/12984

Or if you'd prefer AK-47 style, Twinke's Maddi
http://www.fpsbanana.com/skins/8180

Title: Re: [HL2] SMOD Remastered
Post by: Darkflame on July 06, 2006, 04:07:30 PM
I agree with you Hawk, only just not that compile.  Darkelfa's was better even though the skin still isnt finished by Twinkie's standards.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 06, 2006, 07:51:26 PM
That doesn't look that cool. Yah also about that converted F.E.A.R. model, it was converted by Predaaator, he is amazing with his work, check out his page, he has lots of stuff. He is also the one who made the DOOM III models. It would be cool if you used the converted F.E.A.R. model.

Mabey you can use this gun on his submissions page: http://www.fpsbanana.com/members/subs/50312
Glad I´m not the only one here that likes to see a converted FEAR model for S-MOD: Remasterd. BTW: as much as I love the C&C music, wouldnt it be better to use more then only C&C music? I mean, there are some cool tunes in Perfect Dark and Perfect Dark Zero that could be used and so on. Well, I just dont know wehn which music plays, so I have no idea what song I should use to replace the current ones.
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on July 06, 2006, 09:53:35 PM
Glad I´m not the only one here that likes to see a converted FEAR model for S-MOD: Remasterd. BTW: as much as I love the C&C music, wouldnt it be better to sue more then only C&C music? I mean, there are some cool tunes in Perfect Dark and Perfect Dark Zero that could be used and so on. Well, I just dont know wehn which music plays, so I have no idea what song I should use to replace the current ones.
All the C&C music he used was legal.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 06, 2006, 10:10:56 PM
I like the Aks that Hawk posted. Do you think you can compile them to work with the HEV hands?
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on July 06, 2006, 11:50:42 PM
It would be cool if we had a animation for a scope, make the scope another item and when you get it fixes it to a weapon of your choice. Also if you drop the weapon, it has another model withthe scope on it.
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on July 07, 2006, 12:42:20 AM
All the C&C music he used was legal.

He misspelled the word use. Not sue.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 07, 2006, 01:11:27 AM
Does anyone think they can fix the OICW's zoom. I liked its zoom from MI, any chance of just replacing the the zoom with the green reticle?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 07, 2006, 02:12:54 PM
Afraid not, that would require coding. I was able to give the OICW a sort of pseudo-zoom using SMOD's ironsight feature. If I gave the OICW a proper zoom, it couldn't have a grenade launcher, and since the OICW system was developed precisely to launch grenades, that strikes me as a bit dumb (and is the only criticism I have of Missing Information, as they have said they aren't going to give the OICW grenades).
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 07, 2006, 02:30:09 PM
Say, Evil Twin, wehn will be the next version of your mod out, or is Remasterd:Redux the next version? Well, found a Metro Cop skin I´m currently using at HL2: http://halflife2.filefront.com/file/Half_Life_2_Combine_Elite_Police_Skin;46316
Really like that version, wish there would be more camos for the Combine like this one.

As for the music: well, no one will complain about me using my own music I have on my HD in his mod, as long as I dont realease it. Also, both Perfect Dark and Perfect Dark Zero came out a while ago and the music was realeased on CD. No idea how the rights are there, then Rare is part of Microsoft, but the games are a few years old now. I also have the mucis from UT in .mod format on my HD as well, you can dl it freely from the net.

Well, then there would be still the option to use custom self made music and sounds. I bet there is more good legal music out there that could be used.

Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on July 07, 2006, 04:19:24 PM
I actually just use the cinematic music that Fakefactory had released, as I think it gives a better feeling to the atmosphere of the game. Sure I played for a little while with the C&C music, but I just wasn't feeling it with that games music in the HL2 universe.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 07, 2006, 04:26:29 PM
Where can I find that cinematic music from Fakefactory?
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on July 07, 2006, 04:31:58 PM
Right here http://halflife2.filefront.com/file/Half_Life_2_Fakefactorys_New_HL2_Soundtrack_Pack;47021
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on July 07, 2006, 05:04:41 PM
Afraid not, that would require coding. I was able to give the OICW a sort of pseudo-zoom using SMOD's ironsight feature. If I gave the OICW a proper zoom, it couldn't have a grenade launcher, and since the OICW system was developed precisely to launch grenades, that strikes me as a bit dumb (and is the only criticism I have of Missing Information, as they have said they aren't going to give the OICW grenades).

I am afraid you're wrong about that Your Evil Twin. This new MI video shows that you can use the scope and grenades for the OICW:

http://rapidshare.de/files/24603341/e3_depot.rar.html
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 07, 2006, 07:02:10 PM
Right here http://halflife2.filefront.com/file/Half_Life_2_Fakefactorys_New_HL2_Soundtrack_Pack;47021
Thanks got it. BTW: what is the lastest version of the Missing Ifo mod? I cant use the OICW Scope and the Grenade launcher together.
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on July 07, 2006, 07:09:02 PM
The lastest version is 1.4, you're just going to have to wait until the next release, seeing how they're going pretty slow as of now.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 08, 2006, 02:43:42 AM
I also think that the old WW2 Sniper has no place on the battlefield. Maybe someone can replace it with a scout, but still keep the HEV hands.
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on July 08, 2006, 05:53:27 AM
Bah! A Styer Scout? No way! I'd go with something more like an AWM.
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on July 08, 2006, 06:15:54 AM
A AWP/AWM would be awesome, but it would bring back too many bad memories of me getting pwned without mercy. :-[

M24 FTW.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 08, 2006, 07:16:11 AM
M24 would be perfect!
Title: Re: [HL2] SMOD Remastered
Post by: Darkflame on July 08, 2006, 07:33:37 AM
Bah! A Styer Scout? No way! I'd go with something more like an AWM.

Someone here likes to overcompensate alot.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 08, 2006, 09:22:33 AM
I need help on replacing the friendly combine!
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 08, 2006, 09:28:11 AM
A AWP/AWM would be awesome, but it would bring back too many bad memories of me getting pwned without mercy. :-[

M24 FTW.
Well, has the model to be a Center Fire Rifel why not a self loading Sniper Rifel like the Dragunov or PSG1`? Well, I would love to see a M82A1, but I guess there arent enough models out there for HL2, only for CS:S and at FPS Banana I only found 2 models, but they are looking very well.
Title: Re: [HL2] SMOD Remastered
Post by: Fire Sniper on July 08, 2006, 05:17:35 PM
http://www.fpsbanana.com/skins/11551 this is the better m82 it has world models
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on July 08, 2006, 06:10:22 PM
M24 model: http://www.cdg.net/forums/viewtopic.php?t=36219&highlight=m24

Pick either scilenced or non-scilenced. :)
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 08, 2006, 06:39:14 PM
I am afraid you're wrong about that Your Evil Twin. This new MI video shows that you can use the scope and grenades for the OICW:

http://rapidshare.de/files/24603341/e3_depot.rar.html


There was a thread about it on their forusm, in which me and several other people were trying to persuade them to add a grenade launcher, and one of the MI team kept saying over and over again that they were not going to do it, because the version of the stolen alpha/beta that they were basing MI on didn't have that feature. Was the most stupid reasoning ever. I guess since then they've seen some sense.

Also, I can't watch that movie, it is rapidshare, because rapidshare has some very dodgy IP address detection that doesn't work properlly for the United Kingdom. I'm not that bothered though, I'll take your word for it. :)

Oh, also, I've changed the world model of the MP7 back to the HL2 default, because no replacements for it look right. I'd rather see a gun with an extra useless barrel, than a gun NPCs can't hold properlly. (Custom world models are all too small, NPCs put their hand in front of the barrel of the gun!)

As for the view model, I was toying with doing a scope, but I may keep the MP7 view model that I used in my first release of SMOD Remastered. It looks like the MP7 that is in the sprite file (the sprite valve did for it before they decided to give the MP7 a grenade launcher). For any other custom models I'd have to do a custom sprite for it, and also I like the red dot aiming sight thing.

Ravenholm kicks arse now. It is a mix of randomly generated combine soldiers, and combine soldiers in specific tactical locations. At first I tried putting them all in good tactical positions, but it didnt' work because most of them would end up fighting zombies before the player got to them and they'd blow themselves up with the flammable barrels or walk into death traps before the player ever got to them. Oddly, this actually happens LESS if I make them spawn in random locations. But there's still soldiers pre-positioned in places, and some scripted sequences.

I've made it so that no-one has the OICW until that bit in Highway 17 where you go underneath the train bridge. That way the MP7 is kept useful for a good amount of the game. (Though the MP5 remains useful, the fact that the OICW and MP7 use the same ammo and have similar good firerates and accuracy means the OICW makes the MP7 redundant.)
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 08, 2006, 06:49:59 PM
MP7 and OICW use the same ammo type? You know, the OICW uses 5,56mm NATO rounds and the MP7 the new 4.6x30mm developed by HK as a rival to the 5.7x28mm SS190 from FN. I guess that should be changed. 2 diffrent ammo types for the OICW and MP7 would add more realism. If you cant do it, Evil Twin, then I include that suggestion in the mial I´m writing for the S-MOD team. I´m done with writing the mail, now I need to give it Mischiefl so he/she can trasnlate it and send it to them or post in thier forums.

Also, Evil Twin, I mailed you about S-MOD crashing. Oddly enough, I tested it today and began with the EP "A Red Letter Day" and it worked without any problems at all. Maybe the first EP ate up too much RAM, thats why to kept crashing. Anyway, glad that it works, but there are tons of things I have to suggest. No idea if you can do all the chages, but some of the chages are included in the mail, that I attached. Please tell me what should be in, out and if I made typos and other errors please. Thanks in advance.

I really thing that mod needs a modeller/skinner and a coder, so some stuff could be changed and all. A small team, nothing too big.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 08, 2006, 09:05:52 PM
I got a new skin for the SAS working, but their goggles are pink and black checkers. What did I do?
Title: Re: [HL2] SMOD Remastered
Post by: James on July 08, 2006, 09:26:05 PM
You misplaced a texture. The checkerboard effect is what happens when the game can't read/load that texture.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 08, 2006, 09:27:13 PM
Yea, I know that. But, I have the goggle's material in each of the folders.

Oh and Evil Twin, that news is awesome. Keep it up!

EDIT: Here is my grunt. Maybe someone can skin a Lambda symbol on it or something.
(http://www.imagesocket.com/images/gruntf6b.JPG)
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 09, 2006, 01:17:17 AM
No idea if you can do all the chages, but some of the chages are included in the mail, that I attached. Please tell me what should be in, out and if I made typos and other errors please. Thanks in advance.

I really thing that mod needs a modeller/skinner and a coder, so some stuff could be changed and all. A small team, nothing too big.

Really I should reply to this in a PM rather than clutter up this thread, but since you posted that S-Mod team mail message here rather than PMing it, and other people have probably read it, I feel it best to give my opinion here.

The things you request in that SMOD team mail are ridiculous. You ask for improved AI for enemies, like flanking, hiding behind cover, noticing your flashlight... if Valve couldn't code that sort of AI in, what makes you think the SMOD team can do something that advanced? If it were possible to mod HL2 that much, someone would have done it already. The way they did it in FEAR was they put tons of entities into the maps, saying stuff like "this is something that can be hidden behind", "this is something that can be knocked over for cover", etc etc. (And also they coded the grunts to see flashlights.) There's no way the SMOD team can do that stuff. There's a reason why the FEAR AI is impressive and unique, even proper game developers struggle to do it.

You ask for 18 new guns... SMOD adds about 30 new weapons, and you are asking for 18 more?!

You ask for health and reaction boosts like in FEAR... hmm, not that bad an idea actually. They already do have some Japanese food powerups that increase your maximum health beyond 100%, but they aren't permanent like the FEAR boosters, so I guess that is something they could do.

You ask for night vision... well, I made a sort of night vision myself in SMOD Remastered. I guess they could code a proper version in that would use HEV suit power.

You ask for them to bring back Race-X creatures from Opposing Force... coding in a whole new set of alien creatures is no easy task.

You ask for less enemies, because you say the game is too hard, yet you also ask for more different types of enemies. If the number of enemies is reduced, and yet there are more different types of enemy... the game will be a zoo with practically every enemy you encounter being different to every other one.

You say there isn't enough suit health/armour, well if that is the case just lower your difficulty setting and play on medium or easy! Or, just edit the skil.cfg file and increase how much health/armour the pickups give you.

Oh, and the sniper in the water hazard map... I added that, normally in SMOD it is a proper soldier armed with an SVD sniper rifle that you can kill with normal bullets, I made him into a Combine sniper with blue laser, reasoning that he was so damn far away the chances of the player shooting him were remote, and you can kill him by using the secondary explosive fire mode of the laser gun.

Oh, and I've never, ever found that Stider difficult to get past, you just drive past him, and chances are he shoots you once and you lose ten health. Dunno what is so hard about it, there is no way that it is "too much". The game is supposed to be harder than HL2.

And you are wrong that there are no new types of Combine in the mod... erm, there is the Combine Ace who can leap around high in the air, and the cloaked combine that are invisible. That's two new types already. And you may recall that SMOD Remastered also has the urban Combine soldier working with Civil Protection. (Though he's just a Combine soldier with a different model.)

As for stuff like riot squads with shields and helmets... the mod already has riot sheilds that are randomly given to any Combine soldier. I guess it would be nice if you could specify which soldier had a shield, rather than it being random.

The cannon fodder friendly NPCs can be fixed by messing with their properties in the mapadds - it is possible to increase the speed that they run, and up their health to 100. (Oddly I can't seem to increase it more - if I try to make an NPC have 999 health, it doesn't work and instead he has normal health.) So, that's something that actually can be addressed.

You do actually raise a number of good points - I definately agree with you about the ammo, that the guns should have their own ammo types rather than sharing the HL2 defaults. But you go too far and suggest multiple ammo types for each weapon, like armour piercing ammo for the SMG, slugs for the shotgun, etc... only games I have played with all those different ammo types are Deus Ex and Fallout, and it would be a lot of work to put all that into the game.

The amount of features you are suggesting... it is as big as creating a whole new game. The SMOD team probably can do some of the ideas, but you've got so many there that they are just going to go "what the hell?!" and give up after the third paragraph.

Oh, and you mention SMOD Remastered wepaons like the OICW and Jackhammer, they aren't normally in SMOD so the SMOD team will not have a clue what you are talking about.

And Mischiefl has got to translate it... it is 1,346 words, and translating is no easy task! Seriously man. You say "I hope that I demand not to much" but you pretty much ask for... well, every suggestion that anyone can ever think of, all packed into one mail. If the SMOD team were capable of adding everything you ask for, SMOD would automatically be the best mod for HL2 ever, and furthermore Valve would buy it off them and sell it in shops. It's way beyond the talents of a small mod team.

Ask for friendly NPCs in some areas to be given more health or made faster so they are not cannon fodder, and perhaps be supported by medics; ask for different ammo types for the various weapons rather than having them all share the HL2 ammo types; ask if it can be made so that Combine riot shields are only given to certain Combine soldiers specified in the mapadd files; and perhaps you can also ask for the Combine to use the high tech modern weaponry while the rebels use the less modern stuff. You could also ask for more custom_weapon types, so more weapons can be added to the game, and I think that is about as much as you can ask.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 09, 2006, 04:09:34 AM
I tried converting(moving the v_models to weapons/models) the substance v_model ak(it looks nice) to smod. For some reason, it's invisable, any help?
Title: Re: [HL2] SMOD Remastered
Post by: Nathan on July 09, 2006, 09:24:30 AM
Well I'm not sure if you did a typo or not in your post but its models/weapons first and I'm guessing you went to the script and changed it (unless the ak model replaces the old one)
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 09, 2006, 09:42:10 AM
Evil Twin, thats ewxactly what I wanted to hear. I just threw all ideas I had in my mind into the mail and just wanted to see the reactions. I will change the mail right away.
Well, as for the amount of the enemies: I like to fight tons of them, but at some points, it gets ridiculous like the 30 Combine Cops in the Waterhazard level where they roll gas barrels down. I mean, hell, the first time I treid to run them over and was blown out of the Airboat. Most of the times, I only run around with 100% Energy, sometimes I try to survive with 5% health. I play on easy, but I died more then one time at places where I never get killed in Vanilla HL2.

The thing is, that at the beginning the amount could be reduced a bit and wehn so many enemies, then more varity please. I mean, they could mix the enemies at some areas to diffrent ones, like the Metro Cops and the Combine Soldiers as a small squad or platoon of some sort.

The Snipers in the map I mentioned, cant be killed whatsover, while I mostly dont have any suit enegry and the laser is feeded from the Suit. The first time I picked it up and wanted to fire it, I wonderd if it was working anyway, until I found out later that it uses the suit engery. Wehn you only have 100% suit enegry and cant get over that, this weapon is in some parts usless while you dont have any suit energy and wehn you have some you would not spend it for the laser.

As for the guns: yes, I ask for 18 more guns, I love to have tons of weapons. Yeah, I´m a gun nut wehn it comes to guns in games/mods. But I could just ask them if they could include the code line for adding more weapons and for thier own specefic ammo. As for the Ammo types, that was not my idea, some other guy here at the forum talked about it and asked me if I could include that. He also wanted diffrent types of gernade launchers and so on.

Ok, the Strider isnt a real porblem you just drive past him and thats it, but it was kinda odd to see him standing there. I also found it funny that the APCs where driving in the water and all. The problem is, that you dont have the right weapons to fight your way through, you always run away. I dont want to run, I want to blast them to hell.  :P

But it sucks that you cant destroy the strider yet, that will first happen in Episode 3.

As far as I can tell, its nothing wrong to ask them. Its not like I say "You SOBs include that in the mod or esle......" I also state several times thats all up to them to include all the stuff I listed. I´m not sure how big the mod team from s-mod is anyway.

As for the enemies and NPC: maybe they could do it like the weapons, prepare the code to add new types of them, or something like "custome_enemie/custome_npc". I mean, that way, we could add our own stuff and dont need to bother the S-MOD team with making new models and all. But the code needs to be alterd and all that and there are we at the point of "coding new things is really hard".

BTW: would it be possible to make a grande launcher reload animation for the MP5? Its a bit odd that he fires the greande and dosent need to put a new in. Apart from that, the grande ballistic behavoir isnt realistic, but thats Valve, they did it in HL1 and used the same in HL2 now. I know, that would aldo require coding and all......

Well, I will write a new shorter and more specefic mail soon, reducing the amount of thigs that cant be added anyway. But I just treid to include things some talked about here in the board, so not all things I wrote in the mail came from me alone. Ok, the advanced AI stuff comes from me as well as the weapons, bit not the ammo type thing and all.

Well, guess I have some work to do.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 09, 2006, 08:49:51 PM
Well, sorry to reply on my own thread, but here is the new version of the S-MOD Team mail in .txt format so everyone can read it, ven those without office.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on July 09, 2006, 08:56:09 PM
He misspelled the word use. Not sue.
I understood it right away, and replied how I saw fit.  Hence, I used "legal" because he was asking for more music other than C&C,  like music from Perfect Dark and Perfect Dark Zero, which I don't think is public material.
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on July 09, 2006, 08:56:13 PM
http://www.hl-improvement.com/forums/index.php?topic=5542.0

Sound pack, works really well with Remastered.  >_>
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on July 09, 2006, 08:56:13 PM
MP7 and OICW use the same ammo type? You know, the OICW uses 5,56mm NATO rounds and the MP7 the new 4.6x30mm developed by HK as a rival to the 5.7x28mm SS190 from FN. I guess that should be changed. 2 diffrent ammo types for the OICW and MP7 would add more realism. If you cant do it, Evil Twin, then I include that suggestion in the mial I´m writing for the S-MOD team. I´m done with writing the mail, now I need to give it Mischiefl so he/she can trasnlate it and send it to them or post in thier forums.

Also, Evil Twin, I mailed you about S-MOD crashing. Oddly enough, I tested it today and began with the EP "A Red Letter Day" and it worked without any problems at all. Maybe the first EP ate up too much RAM, thats why to kept crashing. Anyway, glad that it works, but there are tons of things I have to suggest. No idea if you can do all the chages, but some of the chages are included in the mail, that I attached. Please tell me what should be in, out and if I made typos and other errors please. Thanks in advance.

I really thing that mod needs a modler and a coder, so some stuff could be chaged and all. A small team, nothing too big.
I can't read .doc files, I don't have Microsoft Office...

Different format, please?
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on July 09, 2006, 08:56:15 PM
Are all the material files associated?
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on July 09, 2006, 08:56:15 PM
(Super long message removed)

Not to mention there's some minor grammatical errors.

I'll wait a bit to translate it, in the meantime revise it a bit.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 09, 2006, 09:01:36 PM
Revise? What should I revise? I already corrected and altered the text so it dosnt sound to demanting and all. I removed everything that would be immpossible to make and so on.

Well, we are going off topic. So, better get back on topic: Evil-Twin, do you ever though of using a diffrent SPAS-12 model? There is a really cool one at fpsbannana, but the Iron Sights would need to be made first. This one I mean: http://www.fpsbanana.com/skins/12241
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 09, 2006, 10:41:56 PM
Thats the one I have. Works well.
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on July 10, 2006, 01:56:37 AM
Meh. I actaully don't like that spas. Too copper IMO.

I prefer this one: http://www.fpsbanana.com/skins/3032
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 10, 2006, 02:03:03 AM
I'm using that one's view model, and using Snarks other one as a world model. I hope someone can reskin it to look like the HL2DM one.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 10, 2006, 03:13:19 AM
I'll leave that sort of replacement up to people to do themselves. That way, if someone has a custom SPAS model already in their HL2 folder, then my mod will use it as well. Don't like to tell people which custom models to use, except for in the case of stuff like the MP7 where I've changed it due to the gun no longer having a grenade launcher.

I have considered using Verthrasher's high quality skins for many of the default models, but I'd be increasing the size of the download, and it is something that people can easily install themselves.
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on July 11, 2006, 04:19:00 AM
Yea, I know that. But, I have the goggle's material in each of the folders.

Oh and Evil Twin, that news is awesome. Keep it up!

EDIT: Here is my grunt. Maybe someone can skin a Lambda symbol on it or something.
(http://www.imagesocket.com/images/gruntf6b.JPG)
i can probbobly add a lambda logo.
try and send me it.
ill try to see if i can figure out the problem with the skin. also
i have an idea why it might not be working.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 11, 2006, 04:34:16 AM
http://www.fpsbanana.com/skins/11975

Here it is. I think this skin fits in with the HL setting.
Title: Re: [HL2] SMOD Remastered
Post by: leonskey on July 11, 2006, 04:58:01 AM
i cant download from there.
the texas mirror hasent been working on my comp in awhile.

the skin reminds me of friendlies in sven. = D
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 11, 2006, 05:04:26 AM
Can someone give me a list of where the songs are and how to put new ones in through the mappadd files. I'm trying to replace the music, but I can't figure out on what level each song takes place on.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 11, 2006, 08:01:56 AM
Well, any critic to the mail I posted here? Anything that needs to be changed? I will review the mail again to add some more things I forgot and I will also see if I can not reamove some things that are too much to demand. Even so, I have included the weapon list and said, that I want to add these weapons to S-MOD by myself, but that I dont have an idea how to add new ammo sorts for every weapon (thats why I also listed the caliber, so they know what gun uses what caliber) and if they could make some chages in the source code so I could add them to the weapons already there and add aslo the specefic ammo.

BTW: I would some intresting looking Combine Elite Soldier skins, maybe they are usefull for the mod:

http://halflife2.levels4you.com/downloads.l4y?review=12715&cat=209
I love that camo, that blue, grey, black urban look works well.

http://halflife2.filefront.com/file/HalfLife_2_BlackGrey_Combine_Elite_Skins;34201
Another Urban Style camo, this time Grey-Black only, but the skin looks good whatsover.

http://halflife2.levels4you.com/downloads.l4y?review=12579&cat=209
Another Urban Camo, this time a pack for every Soldier in the game. Maybe mix the 2 above and this pack together.

http://halflife2.filefront.com/file/Half_Life_2_Combine_Elite_Police_Skin;46358
This is the skin I´m currently using for the Mtro Cops.

Only problem is, that this is a skin for HL2DM actually and I´m not sure if it works in Singleplayer too. At least, these skins would add more varity to the mod.

Oh, and I found this Vehicle pack, no idea if it has actual use. But would be nice as prop models or something:
http://halflife2.levels4you.com/downloads.l4y?review=12660&cat=209

Tell me what you guys think.

BTW: has anyone made a skin/model yet for FEAR soldiers as a replacment for the freindly grunts?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 11, 2006, 11:08:08 AM
You should put this list of new weapons you would like before the suggestion about different types of ammo, because at the moment it doesn't make sense, you say you want seperate ammo for the OICW and jackhammer, and SMOD doesn't have those weapons. It only makes sense in context with the suggested new weapons. Alternatively, suggest the different ammo types with regard to existing SMOD weapons, like the AK47, sniper rifle, and the "weapon_customs".

Also, SMOD has a Draganov sniper rifle. In SMOD remastered I replaced it with a Combine sniper rifle, but the original is an SVD.

I think remove the scuba gear suggestion - the player never swims long enough underwater to be able to use one. You swim a couple of times in Route Kanal at the beginning and then that is it as far as I can remember. On the coast and at Nova Prospekt you can't go in the water due to the leeches. Not worth adding a new type of item when the player isn't going to spend more than 30 seconds underwater anyway, in the first quarter of the game. The other suggestions for new items are good though.

"There are only few new Combine types in the Mod, which I think is a bit bad." Don't use the word bad, skip that altogether, say "There are only few new Combine types in the Mod, I would love to see more Combine Types, like Riot Squads with Ballistic shields, riot helmets and so on".

Oh, also, SMOD already has houndeyes in it. So you could say "SMOD has got the old Half-Life houndeye, which is great, it would be nice to see some more alien enemies like the bullsquid, or perhaps even the creatures from Opposing Force like the Gonome and Race-X aliens."

Actually, I'd like to add my own own suggestion - make the Synth monsters into NPC enemies. They are the creatures the player sees during the second pod ride in the Citadel, you see these big aliens moving along conveyor belts, it would be great if they became enemies the player could fight in parts of the game.

Anyway, with so much stuff, I dunno whether Mischief will be able to translate it all, and I don't know whether the SMOD team will be interested or not, but I think all of the suggestions are good suggestions. It is just the case whether they can be bothered to read so many suggestions as once. :)
Title: Re: [HL2] SMOD Remastered
Post by: BigBoss7556 on July 11, 2006, 02:26:38 PM
It would be pretty cool to fight crab and mortar synths actually. Since they are already in game they could be coded to work effectively. The SMOD team already did that with the stalker. Maybe they could also code in the Ichthyosaur(the fish like xen enemy) to move and attack properly because it is already in game as well with some attack animations.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 11, 2006, 03:21:17 PM
The SMOD team actually included an icky ragdoll with SMOD, if I remember correctly. I don't think they coded any AI for it, but they made it so that the icky would be a killable creature.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 11, 2006, 06:25:55 PM
Well, Evil-Twin, what do you think about the skins I posted?

Anyway, revised my mail again and think its ok now. I corrected the grammar errors and chaged some of the context for better understanding. Well, I think they will read the amil, I mean, what kind of modder would they be if they dont read suggestions, ideas and improvment requests? One prime rule in modding is: always listen to the fans, otherwise your mod is doomed.

Well, I attach them here, tell me if its ok now, so Mischief could start translating it.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: spectre357 on July 11, 2006, 06:49:07 PM
Anybody know how to change weapon sprite icons, or where to get new ones?
Title: Re: [HL2] SMOD Remastered
Post by: kh0rn3 on July 12, 2006, 03:28:31 PM

(http://hl-improvement.com/forums/Themes/Half-Life/images/english/help.gif)
I need someone to give me a link to a really good smod mod that JUST adds 5 good custom weapons.  Or, instructions on how to rip out smod remastered 5 custom weapons. 
(http://hl-improvement.com/forums/Themes/Half-Life/images/english/help.gif)
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on July 12, 2006, 03:33:34 PM
(http://hl-improvement.com/forums/Themes/Half-Life/images/english/help.gif)
I need someone to give me a link to a really good smod mod that JUST adds 5 good custom weapons.  Or, instructions on how to rip out smod remastered 5 custom weapons. 
(http://hl-improvement.com/forums/Themes/Half-Life/images/english/help.gif)

What the!?!?! I don't think anyone will do that just for you.
Title: Re: [HL2] SMOD Remastered
Post by: kh0rn3 on July 12, 2006, 04:35:38 PM
I meant is there weapon packs out there all ready to go?  IOW ready to paste zip over SMOD directory to get you some new guns?
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 12, 2006, 04:44:19 PM
Say Evil-Twin, can the Combie Dropships, that you have to fight at the end of Highway 17, be destroeyed? I mean, you have the lasreweapon with the secondary fire, greandes and so on. I also noicte that the Combie in the ship dont jump always out of the pod, they stay in there and you cant kill them. Also, Barney dies there! Dont let this happen!

Well, I hope the S-MOD team reads my mail and hope that they consider making some of my suggestions.
Title: Re: [HL2] SMOD Remastered
Post by: kh0rn3 on July 12, 2006, 04:49:27 PM
The best thing to do is go their forums that it is an author reads and post your requests there.  An english version is here: http://honyaku.yahoofs.jp/url_result?setting=lang%3Dja%7Cfor%3D0%7Csp%3D-5%7Cfs%3D100%25%7Cfb%3D0%7Cfi%3D0%7Cfc%3DFF0000%7Cdb%3DT%7Ceid%3DCR-EJ&key=a02b5ca093c5942a57c9d0ca1fc293e7&time=20060702004325&url=http%3A%2F%2Faccept.hopto.org%2Fsmod%2F&eid=CR-JE&both=F

The real version is here.
http://accept.hopto.org/smod/phpbb/

Learn how to register by reading the english version and then actually do it in the jap version and then get an online translator to translate it into jap talk and then post it in the jap version of the forum.  They don't like and can't read engrish there.
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on July 12, 2006, 05:18:53 PM
Say Evil-Twin, can the Combie Dropships, that you have to fight at the end of Highway 17, be destroeyed? I mean, you have the lasreweapon with the secondary fire, greandes and so on. I also noicte that the Combie in the ship dont jump always out of the pod, they stay in there and you cant kill them. Also, Barney dies there! Dont let this happen!

Well, I hope the S-MOD team reads my mail and hope that they consider making some of my suggestions.

Yeah, impulse 101, and blast that fucking thing out of the sky with the Strider Cannon.
Title: Re: [HL2] SMOD Remastered
Post by: Sergeant Kelly on July 12, 2006, 05:36:46 PM
(http://hl-improvement.com/forums/Themes/Half-Life/images/english/help.gif)
I need someone to give me a link to a really good smod mod that JUST adds 5 good custom weapons.  Or, instructions on how to rip out smod remastered 5 custom weapons. 
(http://hl-improvement.com/forums/Themes/Half-Life/images/english/help.gif)
Somebody named Phatcat released a pretty nice weapon pack a while ago. It's on the Smod forums.
Title: Re: [HL2] SMOD Remastered
Post by: spectre357 on July 12, 2006, 05:49:51 PM
About the weapon icons: I know they are set by a font and represented by a character, but how do I know which character goes with which weapon?  Is there a website or something that explains this?  Any help would be greatly appreciated.

Also, where can we download that weapon pack, sounds cool.
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on July 12, 2006, 06:12:42 PM
About the weapon icons: I know they are set by a font and represented by a character, but how do I know which character goes with which weapon?  Is there a website or something that explains this?  Any help would be greatly appreciated.

Also, where can we download that weapon pack, sounds cool.

SMOD FORUMS, just like Sgt. Kelly just said.
Title: Re: [HL2] SMOD Remastered
Post by: spectre357 on July 12, 2006, 06:29:51 PM
Okay, went to the forums and tried to download the thing, and this came up:

(http://C:\Documents and Settings\interfield1\Desktop\wtf.bmp)

Any ideas?

EDIT: nvm
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 12, 2006, 06:44:34 PM
Yeah, impulse 101, and blast that fucking thing out of the sky with the Strider Cannon.
Well, I activated the conslode with using the ending "-console" in the start prompt and I see the console wehn I start s-mod, but I cant seem to activate the cheats. Nothing happens wehn I use "sv_cheats 1" in the console and I cant activate the console in the game. I press ^ all the time and nothing happends. No idea what it is.

BTW: I agree, that the Cannoc of the Combine Chooper (the thing that looks like a flying whale) is way too strong, you always get blown off the map. Thats a bit too much, no weapon ithe world is that strong.

About the forum thing: English-Japanese translators are rubbish. Ever translated japanese text into english? Yup, you dont understand anything while the program dosnet know what word is used in what context. So, if you translate english trext to japanese, they dont understand a word, while one letter has diffrent meanings there. I already have somone that will translate the mail to japanese.

Also, most japanese can speak english, but they are afraid of suing it, while they belive its not good enough. If you talk to a japanese, always try to use japanese greetings and so on, so they see you cant speak japanse well, so they will use english as a option then. I mean, what is better: talking bad japanse or bad english?

Anyway, getting of topic here again.

No idea about any weapon packs at all. But I hope that the s-mod team will make code chages so more and diffrent weapons and ammo can be added to the mod. See my mail for that.
Title: Re: [HL2] SMOD Remastered
Post by: kh0rn3 on July 12, 2006, 06:55:59 PM


Oh yeah, I thought a lot of information was destroyed when they moved forums.  Here's the link:
http://honyaku.yahoofs.jp/url_result?ctw_=sT,eCR-JE,bF,hT,uaHR0cDovL2FjY2VwdC5ob3B0by5vcmcvc21vZC9waHBiYi92aWV3dG9waWMucGhwP3Q9MTUmc2lkPTg0OWRiZGY1YTNmZmNkMzZjMDZhZjUxNWMzNGQzNGVl,qlang=ja|for=0|sp=-5|fs=100%|fb=0|fi=0|fc=FF0000|db=T|eid=CR-EJ,ka02b5ca093c5942a57c9d0ca1fc293e7,t20060702004325,

ehwn si het ewn nvserio oingcm uto vile_witn?   <--amazing that's easy to read.
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on July 13, 2006, 02:56:27 AM
Well, I activated the conslode with using the ending "-console" in the start prompt and I see the console wehn I start s-mod, but I cant seem to activate the cheats. Nothing happens wehn I use "sv_cheats 1" in the console and I cant activate the console in the game. I press ^ all the time and nothing happends. No idea what it is.

BTW: I agree, that the Cannoc of the Combine Chooper (the thing that looks like a flying whale) is way too strong, you always get blown off the map. Thats a bit too much, no weapon ithe world is that strong.

About the forum thing: English-Japanese translators are rubbish. Ever translated japanese text into english? Yup, you dont understand anything while the program dosnet know what word is used in what context. So, if you translate english trext to japanese, they dont understand a word, while one letter has diffrent meanings there. I already have somone that will translate the mail to japanese.

Also, most japanese can speak english, but they are afraid of suing it, while they belive its not good enough. If you talk to a japanese, always try to use japanese greetings and so on, so they see you cant speak japanse well, so they will use english as a option then. I mean, what is better: talking bad japanse or bad english?

Anyway, getting of topic here again.

No idea about any weapon packs at all. But I hope that the s-mod team will make code chages so more and diffrent weapons and ammo can be added to the mod. See my mail for that.

Oh man, just go into options ingame, keybord controls, then go into advanced options, and activate the console. The way you were doing it no longer works that way.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 13, 2006, 04:11:26 AM
I also actitavted the console over the options mnue you just told, its not working. The checkbox is makred, but nothing happends wehn I press "^" during the game. Has that something to do with tht I have the german version or something?
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on July 13, 2006, 04:16:11 AM
Have you taken out that "-console" command that you mention about? Because I know a few folks who are German, and they can access the console just fine.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 13, 2006, 09:29:31 AM
I couldnt even acces the consloe as I didnt had the "-console" in. The first thing I made as to activate the console in HL2, but nothing. The checkbox is marked, but nothing wehn I press "^" during the game. I even dont see the console wehn starting the game. Its strange, I just cant seem to activate it. Maybe the key is not assiged at all.
Title: Re: [HL2] SMOD Remastered
Post by: VectorW8 on July 13, 2006, 12:08:04 PM
Maybe you should get your keyboard into the english language setting. That's what I have to do when I'm at my cousins house in Peru. Change it from Spanish to English setting because the keys are a little different. You should be able to do this through Control Panel.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 13, 2006, 12:17:01 PM
The key that normally activates the console is `, not ^. It is to the left of the 1 key on the top left of the keyboard. Of course, maybe things work differently in Germany, but that's how it is here in the UK. You shouldn't need the -console thing, that was just back in the days of Half-Life 1. Going into advanced options and saying to activate developer console does that job.

Anyway, activating cheats in my mod are the same as activating cheats in HL2, clearly you don't know how to activate them in HL2 as well. You should ask for help in the help desk. I'm only offering support for my own mod of SMOD, SMOD Remastered, not general HL2.

And for that matter, I'm not offering support for general SMOD customisation, like 'how do I replace this weapon with that', 'why won't this player model work', etc.

This thread has been cluttered up with general SMOD-related customisation questions, and though I put up with it for a while it is getting ridiculous, this thread is getting huge but only half of the posts are useful to anyone looking for information on SMOD Remastered. Do a thread in 'general discussion' or something (or help desk, if it is about a specific problem).

When I release the next version, I'm going to rename it Half-Life 2: Remastered, and release it is a new mod releases thread. I won't be pretending it isn't using SMOD Code, it will say "powered by SMOD", "also known as SMOD: Remastered 2", and "Half-Life 2: Remastered uses the code of SMOD, and is essentially an extensive modfication of SMOD". I'm dropping SMOD from the main title so hopefully people will treat it as its own thing and stop bothering me about how to customise SMOD (and in fact in a few cases people have thought I was the original creator of SMOD as well). And as for customising my mod... customising my mod works exactly the same as customising SMOD, so people can learn direct from the guides to customising SMOD.

I don't want to be mean or anything, I really appreciate how much people enjoy the mod and also how much they like to further customise it to their own liking, but I've actually grown tired of checking the posts in this thread, a thread about my own mod. In fact, perhaps I should let people continue to discuss whatever they like (SMOD customisation, whatever) in this thread, you guys can help each other other out, but I won't be posting much. I'll make a post when something particularly takes my interest, or I have something interesting to say about the future of the mod.

So yeah, forget everything I said, continue doing what you are doing. I won't be saying much though. Oh, feel free to continue suggesting alternative weapon/NPC models, as if they are good I might use them in the next version. I'm cool with that, it is just stuff like 'how do I get this model to be this type of NPC' that I don't have the time for. But other helpful people may do.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 13, 2006, 05:16:32 PM
Very intresting, but how much will you comtomize the next version of the mod? I mean, you what did you planned anyway for the next realease? Actually, I pointed a lot of things out that should be chaged in the mod, but I never got a answer on it, like how you will handle the Combine Chooper weapon throw back that kciks you out of the map, or how you will deal with the NPCs that dont sty behind wehn you tell them and so on.

There are some points that could be discussed for the next version, like specefic ammo types for every weapon or a proper voice pack for the Freindly Grunts. They only use 4 senteces or so in the game, some more would add more depth to the mod. They could talk wehn idle or wehn a area is cleared reporting in and all, like "Area secured." or "Its all clear." etc. I could give you the fitting sounds for that, if you want.

Also, you didnt said anything to the skins I found and posted here, you always said you need a new skin/model for the Combine Elite and I just found some stuff that I though it may be intresting for you. Also, I already found a good FEAR model now, to replace the current Grunts, but I´ll wait until I have the full pack with sounds and all.

Well, even so, will the new mod version allow people to customize things as well? What will be chages, what do you have in mind? I mean, you arent a full modder, but still made real good work with S-MOD:Remasterd, so do you have somone that assis you or will you work together with somone? Whatever it is, I hope that we will see the next version soon and better as ever before.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on July 13, 2006, 07:21:12 PM
I can't add extra dialogue for the friendly soldiers, it is determined by the SMOD code. They only have phrases for attacking enemies, and pain. I can alter the things they say, but I can't make them have extra dialogue for different situations, or idle sounds, or anything like that, unfortunately.

And I can't do specific ammo types for every weapon, again that is part of the SMOD code.

I decided to stick with the normal Combine elite look, to keep it consistant with the HL2 we know and love. Although I included Combine soldiers with new skins, they are extra types of Combine soldiers; the standard Combine soldiers are still the same, except I added the word Overwatch to their back, to distinguish them from the new types I've added.

I'm not going to bother replacing anything with FEAR stuff. I've decided I want everything to be internally Half-Life consistant. I like the friendly grunts being the good old Half-Life grunts, and I like the soldiers that work with the metropolice being cyborg Combine soldiers, that have simply been assigned to be the 'big guns' in Civil Protection.

Feel free to release mini-mod packs to replace stuff, or point people in the direction of cool replacements, but I want such customisations to be optional, rather than forced on everyone that downloads my mod.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 13, 2006, 07:36:54 PM
Well, guess that it all the other stuff depends on the S-MOD Team again. Where is a Coder wehn you really need one? Ah, well, the mail is about 30% translated and I think that the mail will be out in a couple of dsays and that we will get an answer to all this soon. Still, the things you said sound intresting, cant wait to see it. As for the replacment packs, ask Onemanshow47, he will realese a full replacment pack with sound and all soon for his mod and all. But even so, I point out some stuff no and then.

As I said before, this project could need a small modding team, so we dont need to wait at the S-MOD guys for doing the chages.  :-\
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on July 13, 2006, 10:04:26 PM
You should put this list of new weapons you would like before the suggestion about different types of ammo, because at the moment it doesn't make sense, you say you want seperate ammo for the OICW and jackhammer, and SMOD doesn't have those weapons. It only makes sense in context with the suggested new weapons. Alternatively, suggest the different ammo types with regard to existing SMOD weapons, like the AK47, sniper rifle, and the "weapon_customs".

Also, SMOD has a Draganov sniper rifle. In SMOD remastered I replaced it with a Combine sniper rifle, but the original is an SVD.

I think remove the scuba gear suggestion - the player never swims long enough underwater to be able to use one. You swim a couple of times in Route Kanal at the beginning and then that is it as far as I can remember. On the coast and at Nova Prospekt you can't go in the water due to the leeches. Not worth adding a new type of item when the player isn't going to spend more than 30 seconds underwater anyway, in the first quarter of the game. The other suggestions for new items are good though.

"There are only few new Combine types in the Mod, which I think is a bit bad." Don't use the word bad, skip that altogether, say "There are only few new Combine types in the Mod, I would love to see more Combine Types, like Riot Squads with Ballistic shields, riot helmets and so on".

Oh, also, SMOD already has houndeyes in it. So you could say "SMOD has got the old Half-Life houndeye, which is great, it would be nice to see some more alien enemies like the bullsquid, or perhaps even the creatures from Opposing Force like the Gonome and Race-X aliens."

Actually, I'd like to add my own own suggestion - make the Synth monsters into NPC enemies. They are the creatures the player sees during the second pod ride in the Citadel, you see these big aliens moving along conveyor belts, it would be great if they became enemies the player could fight in parts of the game.

Anyway, with so much stuff, I dunno whether Mischief will be able to translate it all, and I don't know whether the SMOD team will be interested or not, but I think all of the suggestions are good suggestions. It is just the case whether they can be bothered to read so many suggestions as once. :)
Some of the words I'm going to change since I can't see any Japanese equivalent..
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on July 17, 2006, 08:04:40 PM
can you ask if they can make it so we can change the models for the super combine(blue and red ones)the kheadcrab,laser scanners,and jumping elite?and maybe add in a apc here is the code from pilotable strider mod http://www.joluis.com/zips/PilotableCode.zip
Title: Re: [HL2] SMOD Remastered
Post by: ACE on July 17, 2006, 08:08:06 PM
can you ask if they can make it so we can change the models for the super combine(blue and red ones)the kheadcrab,laser scanners,and jumping elite?and maybe add in a apc here is the code from pilotable strider mod http://www.joluis.com/zips/PilotableCode.zip
What the hell did you even get prmission to get the code and that would be stupid anyway.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 17, 2006, 08:52:42 PM
Some of the words I'm going to change since I can't see any Japanese equivalent..
Well, its ok. You dont need to quote me 100%, all I want is that they understand what I want, thats important.
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on July 18, 2006, 10:32:51 PM
What the hell did you even get prmission to get the code and that would be stupid anyway.
he gave away the code it is from the old version.
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on July 25, 2006, 05:46:36 AM
sorry to double post but can this be the next custom_weapon1 http://www.turbosquid.com/FullPreview/Index.cfm/ID/204360 ?
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on July 25, 2006, 07:37:21 AM
Why not just replace that with your glock 18?
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on July 25, 2006, 04:27:37 PM
Well the w_model would have to be rigged to use Pistol Animations.
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on July 25, 2006, 10:58:54 PM
The SMOD team just released version 37a. Will post on whats new soon.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 25, 2006, 11:08:53 PM
Another new version? Danm, thats fast. Well, Mischief, how is the translating coming along? Any progress yet?
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on July 25, 2006, 11:19:09 PM
Cool i'll go check it out.
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on July 25, 2006, 11:30:34 PM
Here's what they added:

-A new blood flying effect.
-A Weapon Category script file that can define can not carry weapons, pistols, SMGs, Rifles, And so on.
-Some new console commands for disabling kicks and bullettime, And for a third person death camera. And a few others.
-They made the ANM14 grenade use limited ammo.
-And the big one: They added support for FIVE new custom weapons, Up to weapon_custom10.

EDIT: Oops i ment to post this in my topic, Oh well.
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on July 26, 2006, 06:15:07 AM
Another new version? Danm, thats fast. Well, Mischief, how is the translating coming along? Any progress yet?
I'm not even on my own computer yet.  In addition to motherboard damage, I think my HDD's fried, and plus I can't stay on this thing longer than 30 minutes.

Almost perfect bad timing.

And I seriously doubt I can get it fixed before August 10th.
Title: Re: [HL2] SMOD Remastered
Post by: Lt.Havoc on July 26, 2006, 07:53:49 PM
Thats not good. Danm it and I dont know anyone else that could translate the mail. I guess I have to wait, but the thing is, that the mail may be usless then while most of the stuff already got added. :(
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on July 26, 2006, 08:01:17 PM
I'm not even on my own computer yet.  In addition to motherboard damage, I think my HDD's fried, and plus I can't stay on this thing longer than 30 minutes.

Almost perfect bad timing.

And I seriously doubt I can get it fixed before August 10th.

Nooooo gooood! :o
Title: Re: [HL2] SMOD Remastered
Post by: Soulpillar on July 28, 2006, 10:47:37 AM
Theorically, it could be worse. Onemanshow 47 and Youeviltwin's comp could also have been down

So, just thank the G-man that they aren't and still solider on.

Abnd Mischief, I wish you good luck with your PC! And hope it comes back better than ever!
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on July 31, 2006, 10:07:41 PM
Five new custom weapons?

I think that if we add any sort of new weapon, it would be nothing. I think we have enough weapons for now, unless someone has a brillant idea to keep the game from being one big gun show off mod.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on August 04, 2006, 10:06:59 PM
Sorry for the double post but I think I have a few good ideas.

When you run, the weapon should go down, like when you are looking at a main character and your weapon droops a bit,

Also, In that APC chase part, you should put a Combine soldier sticking half in, half out of the top of the APC, shooting at you.
Title: Re: [HL2] SMOD Remastered
Post by: TheInternetS on August 04, 2006, 10:13:55 PM
Sorry for the double post but I think I have a few good ideas.

When you run, the weapon should go down, like when you are looking at a main character and your weapon droops a bit,

Also, In that APC chase part, you should put a Combine soldier sticking half in, half out of the top of the APC, shooting at you.

Oh, like that British mission in Call of Duty 1? Non-stop car chases.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on August 04, 2006, 11:52:36 PM
Actaully, more like Matrix Reloaded.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on August 07, 2006, 12:19:02 PM
Not possible I'm afraid. Or at least, certainly not possible for me to do. But I doubt it is possible at all anyway.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on August 07, 2006, 09:25:47 PM
Ah. Oh well, how is the new patch for this coming along. I can't wait to fight Combine in Ravenholm.
Title: Re: [HL2] SMOD Remastered
Post by: Scope on August 12, 2006, 04:54:25 PM
if theres concept for new guns, i have some suggestions. Once the combine arive in this, i thought the situation became something like mad max, guns are rare for the humans, and are crude or old. i really got this feeling when using the kar98 in the game, and i would love a mauser to go along with it. if not that, perhaps another crude, old weapon such as a single action revolver that has some rust on it.
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on August 18, 2006, 03:34:05 AM
can this be in the next update http://www.fpsbanana.com/skins/14566
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on August 18, 2006, 03:38:05 PM
Kind of cool, would consider it if it included a w model that had a laser on as well.
Title: Re: [HL2] SMOD Remastered
Post by: gtaiiilc on August 18, 2006, 04:52:01 PM
Kind of cool, would consider it if it included a w model that had a laser on as well.
maybe make it one one the new custom weapons so it dont need a W model and who leves a laser on after leving it?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on August 18, 2006, 09:03:33 PM
If the w model had a laser, then enemies could point lasers at the player. That would be cool. Otherwise, I'm not that interested in the gun.
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on August 20, 2006, 10:29:09 PM
Well it would be cool if it was like the rocket launcher lazer, how can we do it that way, just smaller?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on August 21, 2006, 01:38:41 PM
Not possible I'm afraid, that's determined by the code.
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on September 05, 2006, 12:28:43 AM
Sorry for the bump, but, are you going to make an update or upload one?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on September 05, 2006, 12:09:16 PM
I'm fixing a few little things, and taking advantage of the latest SMOD update. I'm glad I didn't realease early cause now I can have proper working hopwire grenades, scarely powerful black hole bombs, and - if I can figure out how to use the system - perhaps weapons like the OICW and AK-47 using their own types of ammo rather than sharing with the other guns.
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on September 05, 2006, 10:18:21 PM
Yeah i've wonder how do u use the the custom ammo?
Title: Re: [HL2] SMOD Remastered
Post by: cjone2 on September 05, 2006, 10:36:42 PM
you going to be usng the npc replace model script cos im working on one at the moment alrady got 2 versions of elite metrocops along with normal ones
Title: Re: [HL2] SMOD Remastered
Post by: Mischief on September 06, 2006, 11:06:57 PM
Theorically, it could be worse. Onemanshow 47 and Youeviltwin's comp could also have been down

So, just thank the G-man that they aren't and still solider on.

Abnd Mischief, I wish you good luck with your PC! And hope it comes back better than ever!
Thanks a lot dude.

I got it back up and running, with a new eVGA micro-ATX nForce4 motherboard, and the fatality coolers are really awesome.

Turns out, I didn't lose -any- data on my hard drive, so if it's still necessary, I can finish the translation.

Again, apologize for the down time.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on September 06, 2006, 11:38:28 PM
Welcome back! :)
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on September 22, 2006, 08:11:59 PM
A question for everyone...

At the moment I've got the mod using End of Days' MP5 with attached M203 grenade launcher, and using the HL1 MP5 sound effect, for a bit of HL1 nostalgia. It is the standard weapon of metrocops and some Combine soldiers, it is the weakest SMG.

However, I'm considering getting rid of that and turning the MP5 back into SMOD's original silenced MP5 with grenade launcher. The MP7 would be back to being the weakest SMG, and the silenced MP5 would be a stealth weapon, used by cloaked (invisible) Combine soldiers and some other special teams of Combine soldiers.

Which do people prefer? Though I really like having a HL1-style MP5 with M203 as the basic SMG, I really feel the cloaked Combine soldiers need a silenced weapon cause it seems dumb having the most perfectly camoflagued soldiers ever blazing away with loud assault rifles.
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on September 23, 2006, 01:49:01 AM
Make it more realistic, the MP7 should be the weakest, are you going to use the fancy one with the scope, or the one you've been using?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on September 23, 2006, 01:20:58 PM
I'm using the original HL2 MP7 with red dot sight, except with the extra grenade launcher barrel hacked off. I found the only MP7 model that actually fitted the proportions of NPCs hands and was held and fired correctly was in fact the original HL2 MP7, plus I'm a big fan of the red dot holosight thingy whatever that thing is.

I'm also wondering whether to keep the OICW, or replace it with this awesome-looking F2000. http://www.counter-strike-dl.com/reviews-435.html
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on September 23, 2006, 07:06:26 PM
I like that F2000, but can you give it HEV hands instead of the counterstrike ones?
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on September 23, 2006, 07:27:05 PM
I had F2000 compiled to replace Irifle, and it had HEV hands. I never released it anywhere, but I might still have it laying somewhere on my hdd. I can look for it if you want it.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on September 23, 2006, 11:21:13 PM
Oooh, sweet wornz. Is it that particular F2000 or another one? Anyway, even if a different one I'm still interested.

I may stick with the OICW though, haven't decided yet.

Oh Heckler Stev, any CS weapons in the game that don't have proper HEV hands instead use custom CS hand reskins that look like HEV hands. They aren't perfect, but at least they are gloved hands and don't stand out like using the original CS hands would. (Obviously wornz's F2000 with actual HEV hands would be better.)
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on September 23, 2006, 11:56:17 PM
wonrz

I think it's the same model for player view, don't know about the world model. I just picked one with reasonably low polycount. Animations are different, and not necesarily perfect - I used the skeleton from original Smod's mp5 and fixed its animations to fit bullpup config, but transition from reload to idle isn't perfectly smooth.

I'll pm you the Irifle compile, and if you like it, I'll see if I can make it replace OICW as well.
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on September 24, 2006, 02:59:49 AM
Well, doesn't it just need a/2 sentence change in the xtx file for the oicw/ar2? It would look good, but make it replace the oicw, unless there is another grenade launching weapon, because the oicw didn't look like it had a grenade launcher on it.
Title: Re: [HL2] SMOD Remastered
Post by: Miko on September 24, 2006, 03:29:31 AM
im gonna say keep the M29 especialy if it has a grenade launcher attached to it. its the only weapon that fits having more than one Grenade in it at a time unlike the F2000. It just makes more sence that way.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on September 24, 2006, 03:45:23 AM
Hey wonrz, you think you can compile alot of the guns with the crappy hev wannabe CSS hands into the HEV hands?
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on September 24, 2006, 08:07:40 AM
If only SMOD had Phong, Bloom, and DOF. It would make it better, mabey the SMOD team ould use base Soure 2 engine. With all the gore and stuff, would be more fun with 2 more npc's added if they used EP1 code, zombines and ministriders.

Anyways, can't wait for the f2000.
Title: Re: [HL2] SMOD Remastered
Post by: jack-wonrz on September 24, 2006, 10:03:07 AM
Hey wonrz, you think you can compile alot of the guns with the crappy hev wannabe CSS hands into the HEV hands?

I don't know, that F2000 is based on a animations that already had HEV arms rigged with the skeleton, so I didn't change the hands, only the gun. But I guess I can at least try. What weapon should I do first?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on September 24, 2006, 01:26:12 PM
If only SMOD had Phong, Bloom, and DOF. It would make it better, mabey the SMOD team ould use base Soure 2 engine. With all the gore and stuff, would be more fun with 2 more npc's added if they used EP1 code, zombines and ministriders.

Anyways, can't wait for the f2000.

I haven't decided for sure I'll use the f2000. I may keep the OICW.

Also, SMOD DOES have Bloom, in the last couple of versions. I think the command is smod_bloom 1, though I'm not certain about that. ALso, there is a patch on the SMOD forums that make it use base Source 2 engine and lets you use Phong effects, but I tried it and it caused severe random slowdown in various places (without even using any Phong!), so I'm not going to use that. It isn't worth being able have Phong effects if the game freezes for several seconds every couple of minutes.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on September 24, 2006, 08:44:44 PM
Like the UMP or the Jackhammer. It kind of ruins the mood with the shitty CSS hands.
Title: Re: [HL2] SMOD Remastered
Post by: cjone2 on September 24, 2006, 10:07:54 PM
ive got several weapons changed to hev hands using the default hl2 anims ive done a few using the css anims with hev arms but they havnt turned out so well
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on September 24, 2006, 10:11:56 PM
I haven't decided for sure I'll use the f2000. I may keep the OICW.

Also, SMOD DOES have Bloom, in the last couple of versions. I think the command is smod_bloom 1, though I'm not certain about that. ALso, there is a patch on the SMOD forums that make it use base Source 2 engine and lets you use Phong effects, but I tried it and it caused severe random slowdown in various places (without even using any Phong!), so I'm not going to use that. It isn't worth being able have Phong effects if the game freezes for several seconds every couple of minutes.

I think it uses better phys models and physics, and nodes thats why it lagged. Would be cool to link HALF-LIFE 2 and EP1 together seamlessly, valve should make a update for that...

Edit:

Also, will you keep the grease gun(looks like a caulk gun to me), cause I didn't really like the UMP45, I try to stray away from CSS weapons without conversions.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on September 24, 2006, 10:39:27 PM
Heyy Eviltwin, when the new Remastered update is here, you think you can update the first post will all the new stuff?
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on September 24, 2006, 10:45:07 PM
Yeah, also where is the phong stuff? Can you provide me with a link?
Title: Re: [HL2] SMOD Remastered
Post by: snake-4c-merc on October 07, 2006, 07:03:53 PM
How do you get that SAS model posted on page 3 to work? When I downloaded it, it said one of the files were broken.
Title: Re: [HL2] SMOD Remastered
Post by: kh0rn3 on October 10, 2006, 05:51:21 AM
Yeah, also where is the phong stuff? Can you provide me with a link?

http://kh0rn3.googlepages.com/phong_test.zip
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on October 11, 2006, 01:08:24 AM
Damnit, I forgot, don't you just have to edit the gameinfo.txt? I already have a bunch of phonging stuff, all ragdolls and alot of props and most hl2 weapons.

Edit:

Haha, phong, smod, fakefactories skins, normal maps, and parallax all on one screen with no lag, and I have a Geforce 6600.

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: Sergeant Kelly on October 11, 2006, 03:40:03 AM
I don't think phong looks very good on the antlion. It looks like a monster from Doom 3.
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on October 11, 2006, 04:11:59 AM
Well I wanted it to look like it had a shell, but it didn't come out right.

Edit:
I think my favorite phonging of mine is breen w/o bloom, I need to fix grigori though. Oh, and how do you fix the thing with decals going away when you put the flash light on them on moveable props?

[File not found]
Title: Re: [HL2] SMOD Remastered
Post by: Nathan on October 11, 2006, 09:17:42 AM
Ahaha grigory looks awesome with that :P, also are you allowed to share the physgun model, if so I'd really like it =), if not I'll understand.
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on October 11, 2006, 10:43:32 PM
That is the MI Phys gun model based off the beta Phys gun model. Gergori Looks like he bathed him self in grease.
Title: Re: [HL2] SMOD Remastered
Post by: Nathan on October 12, 2006, 12:39:01 AM
That is the MI Phys gun model based off the beta Phys gun model. Gergori Looks like he bathed him self in grease.

Yeah I was pretty sure it was the MI one, which I guess means he can't release it. But I remember there was another release of the model (Was probably just a leak convert though)
Title: Re: [HL2] SMOD Remastered
Post by: RapidH on October 14, 2006, 09:41:03 PM
I know this sounds a little.. well whatever u wanna call it, but what about a multiplayer mod too??
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on October 15, 2006, 12:56:13 AM
MP Would require the source code of SMOD
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on October 15, 2006, 02:25:35 AM
Well I think you can add it in with editing the gameinfo.txt, unless you want like a signle player mission or multiplayer missions, or deathmatch and stuff.
Title: Re: [HL2] SMOD Remastered
Post by: Lai on October 15, 2006, 06:29:26 AM
SMOD already has multiplayer.
Title: Re: [HL2] SMOD Remastered
Post by: Heckler Stev on October 15, 2006, 06:14:46 PM
Lemme guess... Because there are npc's right?
Title: Re: [HL2] SMOD Remastered
Post by: RapidH on October 16, 2006, 09:59:25 AM
What i meant with multiplayer was Coop in singleplayer mod ;D
Title: Re: [HL2] SMOD Remastered
Post by: snake-4c-merc on October 28, 2006, 04:45:22 PM
Is there any way to put in the old HL2 music? I just think it fits better.
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on October 28, 2006, 09:05:35 PM
go into the sound folder in the redux folder and delete the music folder.
Title: Re: [HL2] SMOD Remastered
Post by: snake-4c-merc on October 28, 2006, 11:41:44 PM
Alright, thanks Tuskin.     

EDIT:Err...this is Remastered, not Redux. But I'll see if it works the same way.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on October 29, 2006, 11:55:11 AM
It may also be a good idea to delete a file caleld level_sounds_music in the scripts folder. I can't remember whether I put one into Smod Remastered or not - I think I may have done to adjust the volume of some of the music tracks and stuff like that. Could cause some unpleasant side-effects if you are going back to using original HL2 music.

I don't have anything against the HL2 music, I have the soundtrack on my MP3 player, it's just when making SMOD Remastered I had to replay the whole game several times and hearing the same music in the same places over and over again got slightly tedious. C&C music spiced things up a little again. :)
Title: Re: [HL2] SMOD Remastered
Post by: snake-4c-merc on October 29, 2006, 02:23:18 PM
It seems to be working fine, I can hear it clearly, and I don't see any problems in it. Good as it has always been  ;D
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on October 29, 2006, 03:25:31 PM
Alright, thanks Tuskin.     

EDIT:Err...this is Remastered, not Redux. But I'll see if it works the same way.

yeah sorry i thought i was looking in the redux thread, btu yeah it will work the same way.
Title: Re: [HL2] SMOD Remastered
Post by: snake-4c-merc on November 23, 2006, 03:27:47 PM
One more thing... is there another way to download that HECU SAS skin for the f_combine? It says one of the files are broken.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on February 02, 2007, 07:12:33 AM
evil_twin, I tried to reinstall the mod, and all the links are dead.

 :(
Title: Re: [HL2] SMOD Remastered
Post by: Tuskin on February 04, 2007, 01:48:06 AM
I think it would have been better to PM him instead of bumping this old thread.
Title: Re: [HL2] SMOD Remastered
Post by: Tillghast on February 04, 2007, 09:22:07 AM
I really don't think this is that old though.
Title: Re: [HL2] SMOD Remastered
Post by: HashiriyaGDB on March 13, 2007, 07:10:49 PM
Is SMOD Tactical compatible with SMOD R or is it only compatible with the original SMOD?
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on March 24, 2007, 10:32:10 PM
SMOD Remastered has custom weapons and NPC model replacements... SMOD Tactical also has custom weapons and replacements for those very same NPCs. So, you'll either overwrite the Remastered stuff with the Tactical stuff, or the Tactical stuff with the Remastered stuff. The game would probably work, but it wouldn't work well, as both Remastered and Tactical features would be broken by the conflicts with each other.

Oh, for those that have been asking for SMOD Remastered to be uploaded again... one of the reasons I didn't before is the controversy over material from Missing Information. (Several of the models were from MI.) But since places like the Facepunch forums (Garry's Mod forums) have OK'd models from the beta, and Valve have given big thumbs up to mods like Obsidian Conflict and invited OC team members to Valve, even though OC uses a couple of HL2 beta leak models... I'm not going to care anymore. Nobody minded those Missing Information models being in Remastered the first time I released it, and I doubt anyone will care now either. So if people are still interested, I will upload the original SMOD Remastered again.
Title: Re: [HL2] SMOD Remastered
Post by: mopman on March 26, 2007, 01:11:15 AM
Are you gonna make a new version? I would love to see a new version because I (unlike some people) cant get enough of these meta-mods for SMOD, I have a REALLY short attention span so any thing that extends the life of a game is good for me.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on March 27, 2007, 01:48:22 AM
At the moment I'm actually waiting for Onemanshow47's latest version. 8) I've done a bunch of cool things but since many people got to know SMOD Remastered thanks to Remastered Redux, I'd like to try and avoid doing a totally different mod that is in competition with his. Especially cause I know how much Onemanshow's next version is going to kick ass, and it is a waste for there to be two seperate mods with totally different kick-ass features.

Onemanshow47 is essentially up to version 6 of what was orignally my mod... I guess you could call Remastered Redux "SMOD Remastered 1.6" or something. I'd like my release to be version 1.7, or 2.0, or whatever, rather than a whole seperate thing... cause people aren't going to want to play through the HL2 story again THAT many times.

Obviously once I've released my next version, Onemanshow will probably want to mod it again, and end up making it into an even more kick-ass version 2.1 or 2.2 or whatever.
Title: Re: [HL2] SMOD Remastered
Post by: mopman on March 27, 2007, 01:55:05 AM
You guys should seriously work together on one dominating mod, like The official SMOD: Mod team. I can hardly imagine how amazing it would be if you combined forces. Im thinking, "SMOD: kill your soul edition!"
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on April 02, 2007, 02:17:39 AM
You guys should seriously work together on one dominating mod, like The official SMOD: Mod team. I can hardly imagine how amazing it would be if you combined forces. Im thinking, "SMOD: kill your soul edition!"

That might not be a bad idea. I was planning to have some add-on packs for Smod: Redux V6 sometime after V6's release so having SMOD Remastered as a bigger add-on for Redux does not seem to be much of a problem for me.

What might be even better is to see what content from Remastered can be merged with Redux and offer the stuff that's not in that release as a add-on pack.

your evil twin, Let me know what you think of this.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on April 02, 2007, 08:47:24 PM
I was going to send Onemanshow47 a private message, but I realised that all the stuff I was saying would probably be interesting to anyone else following the mod, so I've stuck it all here instead:

I love the idea of working with you on Remastered/Redux. The question is, how compatible will the two mods be?

I definately want to include the Command & Conquer music - when I released Remastered, the very first positive feedback I got was about the music, and now I'm using a variety of music from all the C&C games. I might not be going with the name "SMOD Remastered 2", but spiritually it is, and it just wouldn't be Remastered without C&C music. I'm also including my custom soldier/metrocop sentences that use HL1 grunt sounds and GamingLord's voices.

As for weapons... I wasn't going to include that many custom weapons. I'm cool with extra custom weapons being included as "cheat" weapons but in the standard singleplayer game I was only going to include a few. For instance, at the moment I've got three submachine guns, three sniper weapons, three conventional assault rifles, three Combine energy weapons. (Pulse rifle, heavy pulse gun, particle beam gun.)

Before I said that I wasn't going to use weapon limiting, but I found that the HUD was still getting pretty bogged down with the number of guns, and there was the question of which gun "deserved" to be at the top, middle or bottom of one of the weapon selection buckets. Should the weakest go at the top and the strongest at the bottom? If there's a selection of 8 guns in one catagory then it takes ages to scroll through to the most powerful gun, which seems weird.

So now I am using weapon limiting by catagories... but at the same time I am ensuring that the player can carry all of the original HL2 arsenal, plus some extra weapons. The player can carry only one SMG again, so the player has to choose between using MP7, MP5, or a p90. The advantage of the weapon catagory limitation is that I don't have to worry about the SMGs being too similar to each other... the player can pick up a "better" SMG, discard their old one, and if they wish they can play the rest of the game with the P90 or MP5 and never go back to using the MP7. The MP5 will use 9mm ammo, while I'm thinking of making the MP7 and the P90 use the same ammo. Not strictly realistic, but it seems silly to have two types of small-calibre PDW SMG ammo, and if Far Cry could get away with MP5s and P90s using the same ammo (lol!), I think I can get away with them using the same type of PDW ammo. Plus, I'm using a futuristic-looking P90 model, Combine could have modified it to use MP7 ammo.

I feel that the pulse rifle should be much more powerful than a conventional assault rifle (why would anyone use energy weapons if simple cheap bullets could do a better job?), and I didn't like having to choose between using an OICW or pulse rifle, so I've made energy rifles a seperate weapon catagory, beneath the assault rifles. So, on the HUD it goes SMG, assult rifle, energy rifle.

I also like the idea of the player being able to carry both an AK47 and an OICW, but how is that possible if I'm using weapon catagory limits?, I never liked the idea of "light assault rifles" and "heavy assault rifles" as that is very subjective, but I'm thinking that maybe I could divide it up into ARs with grenade launchers and without, or ARs with scopes and without. Something obvious that the player can easily see the difference between. So it might go "SMGs, assault rifles, scoped assault rifles, energy rifles". But I haven't decided yet, might just go with one assault rifle type.

The player can choose between the regular shotgun or the Jackhammer; the player will get the shotgun real early from metrocops, and Father Grigori will throw something else to the player; perhaps the jackhammer, perhaps something else. (Wish the flamethrower had limited ammo because I'd have Grigori give the player a flamethrower!) From Highway 17 onwards the Jackhammer will be the standard shotgun of the Combine.

The crossbow goes in its own catagory, I've kept it seperate from the sniper rifles. The player can choose between the SVD sniper rifle, or the Combine sniper rifle (which fires pulse shots, like the sniper rifle used by the npc_sniper). The Combine sniper rifle has a lower rate of fire and a magazine of 4 shots, but is very powerful, and because it is high-tech the scope doesn't waver around like with the SVD.

Onemanshow47, what assault rifles are you planning on including? I haven't really decided apart from the obvious AK47 and the OICW. I quite like the G36, that would be the other scoped assault rifle. I also like the FEAR G2A2 assault rifle (someone has released a great recreation of it on FPSBanana), which looks a bit similar to a G3 but with lovely extra bits on and a huge magazine.

I've seen a number of great rifles with attached grenade launchers I'd like to use but every time there is "do not repost or re-release this without the permission of the original creators", and the rifle in question has had 12 people work on the various parts, and email addresses are given for none of them. Bleh. The only rifles that don't have such warnings (or which have the creator's email address) are not so impressive. I rather like that G3 with M203 that you included in previous version of Remastered Redux, but I don't think it had a world model. Plus I'd have to get rid of the text about "plasma lined" bullets as it wouldn't be a pulse-rifle replacement.

Blah blah blah... I'm exhuasted after typing all that, stopping there. Heh.

Title: Re: [HL2] SMOD Remastered
Post by: mopman on April 02, 2007, 10:07:52 PM
well maybe you could have one release that is a comprimise of your idea's. Then have little add-on's representing each of your versions. like a normal version, then a "onemanshow" addon, and a 'youreviltwin" addon pack.
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on April 02, 2007, 11:54:16 PM
I love the idea of working with you on Remastered/Redux. The question is, how compatible will the two mods be?

They should be very compatible. It just depends on what weapons we want to use.

I also like the idea of the player being able to carry both an AK47 and an OICW, but how is that possible if I'm using weapon catagory limits?

Make them there own category's?

Onemanshow47, what assault rifles are you planning on including? I haven't really decided apart from the obvious AK47 and the OICW. I quite like the G36, that would be the other scoped assault rifle. I also like the FEAR G2A2 assault rifle (someone has released a great recreation of it on FPSBanana), which looks a bit similar to a G3 but with lovely extra bits on and a huge magazine.

The assault rifles that are going to be in V6 are:
G36C
G3A3
AR15/M16/M4A1
AKS74U (This may be replaced before the release)
M29 O.I.C.W
AK47

If we team up i'm willing to have a different weapon set for the release as any weapons that don't make it to release can be in a add-on pack.
 
Title: Re: [HL2] SMOD Remastered
Post by: mopman on April 03, 2007, 12:06:48 AM
your gonna have the original M16! YAY! I just hope you make it as authentic as possible as iti s a personal favorite of mine. That and the MK23 Socom Pistol (yeah that was a desperate attempt at getting some MGS into the mod from an old fanboy, please consider though :) ) but judging from past versions, I can tell you know a little about Teh_gunzors
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on April 03, 2007, 09:11:11 AM
The comment about how can I have both an AK47 and OICW at same time was rhetorical. :) I was just saying that "light" and "heavy" assault rifle catagories are a bit too subjective, so it might be better to go with something obvious and definate like scoped/unscoped or GL/no GL.

Another feature I've got is "holster weapon" like in FEAR. Essentially it is just a quick key for the "fists" custom weapon, but what makes it interesting is that I have removed the punch/fists from the weapons HUD, since it doesn't count as a weapon, it is Gordon's way of fighting when unarmed. So that the crowbar is still worth using, the crowbar will be very poweful... the HEV suit boosts Gordon's strength, so he can kill metrocops with one hit from the crowbar. (Instant kill melee attacks worked well in FEAR and Halo.)

I've replaced the Combine force-field effect with a distortion effect... and the effect still gets stronger the closer you approach to the forcefield, so I think it looks very nice. And at the moment I've got it so that pulse rifle energy is blue/purple rather than white/yellow/blue... haven't decided whether to keep it like that, but I do like it.

I'm thinking of replacing the standard shotgun model so that it is a SPAS-12 with closed stock, just like the one in the half-life/blue shift high definition pack, and also the shotgun in FEAR. Also I'm using a custom metrocop skin at the moment, used in the cool Garry's Mod movie "anti-citizens", which doesn't have C17 written on it anywhere, making it look less odd to have metrocops in places like the coast and Nova Prospekt. Unfortunately the skin doesn't come with any credits, so I'm not sure if the creator of anti-citizens made it or not.

Oh, did you ever get around to doing those "rebel special forces" you mentioned a while back? I was always curious about those...
Title: Re: [HL2] SMOD Remastered
Post by: mopman on April 03, 2007, 03:04:39 PM
I like those anti citizen metro skins, they are really purty. Im also excited to see how the weapon holstering ends up in game
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on April 04, 2007, 01:30:19 AM
Another feature I've got is "holster weapon" like in FEAR. Essentially it is just a quick key for the "fists" custom weapon, but what makes it interesting is that I have removed the punch/fists from the weapons HUD, since it doesn't count as a weapon, it is Gordon's way of fighting when unarmed. So that the crowbar is still worth using, the crowbar will be very poweful... the HEV suit boosts Gordon's strength, so he can kill metrocops with one hit from the crowbar. (Instant kill melee attacks worked well in FEAR and Halo.)

Nice, But how are you going to get the fists without using cheats?

I'm thinking of replacing the standard shotgun model so that it is a SPAS-12 with closed stock, just like the one in the half-life/blue shift high definition pack, and also the shotgun in FEAR.

How are you going to do the ironsights for it?

Oh, did you ever get around to doing those "rebel special forces" you mentioned a while back? I was always curious about those...


I did not get around to doing those yet. They are not likely to be anything special if i do put them in.

So, Are we going to team up? I don't want to sound rude but i would like to know if we are going to go on with combining Remastered and Redux or not. I am willing to if you are.
Title: Re: [HL2] SMOD Remastered
Post by: mopman on April 04, 2007, 01:37:25 AM
please do it, If not a big hammer will fall on both of your heads (because I will it)
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on April 04, 2007, 07:07:31 PM
Yeah, I think we can team up. :) My vanity made me want the mod to just say "by your evil twin", but since at least half of the stuff in the credits list would be from some past or recent version of Remastered Redux anyway, I guess I should bite the bullet and do "by your evil twin and Onemanshow47". But I still want my name to come first. Heh heh heh. :D

--------------------

I figured that the fists' world model could be an invisible crowbar model, and I'd stick it where the player teleports to after Kleiner's lab. So after the crazy teleport mishap, the player would instantly "pick up" the fists. That, or I'd put it at the start of the next map, in front of the wooden boards that the player has to break through. I'd also add it to every chapter config file from Route Kanal onwards, so if the player chooses to skip chapters they won't miss out on the fists weapon.

The player will select the fists by pressing a "holster weapon" button, which will essentially be a quick switch key like for the gravity gun, and the quick keys you did for Remastered Redux. Pressing it again switches back to whatever gun you were using.

You can still look down the length of a shotgun that has a closed stock... but it is true that sights on the standard HL2 shotgun do look nice. I haven't decided for sure to do closed stock, its just closed-stock SPAS-12s look so much more badass I think.

Oh, do you know how to add "hint text" into a mapadd file? The things that say stuff like "E Pick up Object" or "F Flashlight". Cause then we could add instructions for stuff like bullet-time, ironsights, and the scope on the OICW. Cause an awful lot of people do not read readme files. :) If we can't figure out how to make proper HL2-style hint text appear, we can have regular white text appear on the screen to tell the player... just doesn't look quite as professional though.

I was wondering about the pros and cons of totally scrapping the flashlight and replacing it with infinite night vision. Though the flashlight plays a significant role in Episode One, in HL2 there are not really that many dark areas anyway, and generally you just switch on the flashlight to better see some boxes in a dark corner or something.

Also, it is absurd that the same power meter is used for a flashlight, spriting, and oxygen when underwater. (And bullet-time.) Without the flashlight, though, the power meter can become a sort of stamina bar instead, like how in Far Cry both oxygen and sprinting use the same meter. (Makes sense... if you have exhuasted yourself sprinting then I doubt you can hold your breath underwater.) And if Bullet-time is due to incredible reflexes - like in FEAR and Max Payne - then perhaps concentrating that hard would also use up your stamina. We might be able to change the little battery symbol next to SMOD's power meter, replace it with a picture of a little man or something. Or get rid of the little picture altogether, so bullet-time/sprinting/oxygen uses a bar with no symbol.

There is one disadvantage to making bullet-time FEAR/max payne style again... it would mean getting rid of the Red Alert chronosphere sound effects for bullet-time. I liked those! Doh.

We could go the opposite route, and make the meter refer only to powered abilities. I wonder... is there a cheat to give Gordon infinite oxygen without giving him infinite power? The player hardly ever goes underwater anyway, and one can suppose that if Gordon's suit had a helmet it could have a large oxygen tank. If the meter only referred to sprinting, bullet-time and perhaps the flashlight, then bullet-time could stay a powered ability, using chronal distortion technology. This has the additional advantage that totally freezing time does not seem so unlikely... (I've been toying around with having a freeze time ability. It is just so entertaining to fire ten bullets, have them hang in mid-air, then unfreeze time and see them all go woosh into enemies. Haven't decided whether it is overpowered yet.)

We could even increase the player's running speed to the speed of HL1, and get rid of sprinting... then the meter would be used for nothing at all except bullet-time. But for that to work we'd need an infinite oxygen cheat, and I don't think there is one.
Title: Re: [HL2] SMOD Remastered
Post by: mopman on April 04, 2007, 07:17:00 PM
you could always make a clone with both of your DNA, have it make the mod, and name it  one evil show or something, that way you get equal credit
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on April 05, 2007, 02:11:59 AM
Yeah, I think we can team up. :)

Good. :) I'm looking forward to it.

Oh, do you know how to add "hint text" into a mapadd file?

I don't think it's possible to do that. Looks like we will have to use the white text to do it.

I was wondering about the pros and cons of totally scrapping the flashlight and replacing it with infinite night vision. Though the flashlight plays a significant role in Episode One, in HL2 there are not really that many dark areas anyway, and generally you just switch on the flashlight to better see some boxes in a dark corner or something.
 

I say go ahead and see how it turns out, If it does not turn out good you can remove it.

Also, it is absurd that the same power meter is used for a flashlight, spriting, and oxygen when underwater. (And bullet-time.) Without the flashlight, though, the power meter can become a sort of stamina bar instead, like how in Far Cry both oxygen and sprinting use the same meter. (Makes sense... if you have exhuasted yourself sprinting then I doubt you can hold your breath underwater.) And if Bullet-time is due to incredible reflexes - like in FEAR and Max Payne - then perhaps concentrating that hard would also use up your stamina. We might be able to change the little battery symbol next to SMOD's power meter, replace it with a picture of a little man or something. Or get rid of the little picture altogether, so bullet-time/sprinting/oxygen uses a bar with no symbol.

There is one disadvantage to making bullet-time FEAR/max payne style again... it would mean getting rid of the Red Alert chronosphere sound effects for bullet-time. I liked those! Doh.

We could go the opposite route, and make the meter refer only to powered abilities. I wonder... is there a cheat to give Gordon infinite oxygen without giving him infinite power? The player hardly ever goes underwater anyway, and one can suppose that if Gordon's suit had a helmet it could have a large oxygen tank. If the meter only referred to sprinting, bullet-time and perhaps the flashlight, then bullet-time could stay a powered ability, using chronal distortion technology. This has the additional advantage that totally freezing time does not seem so unlikely... (I've been toying around with having a freeze time ability. It is just so entertaining to fire ten bullets, have them hang in mid-air, then unfreeze time and see them all go woosh into enemies. Haven't decided whether it is overpowered yet.)

We could even increase the player's running speed to the speed of HL1, and get rid of sprinting... then the meter would be used for nothing at all except bullet-time. But for that to work we'd need an infinite oxygen cheat, and I don't think there is one.
   

I say keep the Bullet Time as a device in the suit. It's the best in-universe way of having it, If it was due to incredible reflexes then you would have to explain why he didn't have/use them at black mesa.   
Title: Re: [HL2] SMOD Remastered
Post by: mopman on April 05, 2007, 02:28:22 AM
well guys rememeber this isnt offiicial half life universe, why would people be using skorpions in the future? i say do all the wierd stuff you like if it increases the fun of the mod.
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on April 05, 2007, 11:11:54 AM
Well, I wasn't planning on including skorpions, hehe. If there are enough custom weapon slots they could still be an extra cheat weapon, but in the main HL2 storyline I was only intending to have three submachine guns. (Hell, 3 SMGs is quite a bit of choice!)

At the moment it is MP7, SMOD's silenced MP5 with M203, and a futuristic P90. By futuristic, I mean this: http://www.fpsbanana.com/skins/8423 I figured that Civil Protection could use the regular MP7, and Overwatch could use the p90. I know it isn't Heckler and Koch, but I figure that the Combine have taken over the world, so they aren't restricted to using the products of one gun company. :)
Title: Re: [HL2] SMOD Remastered
Post by: KylerAdams on April 05, 2007, 04:49:16 PM
The assault rifles that are going to be in V6 are:
G36C
G3A3
AR15/M16/M4A1
AKS74U (This may be replaced before the release)
M29 O.I.C.W
AK47

Yay!

My favorite three ARs in the same mod!

Anyways..

 - I'd love the badass-looking closed/folded-stock SPAS.. :D
 - imo, the nightvision idea is bad. Freeman isn't a soldier, he's just a scientist in a hazard suit.. even if said suit was designed to handle weapons..
 - 3 SMGs ftw, but make it so you can only have one or possibly two. ( MP5/M203 ftw, screw the P90/MP7. :P )
 - I say running speed to HL1, ditch sprinting.

Just my 4 cents.

:p
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on April 05, 2007, 04:56:07 PM
Yeah you'll only be able to carry one SMG at a time. So you can pick your favourite. :)

Of those assault rifles listed, which ones are your three favourites?

The advantage of nightvision is that we can do infinite night vision, but we can't do infinite flashlight. It's a real pain in the butt that using the flashlight affects your ability to use bullet-time. Also, remember that the HEV suit is a new version built by Kleiner after HL1... it has been redesigned for Combine-ruled City 17, so I think it is safe to say it is now more for combat purposes than science. :) Plus... it even includes crazy things like bullet-time. If Kleiner's got technology to locally slow down time, I think a bit of low-light illumination built into the suit's HUD isn't that unlikely.

Playtesting might reveal that infinite night vision makes the game too easy or changes the feel of certain areas too much... in that case, it'll stay a flashlight.
Title: Re: [HL2] SMOD Remastered
Post by: mopman on April 05, 2007, 06:22:10 PM
one SMG? Well the mp7 is really small so it would make sense to make that an exception, also something I thought about was making the micro UZI a pistol because it is so tiny, you should be able to carry alot of pistols (like 5 or 6, matrix style!) and then 2 SMG's, and 1 assualt rifle. But as you guys said for weapon fanatics like me (who will just make it so I can hold all the weapons at once) you should still include a ton. For me the weapons, blood, and new effects are what makes me like Redux and remastered so much.
Title: Re: [HL2] SMOD Remastered
Post by: KylerAdams on April 05, 2007, 06:50:57 PM
Yeah you'll only be able to carry one SMG at a time. So you can pick your favourite. :)

Of those assault rifles listed, which ones are your three favourites?

The advantage of nightvision is that we can do infinite night vision, but we can't do infinite flashlight. It's a real pain in the butt that using the flashlight affects your ability to use bullet-time. Also, remember that the HEV suit is a new version built by Kleiner after HL1... it has been redesigned for Combine-ruled City 17, so I think it is safe to say it is now more for combat purposes than science. :) Plus... it even includes crazy things like bullet-time. If Kleiner's got technology to locally slow down time, I think a bit of low-light illumination built into the suit's HUD isn't that unlikely.

Playtesting might reveal that infinite night vision makes the game too easy or changes the feel of certain areas too much... in that case, it'll stay a flashlight.

 - yay. :3 MP5 ftw. P90 just ain't badass-looking enough, and the MP7 just.. well.. no. :3
 - M16/M4, G3, & G36. :
 - good point, but it just sorta.. changes the atmosphere, I guess. meh. your choice anyways..
Title: Re: [HL2] SMOD Remastered
Post by: mopman on April 05, 2007, 07:15:06 PM
why do people hate the MP7? It is a really awesome weapon, just the HL2 one sucks but if you guys made a realistic one It would be great. And the MP5 is overrated, obscure SMG's FTW! Lets have a bizon in the mod
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on April 05, 2007, 11:29:41 PM
Heh, in fact I even like the HL2 MP7. Especially the red holo sight thingy. The only thing that strikes me as odd is the second barrel for grenades... but grenade launchers on submachine guns are a Valve trademark, hehe.

Anyway, the MP7 I'm including won't have the second barrel. It may still be the original Valve model, with the barrel removed. The holo sight thing on the MP7 is great with SMOD's ironsight feature, cause you are actually looking through the red crosshair on the gun. But, haven't decided for sure yet, might still go with a nice custom model.
Title: Re: [HL2] SMOD Remastered
Post by: mopman on April 05, 2007, 11:35:39 PM
cool, do whatever your heart tells you (although judging by how tough those combine aces are, Im not sure you have a heart lol). And if you guys are working together, will you please consider putting an MK23 socom in the mod, there are some good models on FPS banana. It is my favorite gun of all time.
Title: Re: [HL2] SMOD Remastered
Post by: KylerAdams on April 06, 2007, 12:07:45 AM
why do people hate the MP7? It is a really awesome weapon, just the HL2 one sucks but if you guys made a realistic one It would be great. And the MP5 is overrated, obscure SMG's FTW! Lets have a bizon in the mod

XD

crazy bastard.

:3

Yeah, the MP7 is good irl, but it.. well.. sucks compared to the original HL1 SMG/AR..
Title: Re: [HL2] SMOD Remastered
Post by: mopman on April 06, 2007, 12:15:18 AM
I am crazy! Like a fox!
Title: Re: [HL2] SMOD Remastered
Post by: .:TWP:. Jazz_man on April 11, 2007, 03:28:02 PM
Is there a working link? for some reason, the DL link brings us to Filefront's main page..
Title: Re: [HL2] SMOD Remastered
Post by: your evil twin on April 11, 2007, 05:18:01 PM
I'm afraid original SMOD Remastered is no longer available for download. You might be better off playing one of Onemanshow47's "Remastered Redux" updates for it anyway. Or you can wait a bit for the next release, which is a combination of my stuff and Onemanshow's stuff. Plus even more C&C music. :)
Title: Re: [HL2] SMOD Remastered
Post by: .:TWP:. Jazz_man on April 11, 2007, 05:50:16 PM
That's why I want it again. The CNC MUSIC, I LOVED IT >=(
Title: Re: [HL2] SMOD Remastered
Post by: Bacons on July 20, 2007, 11:29:53 PM
The link to the download on the first page links me to the home page of Filefront. Can some one post a better link?
Title: Re: [HL2] SMOD Remastered
Post by: Roxas on August 14, 2007, 06:25:41 PM
does anyone know where i can get this the links broken :(
Title: Re: [HL2] SMOD Remastered
Post by: Ackart on August 20, 2007, 03:20:49 PM
(http://www.allaboardtoys.com/assets/product_imagesm/BN-1058.jpg)

I'm afraid original SMOD Remastered is no longer available for download. You might be better off playing one of Onemanshow47's "Remastered Redux" updates for it anyway. Or you can wait a bit for the next release, which is a combination of my stuff and Onemanshow's stuff. Plus even more C&C music. :)
Title: Re: [HL2] SMOD Remastered
Post by: tr3vz on November 14, 2007, 03:07:18 AM
will smod remastered redux have human grunts like in this mod?
Title: Re: [HL2] SMOD Remastered
Post by: Onemanshow47 on November 14, 2007, 03:42:05 AM
will smod remastered redux have human grunts like in this mod?

Yes. It's had them since the first release over a year ago.