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* CLIENTS SECTION RULES

This section is for CLIENTS (Full SMOD Releases) ONLY.
You may create a new topic in this area to release your SMOD Mod. If you post anything off-topic here you will be temp-banned. This is so you don't hassle the moderators too much, they are volunteers.

If you need help with a mod, post a reply in its thread. Do not start a new topic for help here!

Please use good taste when releasing your mod. Adding 30 custom weapons from the release archive into SMOD Redux and then releasing as your own mod will be frowned upon.  :(

Author Topic: SMOD Standalone 0.65  (Read 193045 times)

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Offline minmi96

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Re: SMOD Standalone 0.30
« Reply #15 on: March 30, 2014, 07:08:53 PM »
For some reason this won't launch SMOD Redux for me...
The Problem: It starts up then closes down.
Any ideas on how to fix this?


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Offline Fidchell

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Re: SMOD Standalone 0.30
« Reply #16 on: March 30, 2014, 07:24:14 PM »
Alright, I actually managed to fix it. IF ANYONE ELSE IS HAVING THE SAME PROBLEM I HAD: Delete Half Life 2 completely, meaning delete it from the directory itself. Then make sure you don't have half life folders under the <your account name> directory. If you do, delete those too. Afterward, reinstall everything, and just to be sure, verify all half life games' caches. Then reinstall the standalone!

Offline F-3

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Re: SMOD Standalone 0.30
« Reply #17 on: March 30, 2014, 07:25:39 PM »
Nice!

Going to start banging on things to see what I can break.

Offline Fidchell

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Re: SMOD Standalone 0.30
« Reply #18 on: March 30, 2014, 07:31:43 PM »
For some reason this won't launch SMOD Redux for me...
The Problem: It starts up then closes down.
Any ideas on how to fix this?

You're launching from a shortcut, right? You aren't launching from the steam client? Make sure your launch options are correct.

Offline F-3

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Re: SMOD Standalone 0.30
« Reply #19 on: March 30, 2014, 08:43:58 PM »
Could use some documentation on addcontents.txt in SMOD mods loading other non-SMOD mods (yes we're going there)

It looks like "id" should just be left out of entries, eg.
Code: [Select]
"Additional contents list"
{
"Contents" {
"Metastasis" {
"path" "G:\Steam\steamapps\sourcemods\metastasis"
}
}

Also, if you're looking to load Redux by just moving your existing install into the SMOD Standalone folder, Redux's addcontents.txt will prevent it from loading until you delete or comment out the "id" line in each entry.
« Last Edit: March 30, 2014, 08:52:20 PM by F-3 »

Offline Vedad1944

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Re: SMOD Standalone 0.30
« Reply #20 on: March 30, 2014, 09:38:23 PM »
Well, Pepsifan I tested it and it launched first time without any problems, funny thing is I noticed 3 different things:
1. Load time is like 30-ish% slower
2. In-game performance is 50% better (firefights don't cause ANY fps drops like they used to)
3. Node graphs keep saying that they are out of date. (I think this is fixable with a concommand, I can't quite remeber which one)

Overall, I think this is the future of SMOD

Offline F-3

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Re: SMOD Standalone 0.30
« Reply #21 on: March 30, 2014, 09:49:40 PM »
What's the preferred method to mount Lost Coast and Ep1 now?

Offline minmi96

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Re: SMOD Standalone 0.30
« Reply #22 on: March 31, 2014, 05:06:32 AM »
For some reason this won't launch SMOD Redux for me...
The Problem: It starts up then closes down.
Any ideas on how to fix this?

You're launching from a shortcut, right? You aren't launching from the steam client? Make sure your launch options are correct.
Yeah my launch options are correct, but it still keeps crashing. :/
EDIT: The instructions that pepsi provided really confuse me, I can't figure out whats wrong... :/
« Last Edit: March 31, 2014, 05:20:44 AM by minmi96 »


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Offline F-3

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Re: SMOD Standalone 0.30
« Reply #23 on: March 31, 2014, 05:23:38 AM »
Do you get any error message?

Offline gpgpgpgp

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Re: SMOD Standalone 0.30
« Reply #24 on: March 31, 2014, 08:31:32 AM »
Nice creation! Good to see old SMOD back to alive again! Well done Pepsifan04!

Offline Comrade

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Re: SMOD Standalone 0.30
« Reply #25 on: March 31, 2014, 10:17:27 AM »
3. Node graphs keep saying that they are out of date. (I think this is fixable with a concommand, I can't quite remeber which one)

ai_norebuildgraph 1

It can cause some serious problems though, such as NPC's simply freezing in place in certain parts (one notable example is the elevator in Point Insertion, where Alyx kicks some metrocop ass, another one is in Black Mesa East, the elevator part again, where Mossman simply stops by the elevator and does nothing). My advice to you - don't use it. Let the graphs rebuild.

Offline Vedad1944

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Re: SMOD Standalone 0.30
« Reply #26 on: March 31, 2014, 10:42:27 AM »
3. Node graphs keep saying that they are out of date. (I think this is fixable with a concommand, I can't quite remeber which one)

ai_norebuildgraph 1

It can cause some serious problems though, such as NPC's simply freezing in place in certain parts (one notable example is the elevator in Point Insertion, where Alyx kicks some metrocop ass, another one is in Black Mesa East, the elevator part again, where Mossman simply stops by the elevator and does nothing). My advice to you - don't use it. Let the graphs rebuild.
Remebered 15 mins after posting, and the NPCs don't freeze. Thanks anyway :)

Offline Vedad1944

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Re: SMOD Standalone 0.30
« Reply #27 on: March 31, 2014, 11:26:37 AM »
For some reason this won't launch SMOD Redux for me...
The Problem: It starts up then closes down.
Any ideas on how to fix this?

You're launching from a shortcut, right? You aren't launching from the steam client? Make sure your launch options are correct.
Yeah my launch options are correct, but it still keeps crashing. :/
EDIT: The instructions that pepsi provided really confuse me, I can't figure out whats wrong... :/
Hey, try this, go to the scripts folder and then addcontents.txt
It should say:
Code: [Select]
"Additional contents list"
{
"Contents" {
"hl2" {
"path" "hl2"
"id" "220"
}
// "HL2MP" {
// "path" "hl2mp"
// "id" "320"
// }
// "HL1:S" {
// "path" "hl1"
// "id" "280"
// }
// "CS:S" {
// "path" "cstrike"
// "id" "240"
// }
// "DOD:S" {
// "path" "dod"
// "id" "300"
// }
//        "Episode 1"{
//        "path" "episodic"
//          "id"   "380"
// }
// "LostCoast" {
// "path" "lostcoast"
// "id" "340"
// }
}
}

Set it to:

Code: [Select]
"Additional contents list"
{
// "Contents" {
// "hl2" {
// "path" "hl2"
// "id" "220"
// }
// "HL2MP" {
// "path" "hl2mp"
// "id" "320"
// }
// "HL1:S" {
// "path" "hl1"
// "id" "280"
// }
// "CS:S" {
// "path" "cstrike"
// "id" "240"
// }
// "DOD:S" {
// "path" "dod"
// "id" "300"
// }
//        "Episode 1"{
//        "path" "episodic"
//          "id"   "380"
// }
// "LostCoast" {
// "path" "lostcoast"
// "id" "340"
// }
}
}

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Offline sirmasters

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Re: SMOD Standalone 0.30
« Reply #28 on: April 01, 2014, 01:33:36 AM »
Phew. I can be at ease knowing that the SMOD community will be lasting longer at least till SMMOD resumes development.

Ran this on a old SMOD mod I had privately developed a long time ago (but never left the alpha stages), had to renovate the addcontents, but it's otherwise fine! I think there should be a launcher that detects sub-mods for SMOD and displays them on a list.

EDIT: Just made a sub-foldier called "mods" and changed up the gameinfo to reflect the directory changes. Worked fine, wonder if that can bring ideas.
EDIT 2: Just made a basic launcher that gets a basic lists of installed mods you can run and you just click the mod's name.
EDIT 3: @_@ This is why I wanted to hold on development of SMMOD, it's 2 in the morning and 4 hours away from school time.
« Last Edit: April 01, 2014, 07:14:17 AM by sirmasters »
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Offline Comrade

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Re: SMOD Standalone 0.30
« Reply #29 on: April 01, 2014, 11:23:36 AM »
Phew. I can be at ease knowing that the SMOD community will be lasting longer at least till SMMOD resumes development.

Ran this on a old SMOD mod I had privately developed a long time ago (but never left the alpha stages), had to renovate the addcontents, but it's otherwise fine! I think there should be a launcher that detects sub-mods for SMOD and displays them on a list.

EDIT: Just made a sub-foldier called "mods" and changed up the gameinfo to reflect the directory changes. Worked fine, wonder if that can bring ideas.
EDIT 2: Just made a basic launcher that gets a basic lists of installed mods you can run and you just click the mod's name.
EDIT 3: @_@ This is why I wanted to hold on development of SMMOD, it's 2 in the morning and 4 hours away from school time.

I think you should concentrate on SMMOD anyway. I still want to create my own mod-mod based on SMMOD, don't give up.