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Author Topic: General Install Instructions (UPDATED 4/25/11)  (Read 12647 times)

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Offline Onemanshow

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General Install Instructions (UPDATED 4/25/11)
« on: October 11, 2009, 11:25:07 PM »
SPECIAL NOTE: Please read the rules for this forum before posting here.

SPECIAL NOTE #2: As of the time of this writing, i do not support the usage of any content release here in the newly released SMOD 2.0 (Rebuilt SMOD on the Episode 2 engine) unless explicitly noted otherwise. As there's very few of SMOD's features currently implemented in version 2.0 most of the content here would be useless in it anyway. If and/or when that does change i'll offer further support and files for it.

Most of the content here is meant only for usage in Normal SMOD as released by "the_author". Unless otherwise noted i do not recommend installing or using the content here in anything else then SMOD 40a or the fixed release i have posted HERE. Which as of the time of this writing is the latest version of SMOD as released by "the_author".

Also, some files here may be in the RAR format instead of ZIP. In order to open them you will need to download WinRAR HERE.

ADDON PACK INSTALL INSTRUCTIONS

1: Extract the contents of the archive into your sourcemods/smod folder. Ensure that you extracted the actual content to it, not just a containing folder. like "smod\addonfolder\models".
2: Start SMOD, go into a map and look for whatever new content the addon pack added!

NOTE: If you don't want to overwrite any of your original SMOD install, the -HPC method below is recommended but intended for advance users.


CUSTOM WEAPON INSTALL INSTRUCTIONS

1: Extract the archive into your sourcemods/smod folder.
2: Rename the "weapon_custom_weaponname" in the "smod/scripts" folder to "weapon_custom##". Where "##" can be from 1 to 30 currently.
3: Most weapons will use custom sounds and will include a separate script for them that must be loaded to play them. Open "game_sounds_manifest.txt" in the scripts folder and add the following line at the bottom (but within the braces/brackets ):

   "precache_file"      "scripts/game_sounds_weapons_NAME.txt"

3a: Some weapons may use a Custom Explosive in order to work correctly. In those cases you will need to copy and paste the code in the "smod_custom_explosive_WEAPONNAME.txt" or "custom_explosive_WEAPONNAME.txt" into the "smod_custom_explosive.txt" within the "CustomExplosive {" entries like so:
Code: [Select]
CustomExplosive
{

"YOURNEWCUSTOMEXPLOSIVEGOESHERE" {
         }

"SMG1Grenade" {
// Explosion spec
"Damage" "80"
"Radius" "300"
// Entity behavior
"Model" "models/items/ar2_grenade.mdl"
"Bounce" "0" // -1:never detonate
"GLFuse" "300"
"BoundingSound" ""
"Timer" "10"
"ExplosionType" "1" // 0:none 1:fireball 2:pulse
"TrailType" "1" // 0:none 1:smoke 2:fire 3:beam
}
}
 
4: Start SMOD, go into a map and type in console "give weapon_custom##". Where "##" is the number you renamed the weapon to, and have fun with your new weapon!

NOTE: Weapon Pack Releases may already come with the needed scripts added to the manifest. Please check the "scripts" folder of the archive to ensure that it does not already come with it's own manifest before following the above instructions.

NOTE #2: Some custom weapons may have conflicting HUD positions, meaning you will not be able to select one of the weapon as the other will be placed over it. If you have this problem you can manually fix it by opening the weapon's script file in the "scripts" folder and changing the "bucket" and/or "bucket_position" to a number that does not conflict with another weapon.

-HPC INSTALL INSTRUCTIONS (Thanks to Business for providing most of this part!)

NOTE: While this method is recommended for Addon Packs, -HPC requires the use of the command line in STEAM games. Therefore these instructions are more complex and intended for advance users. -HPC allows SMOD to load a folder separately to add and override content without overwriting part of your physical SMOD install.

1: Extract the archive into a new, blank folder. Like "C:\MyHPC". Ensure that the folder contains the typical files and folders a mod will usually have. "materials", "models", "scripts" etc and not something like "MyHPC\HPCMOD", otherwise it won't work correctly.
2: Open your STEAM games list. Locate your SMOD install (typically "HALF-LIFE 2 SMOD"). Right-click on it and select properties.
3: In the properties menu, click "Set launch options...". Now under the SMOD launch options add the command -hpc followed by the directory where your patch is. EX: -hpc "C:\MyHPC" Then click OK. If you set it up correctly, any changed or added files from the HPC folder should apply to your game.
4: To uninstall a HPC folder, Simply delete the entire -hpc line from your launch options in the properties menu.

A MORE IN-DEPTH TUTORIAL ON THE USAGE OF THE -HPC COMMAND CAN BE FOUND HERE


MAP/MAPADD INSTALL INSTRUCTIONS

IMPORTANT: You should download the required scripts HERE before installing any of the maps in the archive!

1: Extract the archive into your sourcemods/smod folder.
2: Start SMOD, and type in console "map mapname". Where "mapname" is the name of the map you installed.

NOTE: Some maps may not have had their node graphs generated properly or been included in the zip, therefore when you play no random spawned/LUA spawned entities will appear. Since SMOD/HL2 automatically generates a node graph on the first run of the map this is fixed by simply restarting the map.


NON-PLAYER CHARACTERS (NPC) INSTALL INSTRUCTIONS

1: Extract the archive into your sourcemods/smod folder.
2: Start SMOD, go into a map and type in console "npc_create npc_NAME". Where "NAME" is the name of the NPC you installed the replacement model for, and have fun with your new NPC model!

NOTE: Several NPC models may have been compiled under a different name then what SMOD/HL2 looks for. Meaning that you will need to use SMOD's npc_replace_model script to use them. To do so, open the npc_replace_model.txt file in the scripts folder and delete all the lines in it. Then replace them with the following:
Code: [Select]
//
// SMOD model replace data (sample)
//
NPCModelReplaceData
{
"default_map" {
"default_npc" {
}
"npc_NAME" {
"models/NAME.mdl" "100"
}
}
}
NAME is what the NPC name is as well as the name of the model you want to use for it. The number is the chance it has to be used over any other models defined for that NPC. There's no limit to the number you can enter or round out to. If you want to add another NPC to replace, add the new entry before the last brace/bracket.


PLAYER MODEL INSTALL INSTRUCTIONS

1: Extract the archive into your sourcemods/smod folder.
2: Start SMOD, and before you load a map type in console "cl_playermodel models/player/NAME.mdl". Where "NAME" is the name of the model you installed.
3: (Optional) Also before you load a map, should the model also come with a unique kick model you want to use you can also type in the console "smod_player_legmodel models/weapons/v_kick_NAME.mdl". Where "NAME" is the unique part of the model's name.
4: (Optional) If in the features of the model it notes "-Supports Driving Animation" you can type in the console "smod_player_act_vehicle 1" to enable proper driving animations when in a vehicle.

NOTE: You can often find the model names in the model's release topic.


REPLACEMENT WEAPON INSTALL INSTRUCTIONS

1: Extract the archive into your sourcemods/smod folder.
2: Start SMOD, go into a map and type in console "give weapon_NAME". Where "NAME" is the name of the weapon you installed the replacement model(s) for, and have fun with your new weapon model!

NOTE: Some replacements use their own sound scripts. See step 3 on Custom Weapons about loading these script files.

SOUND/VISUAL EFFECT INSTALL INSTRUCTIONS

1: Extract the archive into your sourcemods/smod folder.
2: Start SMOD, go into a map and look/hear for you new effects being used in-game!

« Last Edit: April 25, 2011, 10:41:55 PM by Onemanshow »