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Games & Mods => SMOD & SMOD2 => SMOD Clients => Topic started by: Onemanshow on December 24, 2014, 06:19:24 PM

Title: SMOD Redux - FINAL
Post by: Onemanshow on December 24, 2014, 06:19:24 PM
1.3 Update:

Fixed weapon console names not working, fixes a major crash issue for non-widescreen resolutions, and makes some adjustments to the battle maps and a few balance changes. Check the changelog within for more information. Only available as a full archive. See below for download links.

Also, a version of the mod converted to work as a typical HL2 Steam mod has been made. See below for details.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------

A very special holiday present to the BSNOOCH community.

I stated in the past I had no intention of making a new version of Redux, but with SMOD Standalone being increasingly refined, among other reasons, I felt motivated to deliver a final official version of this mod 5 years to the day of its last major release.

Redux Final was rebuilt from scratch using SMOD Standalone to bring you the most solid version of Redux ever that expands upon the original SMOD's content and gameplay. This version loads and overrides SMOD40a's content to cut down on filesize and allows some mods built for SMOD40 to be used without issue in Redux. Many custom models were replaced with ones edited from Valve's own games and HL2 Survivor to make this version a bit more than just a GameBanana compilation mod.

This is going to be my final SMOD release. I'll of course stick around BSNOOCH, I might do other Source engine releases here and may still help out on projects like Goldenarms. I already kinda pulled a Fakefactory the first time I came back, so if I'm going to stop making SMOD releases now, I want it to be on a good note.

The official site won't be updated as I no long have the means, and I left the steam group a long time ago due to personal reasons (if whoever ended up with its control reads this, sorry for leaving like I did. hope you understand!). So this is a BSNOOCH.com exclusive release and I would prefer if this did not get reposted elsewhere.

If you're interested in older Redux versions, you can find downloads of versions 8, 7, 6, and 5 HERE (http://bsnooch.com/forums/index.php?topic=1149.0). Note that they need fixing to work with SMOD Standalone. Check the SMOD Standalone topic's first page for more info.


REQUIREMENTS:

You should have installed:
Half-Life 2
Source SDK 2006 Base
SMOD Standalone 0.65 or higher (http://bsnooch.com/forums/index.php?topic=1360.0) (ONLY FOR STANDALONE VERSION)


Features:

-16 custom weapons, all carefully picked for fun factor, balance, and looks. From old Redux standbys like the OICW, Garand Rifle, and Spike Grenade to new weapons like the Golden Colts, Shredder, and the Firework Grenade.

-SMOD Menu System 3: A easy to use in-game menu for SMOD's settings. No messing with clumsy presets. Mix and match settings to how you want your SMOD. The mod's configs have been crafted in a way that leaves autoexec.cfg completely to you for your custom settings.

-Battle Maps: A revamped survival mode with 10 maps converted from Half-Life 2: Survivor. Survive for 7 minutes against a endless wave of increasingly difficult enemies. Earn money and get special rewards by killing enemies.     

-The Bullsquid, Zombine, and Zombie2 return, along with the new Combine Commando: A faster soldier with a unique melee attack.

-Gordon Freeman model replaced with a enhanced version of HL2 Survivor's Gordon Freeman, as well as the usual unique models added for the Combine Ace and Zombie2.

-Revamped HL2 maps based on the Ultimate Campaign addon with a number of fixes and tweaks for better pacing, as well as new content.

-Graphics Improvements: Tweaked bullet time effects, world models that are more consistent with the view meshes, which have a number of fixes themselves. HEV Suit is now consistent across the player, kick mesh, and prop. New menu backgrounds.

-Sound Changes: Expanded Combine VO, New Bullet Time sounds, music, various sound fixes.

-Ease of use/quality of life changes: Default key bindings for SMOD's new features, HUD hints for SMOD features added into the HL2 campaign.

-Retro 2006 style: No phong shaders, no episodic models.


FULL CHANGELOG:
Code: [Select]
NOTE: All changes are from SMOD40a, and are not compared against past Redux versions.

BASE
-Runs on SMOD Standalone.
-Added SMOD Menu System 3

GAMEPLAY/SCRIPTS/NPCs
-Added Zombie2, Zombine, Combine Commando NPC's.
-Added Bullsquid NPC to battle maps.
-Added the following weapons:
Combine Ion Rifle
Desert Eagle
Firework Grenade
Golden Colts
M1 Garand
M60 Machine Gun
Minigun
Molotov
MP40
OICW
Power Drink
Power Gloves
Shredder
Spike Grenade
Super Shotgun
Zapper
-Reduced amount of gibs that headcrabs leave.
-Increased maximum shotgun ammo from 30 to 40.
-Increased maximum RPGs/SMG grenades from 3 to 5.
-Increased maximum .357 rounds from 12 to 24.
-Increased maximum AR2 rounds from 60 to 90.
-Increased maximum crossbow bolts from 10 to 20.
-Increased maximum SMG rounds from 225 to 250.
-Lowered AK-47 damage from 20 to 12.
-Lowered Kar98 damage from 100 to 80.
-Lowered SVD damage slightly.
-Lowered Grease Gun damage from 10 to 8.
-Lowered Laser Gun damage.
-Gauss Gun now comes fully stocked with ammo, but cannot refill. Increased maximum Gauss Gun damage.
-Increased default BT bullet speed of NPC's.
-Reduced player's speed in BT for game balance and to reduce bugs caused by it.
-Removed damage multiplier in BT.
-Reenabled quickinfo bars.
-Hopwire Grenades use grenade ammo now.
-Reduced scissor damage and maximum ricochet times.

MAPS
-Added "Battle" maps: revamped survival mode with 10 maps converted from Half-Life 2: Survivor.
-Added and improved upon the HL2 campaign mapadds from the "Ultimate Campaign" addon.

GRAPHICS/MODELS
-Added Gordon Freeman player model.
-Added Combine Ace model.
-Added Combine Commando model.
-Added Zombie2 model.
-Replaced the Houndeye model with the HLHD model.
-Prop HEV and Kick meshes replaced by the model used by the Gordon player. Added SMOD2 kick animations.
-Added unique models for the Gauss Gun and Laser Rifle.
-BT pellet model uses a proper texture now. Rescaled pellet model to be more visible.
-Lowered maximum motion blur intensity.
-Lowered ironsight blur intensity.
-Removed some empty space between weapon slots when selecting new weapons.
-Rescaled HL2 shell models.
-Fixed various bugs, issues, and oversights with the HL2 and SMOD view models.
-Improved a number of world models to bring them more in line with the view meshes in coloring, features, etc.
-Adjusted a number of ironsight positions for more realistic sight pictures.
-Corrected ammo icons on a number of weapons to match with the ammo type they use.
-Edited bullet wave distortion and bullet time screen distortion effects.
-Rescaled the visor splatters to be smaller.
-Added improved face textures for several HL2 main characters.
-Made SMOD's dynamic crosshairs bigger.
-Added full-size goo particle texture.
-Replaced SMOD40's menu backgrounds with 4 custom ones.

SOUNDS
-Added 80 new voice lines each to the Metrocops and Combine Soldiers (edited from stock HL2 lines+restored some unused ones). Added 15 lines for Overwatch Dispatch.
-Added missing lasersight off and NVG sounds.
-Added new music.
-Heartbeat sound in BT replaced with a higher quality loop.
-Added new BT enter/exit sounds.
-Added some missing BT impact sound references.
-Alyx Gun now uses its unique fire sounds when used by Alyx.
-Adjusted NPC fire sounds for the Shotgun and Pistol.
-Adjusted Shotgun pump sound to match the animation speed.
-Added more sounds to friendly kleiner NPC.

OTHER
-Added several new key binds for leaning, night vision, etc.
-Added default key binds for most of SMOD's new features.
-Changed in-game credits to add Redux credits.
-Set bullet time bullet limit to 100 to prevent crashes due to too many entities.
-Removed bullet time physics force multplier due to possible bugs/crashes.
-Increased bullet time impact checktime to reduce load while in BT.
-Added "giveall" command.


INSTALL INSTRUCTIONS
1: Place the SMOD Standalone installer you downloaded into your SourceMods folder for Steam. For most people, the path will be C:\Program Files\Steam\SteamApps\SourceMods\ or C:\Steam\SteamApps\SourceMods\ If you already have SMOD Standalone installed and working, you can skip this.

NOTE: Make sure you have Half-Life 2 and Source SDK 2006 Base installed onto the same drive as your sourcemods folder! Otherwise the Standalone install will not complete correctly and Standalone nor Redux will not work properly!

2: Once SMOD Standalone is properly installed, extract the SMODRedux_Final folder (NOT the contents of said folder) to SourceMods\Smod Standalone\mods\.

3: If SMOD Redux is installed properly, the SMOD Standalone launcher menu should list SMODRedux_Final or SMOD REDUX - Final. Click it to launch SMOD Redux.

DOWNLOADS
DOWNLOAD SMOD REDUX - FINAL 1.3 (https://mega.nz/#!iAl2HaSL!05BCNr5JJ2D4OCAD4YSWG9ywqkO5qghzJFumK7DtC1A)


DOWNLOAD SMOD REDUX - FINAL 1.2 (OUTDATED) (https://mega.nz/#!CJFgza4J!jAZSZeymAyCcXObL0MYS_CwMzEQVjlCq4BAiR-SRCKg)


DOWNLOAD SMOD REDUX - FINAL 1.1 (OUTDATED) (https://mega.co.nz/#!CZUnET5R!_GJyXooP6qWhOSFZx8KgpndcIAH55DMT_xetnB2zkJI)


DOWNLOAD SMOD REDUX - FINAL 1.0 (OUTDATED) (https://mega.co.nz/#!DQMVTJDS!_YAJsElm9qVh27PSQux6sTPZpOkrxMXu0HMs7D6QkiE)



SMOD REDUX FINAL - 1.3 STEAMMOD

This version of SMOD Redux - FINAL has been converted to work as a typical HL2 Steam mod. It is intended for people who cannot get SMOD Standalone to run or do not wish to use SMOD Standalone. You do not need a prior install of SMOD for this version.

The only difference between this and the Standalone version is that all LUA-based code has been removed from the maps. This is because updates with Valve's SteamPipe system for Half-Life 2 and other games have effectively broken SMOD's LUA code for unknown reasons. Due to this, the Steam version does not include the Battle maps ported from Half-Life 2: Survivor, as there was no satisfying way of mimicking the AI spawning and general behavior in regular mapadd code. Some minor bits of LUA from the HL2 campaign were also removed due to this issue, but these by and large did not affect gameplay. You'll still miss a few changes and the special date events though.

Also, this is NOT compatible with SMOD Standalone and you will have issues if you use this version of the mod alongside it. Download the SMOD Standalone version of Redux for that instead.

DOWNLOAD SMOD REDUX - FINAL 1.3 STEAMMOD (https://mega.nz/#!3EMimZzA!LTupb-1cF_vr-RuWjQ9vkcVXDcUzo1mFkHDjf3BOilo)
Title: Re: SMOD Redux - FINAL
Post by: BIZ on December 24, 2014, 09:24:26 PM
awesome bud. how long since the first redux release in your estimation?
Title: Re: SMOD Redux - FINAL
Post by: Onemanshow on December 24, 2014, 09:33:32 PM
awesome bud. how long since the first redux release in your estimation?

The first release was in 2006, back when it had the more ungainly title SMOD Remastered: Redux. SMOD Remastered being a very old and long, long dead mod that I helped out with and was among the first SMOD-mods released.
Title: Re: SMOD Redux - FINAL
Post by: Counter-Life™ on December 24, 2014, 10:57:01 PM
HOLY

SHIT

This looks freakin' epic!
Title: Re: SMOD Redux - FINAL
Post by: Comrade on December 24, 2014, 11:12:36 PM
you
MAGNIFICENT
cunt

Bloody awesome stuff mate, I can see some issues with the hands being kinda misplaced but well, you can't go far with a rerig on shitty hands :p
Title: Re: SMOD Redux - FINAL
Post by: Lemonificent on December 24, 2014, 11:17:18 PM
Looks great, nice work m80.
Now that i have a new PC i might just get back on SMOD.
Title: Re: SMOD Redux - FINAL
Post by: hazard777 on December 27, 2014, 06:46:30 PM
Thanks for this and everything else you've given us.
Title: Re: SMOD Redux - FINAL
Post by: skawng on January 04, 2015, 12:58:20 PM
Is it normal to crash if I equip a gravity gun that I burnt?  :P
Title: Re: SMOD Redux - FINAL
Post by: Onemanshow on January 04, 2015, 06:14:52 PM
Is it normal to crash if I equip a gravity gun that I burnt?  :P

Picking up and equipping burning weapons does tend to cause a crash, thankfully its not a common action to do.

SMOD is a pretty buggy platform in general and lots of its crashing doesn't seem to have a solid reason. And with the author abandoning it years ago there's not much I can do about that.
Title: Re: SMOD Redux - FINAL
Post by: BIZ on January 13, 2015, 12:44:23 AM
KAPOW - http://www.bsnooch.com/games/_smod/smodredux_final.7z (http://www.bsnooch.com/games/_smod/smodredux_final.7z)
Title: Re: SMOD Redux - FINAL
Post by: Mariobro on January 18, 2015, 07:11:59 AM
Awesome! I never expected this.
Title: Re: SMOD Redux - FINAL
Post by: BIZ on January 18, 2015, 08:00:22 AM
KAPOW (again)



also nice to see you again marioman
Title: Re: SMOD Redux - FINAL
Post by: CryoDragon on January 22, 2015, 11:30:15 PM
How do I remove the new recoil? the sudden jumping makes me feel sick.
Also this is the greatest thing ever
Title: Re: SMOD Redux - FINAL
Post by: GFCat on February 10, 2015, 11:58:00 PM
So, when you say some mods built for SMOD 40, do you mean that I could make a permanent switch from 40a to Redux - FINAL, moving all or at least some of my custom weapons I had installed over. I'd like a version to switch to, but only if it'll totally work, otherwise, I'll use the 40aq standalone while playing this on the side. I plan to do a let's play of SMOD soon, so I'd like to know what to expect. Lastly, there are these annoying blue bars where the Hud_quickinfo usually is, and I'd like to remove them so I can use free-aim without the bars hamperin' my style, man...
Title: Re: SMOD Redux - FINAL
Post by: Psycholoic on February 23, 2015, 05:05:15 PM
Oh dear, did you make the part in Dark Energy with the elevator of sneak? Honestly, adding a dodge part with little spaces makes the game as frustrating as possible, I can't open the console, I don't know coding so I'm pretty much f*cked at this state. Living in Germany is shit when trying to play games, atleast an open console button would be nice, then I can finally finish this!
Title: Re: SMOD Redux - FINAL
Post by: Troggy Hordesman on February 23, 2015, 09:12:45 PM
Oh dear, did you make the part in Dark Energy with the elevator of sneak? Honestly, adding a dodge part with little spaces makes the game as frustrating as possible, I can't open the console, I don't know coding so I'm pretty much f*cked at this state. Living in Germany is shit when trying to play games, atleast an open console button would be nice, then I can finally finish this!

The easiest way is to find the offending mapadd script and remove the line that touches on this. Be sure to make a backup!
Title: Re: SMOD Redux - FINAL
Post by: Troggy Hordesman on March 06, 2015, 06:08:01 AM
And now for something completely different:

If anyone wants ironsights for the Shredder, here you go:

   IronSight
   {
      "right"      "-9.6"
      "up"      "3.6"
      "forward"   "-7"
      "fov"      "-5"
   }

It might not be necessary, but I prefer to have ironsights mode on all weapons as I don't ever use the standard crosshair.
Title: Problem with SMOD
Post by: K4T on March 15, 2015, 06:26:43 PM
So i knew this mod from a long time ago, and now i download the Redux Final with the Standalone

Results that my SMOD is all a white square. I can hear background music but i'm forced to end the hl2.exe process because i can't close it with Quit.

Any ideas?

Quote
Half-Life 2 is installed and runs fine. So does Source Base 2006. Old SMOD versions (Not Standalone) worked really fine in this PC.

Code: [Select]
Specs:

Intel Pentium 2,15GHz Processor Dual-Core

NVIDIA GeForce 210 Graphics Card

Windows 7 Professional Operative System

DirectX 11

Title: Re: Problem with SMOD
Post by: K4T on March 15, 2015, 07:24:25 PM
So i knew this mod from a long time ago, and now i download the Redux Final with the Standalone

Results that my SMOD is all a white square. I can hear background music but i'm forced to end the hl2.exe process because i can't close it with Quit.

Any ideas?

Quote
Half-Life 2 is installed and runs fine. So does Source Base 2006. Old SMOD versions (Not Standalone) worked really fine in this PC.

Code: [Select]
Specs:

Intel Pentium 2,15GHz Processor Dual-Core

NVIDIA GeForce 210 Graphics Card

Windows 7 Professional Operative System

DirectX 11

Seems that i fixed it...

Code: [Select]
1) Verify Source Base 2006's Cache
2) Once it's done, let it download
3) After that uninstall the old Standalone SMOD
4) Install it again
5) Everything should work as desired
Title: Re: SMOD Redux - FINAL
Post by: Unit24 on March 24, 2015, 01:25:10 AM
I just started this up, and already it's bugging out pretty hard. I couldn't finish Point Insertion because Alyx wouldn't get into the elevator (a friend played this part and said he fixed it by killing himself and reloading a save), and when I first get the SMG in Route Kanal from the Metrocops behind the turret, the model doesn't appear and I can't switch my weapons. Someone told me that trying to fire it at this point causes the game to crash. I managed to fix this by using the turret, but it didn't matter because the game crashed when I ran from the APC.

It's a real shame, because I love the new features that were added, and I really want to be able to play this properly.
Title: Re: SMOD Redux - FINAL
Post by: twice on March 25, 2015, 12:01:57 PM
i had no alyx also had to copy hl2 scenes folder from vpk into mod directory
Title: Re: SMOD Redux - FINAL
Post by: SabbyNeko on March 27, 2015, 12:42:28 AM
I installed everything the way the instructions said to and played through the first part with no problems. It crashed twice, but nothing serious. Now I'm just getting disconnected constantly with "ProcessUsercmds: Incorrect reading frame?"

I have Half Life 2, Source Base 2006 and 2007 installed.
Title: Re: SMOD Redux - FINAL
Post by: SabbyNeko on March 27, 2015, 01:08:49 PM
Strange, I just verified the Source 2006 cache and 1.6GBs of stuff was missing :/ It's downloading now, so I'll tell ya if it fixes it, but not sure why it would download incomplete like that.
Title: Re: SMOD Redux - FINAL
Post by: SabbyNeko on March 27, 2015, 02:06:01 PM
Reinstalled Source Bases and SMOD, same problem. What the hell?
Title: Re: SMOD Redux - FINAL
Post by: Counter-Life™ on March 27, 2015, 02:50:23 PM
Reinstalled Source Bases and SMOD, same problem. What the hell?

Try to start them once.
Title: Re: SMOD Redux - FINAL
Post by: SabbyNeko on March 27, 2015, 03:06:29 PM
Just tried that, no help. I keep seeing routers mentioned as the cause, so I turned off my Firewall, my AVG, turned Steam offline and unplugged my router, and that didn't help either.

Edit: Hmmm, I reinstalled SMOD after running all the Source stuff once, and it seems to be working now... I've played maybe 20 minutes. I'll let ya know if the advice you gave fixed it :)

Edit: Nope, died anyway. I'm at a loss. Unless you guys can figure out whats wrong, this is completely unplayable for me :/

Edit: Strange, SMOD Standalone without the Redux Final mod works flawlessly.
Title: Re: SMOD Redux - FINAL
Post by: SabbyNeko on April 23, 2015, 04:33:14 AM
Ecstatic Update!: Half Life 2 and Source Single Player 2013 just updated on Steam and now the mod works. Fantastic mod, by the way. Thanks for all the hard work and to those who tried to help me out :)
Title: Re: SMOD Redux - FINAL
Post by: Counter-Life™ on April 23, 2015, 06:28:16 AM
Ecstatic Update!: Half Life 2 and Source Single Player 2013 just updated on Steam and now the mod works. Fantastic mod, by the way. Thanks for all the hard work and to those who tried to help me out :)
An update by VALVe that FIXED something? Well, that's new. Good to hear that.
Title: Re: SMOD Redux - FINAL
Post by: SabbyNeko on April 24, 2015, 05:08:45 PM
It crashes a lot though :/ Any way to fix it?

Edit: It was fixed with -dxlevel 80 in launch options.

I have a question, is there any way to speed up the bullet time? It's too slow for me. Also, can I make the dynamic crosshair move more?
Title: Redux - FINAL Patch 1.1
Post by: Onemanshow on May 03, 2015, 08:29:08 PM
Finally found the time to release a patch for a few issues. Because a "final" release isn't final when I have something to do with it. :P

Not much here, just a few fixes and I added a few things that didn't quite make it into the initial release due to time limits.

Might break save games if you're still playing through the HL2 campaign due to the nodegraph changes.

CHANGES:

MAPS
-Rebuilt all HL2 campaign nodegraphs, hopefully fixing any erratic AI actions and the Alyx plotstopper bug in trainstation_04.
-Fixed a precache error on canals_05
-Fixed a precache error on canals_10

GRAPHICS/MODELS
-Updated Eli's face texture.
-Added new face texture to Barney.
-Fixed a few animation transition errors with the shotgun and SMG1.
-Added grip hand to the gravity gun.
-Replaced w_357 model.
-Added basic normals/envmaps to M60.

SOUNDS
-Added extended music to HL2_intro.

OTHER
-Reenabled automatic nodegraph rebuilding.
-Updated credits.

DOWNLOADS:

MEGA (https://mega.co.nz/#!LBtySQKZ!XcmaTmXCu1l_0qoFCNkvYV9i0smTKq3QZWkhsVSaMIk)
Dropbox (https://dl.dropboxusercontent.com/u/81012532/reduxfinal_patch_v11.zip)
Title: Re: Redux - FINAL Patch 1.1
Post by: CryoDragon on May 03, 2015, 08:58:51 PM
Finally found the time to release a patch for a few issues. Because a "final" release isn't final when I have something to do with it. :P

Is there any way to change the recoil style on most of the weapons? all the new weapons added in this version of Redux have an annoying recoil that makes the screen jump upwards suddenly, this irritates my eyes, if there could be a console command or setting in the SMOD settings that changes this to the default HL2 style it would be much appreciated!
Title: Re: Redux - FINAL Patch 1.1
Post by: Onemanshow on May 03, 2015, 09:33:41 PM
Is there any way to change the recoil style on most of the weapons? all the new weapons added in this version of Redux have an annoying recoil that makes the screen jump upwards suddenly, this irritates my eyes, if there could be a console command or setting in the SMOD settings that changes this to the default HL2 style it would be much appreciated!

Not really. You would have to manually edit the recoil code for each custom weapon added by Redux (OICW, Garand, Colts, etc) and there's no way to make an easy toggle for that. And even if there was, there's no way to edit the stock SMOD40 weapons that use similar recoil settings (AK47, Kar98, etc) to what you want.
Title: Re: SMOD Redux - FINAL
Post by: ParalyzedTortoise on May 15, 2015, 03:02:24 AM
Hi, I've recently installed Redux and it's an AMAZING mod, but I have a slight issue. When I input the console command: impulse 101 (The one that gives you all the weapons) it doesn't give me an of the redux ones, only the base smod ones. IE: It gives me the AK, shovel, and Kar98K, but not the dual 1911s or any other non-base-smod weapons. Thanks.
Title: Re: SMOD Redux - FINAL
Post by: FreeKill on May 15, 2015, 05:47:14 AM
Hi, I've recently installed Redux and it's an AMAZING mod, but I have a slight issue. When I input the console command: impulse 101 (The one that gives you all the weapons) it doesn't give me an of the redux ones, only the base smod ones. IE: It gives me the AK, shovel, and Kar98K, but not the dual 1911s or any other non-base-smod weapons. Thanks.

That's normal in any SMOD mod. There might be a autoexec to give you all the redux weapons in there, but I'm unsure.
Title: Re: SMOD Redux - FINAL
Post by: Onemanshow on May 15, 2015, 06:36:48 PM
Its impossible to change the impulse 101 command without access to the source code of SMOD. There's a new command "giveall" that will give you all available Redux weapons.
Title: Re: SMOD Redux - FINAL
Post by: ParalyzedTortoise on May 25, 2015, 07:26:56 AM
Hi, I've recently been having a problem with Smod where no matter what level i'm on, it'll crash. It seems whenever someone explodes, or I'm just in a firefight situation with npcs, the game will randomly crash, sometimes it'll work just fine though. The thing is, my PC should be more than enough to handle Smod (Gtx 760, 15-4690k, 16gb RAM) Sometimes, it seems to just crash at random, any idea of what might be causing this?
Title: Re: SMOD Redux - FINAL
Post by: The Carrousel on June 13, 2015, 10:57:30 AM
Anyone else getting a problem with "Failed to load the launcher DLL"? I've been looking for a solution, but I can't find one. I have everything I need, I've installed it correctly, I've verified game files, I've also tried editing the HL2 parameters and I've tried deleting the bin folder, yet it still gives me this same error when I try to launch the game from the SMOD standalone.exe. I've looked on this forum too, but no solution. Can anyone help?
Title: Re: SMOD Redux - FINAL
Post by: epicstuf on June 16, 2015, 03:08:03 PM
Do you have Source Sdk Base 2006?
Title: Re: SMOD Redux - FINAL
Post by: The Carrousel on June 19, 2015, 12:07:25 PM
Yes, I have everything needed. But I fixed the problem anyway. Took me a while, but I fixed it.
Title: Re: SMOD Redux - FINAL
Post by: Lagtacular on July 07, 2015, 02:37:02 AM
Hello,

I have HL2 + Episodes, Source SDK, Source SDK base 2006, 2007, and 2013 singleplayer. All have had their game caches validated. I'm using SMOD standalone, with Redux Final.

I am constantly getting the "Disconnect: Processusercmds: Incorrect reading frame" error in certain areas. For example, Smod will iwhout fail crash like this in the flare bunker near Nova Prospekt. The error only occurs when I attempt to use timeskip - playing the game at normal time does not produce the error.
Title: Re: SMOD Redux - FINAL
Post by: Lagtacular on July 24, 2015, 01:49:32 AM
The areas which experience the 'Incorrect reading frame' error change. Previously fine areas, on another playthrough, suddenly develop the issue and retain it across multiple reloads. Quite annoying. Has anyone else found a solution to the "Disconnect: Processusercmds: Incorrect reading frame" error?
Title: Re: SMOD Redux - FINAL
Post by: Onemanshow on July 24, 2015, 03:00:23 AM
The areas which experience the 'Incorrect reading frame' error change. Previously fine areas, on another playthrough, suddenly develop the issue and retain it across multiple reloads. Quite annoying. Has anyone else found a solution to the "Disconnect: Processusercmds: Incorrect reading frame" error?

Best I can figure, the game throws up this error when NPCs get randomly spawned onto certain map brushes (like the tripmines in Nova Prospekt) and the timescale changes. Hence why this error only happens when you enter bullet time. Removing the random spawned NPCs on those maps probably would fix it, but it would be quite the loss if I had done so. Since the source code to SMOD has never been released, its not possible to truly fix this bug, like many of the issues and crashes that plague SMOD.

You can try reloading an earlier save before you entered the map where this crash happens. Random spawns only happen during the initial map load so the game may or may not cause the error again. Sorry that that's the best I can do, the various bugs and crashes in SMOD is one of the reasons I don't work with it anymore.
Title: Re: SMOD Redux - FINAL
Post by: MrAnonymousone on August 03, 2015, 02:23:50 AM
That is a brilliant mod. I like it. But, I do have some problems with the mod:

1) I tried adding the A35 grenade launcher from the previous Smod into the final version. The game successfully loads the model but it does not fire grenades at all. Instead, it uses up grenades without firing them.

2) About the zombie2, it uses Mossman's model although I have added the original zombie2 model.

3) What is the spawn code for the Combine Commando?

Is there a solution to fix those problems? I would really appreciate some assistance please :).
Title: Re: SMOD Redux - FINAL
Post by: Onemanshow on August 03, 2015, 06:48:56 PM
That is a brilliant mod. I like it. But, I do have some problems with the mod:

1) I tried adding the A35 grenade launcher from the previous Smod into the final version. The game successfully loads the model but it does not fire grenades at all. Instead, it uses up grenades without firing them.

2) About the zombie2, it uses Mossman's model although I have added the original zombie2 model.

3) What is the spawn code for the Combine Commando?

Is there a solution to fix those problems? I would really appreciate some assistance please :).

Can't help with 1 as you're modifying your game and as such its not an issue with Redux.

2 should not happen unless you altered the config files. Redux includes its own Zombie 2 model so you don't need to add one anyway.

The Combine Commando can't be spawned in anything but mapadd code due to coding limitations.
Title: Re: SMOD Redux - FINAL
Post by: MrAnonymousone on August 12, 2015, 05:18:05 AM
Okay, I'll try to think to think of something. About the config files, where can I find it?
Title: Re: SMOD Redux - FINAL
Post by: MrAnonymousone on August 17, 2015, 11:59:07 PM
It's okay. I've already fixed my previous issues. But I was thinking about adding more of the weapon_custom.txt files. Is that really possible?
Title: Re: SMOD Redux - FINAL
Post by: Gabn on November 09, 2015, 05:29:39 PM
Hi i need help  you should add a thing to configure the console because  i live in France and this is a problem because for me this key :~ is the key n°2 and i would really need

Good playing and keep your awesome work guys ! ;)
Title: Re: SMOD Redux - FINAL
Post by: Chyvachok on March 22, 2016, 07:58:11 PM
Can someone tell about problem, I reinstalled on smod standalone clean Smod Redux Final, and after some time it start randomly crash on battle maps, I make some additions on it, its my ragdoll gibs and some model replacement, but they work fine on smod redux v6, con someone please tell what can cause this problem?
 
Also what writes when crashed two times on killing metropolice:
P1: hl2.exe
P2: 0.0.0.0
P3: 52210fb8
P4: StackHash_a7ab
P5: 6.1.7601.18247
P6: 521ea8e7
P7: c0000374
P8: 000ce753
P9:
P10:

sometimes it wrote what problem with datacache.dll and materialsystem.dll, strange, I never encountered problems like that before.
Title: Re: SMOD Redux - FINAL
Post by: foxdimi on March 22, 2016, 08:11:25 PM
When I install into standalone, it crashes, gives me a "missing executable" and exits. This does not happen for the other smods.
Title: Re: SMOD Redux - FINAL
Post by: Onemanshow on June 29, 2016, 12:23:28 AM
New patch out. Been meaning to get this out for months, but computer troubles and a lack of interest held it up.

Didn't get the chance to test this out as well as I wanted, so I hope that I didn't cause any new issues with the changes here.

CHANGES:

GAMEPLAY/SCRIPTS/NPCs
-Added new weapon: Chargebow
-Raised Battle timer to 8 mins from 7.
-Lowered money needed for final weapon reward to 160 from 180.
-Lowered M60 recoil, increased damage slightly.
-Lowered Garand recoil.
-Raised Gauss Gun damage to 20 from 10.

MAPS
-Fixed a precache error on battle_92 (Lockdown).
-Rebalanced battle_99 (Station 17), battle_100 (Steam Lab), and battle_101 (Sanctuary).

GRAPHICS/MODELS
-Edited Super Shotgun v_ and w_ texture.
-Adjusted Garand supporting hand position.
-Removed Laser Rifle reload sound and animation.
-Fixed Ion Rifle and Shredder projectile position.
-Fixed Shredder w_model using the wrong type of muzzle flash.
-Fixed an animation issue with the Golden Colts on the last shots.

SOUNDS
-Added a warning sound when harder enemies start spawning in Battle maps.
-Tick sound in Battle mode only plays during the last 10 seconds now.

OTHER
-Added the following options to the "Configure SMOD Settings" menu:
Random Combine have 4x to 8x health
Combine use incendiary grenades
Disable blood effects
Damage shock FX
-Updated credits.

DOWNLOAD 1.2 PATCH (https://mega.nz/#!HIkiiRxL!_9Aq00qBT_uZX9UndgHAnSR18gHgSAbCJY0T2naQECQ)
Title: Re: SMOD Redux - FINAL
Post by: StuG on July 04, 2016, 02:13:17 AM
hey, just like to start by saying thank you for ressurecting smod, its whats keeping hl alive, ive been modding ur redux to id like to call "realism redux", of course i wouldnt ever release until u gave the ok to do so but, i have a question, sometimes script editing etc works and others it doesnt, like for some reason i cant edit the fire rate on the mp40, i enter all the codes correct but still nothing changes. also another is the svd im trying to get more to real spec, like changing the scope to 4x instead of 8, and increasing the firerate but amping the recoil a bit. again all codes are good to spec, checked for an enitre day on exact codes n where to put them etc,  but i noticed some weapons adding codes to work.. but others dont, like the svd and mp40,  id really appreciate to know how i can go bout getting it all to work? also my apologies if this is in the wrong forum, dont know where else to ask this. its really frustrating tho that i have most weapons to their real life spec of fire rates and even sounds are as close as i could find, used youtube as reference many diff videos on same weapon, to pinpoint fire rates by sound and the sound itself, even trying to get recoils to real spec, many other changes ive done too. but ya anyway, in case you cant tell im a bit desperate to solve this and get it all done to play theur the campaign without stopping to mod n get out of the story. Please.

oh yes i forgot also another that isnt working is modding the recoil on the mp40 and ak47
Title: Re: SMOD Redux - FINAL
Post by: Counter-Life™ on July 04, 2016, 05:32:52 AM
hey, just like to start by saying thank you for ressurecting smod, its whats keeping hl alive, ive been modding ur redux to id like to call "realism redux", of course i wouldnt ever release until u gave the ok to do so but, i have a question, sometimes script editing etc works and others it doesnt, like for some reason i cant edit the fire rate on the mp40, i enter all the codes correct but still nothing changes. also another is the svd im trying to get more to real spec, like changing the scope to 4x instead of 8, and increasing the firerate but amping the recoil a bit. again all codes are good to spec, checked for an enitre day on exact codes n where to put them etc,  but i noticed some weapons adding codes to work.. but others dont, like the svd and mp40,  id really appreciate to know how i can go bout getting it all to work? also my apologies if this is in the wrong forum, dont know where else to ask this. its really frustrating tho that i have most weapons to their real life spec of fire rates and even sounds are as close as i could find, used youtube as reference many diff videos on same weapon, to pinpoint fire rates by sound and the sound itself, even trying to get recoils to real spec, many other changes ive done too. but ya anyway, in case you cant tell im a bit desperate to solve this and get it all done to play theur the campaign without stopping to mod n get out of the story. Please.

oh yes i forgot also another that isnt working is modding the recoil on the mp40 and ak47

You won't be able to modify the weapon specs for weapons other than weapon_custom1-30.
Title: Re: SMOD Redux - FINAL
Post by: StuG on July 04, 2016, 05:41:40 PM
that... really sucks...    the mp40 i noticed fire rate cant be modified.. its a custom weapon

so basically i cannot make the ak47 have its realistic recoil and accuracy and have to deal with the fact the mp40 in this has more recoil than an ak? when the mp40 and any mp weapon really are known for their extreme low recoil..
Title: Re: SMOD Redux - FINAL
Post by: Comrade on July 05, 2016, 08:58:37 AM
one way to fix this would be to make the mp40 a custom weapon, if you haven't run out of custom weapon slots
Title: Re: SMOD Redux - FINAL
Post by: StuG on July 05, 2016, 03:23:27 PM
well the mp40 already is a custom weapon, but somehow the recoil works now, but the fire rate doesnt... it fires way too fast, its only 500 rpm which aids in the low recoil. but right now it sounds more like 7-800.... thats so strange how this game does that in modding, even the gore wasnt working, like the gib eating how much health and how many rounds it takes for a body to gib, i kept trying for 2 hours, then randomly all sudden it started working?...  i got most weapons closer to real stats, cept for the mp40.. it fires almost like mp5.. its pretty frustrating


ill post the weapon data itself in case i messed up any code:



Code: [Select]
//Day of Defeat style MP40
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_MP40"
"viewmodel" "models/weapons/v_mp40.mdl"
"playermodel" "models/weapons/w_mp40.mdl" //FIXME:
"anim_prefix" "smg1"
"bucket" "2"
"bucket_position" "2"

"clip_size" "32"
"clip2_size" "-1"

"default_clip" "64"
"default_clip2" "-1"

"primary_ammo" "SMG1"
"secondary_ammo" "None"

"weight" "2"
"item_flags" "0"

Adjust
{
//"up" "-1.5"
"forward" "-8"
}

IronSight
{
"right" "-4.565"
"up" "1.75"
"forward" "-5"
"fov" "-7"
"yaw" "-0.1"
"pitch" "-0.5"
"AdjustAccuracy" "0.5"
}

// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"reload" "Weapon_SMG1.Reload"
"reload_npc" "Weapon_SMG1.NPC_Reload"
"empty" "Weapon_SMG1.Empty"
"single_shot" "Weapon_Mp40.Shoot"
"single_shot_npc" "Weapon_Mp40.Shoot"
"double_shot" "HL2Player.kick_fire"
"melee_hit" "HL2Player.kick_body"
"melee_hit_world" "HL2Player.kick_wall"
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/hud_weapons_zerosix"
"x" "64"
"y" "160"
"width" "64"
"height" "32"
}
"weapon_s"
{
"file" "sprites/hud_weapons_zerosix"
"x" "64"
"y" "160"
"width" "64"
"height" "32"
}
"ammo"
{
"font" "WeaponIcons"
"character" "r"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}

"WeaponSpec"
{
// 0 : single
// 1 : automatic
// 2 : shotgun
// 3 : autoshotgun
"WeaponType" "1"
"FireRate" "0.1"
"UnderWater" "0"

"Melee" {
"Secondary" {
"Range" "70"
"Frame" "10"
"NextAttack" "20"
"Damage" "5"
}
"Force" "1"
"ImpactEffect" "2" // 0:default 1:nodecal 2:nodecal,nosound 3:noeffect
}

"Options" {
//"LastDryFireActivity" "1"
}

"Recoil" {
"PunchPitch" "-0.0 -0.0"
"PunchYaw" "-0.0 0.0"
"EnableSnap" "0"
"SnapPitch" "-0.0 -0.0"
"SnapYaw" "-0.0 0.0"
"Crouch" "0.0"
"Amp" ".00"
"PunchLimit" "0.001"
}

"Spread" {
"Default" "3"
"MaxSpread" "10.0"
"Run" "10.0"
"RunSpeed" "100"
"Crouch" "0.65"
"Fire" "1.05"
}

"Bullet" {
"AmmoType" "SMG1"
"Damage" "5"
"ShotCount" "1"
"Tracer" "2"
"Force" "1"
}

"Npc" {
"RifleAnim" "0"
"BurstMax" "5"
"BurstMin" "2"
"FireRate" "0.1"
"Range" "200"
"MuzzleFire" "1"
}
}

}
Title: Re: SMOD Redux - FINAL
Post by: Counter-Life™ on July 05, 2016, 03:51:59 PM
-snip-

This might sound dumb, but you did change the "FireRate" value, right? If you are not sure how to calculate RPM to the delay between each shot, the formula is 1 / (RPM / 60). 500 RPM would be about 0.12.
Title: Re: SMOD Redux - FINAL
Post by: StuG on July 05, 2016, 04:10:00 PM
thank you for responding n trying btw guys, and yes, the number i have set was to see if any change happened, big numbers mean easier to tell, but it didnt change...


even tho its a custom weapon.. fire rate still has no effect, im baffled why recoil works, but not fire rate?

also another thing since i renamed the ak47 to a custom weapon,, when i go to use it in game, it crashes immediately, im guessing theres a file somewhere that tells the game which script to read?
Title: Re: SMOD Redux - FINAL
Post by: Counter-Life™ on July 05, 2016, 04:32:54 PM
thank you for responding n trying btw guys, and yes, the number i have set was to see if any change happened, big numbers mean easier to tell, but it didnt change...


even tho its a custom weapon.. fire rate still has no effect, im baffled why recoil works, but not fire rate?

also another thing since i renamed the ak47 to a custom weapon,, when i go to use it in game, it crashes immediately, im guessing theres a file somewhere that tells the game which script to read?

That's indeed strange.

And you can't just rename the AK-47 into a custom weapon. It's a hard coded weapon, meaning that the rest of the gun (recoil, spread and so on) are inside SMOD's compiled code. If you want to modify it, I suggest you just use one of the 30 custom weapon slots instead,with the same model.
Title: Re: SMOD Redux - FINAL
Post by: StuG on July 05, 2016, 04:38:06 PM
isnt it the same as i would have to put the exact codes in anyway?  i didnt use a slot thats already taken there is 17 - 18 - but it skips 19, so i used slot 19, and changed scrips and cfg to recognize slot 19, 

not understanding what you mean with using a custom weapon slot ?


but im debating to just give up on the realism editing coz all weapons are really close to real spec.. cept for the mp40, one of my favorites.. kinda throws the feel off


this is really bothering me, ok i got the accuracy to work for ak, has now the barrel wobbling effect real thing has, but power to go with it, penetration etc, but for whatever reason, i can change the accuracy,iron sights, and recoil of the mp40, but the fire rate does nothing.... why??
      the recoil tho dont work entirely, its lower, but when i disable snap, it still snaps, but it moves much less, real mp40 known for its amazing controllability ei very low to no "snap" kind of recoil n can hold it straight easy on full auto with its 500 rpm..


i just found the mp5 in game and that too is way out of range towards its real counterpart.. that all i can change is iron sighting, accuracy and damage, would be nice to give its real semi/auto switching as im using the model on here without GL, and it can fire with water in it in real life, so to change that as well and the ballistics to where its barely heard (mp5sd series are some of the quietest guns ever made factory)


im also curious if theres a way to edit the emplacement guns, would love to add more range and rpm

Title: Re: SMOD Redux - FINAL
Post by: Comrade on July 06, 2016, 03:47:07 PM
let me guess, you tried putting in something like "2" in firerate

or maybe you put the custom weapon script stuff in weapon_mp40

0.12 for the mp40 HAS to work, if it doesn't, you're doing something really wrong
Title: Re: SMOD Redux - FINAL
Post by: StuG on July 07, 2016, 04:44:14 AM
i tired a lot of numbers usually sticking to 1.5 max and lower, i tried 0.5 too which should be very noticable, but it still didnt change, and all i did was change the numbers in the stock custom weapon file with mp40 in it, i didnt add or rename anything.  or do you mean to rename the custom_weapon file to weapon_mp40?

so ur telling me it works fine for you if u change its firerate?? i always knew how bad my luck is but .. really?
Title: Re: SMOD Redux - FINAL
Post by: kh0rn3 on July 24, 2016, 10:19:22 PM
Onemanshow - all I have to say is wow.  This is incredible.  I love all of the new weapons and the game-play scenarios (i.e., mapadds and maps).  Any way you could make more game-play scenarios and add them as a patch?   :o
Title: Re: SMOD Redux - FINAL
Post by: Onemanshow on July 25, 2016, 12:42:13 AM
Onemanshow - all I have to say is wow.  This is incredible.  I love all of the new weapons and the game-play scenarios (i.e., mapadds and maps).  Any way you could make more game-play scenarios and add them as a patch?   :o

Oh wow man its been a while. Glad you like it.  :)

I considered more gamemodes, but the HL2 Survivor maps aren't fit for much else than deathmatch-style gameplay. I didn't want to use any other maps as part of my goal with the final release was to get the mod off of non-Valve and non-original content. That, and I suck at LUA coding anything more complex. So yeah you probably won't see any new gamemodes.
Title: Re: SMOD Redux - FINAL
Post by: Lightassassin1 on August 07, 2016, 07:14:14 PM
I dont know if anyone else is having this problem but i think i installed this wrong, but whenever i launch the mod through smod standalone it closes out with no error message.
Title: Re: SMOD Redux - FINAL
Post by: kedainasi on October 25, 2016, 04:53:55 PM
kinda disappointed.

bough hl2 from steam.

installed sdk 2006 and all the stuff including css and updated to latest update

ran both program (hl2 & sdk 2006) before installing standalone.

cut and paste dlls to make it work

crashed at start. every smod crashes. except for original hl2 game
i'm on windows 8.1 and there's nothing I can do

disappointed
Title: Re: SMOD Redux - FINAL
Post by: Astraxis on October 26, 2016, 03:42:39 AM
kinda disappointed.

bough hl2 from steam.

installed sdk 2006 and all the stuff including css and updated to latest update

ran both program (hl2 & sdk 2006) before installing standalone.

cut and paste dlls to make it work

crashed at start. every smod crashes. except for original hl2 game
i'm on windows 8.1 and there's nothing I can do

disappointed

It's a mod several years old and developed before SteamPipe, what did you expect. Enjoy Half-Life 2, it's a good game; otherwise, play it in GMOD so you can customize your experience as you like.
Title: Re: SMOD Redux - FINAL
Post by: No1Gamer on October 26, 2016, 10:43:51 AM
well, i play on win 10 and have no problem whatsoever ... just saying it has nothing to do with how old the mod is.
Title: Re: SMOD Redux - FINAL
Post by: kedainasi on October 30, 2016, 03:36:10 PM
well, i play on win 10 and have no problem whatsoever ... just saying it has nothing to do with how old the mod is.

How did you do it? Is there some kind of trick I should know or did you magically make it happen on Windows 10?
Title: Re: SMOD Redux - FINAL
Post by: No1Gamer on November 02, 2016, 11:33:03 AM
well i had win 7 before and did an auto upgrade to win 10.

it worked on win 7 and after the upgrade it still does. for the installation on win 7 i just did what the tutorial told me so ...
Title: Re: SMOD Redux - FINAL
Post by: kittax on December 05, 2016, 03:27:55 AM
well, i play on win 10 and have no problem whatsoever ... just saying it has nothing to do with how old the mod is.

How did you do it? Is there some kind of trick I should know or did you magically make it happen on Windows 10?

Not sure if y'all are even alive anymore but I managed to install redux and play through the entirety of hl2 campaign with only a few crashes.

What you need to do is have all the games on your main disk (hl2, lost coast, css, whatever) and sdk2006. You should get no .dll errors or any texture errors.
Title: Re: SMOD Redux - FINAL
Post by: Onemanshow on December 24, 2016, 09:20:01 PM
It has been 2 years to the day since I released this. Figured now is a good time to release an update.

This is an important one as it fixes a dumb oversight from the last patch, and fixes a possible issue where people with non-widescreen resolutions could not start the game.

CHANGES
Code: [Select]
GAMEPLAY/SCRIPTS/NPCs
-Restored Battle map timer to 7 minutes.
-Fixed Redux weapon console names not working.
-Fixed vending machines in Battle maps not working and a few other errors.
-Added a very small spin-up delay to the Minigun.
-Lowered maximum recoil on the Golden Colts.
-Updated weapon category limit to include the Chargebow.

MAPS
-Lowered maximum enemy count in Battle maps.
-Unleashed the Kraken at d3_breen_01.

GRAPHICS/MODELS
-Tweaked Minigun firing animations.
-Adjusted Minigun screen position.
-Updated Gordon Freeman player model and texture.

SOUNDS
-Added Minigun spin-up sound.
-Updated O.I.C.W reload sound.

OTHER
-Fixed a major crash issue for players using non-widescreen resolutions.

Also, a special version of the mod has been released:


SMOD REDUX FINAL - 1.3 STEAMMOD

This version of SMOD Redux - FINAL has been converted to work as a typical HL2 Steam mod. It is intended for people who cannot get SMOD Standalone to run or do not wish to use SMOD Standalone. You do not need a prior install of SMOD for this version.

The only difference between this and the Standalone version is that all LUA-based code has been removed from the maps. This is because updates with Valve's SteamPipe system for Half-Life 2 and other games have effectively broken SMOD's LUA code for unknown reasons. Due to this, the Steam version does not include the Battle maps ported from Half-Life 2: Survivor, as there was no satisfying way of mimicking the AI spawning and general behavior in regular mapadd code. Some minor bits of LUA from the HL2 campaign were also removed due to this issue, but these by and large did not affect gameplay. You'll still miss a few changes and the special date events though.

Also, this is NOT compatible with SMOD Standalone and you will have issues if you use this version of the mod alongside it. Download the SMOD Standalone version of Redux for that instead.

DOWNLOAD SMOD REDUX - FINAL 1.3 STEAMMOD (https://mega.nz/#!3EMimZzA!LTupb-1cF_vr-RuWjQ9vkcVXDcUzo1mFkHDjf3BOilo)
Title: Re: SMOD Redux - FINAL
Post by: Counter-Life™ on December 25, 2016, 11:37:36 AM
-snip-
Thanks for still releasing content, OMS.
Title: Re: SMOD Redux - FINAL
Post by: minmi96 on December 25, 2016, 03:32:08 PM
It's great that you're still updating/making stuff for SMOD.

Now if only you still had your unreleased Addons (BMS Tau Gun, Spore Launcher, forgot what the rest were).
Title: Re: SMOD Redux - FINAL
Post by: TheZec on September 26, 2017, 06:53:54 PM
Onemanshow mentions that "Some minor bits of LUA from the HL2 campaign were also removed due to this issue, but these by and large did not affect gameplay." Is this the same for the legacy versions of Redux from V5-V8? That is, if V6 was run with Steam instead of SMOD Standalone, certain things would not trigger or function, minor as they are?
Title: Re: SMOD Redux - FINAL
Post by: Onemanshow on September 26, 2017, 10:46:28 PM
Onemanshow mentions that "Some minor bits of LUA from the HL2 campaign were also removed due to this issue, but these by and large did not affect gameplay." Is this the same for the legacy versions of Redux from V5-V8? That is, if V6 was run with Steam instead of SMOD Standalone, certain things would not trigger or function, minor as they are?

I can't confirm but I doubt LUA works on legacy versions either. One of the post-Steampipe updates done for Half-Life 2/Source SDK 2006 broke whatever method SMOD 40a uses to find and load LUA files. Unless older versions of SMOD uses different methods of loading LUA, legacy versions have the same problem.

As far as I know, these are the events/changes SMOD 40a made to the HL2 maps through LUA (some of these don't apply to Redux):

-d1_trainstation_01: Skybox change
-d1_trainstation_05: Special map events if computer date is set to 12/25 or 01/01
-d1_eli_02: Skybox change
-d1_town_01: Skybox change
-d1_town_01a: Skybox change
-d1_town_05: Skybox change, fog change
-d2_coast_01: Skybox and fog changes, citizen controlled turrets on dock do more damage
-d2_coast_12: Raised tutorial antlion health (SMOD 40a disabled the antlion spawners during the prison attack), special event stuff if computer date is 07/26
-d2_prison_07: Skybox change, some stuff about combine weapon entities?
-d2_prison_08: Skybox change
Title: Re: SMOD Redux - FINAL
Post by: TheZec on September 26, 2017, 11:09:02 PM
^I'm not sure how far you looked into it, and I can always test things later since I'm sure you're working on other things, but I noticed for SMOD Redux 8 the skybox for Ravenholm was pretty much broken, merely reflecting whatever the player happened to look at at a particular moment when running it via Steam. With some changes to the gameinfo file, I was able to get the legacy versions running for SMOD Standalone and the skybox in Redux 8 in Ravenholm functioned as normal. Would it be safe to say all the other issues you listed were fixed as well?
Title: Re: SMOD Redux - FINAL
Post by: Onemanshow on September 27, 2017, 12:29:53 AM
^I'm not sure how far you looked into it, and I can always test things later since I'm sure you're working on other things, but I noticed for SMOD Redux 8 the skybox for Ravenholm was pretty much broken, merely reflecting whatever the player happened to look at at a particular moment when running it via Steam. With some changes to the gameinfo file, I was able to get the legacy versions running for SMOD Standalone and the skybox in Redux 8 in Ravenholm functioned as normal. Would it be safe to say all the other issues you listed were fixed as well?

SMOD Standalone doesn't have any issues with loading LUA so if you make the legacy versions function on Standalone they should work fine. I'm fairly sure I uploaded the legacy versions before LUA was broken by updates because I would have taken it into account when fixing them up, and I just don't have the interest in SMOD anymore to go through and update them to Standalone or remove the LUA bits. :-\

Plus, Standalone has a very annoying bug with the HL2 campaign where savegames can be corrupted in certain maps (canals_08, eli_01, a few others). I've made mention of this a (http://bsnooch.com/forums/index.php?topic=1770.msg11400#msg11400) few (http://bsnooch.com/forums/index.php?topic=1360.msg11432#msg11432) times (http://bsnooch.com/forums/index.php?topic=1360.msg10944#msg10944) in the past, but Pepsifan never responded or said anything about it and now he seems to have vanished.
Title: Re: SMOD Redux - FINAL
Post by: TheZec on September 27, 2017, 02:23:50 AM
^Hmm, save corruptions seem a small price to pay to make sure they work as intended. Thanks for the warnings and for the replies. By the way I made the legacy versions work by copying these lines from Redux FINAL's gameinfo.txt

                        Game            |gameinfo_path|.
         game            "|gameinfo_path|..\SMOD40aq"            
         game            hl2
         game            "|gameinfo_path|..\..\SDKBase"
         game            "|gameinfo_path|..\..\..\..\common\Half-Life 2\hl2"

Into Redux 5, and 8's gameinfo.txt. Not sure if that was the correct way to go about doing it, but like I said 8's skybox for Ravenholm was fixed.
Title: Re: SMOD Redux - FINAL
Post by: Chr0n0Tr!gg3r on September 27, 2017, 03:05:21 AM
So that explains why I always crashed on that canals map.
Title: Re: SMOD Redux - FINAL
Post by: Troglodyte on September 29, 2017, 11:12:28 PM
Hello everyone. Last time I played this (same version I think, launching it through standalone) and some of the weapons seem to be displaced. I remember there being that cz pistol next to the dead civilian in Route Kanal. Also, I stumbled upon the fan-made wiki for this mod and it mentions a sword also located in Route Kanal, which is found under the staircase after running into two metro police harrassing two civilians. Have the locations of these weapons been changed, or have they been removed?

One more for you if you don't mind- are the dual USPs still here as well? Thanks in advance, and praise to the Pepsi God.
Title: Re: SMOD Redux - FINAL
Post by: minmi96 on October 03, 2017, 07:54:17 AM
Hello everyone. Last time I played this (same version I think, launching it through standalone) and some of the weapons seem to be displaced. I remember there being that cz pistol next to the dead civilian in Route Kanal. Also, I stumbled upon the fan-made wiki for this mod and it mentions a sword also located in Route Kanal, which is found under the staircase after running into two metro police harrassing two civilians. Have the locations of these weapons been changed, or have they been removed?

One more for you if you don't mind- are the dual USPs still here as well? Thanks in advance, and praise to the Pepsi God.
The Dual USPs have been replaced with Golden Colts.