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Games & Mods => SMOD & SMOD2 => Topic started by: Chr0n0Tr!gg3r on September 18, 2017, 09:34:26 AM

Title: (WIP) SMOD13 - Bringing SMOD back!
Post by: Chr0n0Tr!gg3r on September 18, 2017, 09:34:26 AM
(https://cdn.discordapp.com/attachments/358474759647789056/358480307629981696/SMOD13_Banner.png)
Hello and welcome to bringing SMOD back!

The Description:
SMOD13 is a complete remake of the classic SMOD from scratch with the goal to bring the awesome SMOD experience we all enjoyed onto the newest 2013 with most of all of the classic features back plus a plethora of new and streamlined features with the goal to make SMOD even more modable and fun than it was before! We not only want to bring SMOD back but re-light the fire in the community that was once extremely active with people discovering the mod for the first time and tinkering with it to their hearts content to make some really amazing things! We want SMOD13 to feel fresh and brand new so that old and new faces from the community will feel like they're diving back into it for the very first time.

The Team:
Though SMOD13 is mainly maintained and created by Rara we have a good handful of people who have/are doing some amazing work to help make this project possible and would not have gotten this far without them, period.

The Features:
Current Features:Planned Features:*Note that this list is still a work in progress

The Moving Pictures:
All official videos and what not will be posted here for convenience sake, nothing in these videos is final and may be removed, redone, or improved in the future!



The Still Images:
All official images showing off either WIP or just images to get the hype train rolling!

(https://puu.sh/x7l3Q/ce26d23c16.jpg)
(https://puu.sh/x7l7Q/747fc4a0a6.jpg)
(https://puu.sh/xdWJT/4be5797a93.jpg)
(https://cdn.discordapp.com/attachments/241652466377031690/353608166703104021/c1a00001.png)
(https://media.discordapp.net/attachments/207497864644001792/358440281697157140/unknown.png)
(https://images-ext-2.discordapp.net/external/5TejtJDtP-GYzFA0uDdRVGnkfId89jRlP-nsM8imbys/https/cdn.discordapp.com/attachments/358474759647789056/358759888374988800/unknown.png?width=1000height=562)



The Final Thoughts:
Hope this got people hyped for the project, it would be phenomenal to see SMOD back alive and kicking in a much more stable state and with this project we hope to achieve that!
If you'd like to participate in active development/discussion then join the Source Modding Community and once you are a member hit up our channel at #mod-hl2_smod13 , Discord link here: https://discord.gg/FgsCdR9.
We currently don't have a publicly available download as we're still developing it behind closed doors but the plan is to release a beta once we have the core features added and we will be releasing the source code once the mod is finished and is fully public!
We are also in the process of finding a Particle designer to work on a couple particle systems for some of the effects and the blood/gore system so if you know a guy that knows a guy then let us know!
Finally, once we get something super legit going we're hoping to get our own sub-forum on the forums but we'd like to wait until a release is put out. Thanks guys and happy SMOD'ing!

(https://cdn.discordapp.com/attachments/358474759647789056/359269069196623872/SMOD_Logo.png)
*I am only human, expect this page to be edited with new info/changes!
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Chr0n0Tr!gg3r on September 18, 2017, 09:45:50 AM
inbefore mod is dead an hour after the thread is posted.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: No1Gamer on September 18, 2017, 05:11:29 PM
looking nice. i hope this makes it to release.  ;D
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Astraxis on September 18, 2017, 05:50:11 PM
Dear god I hope you guys can pull this off. There's some big names in that development list, and if (when!) this pulls through, I'm sure this will be the best thing to happen to the HL community since Underhell way back in 2013.

Count me on the hype train, good luck!
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Bitl on September 18, 2017, 06:02:29 PM
give me source code pleeeease i want to contribute to this

or at least put it on github
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Zoldat on September 19, 2017, 08:37:33 AM
I've already said it, but I will say it again: this is A-W-E-S-O-M-E  ;D 8)
Hope you'll finish it  ;) Can't wait for it  :)
Good luck  :-*
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Chr0n0Tr!gg3r on September 19, 2017, 12:38:44 PM
So Bitl is on board to help us and we're also implementing a new system that loads two mapadd files for maps that apply with the new mappadd being in a folder named "mapfixes". When a map is loaded the game will search for two mapadd's, one in the actual "mapadd" folder and one in the "mapfixes" folder. The mapfixes folder will contain all official mapadds created by us in order to fix certain elements of any of the campaigns that may be broken or bugged that would otherwise require decompiling, for example, the floating chair scientist before Gordon enters the test chamber and the Barney that is cut in half by the laser (Uses a T-posed HL2 Barney). So when a map is loaded it will load the player made mapadd and the mapfix mapadd if one is present for fixes for that map.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: FreeKill on September 19, 2017, 09:49:10 PM
Hopefully you guys get this thing to a public release. Rooting for ya'll.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Chr0n0Tr!gg3r on September 20, 2017, 12:11:05 AM
The biggest issue we're facing right now is finding someone who can help with getting the shaders going and a particle editor for the various effects in the game and the blood and gore system, if anyone knows anyone who is willing to help let us know.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Monkatraz on September 21, 2017, 01:23:38 AM
Like, custom building a particle editor? You're on 2013, just use the Orange Box particle editor that's built right in. Unless you mean you need someone to make the effects? Really one of you should just try to learn the editor yourselves. It's surprisingly easy to use.

I mean, I've done quite a few particles in the editor if you want my help, but I don't want to involve myself too much into any projects.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Chr0n0Tr!gg3r on September 21, 2017, 04:32:38 AM
Like, custom building a particle editor? You're on 2013, just use the Orange Box particle editor that's built right in. Unless you mean you need someone to make the effects? Really one of you should just try to learn the editor yourselves. It's surprisingly easy to use.

I mean, I've done quite a few particles in the editor if you want my help, but I don't want to involve myself too much into any projects.

Thanks for the offer though we've decided to put that on hold until the base game is set up first. Recently we've noticed how broken each game is due to Valve's piss poor mounting system that mixes files together and spits out bugs left and right. For now we're putting all of our focus into porting the classic weapons, mapadd, and coding a new mounting system that will hopefully fix all or most of the problems we're having right now.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Monkatraz on September 21, 2017, 05:08:42 AM
Thanks for the offer though we've decided to put that on hold until the base game is set up first. Recently we've noticed how broken each game is due to Valve's piss poor mounting system that mixes files together and spits out bugs left and right. For now we're putting all of our focus into porting the classic weapons, mapadd, and coding a new mounting system that will hopefully fix all or most of the problems we're having right now.

Alright, makes sense. Let me know if you guys need some animation advice or whatever knowledge I have of the particle editor. I'm pretty much useless otherwise.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: msalinas2877 on September 21, 2017, 05:15:38 AM


Quality Content
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: martin.kosecky5 on September 21, 2017, 05:05:18 PM
Q U A L I T Y
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: AnOldLady on September 24, 2017, 02:45:03 PM
OH MY GOD I WAS ON THE VERGE OF CRYING CAUSE IM TRYING TO MAKE A MOD FROM CURRENT SMOD AND I GOT REALLY SAD CAUSE PORTING MODELS to 2006 source engine is a pain in the butt and its really glitchy BUT THANK GOD YOU GUYS ARE MAKING 2013 SMOD.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Troggy Hordesman on September 24, 2017, 03:59:54 PM
I just smiled so hard my lower jaw fell off. Help.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: alvaol62 on September 25, 2017, 06:34:20 PM
This looks amazing. I'm really excited for it. As a small request, can you guys implement SMOD's Red Orchestra aiming mode? It would be awesome to have it back. :D
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: MrAnonymousone on September 26, 2017, 05:59:55 AM
Hi Chr0n0Tr!gg3r. I have several questions:

1) When you mentioned "The ability to play through Half-Life: Source, Half-Life 2, Half-Life 2: Episode 1, Half-Life 2: Episode 2, Half-Life 2: Lost Coast, and many many mods, custom maps, and more in SMOD13 (WIP)", does it mean that all of these games are in the mod or we need to own them separately?

2) Will the cut enemies be from both Half Life 1 and 2 (Because I love see more variety of NPCs and enemies)?

3) When you mentioned "A new and robust custom weapons system that not only allows for an infinite amount of custom weapons...", does it really mean that we can add as many custom SMOD as we like while ignoring the 30 custom weapons limit?

I sorry if its too much to ask. I hope to hear from you soon. Thanks.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Chr0n0Tr!gg3r on September 26, 2017, 08:34:22 AM
This looks amazing. I'm really excited for it. As a small request, can you guys implement SMOD's Red Orchestra aiming mode? It would be awesome to have it back. :D
Not sure I follow, can you give an example?

Hi Chr0n0Tr!gg3r. I have several questions:

1) When you mentioned "The ability to play through Half-Life: Source, Half-Life 2, Half-Life 2: Episode 1, Half-Life 2: Episode 2, Half-Life 2: Lost Coast, and many many mods, custom maps, and more in SMOD13 (WIP)", does it mean that all of these games are in the mod or we need to own them separately?

2) Will the cut enemies be from both Half Life 1 and 2 (Because I love see more variety of NPCs and enemies)?

3) When you mentioned "A new and robust custom weapons system that not only allows for an infinite amount of custom weapons...", does it really mean that we can add as many custom SMOD as we like while ignoring the 30 custom weapons limit?

I sorry if its too much to ask. I hope to hear from you soon. Thanks.

Are you kidding, I do the same thing when I get super interested in a project so no problems there. I'll just go down and list the answers to keep things organized:

1) All the above games will be supported 100% but you will need to own and have the games installed on your Steam account as the new mounting system will check for the place of the files as well as the ID for the games. If the games are installed then you should be all set and for the ones that you don't have you can choose not to mount them.

2) Absolutely! We plan to have several cut enemies from HL2, HL1 on the other hand will require a Source port of the models, animations, sounds, etc before we can use them. No HL1 cut enemies are planned to be added currently but once the project hits the ground running we'll definitely consider adding said enemies.

3) Yes! No more pesky 30 weapons limit, we're also making it so weapons can load custom sound scripts so no more fiddling around with game_sounds_weapons which has the potential to break weapon sounds in-game. The system will also allow people to give custom names to their weapons so no more guessing which weapon_custom is which in the console!


Let me know if you have any more questions, I'd be happy to answer them!
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: TheZec on September 26, 2017, 09:21:53 AM
God yes, thank you so much for working on this. I hope to see great, great, great tidings. Also, I made a quick webm demonstrating what alvaol62 was referring to in reference to Red Orchestra aiming mode: https://webmshare.com/XydzV

Second example: https://webmshare.com/bQE8m

Where would someone go if they wanted to watch out for the moment you release the first public version?

Lastly, and this one's rather esoteric, do you folks plan to do anything with the commands already in Source that allow you to turn NPCs into allies, and others into enemies? Specifically things like:

ent_fire !picker setrelationship "player d_li 90"

In 2005 or 2006, I don't know if any of you ever saw it, there was an addon for HL2 somebody posted to halflife2.filefront.com called NPC Spawner. It no longer exists unfortunately, but it allowed players to turn any NPC into an enemy or ally on the fly. It also allowed the player to select one, or multiple NPCs and move them from place to place as if they were part of the player's squad. Again, rather esoteric, but I was curious if you folks knew about any of that.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: MrAnonymousone on September 26, 2017, 02:10:15 PM
Thank you for your answers, Chr0n0Tr!gg3r. But just one last question (probably): You said that the games have to be installed in a Steam account, but what if the games are not installed to said Steam account?
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: jijimetal on September 26, 2017, 07:00:27 PM
"In-game tools to make mapadd creation easier and more personal"

Wooohoo! Can't wait.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Chr0n0Tr!gg3r on September 27, 2017, 03:10:16 AM
God yes, thank you so much for working on this. I hope to see great, great, great tidings. Also, I made a quick webm demonstrating what alvaol62 was referring to in reference to Red Orchestra aiming mode: https://webmshare.com/XydzV

Second example: https://webmshare.com/bQE8m

Where would someone go if they wanted to watch out for the moment you release the first public version?

Lastly, and this one's rather esoteric, do you folks plan to do anything with the commands already in Source that allow you to turn NPCs into allies, and others into enemies? Specifically things like:

ent_fire !picker setrelationship "player d_li 90"

In 2005 or 2006, I don't know if any of you ever saw it, there was an addon for HL2 somebody posted to halflife2.filefront.com called NPC Spawner. It no longer exists unfortunately, but it allowed players to turn any NPC into an enemy or ally on the fly. It also allowed the player to select one, or multiple NPCs and move them from place to place as if they were part of the player's squad. Again, rather esoteric, but I was curious if you folks knew about any of that.

Ah, yes, the free look mode. We'll definitely have that as a standard feature for SMOD13. As far as the relationship commands go we don't have any plans to mess with that too much since we'll have friendly and enemy variants of all the NPC's but we may mess with it down the line.

Thank you for your answers, Chr0n0Tr!gg3r. But just one last question (probably): You said that the games have to be installed in a Steam account, but what if the games are not installed to said Steam account?
Well, Half-Life 2 will be required as an absolute base but if you don't have the other games then the mod won't be able to access their files thus you can't play those games on SMOD13. This also goes for having the games uninstalled as well.

-----
I also want to remind everyone that most of these features are purely concept until implemented, a couple people involved in the project have started school again so things aren't happening as fast as they were when we first started. With that said, once things simmer down school-wise we hope to have be back at full speed.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Troglodyte on September 30, 2017, 06:32:13 PM
How many cocks do I have to suck to make this happen?
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Chr0n0Tr!gg3r on October 01, 2017, 01:09:40 AM
How many cocks do I have to suck to make this happen?
It's not the number that counts but which ones you suck.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: TheZec on October 03, 2017, 06:50:14 AM
Chr0no, is the team aware of the Russian individual who made an SMOD for Half-Life: Source?
https://www.youtube.com/watch?v=YSCaLiDswu4
https://www.youtube.com/watch?v=7qvd-S7Oqsc

There is a download link in the description of the second video that I'll post here:
https://drive.google.com/uc?id=0Bx6Oq0OPC8siWE9obmhhRDFHQWc&export=download

I haven't yet tried it myself. And I am aware you guys are trying to make it so you can spawn HL2 NPCs in HL:S, and vice versa, as well as making mapadds easier for more customization, etc. I'm not suggesting anything by sharing this, simply wondering if you were all aware of it.

EDIT: Wow, looking at his youtube he's got a lot of SMOD stuff going on. Episode 1, HL1 NPCs into HL2, neat.
https://www.youtube.com/watch?v=qJFbr87uQNg
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: minmi96 on October 03, 2017, 07:55:03 AM


Oh god, that guy.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: TheZec on October 03, 2017, 08:05:02 AM
^Seems pleasant enough. Following his accounts he was banned from moddb, however. What's the deal?
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: msalinas2877 on October 04, 2017, 03:14:11 AM
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: Counter-Life™ on October 04, 2017, 12:50:23 PM

Neat.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: LtSprinkulz on October 17, 2017, 10:21:24 AM
Will this have sub-mods like CSS Sci Fi and SMOD Tactical in mind or is this a complete restart for sub-mods?

I personally have been busting my brain trying to make CSSSF3 work ever since I found the standalone launcher to no avail. Tactical works but is buggy and I can never re-load my saves after I close the game. So I'm wondering if there's a future for these in SMOD13. If there isn't i'd like to know why and what you guys think about the longevity of future sub-mods, as well as any advice you can give for the crippling depression I feel when I remember my flawless working copy of CSS Sci Fi 3 that died when I had to format my hard drive...
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: minmi96 on October 17, 2017, 12:52:25 PM
I'm pretty sure they said they plan to make this backwards compatible with older SMOD's.
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: TheZec on October 17, 2017, 09:07:25 PM
Will this have sub-mods like CSS Sci Fi and SMOD Tactical in mind or is this a complete restart for sub-mods?

I personally have been busting my brain trying to make CSSSF3 work ever since I found the standalone launcher to no avail. Tactical works but is buggy and I can never re-load my saves after I close the game. So I'm wondering if there's a future for these in SMOD13. If there isn't i'd like to know why and what you guys think about the longevity of future sub-mods, as well as any advice you can give for the crippling depression I feel when I remember my flawless working copy of CSS Sci Fi 3 that died when I had to format my hard drive...

Check this thread:
http://bsnooch.com/forums/index.php?topic=1458.0
Title: Re: (WIP) SMOD13 - Bringing SMOD back!
Post by: LtSprinkulz on October 18, 2017, 06:36:26 PM
It's difficult these days to find the 3.01 patch for CSSSF3 which as I recall was necessary for it to run with standalone. I'll re-read the thread and see if I can get any more from it.

Edit: Just noticed the installer I'm using is 3.02 Final. So nvm that.