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SMOD & SMOD2 / Re: Dive move for SMOD?
« Last post by TheZec on June 21, 2018, 12:02:17 PM »
^Interestingly, cl_playermodel "models/player.mdl" only works for SMOD40, at least for me. When I used it with Redux V5, it didn't work. However, disabling locational damage in RV5 did solve the issue. Entering "smod_player_locationdamage 0" in Redux Final solved the issue without deleting the models you specified. Finally, diving and bullet time. Thank you so much for taking the time to reply, man. Gonna take this for a spin later today.
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SMOD & SMOD2 / Re: Dive move for SMOD?
« Last post by Onemanshow on June 21, 2018, 07:20:10 AM »
^Not to sound ungrateful, truly, but that didn't work either. Tested on various SMODs where I added smod_player_deathcam 0 to the autoexec.cfg, or manually entered it into the console before starting a map, as well as entering in game and entering the next map.

Just did some testing and I can confirm that command isn't the cause. Rather, it seems to be the player model itself. I can't say what it is (I suspect it's how SMOD handles hitboxes on player models) but I think I know how to fix it. The player model needs to be set to "models/player.mdl" to stop this from happening. This is the default HL2 model used for the player and when I set it as player model, the issue no longer occurred. Dump this line into an autoexec or type it in console:

Code: [Select]
cl_playermodel "models/player.mdl"
If you want to use this in Redux Final it's a bit different as this model was replaced with the new Gordon model, as HL2 automatically precaches this mesh and using it helped stop hitching on level load. If you want to stop this bug happening in Redux Final, you'll have to delete the six player model files included in the models folder: player.mdl, player.dx80.vtx, player.dx80.vtx, player.sw.vtx, player.phy, player.vvd. The HL2 default should be restored after that, and you won't need to set the player model since Redux already uses it. Keep in mind you'll also be out of locational damage on the player since the HL2 model isn't set up for it, if you care about that.

Hope this fixes the issue for good. :)
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SMOD & SMOD2 / Re: Dive move for SMOD?
« Last post by TheZec on June 20, 2018, 05:37:18 PM »
^Not to sound ungrateful, truly, but that didn't work either. Tested on various SMODs where I added smod_player_deathcam 0 to the autoexec.cfg, or manually entered it into the console before starting a map, as well as entering in game and entering the next map.
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SMOD & SMOD2 / Re: Dive move for SMOD?
« Last post by Onemanshow on June 20, 2018, 05:37:31 AM »
^I finally got around to testing this. Unfortunately, setting smod_player_deathcam to 0 does not stop bullets from stopping the player while diving or jumping. I tested this in SMOD Redux 5, Redux Final, as well SMOD40.

It won't apply until the next map if you typed it in while in-game. I suggest you put the command in your autoexec.cfg to ensure it'll stick when you load a new map in.
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Weapon Releases / Re: [CUSTOM] Ohio Ordnance HCAR
« Last post by Alex184 on June 19, 2018, 06:35:42 PM »
Super cool and rare DMR!
3 odd 6 is quite a caliber :)
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Weapon Releases / Re: [CUSTOM] HK G3 FSK
« Last post by Alex184 on June 19, 2018, 06:34:34 PM »
Beautiful as usual!

Thank you!
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SMOD & SMOD2 / Re: Dive move for SMOD?
« Last post by TheZec on June 19, 2018, 11:07:01 AM »
^I finally got around to testing this. Unfortunately, setting smod_player_deathcam to 0 does not stop bullets from stopping the player while diving or jumping. I tested this in SMOD Redux 5, Redux Final, as well SMOD40.
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SMOD: CryLife / Copy of Crylife 2
« Last post by huntra94 on June 09, 2018, 01:34:23 AM »
Don't know if anyone still is active on here but if so do any of you have a back up of the Crylife CBT can't download it since link is down and forgot to back it up like I thought I did but if anybody does have back up send me download link please really wanna replay Crylife?
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SMOD & SMOD2 / Re: SMOD13 Source Code
« Last post by FreeKill on June 07, 2018, 05:52:13 PM »
If anyone wants to do some digging, I'd suggest looking at the LUA system that this code uses. I was told that it has full access to the engine and allows for stuff like a masterkey shotgun as a secondary attack.
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SMOD & SMOD2 / Re: SMOD13 Source Code
« Last post by Zoldat on June 07, 2018, 01:53:27 PM »
Thank you for releasing this. It's a shame that so far all attempts to remake Smod failed  :'( Hope someone will do something with this code for good  :)
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