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Community Projects => Sir Masters' Mod => Topic started by: sirmasters on June 23, 2013, 06:46:39 PM

Title: SMMOD Development Status
Post by: sirmasters on June 23, 2013, 06:46:39 PM
Development Status: Back on indefinite hold
TODO:
Title: Re: Todo list for SMMOD development!
Post by: Counter-Life™ on June 24, 2013, 09:38:15 AM
Sounds really good. And please, we need more than 30 weapon slots :P
Title: Re: Todo list for SMMOD development!
Post by: Sagara95 on June 24, 2013, 10:57:34 AM
I agree with Counter-Life  ;)
Title: Re: Todo list for SMMOD development!
Post by: IronCore on June 24, 2013, 01:24:18 PM
100 custom weapons would be enough hehe.
Title: Re: Todo list for SMMOD development!
Post by: Counter-Life™ on June 24, 2013, 07:53:05 PM
100 custom weapons would be enough hehe.

Maybe adding a custom weapon system like in Obsidian Conflict, theres a folder called CustomWeapons inside the scripts folder, there you can create and use as many weapons as you want.
Title: Re: Todo list for SMMOD development!
Post by: IronCore on June 26, 2013, 06:15:29 AM
100 custom weapons would be enough hehe.

Maybe adding a custom weapon system like in Obsidian Conflict, theres a folder called CustomWeapons inside the scripts folder, there you can create and use as many weapons as you want.

yeah much better since you can even name the custom weapon script to something like m4a1_ris.txt for example.
Title: Re: Todo list for SMMOD development!
Post by: sirmasters on June 26, 2013, 07:41:16 PM
100 custom weapons would be enough hehe.

Maybe adding a custom weapon system like in Obsidian Conflict, theres a folder called CustomWeapons inside the scripts folder, there you can create and use as many weapons as you want.

I'm looking for the code that reads the file path for the weapon_*.txt so I can do so. Currently, it uses the default source engine implementation (If that's the right word) for weapon scripts.
Title: Re: Todo list for SMMOD development!
Post by: sirmasters on June 26, 2013, 08:32:32 PM
... I ended finding the lines I've been looking for mapadd to work. Woo. Now to work on that instead (I might need lots of help to implement lua into the system, otherwise, plain .txt mapadd will be worked on).
Title: Re: Todo list for SMMOD development!
Post by: Counter-Life™ on June 26, 2013, 09:27:23 PM
... I ended finding the lines I've been looking for mapadd to work. Woo. Now to work on that instead (I might need lots of help to implement lua into the system, otherwise, plain .txt mapadd will be worked on).

Good to hear that! :D
Title: Re: Todo list for SMMOD development!
Post by: Onemanshow on June 26, 2013, 11:25:10 PM
You might not want to stay on the 2007 engine anymore, as Valve just released a new SteamPipe compatible SDK version (http://store.steampowered.com/news/10962). The new SDK should allow the mounting of VPK's from other SteamPipe games among other goodies like Linux/Mac and Oculus Rift support.

Title: Re: Todo list for SMMOD development!
Post by: sirmasters on June 26, 2013, 11:34:21 PM
You might not want to stay on the 2007 engine anymore, as Valve just released a new SteamPipe compatible SDK version (http://store.steampowered.com/news/10962). The new SDK should allow the mounting of VPK's from other SteamPipe games among other goodies like Linux/Mac and Oculus Rift support.
OH. MY. GOD. YES.

Ahem, thank you for informing me Onemanshow. I will start transferring the code over once I download the SDKs.
Title: Re: SMMOD Development Status
Post by: MaxTheUniqueGamer on March 11, 2014, 09:27:31 PM
Hello!

So is it possible to port the code to the newest source branch with all the goodies like cascaded shadow maps and proper multithreading? 2007 is pretty old, CS:GO version would be much better.
Title: Re: SMMOD Development Status
Post by: Onemanshow on March 12, 2014, 01:47:24 AM
Hello!

So is it possible to port the code to the newest source branch with all the goodies like cascaded shadow maps and proper multithreading? 2007 is pretty old, CS:GO version would be much better.

Valve doesn't publicly offer the source code of any engine version beyond Alien Swarm. Even if it was possible, it would make any backward-compatibility with HL2, CSS, etc difficult at best.
Title: Re: SMMOD Development Status
Post by: sirmasters on March 12, 2014, 02:28:54 AM
Hello!

So is it possible to port the code to the newest source branch with all the goodies like cascaded shadow maps and proper multithreading? 2007 is pretty old, CS:GO version would be much better.

Valve doesn't publicly offer the source code of any engine version beyond Alien Swarm. Even if it was possible, it would make any backward-compatibility with HL2, CSS, etc difficult at best.
Which is sadly true, though I do plan to use Alien Swarm engine once someone makes a Half Life 2 port in assets and code. But until then... Source SDK 2013 is all what I can use for now.
Title: Re: SMMOD Development Status
Post by: Comrade on March 12, 2014, 11:42:24 AM
Hello!

So is it possible to port the code to the newest source branch with all the goodies like cascaded shadow maps and proper multithreading? 2007 is pretty old, CS:GO version would be much better.

Valve doesn't publicly offer the source code of any engine version beyond Alien Swarm. Even if it was possible, it would make any backward-compatibility with HL2, CSS, etc difficult at best.
Which is sadly true, though I do plan to use Alien Swarm engine once someone makes a Half Life 2 port in assets and code. But until then... Source SDK 2013 is all what I can use for now.

Check out the Half-Life 2 Enhancement Mod over at Facepunch. They basically made HL2 work on the Alien Swarm engine.
Title: Re: SMMOD Development Status
Post by: sirmasters on March 12, 2014, 09:27:19 PM
Hello!

So is it possible to port the code to the newest source branch with all the goodies like cascaded shadow maps and proper multithreading? 2007 is pretty old, CS:GO version would be much better.

Valve doesn't publicly offer the source code of any engine version beyond Alien Swarm. Even if it was possible, it would make any backward-compatibility with HL2, CSS, etc difficult at best.
Which is sadly true, though I do plan to use Alien Swarm engine once someone makes a Half Life 2 port in assets and code. But until then... Source SDK 2013 is all what I can use for now.

Check out the Half-Life 2 Enhancement Mod over at Facepunch. They basically made HL2 work on the Alien Swarm engine.
No code released, so no SMMOD on the Swarm Engine yet.
Title: Re: SMMOD Development Status
Post by: Comrade on March 13, 2014, 01:05:32 PM
Hello!

So is it possible to port the code to the newest source branch with all the goodies like cascaded shadow maps and proper multithreading? 2007 is pretty old, CS:GO version would be much better.

Valve doesn't publicly offer the source code of any engine version beyond Alien Swarm. Even if it was possible, it would make any backward-compatibility with HL2, CSS, etc difficult at best.
Which is sadly true, though I do plan to use Alien Swarm engine once someone makes a Half Life 2 port in assets and code. But until then... Source SDK 2013 is all what I can use for now.

Check out the Half-Life 2 Enhancement Mod over at Facepunch. They basically made HL2 work on the Alien Swarm engine.
No code released, so no SMMOD on the Swarm Engine yet.
You should ask them how they did it, it's not like they would do it... wait a second I think they did
But for some reason I think the link to the github page is hidden somewhere in the thread... No I will not look through it.
Title: Re: SMMOD Development Status
Post by: sirmasters on March 13, 2014, 04:07:09 PM
Hello!

So is it possible to port the code to the newest source branch with all the goodies like cascaded shadow maps and proper multithreading? 2007 is pretty old, CS:GO version would be much better.

Valve doesn't publicly offer the source code of any engine version beyond Alien Swarm. Even if it was possible, it would make any backward-compatibility with HL2, CSS, etc difficult at best.
Which is sadly true, though I do plan to use Alien Swarm engine once someone makes a Half Life 2 port in assets and code. But until then... Source SDK 2013 is all what I can use for now.

Check out the Half-Life 2 Enhancement Mod over at Facepunch. They basically made HL2 work on the Alien Swarm engine.
No code released, so no SMMOD on the Swarm Engine yet.
You should ask them how they did it, it's not like they would do it... wait a second I think they did
But for some reason I think the link to the github page is hidden somewhere in the thread... No I will not look through it.
.-. I think I might have found it. Reinstalling Alien Swarm to see if the found code works enough. If so, I will make a note to use the Swarm Engine. If not, I'll stick to the 2013 Branch.
EDIT: Nope, what I found does not work, seems to be missing a vital file. >_>
EDIT 2: Found it, I think, But it wont load any of the Hl2 Content properly...
EDIT 3: I'll just stick to 2013... .-.
Title: Re: SMMOD Development Status
Post by: sirmasters on March 14, 2014, 01:52:30 AM
Development Status: On Hold Until Jun 7th (End of School Year for me).
TODO:
  • Find Backup/Remake Code (.-. My code is messed up again when I last checked it, I blame github)
  • Make Custom Weapon (15%)
  • ADD RECOIL
  • Make Custom NPCS
  • Make Mapadd (30%)
  • Add Lua (Map-Add) and Python (Weapon Script)
  • Make Custom Explosives
  • Add Proper leaning
  • Figure out how to make RO style aim mode
  • Add documentation for everyone (-1%)
  • Bullet Time (Canceled due to possible complications)
  • Make .vpk add on system similar to L4D/Alien Swarm's (Did it! Kind of...)
SMMOD May use python for custom weapons. Lua is planned for Map-Add. https://developer.valvesoftware.com/wiki/Adding_Python or https://github.com/Sandern/py-source-sdk-2013 is what I might use. I will credit Sandern (I consider him a awesome coder) if I do use the latter.
Title: Re: SMMOD Development Status
Post by: Comrade on March 14, 2014, 01:12:51 PM
SMMOD May use python for custom weapons. Lua is planned for Map-Add. https://developer.valvesoftware.com/wiki/Adding_Python or https://github.com/Sandern/py-source-sdk-2013 is what I might use. I will credit Sandern (I consider him a awesome coder) if I do use the latter.

And what are the advantages of using Python, exactly?
Title: Re: SMMOD Development Status
Post by: gpgpgpgp on March 14, 2014, 03:51:00 PM
Why use python?
With python you can create a custom revolver for example, that has 6 different reloading animation, each corresponding how many bullets left in the chamber. You can create a m4a1 weapon that has 2 reloading animation and a non-dry reloading grants 31 ammo. Custom weapon system will be perfectly flexible.

But why python not LUA?
Sirmaster's got some fine tutorials & source codes to implement python to Source. And LUA?
https://developer.valvesoftware.com/wiki/Embedding_Lua_in_the_Source_Engine
Sorry the tutorial is an orphan, meaning that few or no articles link to it. Meaning DIY.