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Author Topic: SMOD Standalone 0.65  (Read 248252 times)

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Offline JC_Mike

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Re: SMOD Standalone 0.65
« Reply #525 on: September 18, 2018, 12:25:33 AM »
So I got SMOD REDUX Steammod a day or so ago and encountered the same problems with the canal maps that most others have. So I had to use the console to change maps (which unfortunately meant that I lost any of the SMOD weapons that I picked up on those levels).

Something that I did notice was that after d1_canals_06 or so the map transitions didn't crash. All of the Canal and Water Hazard maps before the mini episode where Freeman loses the boat and has to use the Scout Car crashed and the map transition right after that and up through Ravenholm (where I am as of writing this post) worked.

I'm going to sound stupid saying this because I have no experience creating mods. But would it be possible that whatever event flag is used for that mini episode is crashing the game?

Apologies if this is more appropriate for the Redux thread. I just thought it would be good here because of the discussion about it.

Offline Onemanshow

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Re: SMOD Standalone 0.65
« Reply #526 on: September 19, 2018, 05:40:43 AM »
So I got SMOD REDUX Steammod a day or so ago and encountered the same problems with the canal maps that most others have. So I had to use the console to change maps (which unfortunately meant that I lost any of the SMOD weapons that I picked up on those levels).

Something that I did notice was that after d1_canals_06 or so the map transitions didn't crash. All of the Canal and Water Hazard maps before the mini episode where Freeman loses the boat and has to use the Scout Car crashed and the map transition right after that and up through Ravenholm (where I am as of writing this post) worked.

I'm going to sound stupid saying this because I have no experience creating mods. But would it be possible that whatever event flag is used for that mini episode is crashing the game?

Apologies if this is more appropriate for the Redux thread. I just thought it would be good here because of the discussion about it.


I doubt the mini-episode is behind this, especially since it would not be loaded prior to canals_07, but if you want to make sure SMOD's map alterations aren't the cause you can use the console command "disable_loadmapadd 1" before loading a map and see if the issue happens without it. Would be interesting to see if that fixes anything, but I continue to suspect that recent OS updates or possibly graphics drivers are behind this. I also recommend trying SMOD 40a and seeing if the same issues occur.

Offline No1Gamer

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Re: SMOD Standalone 0.65
« Reply #527 on: September 19, 2018, 04:50:38 PM »
I recently played SMOD 40a and i had so such problems. But then again, i never had, not in canals anyway. my bane is the first transition in city 17 (d3_city_01 -> 02).
« Last Edit: February 09, 2019, 09:13:58 AM by No1Gamer »

Offline stalker23rus

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Re: SMOD Standalone 0.65
« Reply #528 on: October 27, 2018, 10:23:44 AM »
Guys, I have a similar problem.
How to fix this?
Загорій/URL]

Offline Pepsifan04

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Re: SMOD Standalone 0.65
« Reply #529 on: October 27, 2018, 11:56:43 AM »
I've seen this issue mentioned couple of times already in this thread, but honestly I'm not going through 36 pages to find other instances of it.

On what map the bug appears? this looks like a one of the coast ones, but I need specific map name so I can try to replicate it and possibly fix it.
also any specific mapadd file used? like redux, tactical or no mapadd at all, this could be useful as well.
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Offline stalker23rus

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Re: SMOD Standalone 0.65
« Reply #530 on: October 27, 2018, 01:29:00 PM »
Page - 34
On the page laid out the map file, but now it is deleted.
This happens on the map - d2_coast_03

Offline wisezombiekiller

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Re: SMOD Standalone 0.65
« Reply #531 on: December 28, 2018, 08:20:17 AM »
Hey, Pepsifan, I'm new here, so I apologize for anything I do wrong, but from what I understand, I downloaded the mod correctly, but for some reason, all the metrocops are now Barney. Do you know what's causing this and how to fix it?
Edit: I figured out that the Barney and Metrocop models weren't switched, but the models seem to be grabbed randomly. As soon as I pass the first area and get the the "Pick up that can" part, the can is a gas canister, and the metro cop is Alyx (the gas can also blows up like a gas can too). So, for some reason the game is pulling random entities and placing them where-ever. Any fix for this?
Edit 2: Now it fixed itself. Huh.
Edit 3: Now everything is grey, like there's fog.
Edit 4: Now the metro cops won't shoot me. IDK what's up with my game.
« Last Edit: December 28, 2018, 08:21:10 PM by wisezombiekiller »

Offline Pepsifan04

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Re: SMOD Standalone 0.65
« Reply #532 on: December 29, 2018, 06:16:21 PM »
did you install any other mods on top of standalone/merged with smod folder?
Issues you're describing look like npc_replacemodel acting up, but it should be fine on base install.

Also 4. that never happened to me outside speedrunning, basically you skip global trigger for hostility of npc_metropolice.
It may be that the install is messed up (not sure how TBH) and it fails to load triggers?
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Offline Rolanddeschain1

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Re: SMOD Standalone 0.65
« Reply #533 on: February 02, 2019, 02:26:37 AM »
Hey, I'm a new user of SMOD Standalone and this website in general. So, firstly, I love the mod. Really gets me in the mood to play half life 2 again. I am having a few problems however. The biggest one so far is that I'm having trouble in level transitions. Not all of them, but so far d2_coast_9 and d2_prison_02 have failed to load. So, I hit the loading screen and the game just quits out with no error reported. All other maps have worked fine and I do have a legit copy of Half Life 2 (as well as the other prerequisites for the mod).

Not sure if this is helpful/important to know, but I am still able to use the console to load the next map. I would just rather not have to.
Thanks again

Offline TheZec

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Re: SMOD Standalone 0.65
« Reply #534 on: February 04, 2019, 09:20:00 PM »
^A while back I downloaded these older versions of HL2 maps from some forum. Try replacing the maps in question with their versions in here:
http://www.mediafire.com/file/nw0pfqoa8mk9x80/maps.zip

Offline Rolanddeschain1

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Re: SMOD Standalone 0.65
« Reply #535 on: February 09, 2019, 04:46:09 AM »
No such luck with those maps I'm afraid. Still not sure why, but so far only the transition after the lighthouse and the transition from outside to inside Nova Prospekt have shown this issue. Everything before and after seems totally fine. Currently I'm getting by through map commands, but would still love to find a solution. (takes a bit of the fun out of it when I either have no weapons, or I use Impulse to get all of them)

Offline Denlo

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Re: SMOD Standalone 0.65
« Reply #536 on: March 23, 2019, 12:26:36 AM »
So i tried something regarding the save corruption thing, i dont really know if it will help but here it goes

Basically what i did was,  i loaded up the "route canal" chapter, and nocliped straight towards the end of the level (basically where the loading screen / trigger is, and where it always crashes), i'm on a windows 10 machine and i have been experiencing this crashes before, and i just so happened to try that as a desperate way to see if anything would change.

I tested this on SMOD Tactical Project Life, and then on the vanilla SMOD Tactical 5.56,

SMOD TACTICAL PROJECT-LIFE: It din't crash.

SMOD Tactical 5.56: It crashed :(.

Jesus christ what is this bug