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Author Topic: SMOD Redux - FINAL  (Read 55833 times)

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Offline TheZec

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Re: SMOD Redux - FINAL
« Reply #75 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?

Offline Onemanshow

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Re: SMOD Redux - FINAL
« Reply #76 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 few times in the past, but Pepsifan never responded or said anything about it and now he seems to have vanished.
« Last Edit: September 27, 2017, 01:51:50 AM by Onemanshow »

Offline TheZec

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Re: SMOD Redux - FINAL
« Reply #77 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.

Offline Chr0n0Tr!gg3r

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Re: SMOD Redux - FINAL
« Reply #78 on: September 27, 2017, 03:05:21 AM »
So that explains why I always crashed on that canals map.

Offline Troglodyte

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Re: SMOD Redux - FINAL
« Reply #79 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.

Offline minmi96

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Re: SMOD Redux - FINAL
« Reply #80 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.

Offline Onemanshow

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Re: SMOD Redux - FINAL
« Reply #81 on: March 07, 2018, 07:19:30 PM »
Finally got around to releasing a new update. Took me forever to finally get this out, but here you go. :)

CHANGES
Code: [Select]
GAMEPLAY/SCRIPTS/NPCs
-Adjusted Battle Mode rewards - weapons are given at 30/60/90/120 money instead of 40/80/120/180.
-Added Dual Uzis, available as a secret pickup during the campaign or given as reward in BATTLE: Truss Bridge and BATTLE: Prison Yard.
-Added Annabelle as a usable weapon, carried during the campaign by Grigori or given as reward in BATTLE: Dried Lake.
-Changed recoil on the Golden Colts from punch to snap type. Reduced overall recoil.
-Adjusted recoil on the Desert Eagle to act more like the CSS version.
-Complete rebalance of Super Shotgun. Now a double-barrel, fires two shells at a time. Reduced magazine to 2. changed damage, rate of fire, spread, etc. Added Bullet Penetration. Removed Slug Mode.
-Complete rebalance of the Shredder. Reduced damage, now fires in automatic mode. Raised magazine to 8. Now has the Super Shotgun's old "Slug Mode" feature (activated by the Use key). Added fire mode toggle between full auto and semi auto. Reloads one shell at a time. Reduced amount of bounces of projectiles. Changed Shredder ammo type to buckshot.
-Adjusted timing on MP40 melee attack.
-Fixed an oversight on the M60 that caused it to never reach maximum inaccuracy.
-Changed Power Drink animation to be faster. Shortened pause between usage.
-Raised Alyx Gun damage from 5 to 8.

MAPS
-Trimmed a few enemies from d2_prison_04.
-Attempted to fix possible crash issue when using Bullet-Time in d2_prison_04.
-Fixed a possible issue with manhacks in d3_breen_01 continuing to spawn during end cutscene.
-Reduced difficulty of elevator mine trap in d3_breen_01.
-Removed some combine mines in d3_breen_01.

GRAPHICS/MODELS
-New Friendly Combine model.
-Metrocop eyes now have a blue glow.
-Tweaked Golden Colts fire animations.
-Updated .357 Magnum world texture.
-Adjusted Annabelle world texture for more detail.
-Adjusted M60 ironsight position.
-Edited Super Shotgun view and world meshes to reflect double-barrel action.
-Added new face texture for Grigori.
-Reduced flickering on "Slug Mode" graphic.
-Changed tracer effect of Shredder projectiles.
-Added envmaps to Tau Cannon, MP40, M1 Garand. Adjusted envmaps on Colts, MP5, Grease Gun.
-Adjusted ironsight zoom on the M1 Garand.
-Adjusted origin on Gauss Gun.
-Added spark effect to Gauss Gun firing.

SOUNDS
-Replaced 9mm Pistol firing sounds.

OTHER
-Added the following options to the "Configure SMOD Settings" menu:
Remove quickinfo bars
NPC weapon accuracy scale
Enable star Bloom shader
Dynamic light mode
-Updated credits.











DOWNLOAD SMOD REDUX - FINAL 1.4

DOWNLOAD SMOD REDUX - FINAL 1.4 - STEAMMOD VERSION

Offline Astraxis

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Re: SMOD Redux - FINAL
« Reply #82 on: March 08, 2018, 11:38:20 PM »
Finally got around to releasing a new update. Took me forever to finally get this out, but here you go. :)
I was just linking this to some people on Reddit who were looking for HL2 mods after the whole HDTF debacle. Thanks for still working on this!

Offline minmi96

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Re: SMOD Redux - FINAL
« Reply #83 on: March 10, 2018, 07:10:55 AM »
Finally got around to releasing a new update. Took me forever to finally get this out, but here you go. :)
WHOA! This is quite a surprise, I thought you would've been done with SMOD by now. :)

Offline xxFalconArasxx

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Re: SMOD Redux - FINAL
« Reply #84 on: March 14, 2018, 04:32:53 AM »
I honestly don't know what went wrong. The game crashes at every single loading screen. Every single one. I could load a chapter from the main menu like normal, but the very next level just crashes on me no matter what. It's really frustrating me!

Offline Onemanshow

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Re: SMOD Redux - FINAL
« Reply #85 on: March 14, 2018, 04:56:05 AM »
I honestly don't know what went wrong. The game crashes at every single loading screen. Every single one. I could load a chapter from the main menu like normal, but the very next level just crashes on me no matter what. It's really frustrating me!

Are you on Windows 10, by any chance?

Offline xxFalconArasxx

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Re: SMOD Redux - FINAL
« Reply #86 on: March 15, 2018, 12:57:23 AM »
I honestly don't know what went wrong. The game crashes at every single loading screen. Every single one. I could load a chapter from the main menu like normal, but the very next level just crashes on me no matter what. It's really frustrating me!

Are you on Windows 10, by any chance?

Yes I am. Is this mod incompatible with Windows 10? Smod 40aq seems to be running ok.
« Last Edit: March 15, 2018, 01:28:18 AM by xxFalconArasxx »

Offline Onemanshow

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Re: SMOD Redux - FINAL
« Reply #87 on: March 15, 2018, 04:52:28 AM »
Yes I am. Is this mod incompatible with Windows 10? Smod 40aq seems to be running ok.

That's interesting. Are you sure this is only with Redux? youreviltwin recently reported a similar issue affecting every version of SMOD he tried, Standalone or Steam.

Hmm, I just tried the Steammod version of Smod Redux Final and encountered exactly the same issue! Worked fine until I saved a game, loaded a game and walked into a map transition. (And Idid disable_autosave 1, so it's nothing to with autsoaves.)

So it doesn't appear to be a flaw with Smod Standalone. It seems to be an issue with SMOD itself, or maybe an issue with running the old version of Half-Life 2 / the SDK?

Seems very weird if it's just me having this issue. Windows 10 PC, Nvidia graphics card, everything up to date... hmmm.

I wasn't able to reproduce the issue on my machine (Windows 7) nor was Pepsifan. I don't know what operating system Pepsifan used, but I suspect the issue is related to Windows 10. It had to be something recent too, an update within the last few months is what I believe could be the cause, and it is strange that it would cause such a specific issue with SMOD. SMOD runs on an early version of Source that dates back before Episode 2 and Valve updating the prior games to run on the same engine. If this is an engine-level issue with a Windows update, there's not much I can do about that. SMOD's source code was never released and all attempts to remake or recreate the mod on a newer engine branch have died before much progress was made.

Offline xxFalconArasxx

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Re: SMOD Redux - FINAL
« Reply #88 on: March 15, 2018, 07:05:44 AM »
Yes I am. Is this mod incompatible with Windows 10? Smod 40aq seems to be running ok.

That's interesting. Are you sure this is only with Redux? youreviltwin recently reported a similar issue affecting every version of SMOD he tried, Standalone or Steam.

Ok, I was being a little hasty in saying that every single map load resulted in a crash. I started this game on Route Kanal, and did not bother with the other chapters. Point Insertion, Red Letter Day, and Water Hazard actually seem to work just fine.

I also went back to Route Kanal, and did another test. Here is what I find very strange... The maps crash when I play through them normally, exploring my surroundings and fighting all the enemies. Done this multiple times. However, if I just noclip through the entire level, and go to loading checkpoint without encountering any scripted events or enemies, suddenly it loads fine. It is as if the game get's unstable the longer I play a level or something. I can confirm that this occurs when entering d1_canals_01a and d1_canals_02.
« Last Edit: March 15, 2018, 08:04:02 AM by xxFalconArasxx »

Offline MrAnonymousone

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Re: SMOD Redux - FINAL
« Reply #89 on: March 22, 2018, 05:35:59 AM »
I like the fact that BSnooch has a large amount of weapon mods, but the only problem is that SMOD has a 30 custom weapon script limit. Which file controls it?