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Author Topic: SMOD 2013: Brutal Half-Life 2  (Read 20430 times)

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Offline AnOldLady

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SMOD 2013: Brutal Half-Life 2
« on: September 02, 2018, 12:32:09 PM »
After seeing how SMOD 2013 was cancelled sadly, and after many numerous attempts to mod current SMOD, I decided to try and make my own version of SMOD 2013 from scratch, named SMOD 2013: Brutal Half-Life 2.
Bear in mind I'm very new to source programming and don't hope too much out of this but so far my current goal is to get the VERY BASIC aspects of SMOD done before attempting the more complex parts of SMOD. As I go along, I learn more and hopefully I would have the skills to do what is supposed to be done 5 years ago.


PLANNED NEW FEATURES:
-------------------------------------
Gordon Pee (We all knew The_Author was a fan of Postal 2)
First Person Killmoves (Gordon Rip & Tear)
Restoring Alyxgun to it's original intention (Secondary fire changes weapon mode)
I may look into Dual Wielding, like in Halo. But that's like the LOWEST of the priority list
Death animations
Entire Half-Life Source arsenal
Hammer Support


PRIORITY GOALS: (Strikethrough is done)
-------------------------------------
-Weapon_Custom(x)
     >Firerate
     >Weapon viewmodel adjust
     >Ironsights
     >Bullet damage
   
-Gordon Kick
     >Damage
     >Animations
     >Ability to kick
 
-Ragdolls
     >Bleed
     >Solid/Collision
     >Draw blood on surface touch

-Gibbing
     >Can gib
     >Custom model gib system
     >A seperate gib system for Gordon Rip & Tear


=====================GOALS PROCESS=====================

WEAPON_CUSTOM SYSTEM
-------------------------------------
-Base implementations is done
-Able to set 3 different firemodes for all weapon_custom(x) weapons. (SEMI, BURST, AUTO)
-Firemode is no longer a secondary attack, but a new button by itself.
-Weapon viewmodel adjust
-Custom firerate of weapon, firemodes BURST and AUTO will obey this setting
-Can drop all weapons
-Can set default firemode
-Can round chamber
-Recoil
-Bullet properties

GORDON KICK
-------------------------------------
-Base implementation is done
-Able to boot enemies/objects
-Attack is working as intended in the original SMOD, including the timings for causing damage.

RAGDOLLS
-------------------------------------
-Solid, able to mark their territory with blood and gib

GIBBING
-------------------------------------
-Working original SMOD gibsystem
-Will research on how to implement customisable gibs


====================END GOALS PROCESS===================



=====================DATED UPDATES=====================
06/Sept/2018:
Working on Gordon Kick is more complex than I thought it would be.

11/Sept/2018:
Base Gordon Kick (animation and timings) are complete. What's left is to modify damage vectors.

12/Sept/2018:
Cleaned up weapon viewmodel adjust

13/Sept/2018:
Added the option to declare a weapon that can switch firemodes or not.
Added the option to declare a weapon to be a semi, burst or auto
Combine with the first addition, you can have variety.

14/Sept/2018:
Added the option to declare a weapon to have last round chamber or not.
What this means is that the weapon can have +1 in the chamber and can have a second reload animation after spending all bullets in mag + chamber.
If option is on, the max capacity of that custom weapon will +1 of it's declared max.
This is mostly for modders who wants to have this option around. Recommended to have a weapon with a second reload!

15/Sept/2018:
Added magazine ending sounds, where ammo in current mag drops below 25% of total size, different primary shoot sounds will play. (Like CSGO or Far Cry 3 onwards)
More options for modders. You can choose not to use this by declaring the sound data the same as normal primary fire.
https://streamable.com/vuq08
Added customisable damage.

16/Sept/2018:
Added customisable recoil.
-PunchPitch (Up and Down range)
-PunchYaw (Left and Right range)
-PunchRoll (Origin shake left/right range) (NEW!) (Immersive!)
-Crouch (Crouch recoil modifier)
-RecoilAmp (Per shot recoil modifier)

Added customisable bullet properties.
-Damage
-Tracer (Bullet tracer freq)
-ShotCount
-Force

17/Sept/2018:
Added the option to declare if weapon is a garand clip or not (Fire all bullets before you can reload).
Will take a break from weapons, will research into other things
Added a quick test for magazine drop. Will refine it tomorrow
https://streamable.com/yqbp3

18/Sept/2018:
Added customisable magazine drop. Magazine will drop only if weapon has chambers option on
I currently don't like the way it works at the moment. Once I get player model up, I will change how magazine drop functions, hopefully I can add customisable timer on when the mag drops, which direction it tosses and how far.
I'm really going to take a break from weapons now I swear
https://streamable.com/h5om2

22/Sept/2018:
Restored HEV Suit weapon acquired sounds
Restored HEV Suit battery acquired sounds
Restored Half-Life 1 weapon selection sounds (This was especially annoying for me in HL2. Why did they remove the awesome sounds?!)
https://streamable.com/mj8pb

Gordon Kick now detects different objects to play different sounds and features.
-Can detect World, Any Entity, NPC, Door and Gib.
-Can open func_door_rotating and prop_door_rotating with new door kick sound. (Like in Postal 2)
https://streamable.com/g5w2c
So instead of 1 kick sound, you now have 5 sounds to play with.
Added customisable kick damage and force. Force is relative to damage. Adjust in console.

23/Sept/2018:
Tried gib system, I find it odd to do it the way I did, but as long as it works, I guess I can work on this till it breaks.
Gib system currently is quite close to the original SMOD, before customised gibs came out.
https://streamable.com/m5tuk

26/Sept/2018:
Able to set ragdoll gib health
Added ragdoll blood
Added gib effect
May revert Gordon Kick Damage to classic SMOD instead of one I made.
I feel like I can release Alpha v0.1 of SMOD 2013: BHL2 by the end of September. I kind of already accomplished all my basics I aimed for.
I may change the title as it's too long.
I'm currently juggling school projects and this, updates will not be daily.
Added NPC animation support for custom weapons

Added following "NPC" abilities
-AnimType
-MagazineRange(Random number of shots in between a specified range before reload) (This was made by accident. I might keep it inside)
-Range
-MuzzleFire

27/Sept/2018:
Added following "NPC" abilities
-BurstRange (define BurstMin and BurstMax in one line now rather than two seperate lines) Syntax: "15 30"
-MagazineRange (Decided to keep it) (You know how you like to reload your LMG after shooting 1 bullet? So do NPCs! ...if you specify) Syntax: "15 30"
-FireRate

28/Sept/2018:
Prepping the release of Alpha v0.1 with a shovel

29/Sept/2018:
Testing decapitations with metrocop. Works along side gibbing
https://streamable.com/violy
Hunter lol
https://streamable.com/pf4ns

30/Sept/2018:
Released SMOD 2013: BHL2 Alpha v0.1

1/Oct/2018:
Back to working on weapons

====================END DATED UPDATES===================

12/Sept/2018 SHOWCASE;
https://streamable.com/r380m
-Kick
-Weapon_custom(1)
-Firerate
-Weapon viewmodel adjust

14/Sept/2018 SHOWCASE;
https://streamable.com/0mbe9
-Weapon chambering
-Max capacity declared in .txt file as 5 bullets
-10/10 chambering animation
« Last Edit: October 01, 2018, 09:48:12 AM by AnOldLady »

Offline Zoldat

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #1 on: September 03, 2018, 02:55:20 PM »
It is good to see that someone is trying to recreate S-Mod on newer engine  :D Hope it will turn out to be great. All the luck  :)

P.S: To clarify, the latest Smod recreation was shutdown because of some fatal bug. Freekill told me about it. By the way, you can check out the source code of it, if you want: http://bsnooch.com/forums/index.php?topic=1996

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #2 on: September 11, 2018, 11:20:03 AM »
Pinged update

Offline Zoldat

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #3 on: September 13, 2018, 04:35:33 PM »
You're making good progress  :) Keep it up  8)

Offline FreeKill

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #4 on: September 14, 2018, 12:40:47 PM »
I'm already liking where this is going. Good luck.

Offline Dazza-chan

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #5 on: September 17, 2018, 07:04:46 AM »
This is looking good man, keep it up! excited to see where this goes.

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #6 on: September 24, 2018, 10:08:14 AM »
Is everybody reading this on the Source Modding Community discord? I feel its better to do updates there instead of here.

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #7 on: October 03, 2018, 06:50:04 AM »
I will start to do weekly pings (every Monday) for any progress done instead of daily.

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #8 on: October 08, 2018, 05:02:22 AM »
SMOD 2013; Brutal Half-Life 2 Changelog

8th Spooktober 2018
-----------------------
-Fixed weapon chambering. Modders, please use activity ACT_VM_RELOAD_EMPTY for second reload.
-Made custom weapons much more efficient
-I'm sorry about the delay for Ironsights. It's actually very complex.
-Primitive Ironsight added
-Custom Ironsight speed
-Added ragdoll collision type, will provide a list somewhere sometime. (sm_ragdoll_collision_type)

Offline Pepsifan04

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #9 on: October 17, 2018, 12:53:03 PM »
The real question is: does is have 3d/realtime scopes?

But seriously now:
Great job so far! I'm really looking forward to what you can make, and what you've already done.
My only question would be console commands, I see no mention of them in your plans and they were a big part of many SMODs.
DROP DATABASE bsnooch

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #10 on: October 18, 2018, 07:57:31 AM »
The real question is: does is have 3d/realtime scopes?

But seriously now:
Great job so far! I'm really looking forward to what you can make, and what you've already done.
My only question would be console commands, I see no mention of them in your plans and they were a big part of many SMODs.

Oh of course console commands are going to be inside. It's something that didn't need to be said  :P .
"Real" scopes is on the list, but it's in the advanced section so it might take awhile.
Don't worry though, SMOD reached version 40a before everything you loved was inside. I'm currently on Alpha 0.1  ;D

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #11 on: October 18, 2018, 07:58:52 AM »
No updates last week so sorry! Prioritised school work week!
Also thinking of moving this entire section to an easier-accessible communication program. Eg. Discord channel

Offline FreeKill

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #12 on: October 20, 2018, 08:34:03 AM »
No updates last week so sorry! Prioritised school work week!
Also thinking of moving this entire section to an easier-accessible communication program. Eg. Discord channel

I've kind of been debating making some sort of bsnooch discord just because the forums are kind of slow. I'd need to see what the higher-ups would think about that if they're still around.

Offline minmi96

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #13 on: October 20, 2018, 12:36:32 PM »
Can't wait for the next Release!
« Last Edit: October 24, 2018, 12:41:52 PM by minmi96 »

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #14 on: October 22, 2018, 03:08:00 AM »
22th Spooktober 2018
-----------------------
-Ironsights are unnecessarily complex and I can't seem to rest and progress until I get ironsights done!
-Working solution for ironsights, remove View Lag and Bob entirely hah hah hah*cries*
-Primitive npc_replace_model added

BUGS FOUND: Gordon Foot positioning is relative to weapon "Adjust". That's not supposed to do that.