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Author Topic: SMOD 2013: Brutal Half-Life 2  (Read 24093 times)

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Offline datiel12

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #30 on: November 26, 2018, 11:10:32 PM »
We gotta see more of this!

Offline majinvegito123

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #31 on: November 26, 2018, 11:25:24 PM »
I just wanted to sign on to my account after many years to tell you that you have my full support. ANd I hope you realize you have support from a lot of people to work on this. I'd like to see a Discord page and an official mod page for this, as it seems no one else has an interest in continuing to CREATE SMod updates. I know I'm dying for additional smod content and revamping. Source SDK 2006 is junk.

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #32 on: November 27, 2018, 06:19:14 AM »
26th November 2018
-----------------------

DEV NOTES:
-------------------------
Hello, thanks a lot of the support all of you. I'm gonna have to drop sad news today. I won't be around for late November and the entire December of this year so there won't be any major updates. Last week was heavy school-work week so there wasn't any development going on. I will resume religiously again in January next year, so I'm not gone! Meanwhile I guess you can check out TotteryNine's remake of SMOD at http://bsnooch.com/forums/index.php?topic=2020.msg12998#msg12998.
Hopefully I can get an Alpha v0.2 out by Christmas this year!
Thanks all!
-AnOldLady <3

Offline Dazza-chan

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #33 on: November 28, 2018, 12:48:32 AM »
God speed you beautiful bastard.

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #34 on: December 03, 2018, 04:42:11 PM »
3rd December 2018
-----------------------
-Primitive fire kills added
-Ragdoll convulsion added. Similar to sm_npc_deathanimations, it uses a float chance of range 0.0 to 0.1
-Added new console command: "sm_ragdoll_convulsion"
-Tweaked ragdoll blood settings a little

Showcase:
Primitive Fire Kills
https://streamable.com/1hyaz
Convulsion, Citizen FF and Betray Speech, Unarmed Combat and FF Retaliation
https://streamable.com/09aa3

BUGS FIXED:
------------------------
-Aliens now have yellow blood throughout
« Last Edit: December 04, 2018, 10:07:44 AM by AnOldLady »

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #35 on: December 03, 2018, 04:44:58 PM »
I just wanted to sign on to my account after many years to tell you that you have my full support. ANd I hope you realize you have support from a lot of people to work on this. I'd like to see a Discord page and an official mod page for this, as it seems no one else has an interest in continuing to CREATE SMod updates. I know I'm dying for additional smod content and revamping. Source SDK 2006 is junk.
Thanks! Currently I don't want to just merely bring back 2006 SMOD and leave it as it is. I want to implement new player movements and gameplay features to make it much more "updated". Some will say "it's not my SMOD!" but I really think SMOD needs an update. And as long as we don't stray too far from the original intention, I don't think I'm stepping overboard. If I am you all got to tell me too though.

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #36 on: December 24, 2018, 03:09:45 AM »
24th December 2018
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-Kicking doors now will open them a looooot faster
(By the way Kicking item ammo crates will open them as well and give you the ammo)
(Currently researching on ability to break down doors on kick)
-Added screenshake to kick
-Added weapon fiddle when weapon ammo is full (similar to KF2). Modders please give your fiddle animations activity of ACT_VM_FIDGET. You can add as many fiddle animations as you want, just give them the same activity
-Tweaked Unarmed Combat
-Added Gordon Kick unfreeze physics

BUGS FIXED:
------------------------
-NPC on scripted sequences will now ragdoll on death as opposed to freezing in sequence.

Offline Chr0n0Tr!gg3r

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #37 on: December 24, 2018, 05:56:45 AM »
Nice job, I like your take on bringing SMOD back but adding more to it which is always appreciated and so far it's looking very promising!

Concerning the burn video you posted awhile ago, instead of having the NPC's go straight to a skeleton on death I'd have the NPC die while on fire including all the ragdoll shaking that comes with it and over time have the fire change the model from the original NPC, to a random charple models from HL2, and then to a skeleton where the fire stops. This wouldn't be instantaneous and would probably take about 5-10 minutes between each phase. Once the final skeleton phase has finished the player won't be able to gib and eat the body at that point once the gib eating feature is added. Of course make sure the system for the fire is set so people can easily add/remove/swap out models for each phase for ultimate customization. (I do know the fire system is still WIP for sure)

For the friendly fire bit I'd have it to where when the NPC's take a certain number of damage from the player they will turn on the player or if they don't have a weapon they will run and attempt to hide. If you wanted it to get complex you could have the unarmed NPC seek out other armed allies and have them come to attack the player. Maybe if the player does it enough times in a small time frame other NPC's will also join in killing the player.

« Last Edit: December 24, 2018, 06:08:55 AM by Chr0n0Tr!gg3r »

Offline Centryfuga

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #38 on: December 28, 2018, 04:33:41 PM »
instead of making NPCs hostile because of the amount of damage, it's better to make aggression on the number of hits. After all, you can shoot a pistol, but you can from Garand.
(used GTranlate, sorry, i'll be happy if it readable)

Offline Zoldat

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #39 on: December 28, 2018, 04:56:01 PM »
instead of making NPCs hostile because of the amount of damage, it's better to make aggression on the number of hits. After all, you can shoot a pistol, but you can from Garand.
(used GTranlate, sorry, i'll be happy if it readable)

Well, your idea is good, but not perfect. What if you do one shot with RPG? Will allies behave like nothing?
I think, a combination of amount of damage and number of hits is the optimal solution.

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #40 on: December 30, 2018, 11:21:15 AM »
30th December 2018
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-Added npc_replace_model but with no map or custom chance support yet
-Added npc_gib_model, completely working like old SMOD (I think)
-Added new console command; "sm_gore_raggib_throwpowerscale"
-Added Gordon Kick stun ability
-Added ability to shoot NPC's (humanoids only) feet to stumble them
-Added electric damage as well but no effects yet.
-Added two HL2 cut NPCs, npc_cremator and npc_combineguard, courtesy of SergeantStacker. He's the one who made them, code and all. I had zero part in it.
-Added left/right deathanimation shotgun kill support
-Added left/right kick stun animation support
-Added deathanimation support for Zombie and Zombine

NPC_GIB_MODEL:
-Has default_aliens and default_humans
-Can specify which models produce which gibs
-Can change blood colour of gibs
-Can specify chance of different sets of gibs
-Specified models can have chances as well

Gordon Kick Stun / Feet Stumble showcase:
https://streamable.com/4z5rl

Electric Damage:
https://streamable.com/0rv5l
All animations taken from L4D2.

Cremator:
I also forgot to proof of iron sights so here we go
https://streamable.com/cl51q

Combine Guard:
https://streamable.com/k32gp


BUGS FOUND:
------------------------
-Zombie blood is pink when shot
-Police/Zombie/Zombine feet a little wonky, but that's due to model recompiling bug.



By the way, I'm back
« Last Edit: December 30, 2018, 05:05:59 PM by AnOldLady »

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #41 on: January 07, 2019, 06:14:26 AM »
7th January 2019
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-Added npc_replace_model support for most NPCs
-Gave citizens melee attack ability when enemies are within melee range
-Added new console command, "sm_gordon_kickstun <int>", turns on/off kick stun
-Gordon kick kills will always result in a shotgun death animation.
-Revisted death animations, cleaned up and made the flow of process a lot smoother. Previously it was just inefficient everywhere and caused a lot of confusion, and had a ton of bugs with ridiculous fixes. Now it's a nice streamlined process
-Reduced ragdoll blood, no more tomato juice
-Hitting NPCs is easier to stain them with blood now
-Prototype ragdoll bleeding
-G O R D O N  P E E
-Removed Kleiner's glasses

NPC_REPLACE_MODEL:
Currently the NPC's that don't have support are...
-All Antlions (except Guard)
-Scanners
-Manhacks
-Turrets
-Birds

Will add in support for gender for citizens, and variations such as antlion worker, combines soldiers.

Citizen melee attack:
https://streamable.com/n7728

PEE:
https://streamable.com/0mhus
https://streamable.com/j8wjw
Currently citizens are unhappy when Gordon pees on them
Continuous peeing will piss citizens off (not enough for them to hurt you though)
Mark your territory anywhere, everywhere!

BUGS FIXED:
------------------------
-Fixed all zombie types for npc_replace_model. Previously with the current system, they would change back to their original skin on death, or release headcrab into the ground.
-Gave Kleiner back his glasses. He was complaining and bumping into everything.
« Last Edit: January 07, 2019, 10:37:42 AM by AnOldLady »

Offline ReplicantElite

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #42 on: January 07, 2019, 06:43:40 AM »
This mod looks very interesting even though stun animations should have been a thing since half-life 2's launch if you ask me but hey thats what wef got modding for anyway are you planning on giving the combine a diffrent voice?

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #43 on: January 07, 2019, 06:56:24 AM »
This mod looks very interesting even though stun animations should have been a thing since half-life 2's launch if you ask me but hey thats what wef got modding for anyway are you planning on giving the combine a diffrent voice?

Nope. I don't see why :O

Offline ReplicantElite

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #44 on: January 07, 2019, 07:02:48 AM »
All enemies in the game have the same voice and all sound the same