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Author Topic: SMOD 2013: Brutal Half-Life 2  (Read 2690 times)

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Offline ReplicantElite

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #15 on: October 23, 2018, 08:15:26 PM »
I made an unfinished revoice of the combine soldiers for smodoutbreak i released it a couple of days ago on game banana you can use it for this if you like since it was more meant for it compared too the original:https://gamebanana.com/sounds/42916

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #16 on: October 29, 2018, 08:45:01 AM »
29th Spooktober 2018
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-I finally got ironsights working :')
-Added the option for ironsight accuracy multiplier. This obeys crouch multiplier as well
-Custom declaration of reload animation to ACT_VM_RELOAD and ACT_VM_RELOAD_EMPTY only. Allows users to choose between the two. If you are not a modder this probably won't make sense to you.
-Gave new sounds to Pistol and SMG (again), and Shotgun.

BUGS FOUND:
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-Ironsight not aligned when looking up or down except some weapons. This one is weird.
-Explosion sounds are missing...?

BUGS FIXED:
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-Gordon Foot positioning.

Dev Notes:
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I plan to add additional features of my own that seemed fitting in SMOD. Here's my current list, if you don't like any of these feel free to tell me!
-NPC additional abilities. I feel that NPC's like Metrocops have wasted potential in weaponry, I hope to implement an ability that allows Metrocops to switch to stunstick if player gets close.
-Additional SMOD Weaponry. I have a silly one in mind that fits SMOD's current silly weapons well :)
-Death Animations
-Elemental Bullets, such as radiation, fire and electric. On death by element, the bodies will react and gib accordingly.
-Weaponless Combat (This is what I'm working on now).
-Rip & Tear Freeman (Paired with Weaponless Combat). Essentially killmoves can be activated when enemy is below certain health. Think DOOM.
-Rip & Tear will probably have a gibbing option on account of custom models. So if you don't want to decap your enemies, you can do so.
-We had npc_f_kleiner, why not npc_f_eli? Huehuehue
-Quality of Life maps and weapons. Hopefully we can move away from the 2004 look in maps.

And finally, thanks for following and showing support! <3
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Offline F-3

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #17 on: October 29, 2018, 11:19:40 PM »
Any potential for mapadds? Not necessarily LUA.

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #18 on: October 30, 2018, 03:22:19 AM »
Any potential for mapadds? Not necessarily LUA.
Yes of course it's part of the SMOD core.

Offline Pepsifan04

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #19 on: October 31, 2018, 04:43:54 PM »
Quote
Ironsight not aligned when looking up or down except some weapons. This one is weird.
check for locking yaw angle while using ironsights, similiar bug, if not exactly the same, is present in latest smod build
DROP DATABASE bsnooch

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #20 on: November 06, 2018, 05:40:28 AM »
No update this week again. Another prioritise work week  :(
Sorry

Offline AnOldLady

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #21 on: November 12, 2018, 03:38:20 AM »
12th November 2018
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-Mod is now running on Episode 2 (It wasn't before I didn't realise that)
-You should be able to playthrough Ep1 and Ep2 without any problems
-Automatically increased decals amount
-Reduced the number of brain matter splurts on headshots
-Aliens now have yellow blood on damage
-Changed the way blood works slightly, now decals will stain ragdolls more often.
-Death animations implemented!
-Unarmed combat! No longer be helpless without a weapon! Still a work in progress.

<<Death Animations>>
A new feature has been implemented! Death animations! No more of that "just ragdoll". Now you can customise NPC's death animations via a new animation file called "deathanimations.mdl"! You can $includemodel these if you want your custom model to have deathanimations, and you can customise your own deathanimations. On death, there is a chance for these animations to play. Once these animations are done (or specified by you), NPC will ragdoll from there.
NPC's with no support for death animations will just flop to the ground as per normal.
Currently it's using placeholder animations from Valve. I will do a tutorial in the future on how to properly use death animations.
-Will add support for death from behind, front, side, and headshots for variety of death animations.
-Currently only supported Human-type NPCs. That means no vortigaunts.
-New console command added: "sm_npc_has_deathanimations".
-Test of death animations: https://streamable.com/bro90

<<Unarmed Combat>>
Tired of running around without any means to defend yourself? Lost your crowbar? Just want to punch Alyx in the face? Well don't worry! Now without any weapons, by default you can punch with left and right click! If you have weapons however there is a new button to activate unarmed combat! PUNCH YOUR WAY TO THE CITADEL!
-Currently working on left/right combos
-Need to learn how to animate properly :(
-New console commands added: "sm_gordon_punchdamage" & "sm_gordon_punchforce"

BUGS FOUND:
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-Aliens have red blood on ragdoll
-Shovel attacks are wonky (I knew this for awhile)
-Throwing down weapons and picking them up again refills your mag
-Ragdolls are not obeying the command "g_ragdoll_maxcount" or the ragdoll manager(It's a good thing but I rather have the option)
-Weapon viewmodel goes missing on level transaction.
-NPC freezes and doesnt ragdoll when doing an animated sequence and is killed.
-Mounted gun doesn't shoot bullets


DEV NOTES:
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I will release Alpha v0.2 once I get a working npc_replace_model system.

<3
-AnOldLady
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Offline FreeKill

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Re: SMOD 2013: Brutal Half-Life 2
« Reply #22 on: November 12, 2018, 11:31:40 PM »
That death animation thing is really interesting. Always look forward to you updating this thread. Keep it up.