Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: SMOD 2013: Brutal Half-Life 2  (Read 24169 times)

0 Members and 1 Guest are viewing this topic.

Offline ReplicantElite

  • *
  • +1% chance to make useful post
  • ReplicantElite has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #45 on: January 07, 2019, 07:13:03 AM »
I think it would be a good idea too add some  more variation too it and have multiplue voices for the enemies in game too make it more interesting

Offline xdanielx52

  • *
  • *
  • +1% chance to make useful post
  • xdanielx52 has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #46 on: January 07, 2019, 03:32:46 PM »
Are you planning on giving the combine a diffrent voice?

Nope. I don't see why :O

Maybe those Soldier Sounds from Fear 1 or from Underhell Chapter 1 could inspire someone ;)
"A delayed game is eventually good, a bad game is bad forever"
-Shigeru Miyamoto

Offline Dazza-chan

  • *
  • +1% chance to make useful post
  • Dazza-chan has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #47 on: January 08, 2019, 01:05:42 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

Why not change the combine from the sentence system to the response system, to allow mappers to customize their dialogue on a map by map basis? it wouldn't be hard surely  8)

Offline Comrade

  • *
  • *
  • +11% chance to make useful post
  • Comrade might someday be someone...Comrade might someday be someone...Comrade might someday be someone...Comrade might someday be someone...
Re: SMOD 2013: Brutal Half-Life 2
« Reply #48 on: January 12, 2019, 11:22:23 PM »
Some nice work going on in here mate, it's been a while since someone took their time to update smod to source 2013.

Someone mentioned a game breaking bug which killed the other smod revival project, can anyone drop a link or something? I'd like to know what that bug was.

Offline Centryfuga

  • *
  • +1% chance to make useful post
  • Centryfuga has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #49 on: January 14, 2019, 04:25:16 PM »
Some nice work going on in here mate, it's been a while since someone took their time to update smod to source 2013.

Someone mentioned a game breaking bug which killed the other smod revival project, can anyone drop a link or something? I'd like to know what that bug was.

Maybe it was a gunship death on a beach? It crashes game instantly.

And question to the AnOldLady: can u add a "timestop" option for bullet-time, explosive crossbow bolts and file/command that changes power and damage of fists/Gordon kick? I'm now replacing SMod and HL2 sounds with sounds from JJBA(stupid mods are sooo stupid)

mai inglezh iz not weri gud sori

Offline AnOldLady

  • *
  • +2% chance to make useful post
  • AnOldLady has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #50 on: January 15, 2019, 12:41:42 PM »
can u add a "timestop" option for bullet-time, explosive crossbow bolts and file/command that changes power and damage of fists/Gordon kick?

okehhhhh

Offline AnOldLady

  • *
  • +2% chance to make useful post
  • AnOldLady has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #51 on: January 21, 2019, 03:47:04 AM »
I will stop doing weekly updates from now on and do monthly updates. Sorry guys :(

Offline TheZec

  • *
  • +1% chance to make useful post
  • TheZec has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #52 on: January 22, 2019, 02:20:37 PM »
^I don't think you should apologize, man, but if it makes you more comfortable. I'm quite happy you're doing this. Please keep going.

Offline AnOldLady

  • *
  • +2% chance to make useful post
  • AnOldLady has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #53 on: January 31, 2019, 11:41:28 AM »
First monthly update!

1st February 2019; v0.3 Weapon Update progress
-----------------------
-Sprinting and Jumping will cancel ironsights
-Custom weapons now cannot fire when peeing or punching
-Added new command, "sm_gordon_kickdoor" <int> <value: 0-3>.
   ; 0 -> Kicking doors does nothing
   ; 1 -> Kicking doors opens it
   ; 2 -> Kicking doors unhinges it
   
-WeaponSpec's "Activities" now support
   ;PrimaryFire
   ;Reload
   ;ReloadEmpty
   ;DryFire
   
-Fixed weapon chambering ammo. I broke it by accident on release.
-NPC's now drop weapons AFTER death animations
-Metropolice now have melee ability, both unarmed and armed.
-Metropolice now have chance to stumble and drop current weapon when shot in the arms. On finish stumbling,
Metrocop will whip out a stunstick with a new health value of 80 and charge toward enemies.
-Added muzzleflash support for "event 5001"
-Added an area of effect kick for Gordon. Anything in the radius will get stunned/damaged
-Restored Metrocop's stunstick thrust animation
-Added muzzle smoke. It appears when consecutive bullets are fired within a short amount of time.
-Added weapon Dubstep Gun
-Added weapon Scissors
-Added weapon Kar98k, new model, replaces the large, janky old Kar98k
-Most humanoid NPCs have a new melee animation set. Fight unarmed combat in style!
-NPC's that have melee animation will do 5 damage on unarmed with one handed attacks. If they have a weapon, they will do weapon shove with 10 damage.
-NPC unarmed melee have a 50/50 chance of stumbling enemies, while weapon melee has 100% chance
-Added Gordon Block
-Fixed weapon disappearing on level transition
-Fixed weapon magazine drop

Gordon Block
==================
-In unarmed mode, Gordon now can hold RELOAD key to block incoming damage.
-Blocking damage requires player to face the attacker else Gordon won't block
-Blocking damage reduction defined by player, default 30% intake.
-Blocking have a chance to reflect damage back to the attacker. Customised settings in console

Dubstep Gun
==================
-Has two modes, 0 or 1 where 0 is a regular boombox, while 1 shoots out explosive wubs
-Currently supports 3 music discs and their skins. Default, Popstar and Industrial
-Right-click to chnage discs
-Will implement customisable music discs
-Most NPC's will dance in the surrounding radius and take 1 damage
-Make enemies dance till highly-recommanded obtainable brain aneurysm!
-Don't aim at your feet!

New console commands:
-------------------------
// DUBSTEP GUN
//-------------
sm_weapon_dubstepgun_upgrade          <int>
sm_weapon_dubstepgun_wubrainmaterial   <string>
sm_weapon_dubstepgun_wubouterring       <string>
sm_weapon_dubstepgun_wubinnerring       <string>
sm_weapon_dubstegun_damage             <float>

// SCISSORS
//-------------
sm_weapon_scissors_damage             <float>
sm_weapon_scissors_maxreflection       <int>
sm_weapon_scissors_speed             <int>

// PLAYER
//-------------
sm_gordon_kickdoor                  <int>
sm_weapon_ironsightwalkspeed          <float>
sm_gordon_kickpowerstomp             <int>
sm_gordon_kickdoor                  <int>
sm_gordon_block_scale               <float>
sm_gordon_block_bulletreflectchance      <float>
sm_gordon_block_bulletreflectscale      <float>

//VIDEO SHOWCASE
Weapon Scissors: https://streamable.com/lzkbc
Weapon Dubstep Gun: https://streamable.com/3kg2y
Weapon Kar98k: https://streamable.com/ja80b
Foot Power Stomp: https://streamable.com/w02yr
Foot Door Unhinge: https://streamable.com/kbioi
NPC Unarmed Combat: https://streamable.com/yma9o
NPC Weapon Melee: https://streamable.com/ttsj4

//CREDITS
-----------------
Zoldat
-Animation for Kar98k, model rig
-Animation for Dubstep Gun, model rig

From GMOD Workshop;
Auzlex, MARK2580
-Dubstep gun model, skins

From GameBanana:
Millenia
-Kar98k Bayonet model

Offline Astraxis

  • *
  • +1% chance to make useful post
  • Astraxis has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #54 on: January 31, 2019, 07:35:05 PM »
You're doing god's work, keep it up! The Dubstep Gun effects look very nice, and the melee animations are amazing. I'm a personal fan of utility in games (i.e. blocking, disarming, etc), so this is real hype.

Offline Dazza-chan

  • *
  • +1% chance to make useful post
  • Dazza-chan has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #55 on: February 01, 2019, 10:05:13 AM »
The stagger animations from the powerkick look great, probably the best addition yet IMO.

That being said, those over the top stagger anims should only be for large amounts of force like a shotgun blast, melee attack, explosion, prop impact etc. It looks a bit silly in the last video of a metrocop getting huge stagger from an SMG1
« Last Edit: February 01, 2019, 10:08:00 AM by Dazza-chan »

Offline AnOldLady

  • *
  • +2% chance to make useful post
  • AnOldLady has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #56 on: February 01, 2019, 12:07:58 PM »
That being said, those over the top stagger anims should only be for large amounts of force like a shotgun blast, melee attack, explosion, prop impact etc. It looks a bit silly in the last video of a metrocop getting huge stagger from an SMG1

If you checked the previous posts, there are two different types of "stagger" here. One is Stun and the other is Stumble (falling over).
Shooting the feet of enemies have a chance to make them Stumble, hence the Metropolice falling over. Stun is a combination of falling and stumbling, which is caused by player foot or NPC melee.
Fun fact, the metrocop behaves oddly in the last video is because I was forcing him to walk toward the citizen.
« Last Edit: February 01, 2019, 12:17:14 PM by AnOldLady »

Offline Centryfuga

  • *
  • +1% chance to make useful post
  • Centryfuga has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #57 on: February 01, 2019, 06:55:14 PM »
Gureito!
Your mod is second life of SMod. I'm really proud of you, bruddah.
For me, stopping work on it will be the end of [THE WORLD].
Hopefully those features like explosive crossbow bolts weren't too crazy? They are from SMod Redux 1.4 and look very cool(especially for my sound-replacement project. I would leave here a video of the gameplay with new sounds, but I do not know how.  However, it adds almost nothing new to the gameplay, so it cannot be considered a real mod. Just a collection of auDIO memes and some weapon changes).

Still use the translator, I apologize for the eye-bleeding.

Offline xdanielx52

  • *
  • *
  • +1% chance to make useful post
  • xdanielx52 has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #58 on: February 01, 2019, 07:45:27 PM »


would it be possible to implement a custom weapon movement like the one shown in this video?
or maybe something similar like MMOD,
or even a combination of both :)
"A delayed game is eventually good, a bad game is bad forever"
-Shigeru Miyamoto

Offline AnOldLady

  • *
  • +2% chance to make useful post
  • AnOldLady has no influence.
Re: SMOD 2013: Brutal Half-Life 2
« Reply #59 on: February 02, 2019, 09:49:57 AM »
would it be possible to implement a custom weapon movement like the one shown in this video?
or maybe something similar like MMOD,
or even a combination of both :)

Oh wow I actually like that. Will try!