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

Author Topic: CoolMod: The SMOD Remake  (Read 2300 times)

0 Members and 1 Guest are viewing this topic.

Offline Totterynine

  • *
  • +1% chance to make useful post
  • Totterynine has no influence.
CoolMod: The SMOD Remake
« on: November 25, 2018, 09:31:01 PM »
CoolMod is the SMOD remake that runs on source 2013

I tried to maximize the compatibility with other SMODs.

Main Features:
- FreeAim (with more settings like ability to freeaim in ironsight and sensetivity setting)
- kicking feature with ability to change attack timing
- override_entity.txt support (WIP)
- some gore settings (only gore_moregore and gore_drawgoo)
- ragdoll physics ConVars (ragdoll_*)
- shaders with more precise settings (only sample count setting)
- SubViewCam material proxy support (r_subviewcam 0 will make texture black!) (WIP)
- basic custom weapons support (melee weapons included) ( npcs can use them too)
- camera bobbing (cl_viewbob_amount)
- basic mapadd (Thanks SMOD 13 team)
- basic smod weapons (weapon_ak47, weapon_grease, weapon_kar98, weapon_mp5)
- cod-like health regeneration
- kick_launch_player (i stole this idea from Maximum Action)
- custom ammo

Tested mods with demonstration:
- CSS: SCI-FI:




- SMOD: Tactical delta 5.56:
 

Download build A06: https://drive.google.com/file/d/1rsFfCaUsPRcGRdh_Zd1GFFoRs6HQz0LE/view?usp=sharing
build A06 Changelist:
- added .snl Support
- added ability to call "randomspawn" labels using "instant_trig"
- changed names of shader commands to be more compatible
- r_muzzledynamiclight
- Full SubViewCam support
- Added RandomFloat function to Lua

build A05 Changelist:
- so much tiny stuff that i dont even remember.
- added MapAdd Lua.
- List of Lua functions implemented:
      CallMapaddLabel,
      ChangeLevel,
      GetCurrentTime,
      ExecuteRandomSpawn,
      ExecuteRandomSpawnLabel,
      RandomInt,
      CreateEntity
      SpawnEntity,
      Vector,
      GetPlayer,
      SetEntityAbsOrigin / GetEntityAbsOrigin,
      SetEntityPhysVelocity / GetEntityPhysVelocity,
      SetEntityAbsAngles / GetEntityAbsAngles,
      SetEntityPhysFreeze,
      FindEntityByName,
      FindEntityByClass,
      GetNodeCounts,
      SetEntityRelationship,
      SetEntityRelationship2,
      SetEntityRelationshipName,
      SetEntityRelationshipName2,
      KeyValue,
- All functions are compatible with original SMod lua system.
- crashes a lot, mostly because of lua.
- a lot of fixes. Maybe...

build A02 Changelist:
- added combat npcs (npc_f_kleiner, npc_f_magnusson, npc_f_barney, etc.), their health can be changed by "sk_f_combatnpc_health" ConVar
- fixed mapadd respawning entities after loading a save
- fixed func_tank (mounted guns) not being able to shoot
- fixed default values for ConVars
- added a proper gameinfo.txt to work with source sdk 2013
- fixed basic smod weapons not being spawned by "impulse 101" command
- added disable_loadmapadd, disable_overrideentity, hud_disable_health ConVars

Build A03 changelist:
- fixed ragdoll_rotlimit
- fixed HUD
- changed blood particles
- added ragdoll_twitch
- added ragdoll_zvector
- added gore_bleeding
- added dripping blood from ceiling
- added gore_spreadwatersurface
- added phys_npcdamagephysicsscale1
- added phys_npcdamagephysicsscale2

Build A04 changes:
- added "RandomSpawn" support for mapadd (WARNING: game will crash if map doesn't have any ai_node's)
- added npc_f_combine
- added disable_bullettime and disable_kick
- added zombie_headcrabless
- added npc_speedmultiplier
- added weapon_kickback_powerscale
- added bullettimesim_disable_flash
- fixed (kinda) CSS-like recoil system for custom weapons
- fixed melee impacts for custom weapons
- custom weapons now can have melee attack as secondary attack
- fixed custom melee weapons using secondary attack as primary
- NPCs now can properly use custom weapons
- fixed shotgun reloads for custom weapons
- edited blood particles
- changed CVars names for more compatibility
- fixed kick_* console commands
- edited .cfg's for more optimization (still needs some cleaning)
- added ai_combinecanjump

Installation:
- Make sure you have installed Source SDK 2013 Singleplayer upcoming beta
- Install this mod just like any other source mod

Known issues:
- Turning on the laser pointer will crash the game
- override_entity sometimes can spawn normal entities when it shouldn't (except when override chance was set to 100)
- shock effect doesn't work on most of the maps
- custom weapon's secondary attack doesn't shoot the bullet but still consumes ammo
- game can crash for no reason. try disabling mapadd
- game can crash because of gore_bleeding
- sometimes after going underwater, entire screen will be covered by error texture. try disabling gore_spreadwatersurface
« Last Edit: March 20, 2019, 02:22:33 PM by Totterynine »

Offline AnOldLady

  • *
  • +2% chance to make useful post
  • AnOldLady has no influence.
Re: CoolMod: The SMOD Remake
« Reply #1 on: November 26, 2018, 05:22:57 AM »
Is this running on source 2013?

Offline Totterynine

  • *
  • +1% chance to make useful post
  • Totterynine has no influence.
Re: CoolMod: The SMOD Remake
« Reply #2 on: November 26, 2018, 09:47:51 AM »
yes. I forgot to mention that in the post

Offline minmi96

  • *
  • *
  • +8% chance to make useful post
  • minmi96 is working their way up.minmi96 is working their way up.minmi96 is working their way up.
    • www.titsassesanddicks.cum
Re: CoolMod: The SMOD Remake
« Reply #3 on: November 26, 2018, 01:20:21 PM »
Is this for real?

Like is this legitimately running on Source 2013?

Does that mean it could support Episode 1 and 2?

Offline Totterynine

  • *
  • +1% chance to make useful post
  • Totterynine has no influence.
Re: CoolMod: The SMOD Remake
« Reply #4 on: November 26, 2018, 04:30:55 PM »
mod uses episodic branch. so yeah, it can support the episodes

if you want to use jalopy instead of buggy on episode 2 maps, you need to use override_entity and replace prop_vehicle_jeep with prop_vehicle_jalopy

Offline FreeKill

  • *
  • *
  • +7% chance to make useful post
  • FreeKill is working their way up.FreeKill is working their way up.FreeKill is working their way up.
    • Youtube Channel
Re: CoolMod: The SMOD Remake
« Reply #5 on: November 27, 2018, 12:42:27 AM »
I'll test this tomorrow. Seems legit, but I'd recommend embeding your YouTube demonstrations in the OP.

Edit: Edited OP with embeds.
« Last Edit: November 27, 2018, 01:39:38 AM by FreeKill »

Offline minmi96

  • *
  • *
  • +8% chance to make useful post
  • minmi96 is working their way up.minmi96 is working their way up.minmi96 is working their way up.
    • www.titsassesanddicks.cum
Re: CoolMod: The SMOD Remake
« Reply #6 on: November 27, 2018, 12:24:15 PM »
Ok I've just tried this out with base SMOD and SMOD Redux V8, and none of the Maps are loading at all.

Please help.

Offline Totterynine

  • *
  • +1% chance to make useful post
  • Totterynine has no influence.
Re: CoolMod: The SMOD Remake
« Reply #7 on: November 27, 2018, 07:23:41 PM »
Ok I've just tried this out with base SMOD and SMOD Redux V8, and none of the Maps are loading at all.

Please help.

that's weird. I just downloaded SMOD redux V8 and it didn't included any maps at all, so i had to copy them from hl2, and they work fine. base SMOD is working as normal, probably you messed up somewhere.

im going to release a new version soon, maybe the problem will magically disappear.

Offline FreeKill

  • *
  • *
  • +7% chance to make useful post
  • FreeKill is working their way up.FreeKill is working their way up.FreeKill is working their way up.
    • Youtube Channel
Re: CoolMod: The SMOD Remake
« Reply #8 on: November 27, 2018, 08:47:10 PM »
Yeah, it didn't work for me either. I went and let SMOD load first before installing the patch just to be safe, but it completely crashed when it tried to load a map.

It did output a crash dump, though. http://puu.sh/C8GYv/6c0a784a69.dmp

Offline Totterynine

  • *
  • +1% chance to make useful post
  • Totterynine has no influence.
Re: CoolMod: The SMOD Remake
« Reply #9 on: November 28, 2018, 10:08:06 AM »
i dont understand why you have crashes on map load

today im probably going to release a new version including the patched SMOD: Redux that works for me.
i also realised that simpe binaries are not enough to make it work with source sdk 2013. Currently, im making a proper gameinfo.txt that loads half-life 2 and episodic content

Offline Zoldat

  • *
  • +6% chance to make useful post
  • Zoldat barely matters.Zoldat barely matters.
Re: CoolMod: The SMOD Remake
« Reply #10 on: November 28, 2018, 10:58:39 AM »
Hey, Totterynine, I checked your mod and it works for me  ::) Not smooth and there are issues - but it works. Custom weapon and realtime scope work too. Among issues - I can't destroy any breakable object like crates or wooden planks  ???

But the point is - the mod runs for me.

Offline Totterynine

  • *
  • +1% chance to make useful post
  • Totterynine has no influence.
Re: CoolMod: The SMOD Remake
« Reply #11 on: November 28, 2018, 03:00:05 PM »
Hey, Totterynine, I checked your mod and it works for me  ::) Not smooth and there are issues - but it works. Custom weapon and realtime scope work too. Among issues - I can't destroy any breakable object like crates or wooden planks  ???

But the point is - the mod runs for me.

you cant destroy any object because weapons dont deal any damage, because i forgot to include skill_manifest.cfg. you can copy this file from half life 2.

Offline Totterynine

  • *
  • +1% chance to make useful post
  • Totterynine has no influence.
Re: CoolMod: The SMOD Remake
« Reply #12 on: November 28, 2018, 03:03:03 PM »
I edited original post to include the new build of CoolMod, with SMOD:Redux installed

Offline majinvegito123

  • *
  • +1% chance to make useful post
  • majinvegito123 has no influence.
Re: CoolMod: The SMOD Remake
« Reply #13 on: November 29, 2018, 05:30:05 AM »
Uh, every time I start this game up it crashes instantly. =(

Offline Totterynine

  • *
  • +1% chance to make useful post
  • Totterynine has no influence.
Re: CoolMod: The SMOD Remake
« Reply #14 on: November 29, 2018, 11:29:13 AM »
Uh, every time I start this game up it crashes instantly. =(

sounds like you didn't set "upcoming" beta for Source SDK 2013, you can set it in the properties