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Sniper-Combine 12.04.21 10:59 pm

SMOD v.2 (Half-Life 2)


> SMOD 39
Weighs 20.5 mb, download version 39
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Previous version of the theme:
http://forums.playground.ru/half-life_2/97360/
236 Comments
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-Nail- 12.04.21

* raised the topic *

N
Nihiliant 12.04.21

How to increase weapon swing in realism mode? And is it possible, for example, to slow down the blow of a mount?

N
Nihiliant 12.04.21

http://pix.playground.ru/563966/13242/393551/
How to reduce the strength of the effects, but not remove them?

G
GERMANGRAF 12.04.21

I learned how to use player models from the OBSIDIAN CONFLICT network mod on their forum you can download a lot http://www.obsidianconflict.net/forums/viewforum.php?f=9&sid=af45128d1942c08ee972cb20cd8dd3cb
http://pix.playground.ru/1041520/34316/ 410130 /

G
GO-shnik 12.04.21

Does anyone know how to make a full-fledged weapon that shoots energy spheres through a custom veapon?

B
Binocl 12.04.21

This is a service for shortening links (redirect), the PG bans it, but this one skips - http://blinq.org/

G
GO-shnik 12.04.21

Clear. And what about the energy spheres?

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Nihiliant 12.04.21

Where are the sounds of the a35 (grenade launcher) from redux8? I didn't find sounds in wepons.

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-Nail- 12.04.21

Where are the sounds of the a35 (grenade launcher) from redux8? I didn't find sounds in wepons.
see scripts weapon_cus.tom20

N
Nihiliant 12.04.21

see scripts weapon_cus.tom20
It is incomprehensibly written there. And there is a folder in wepons sounds, but there is no explosion sound among the sounds. Is explode used there? If so, which one? (explode3, explode4, explode5)

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-Nail- 12.04.21

the sound of the explosion .. kind of random

N
Nihiliant 12.04.21

How do I figure out what sounds combine_ace is using?

x
xDDGx 12.04.21

What is this anyway? o_0

C
Combine 999 12.04.21

As far as I remember, these are either green elite harvesters who can jump, or invisible elites.

x
xDDGx 12.04.21

Have already found. At least I would have warned that this is SMOD Redux ... I decompiled the model, but there was no information about sounds in qc. Perhaps he uses the same sounds as regular elites, at least in the redux folders there are no separate directories for this npc.

C
Combine 999 12.04.21

It's not Redux though. They were still in the 40th. Like.

x
xDDGx 12.04.21

Hmm, it means that only in Redux they were given a separate model ... In general, Nikhilant will have to listen to all the sounds in his daddy sound in order to determine the right one, if these NPCs use some of their own special sounds ...

C
Cvoxalury 12.04.21

Where do the sounds from the NPC come from in the model? sounds in scripts / game_sounds_ * npc_name_here * .txt should be, if they do on the chl2 principle. And in the code, they are already attached through the script names, which are specified in the .txt along with the paths. Let's say in chl2 in the code of the mortar EmitSound ("Npc.Mortarsynth_SingleFire"), and in scripts / game_sounds_npc_mortarsynth.txt something like

"Npc.Mortarsynth_SingleFire"
{
"channel" CHAN_STATIC "
/"
}

So try to look for sounds in this way.

x
xDDGx 12.04.21

sounds in scripts / game_sounds_ * npc_name_here * .txt
I looked, there is no such thing.

Oops, got it wrong with the models, it is in HL1 that the sound files are indicated directly.

C
Cvoxalury 12.04.21

I looked, there is no such thing.

Well, it means that the curved modelers make their curved mode according to their curved schemes. Let them burn in flames.

And what is the thread with the maxims? there seems to be a command for them, and in the sentences.txt file itself, sounds are also indicated.