So the SourceForts team just updated the original mod to the 2013 SDK
SourceForts mod for Half
HL2 MMod is out. Having trouble getting it to run, though. I patched it with HL2 Update and the game just crashes after the Valve logo.
A lot of people seem to be having that issue but nobody has yet said how to fix it. What's the workaround, in case anyone else here runs into it?
To be honest all I did was do a fresh install. He changed the download shortly after releasing it as a hotfix for some corrupted files, and instead of doing a fresh install originally I just patched the old client with the new one. But the fresh install worked.
Did MMod scrap the egon gun / dual pistols that were in older trailers or is all that also included? I noticed he didn't show any of that off in the release trailer
This first Christmas release doesn't include all the new weapons iirc.
Some sniper experiments
Suicide sniper:
https://youtu.be/e-AIRaRjNPo
Moving sniper:
https://www.youtube.com/watch?v=7LP3BsbS0PQ
when the combine lands it should lead into another explosion
the repelling is such an awesome idea
Making some variations for zombies: blue citizen one, shotgunner zombine and elite (which needs model tweaks and better texture)
https://files.facepunch.com/forum/upload/858/661c7632-9a30-4a7c-bef2-971062379b0b/image.png
What are all these for? Are you making a mod or are they just experiments?
I've always wanted more 'play' with the Snipers. One idea I had once was for the sniper to just disappear once the grenade was thrown in, and appear afterward, so he didn't die. Instead you would dodge his fire until you got inside the building, then fought a Combine Soldier with an SMG, and you'd see the rifle in the room with him. The rappel is far more straightforward though.
All of these are coming out of me trying to make map/mini-mod in EP1 setting that I wanted to do for a while. I've been doing portal 2 modding before and now by learning hl2 specific entities I'm trying to do some fancy stuff to make map/mod less generic I guess.
Really hope to see you complete it. Unique stuff like that is what really makes mods and maps memorable for me.
tbh I've always wanted a mod like Riot Act, where you just play as 'some guy'. maybe a rebel or something
1/3 chance the sniper just throws the grenade back out.
If you time it right as he's about to take a shot, no chance he'll throw it out as he's distracted aiming.
Honestly don't know how "fun" a mechanic would be like that.
That's the plan, I'm really tired of "alternative route Freeman shenanigans" mods and want to make something could technically fit into "canon". Here's shitty first mockup for protagonist:
https://files.facepunch.com/forum/upload/858/cfc2bb9f-6409-4e08-8c1c-ffb1e4ce2371/image.png
Playing MMod, the new effects are great and the gameplay does feel a bit more powerful. Not sure what to think of some of the visual tweaks, but almost all of them can be disabled though I only really turned off the lens dirt effect. The semi-dynamic fire left behind by some explosions has resulted in at least a couple Metrocops standing behind a corner burning to death, though. Better gunplay and animations doesn't change the fact that the AI isn't up to snuff against the player even on Hard. Still, i'm enjoying my time with it. The only major crinkle so far is the fact that on three separate times, Alyx gets hung up in Entanglement at the first scene she brings Eli out of his pod, the console reporting that the game failed to trigger the scripts. I can't tell if this is an MMod bug or a Half-Life 2: Update problem, given how it runs using HL2:U unless you configure it for the episodes.
well, that's synergy and OC
Riot Act was good, but the scarcity of supplies was more annoying than difficult, especially since it liked to spawn enemies right behind you on occasion.
Anyway for more mods like that, I recommend Minerva, Rock 24, and Precursor.
"Dangerous World" is good for EP1 mood and being random rebel, trying to survive
You’ll want to talk to the guy who made this, he’s condensed entire HL1 chapters into single maps and fixed lots of long standing bugs.
I need some input by the way. Since player is not Freeman, he's not gonna have a gravity gun (unless some "he found copy/prototype" bs), but physics manipulation is integral part to hl2 gameplay and I'm not how to solve this "problem" smoothly.
Try to do it without gravity gun, have some gravity gun - like device by combines, maybe some other device that could achieve same goals in different way?
Remember that telekinesis skin off fpsbanana just use that man
stretchy arms pick up far away objects then throw them really far
I'd say telepathy but you already said he's just gonna be a normal guy, so there's only one real option here.
Bring back brickbat.
a really ghetto and poorly put together replica would be a really cool thing tbh
I knew I forgot one, I never actually played it. Had it downloaded and all, but put it off and then lost most of the files on my drive. I have to get it again and try it out, I heard it's good.
You can always tweak the hability to grab stuff so you can grab and throw away even more things, or further ( or just be a lazy ass and make everything a prop_physics_override with a Mass Override of 0.001 ).
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