considering its fully automated despite the cockpit, probably never i would say
I remember when that specific ~problem~ was related to pirated HL2 copies and it was such an easy way to label people asking for "ai disabled help"
"ai_norebuildgraph "1" should actually be be ai_nodebuildgraph "1" I misspelled it and couldn't edit it back cuz of the gay 15 min limitation."
On a similar note, what is the SMOD version to use these days? I last played SMOD in something like 2013 and a binge of the HL series again has got me in the mood to play it, and I'm just wondering what is the definitive way to do so. Mostly because googling SMOD brings up enough versions and forks to make my head spin.
Nah dude it is "ai_norebuildgraph", you can check it in the console - probably why it isn't working
SMOD Standalone from BSNOOCH is how you have to play SMOD due to the Steampipe update breaking the mod.
Wait, it's ACTUALLY nore and not node? I don't even.
SMOD Standalone 0.65
Last I used
no rebuild? makes perfect sense.
Yeah it's not a typo, it's disabling the "node graph out of date. Rebuilding" thing i think
They changed some ai graphs apparently so rebuilding it might fuck it up on loading a save or something
Huh, never thought about it that way to be honest, that does make sense.
Thanks lads.
Got the MMod patch but now I have no idea where to put cosmetic mods in it because there's no Custom folder anymore.
Make one, should still work.
Well, so much for that. It crashes on start-up, even after making sure I started the SP SDK. The official download's still down too, basically preventing it from being playable altogether.
Did you do it like custom/my_custom_stuff/textures or custom/textures? Because the afaik latter crashes the game because the filesystem gets confused when a directory is in the wrong area.
Boreal Alyph's November Update video is getting ready to reach 150k. That's kinda exciting.
No, I mean I didn't even implement the custom mod folder. The game just crashed to desktop when I hit any of the title screens.
Oh, well shit. Are you on HL2 Update?
I think I need to have Half Life 2 and that installed on my HDD where Steam is to get SMOD Standalone to work, because if I run the installer, it gives me a few errors that make it so the game won't run, missing files or something that are part of Half Life 2.
Yeah, i've got Update and ran it. I've got the episodes and Lost Coast installed, and the original game as well. Maybe it was because it was as early an upload as one could've gotten via someone's handy upload before the moddb site took down their download servers for the end of the fiscal month, or maybe something just didn't want to cooperate. Oh well, gotta wait.
Here's the latest version but through the devs Google Drive: Google Drive
Works fine here.
Anytime this thread has 48+ posts in one day either a big mod just came out or someone's shitposting. Can't believe it was both this time
Those death animations don't look very good imo
I like the kick stumble a lot, could really use a tweak to the animation so it has an actual recovery transition of course
I only have Steam content in one drive, yes.
Death animations that blend to ragdoll are something I really want but not something I expect to ever see. Valve put a lot of effort into making those work for Left 4 Dead, and they can change the engine to do it.
Turns out the one step I had been forgetting, or rather looking over because of poor attention span and opening the installation instructions in classic notepad, was turning the SDK over to the [upcoming] beta branch.
Now everything works perfectly fine, derp.
Death animations are very tricky to implement. You basically want animation to have the exact skeleton rig as of the model's phys model. Since this guy is using l4d animations which are not exactly indentical to valvebiped skeleton proportions-vise, its not a surprise they twitch on transition event.
I found them begin used best when there is some sort of visual effect going on in the meantime:
https://dl.dropboxusercontent.com/s/pi3i1i3ntcm66mv/2019-01-01_13-41-34.mp4
https://dl.dropboxusercontent.com/s/u17l9mij2u3yrbf/2018-12-30_15-34-56.mp4
hey @Crom Truise, I guess you are using an AI to upscale the textures ?
Do you use ESRGAN default model ? I found that it could be a bit noisy even when interpolating with PSNR.
There seems to be model trained on a different dataset that can provide clearer results (IMO):
the other blog — Manga109 model attempt (for illustrations)
I found that when interpolating the original ESRGAN model at 0.3 with this model the results seems quite nice :
See this image :
https://files.facepunch.com/forum/upload/133003/c5912c50-ef24-481a-a76b-ace6881bdc59/upscale.png
From left to right
Original texture upscaled * 4 with no filtering, upscaled using ESRGAN model, upscaled using Manga109 and upscaled using 0.3 * ESRGAN + 0.7 * Manga109.
I'm glad finally someone attempted to do zombie-styled flinch animations for human npcs, with a bit more of refinement it will look super good.
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