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Post by veteran_gamer on Apr 30, 2009 15:36:25 GMT -8
After it's release, please report any GAME-PLAY issues here, from someone not holding a weapon right, or an npc appearing out of place. ETC.
PLEASE, i repeat PLEASE do not report video card issues or problems regarding direct x 9 compatibility, it will make my job that much easier.
I'm just making this thread here, and now, so I don't have to later, I will unlock it the minute it's uploaded.
And thank you for your involvement
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Post by veteran_gamer on May 7, 2009 14:53:55 GMT -8
the helicopter is Way too powerful, it's killing me before i even get a chance to piss myself in fear and take cover
-adjusted helicopter damage so player can take 4-5 registered hits before death, giving you time to get to cover
*edit* i have heli damage set to 90, WTF, must have been testing and forgot to change it back to 25
sorry folks
the variable for this if you wish to fix is located in smod\cfg\skill.cfg
change "sk_npc_dmg_helicopter_to_plr" "90", set it between 20-30
ill include this in enxt patch, sorry
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IneptGuard
Dev/Support
NOVUS ORDO SECLORUM
Posts: 665
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Post by IneptGuard on May 7, 2009 16:00:52 GMT -8
The helicopter is firing it's burst in a perfectly strait line rather than a cone shape. When you get hit you are getting hit with like 10 bullets at once. this might be why it keeps killing every one so quickly an may not have as much to do with just the damage.
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Post by veteran_gamer on May 7, 2009 16:06:44 GMT -8
try runnin the fix, should be good to go, i modified the cone on purpose, as before the thing couldnt concentrate on multiple targets, as far as i remember anyway
run the fix, and leme know
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Happy Cat
New Member
Retard Extraordinaire!
Posts: 18
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Post by Happy Cat on May 7, 2009 16:06:15 GMT -8
^ sk_helicopter_firingcone may be what you're looking for. HL2 default's 20.
In SMODT I usually had it in a straight line too, but with sk_helicopter_roundsperburst 1.
Dongs everywhere!
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IneptGuard
Dev/Support
NOVUS ORDO SECLORUM
Posts: 665
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Post by IneptGuard on May 7, 2009 16:12:08 GMT -8
OK, ABgun and chopper seem to be working properly, I don't know if the chopper can kill the player yet but i'll find out soon enough.
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IneptGuard
Dev/Support
NOVUS ORDO SECLORUM
Posts: 665
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Post by IneptGuard on May 7, 2009 17:41:55 GMT -8
Fire kills anything almost instantly, Or really fast. on the + side, the flame thrower is now the most powerful weapon!
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IneptGuard
Dev/Support
NOVUS ORDO SECLORUM
Posts: 665
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Post by IneptGuard on May 7, 2009 19:02:06 GMT -8
zombies (regulars) are using jump nodes, I have only notice this in ravenholm. They seem to be doing the T pose while jumping.
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Post by spartan191 on May 7, 2009 19:27:02 GMT -8
I had a mid game crash just after u jump across from the train at the start of route canal i got into the little house picked up the p90 drawd my mp5 while looking at a z and a thing that goes flash it did that just as i had drawn dont know but i have to run everything on low still looks great and runs ok with minimal lag vet i saw mikey talking about a lower spec version asking if u could do one well now im asking or a cfg like he was saying i dont know what any of that means so help me out
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Post by spartan191 on May 7, 2009 20:58:56 GMT -8
ok now i have a glitch when on water hazard when u get to the base where u have to shoot the barrels to open the door all the physics objects just start like floating through the air and when i entered airboat it went crazy as well
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Post by sonsaku on May 7, 2009 21:29:54 GMT -8
i am having a bad day. menu and in game menu show up but thats it. i can hear it but get a black screen. i tryed numerous vid settings. but nothing. console says late precache, and model name is null.
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Happy Cat
New Member
Retard Extraordinaire!
Posts: 18
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Post by Happy Cat on May 7, 2009 23:57:53 GMT -8
Nearly done with my playthrough (stopping for now at coast_03) so I've got a couple of things, though they may be flukes on my part. - After making it to the last rebel post prior to the Lab, the vortigaunt apparently failed to mount the gun. Not a massive issue, I just fixed it with ent_fire !picker enablegun 1. - In Town, the zombies couldn't climb the pipes leading up to me. Whenever I'd encounter this issue, the console complained "Invalid function pointer in entity!". On the other hand, they had no problem jumping around and didn't do the T pose while jumping on my machine. - There's a few places where it's trying to precache models but comes up NULL so lollag. One instance is in Eli_01 where it tries to load four. I'd have to play through again to tell you where the others are. Haven't had any show-stoppers yet like the other two ITT. e: Oh, and what's with the copter's firingcone being set to 360 (0)? Turns it into a finely tuned rapid-fire shotgun is all.
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Post by sonsaku on May 8, 2009 5:46:48 GMT -8
ok, here is the error im getting on my console: Error reading weapon data file for: weapon_oldmanharpoon Error reading weapon data file for: weapon_molotov * weapon_smg1 -> weapon_custom4 * weapon_shotgun -> weapon_custom5 * weapon_pistol -> weapon_custom3 * weapon_crossbow -> weapon_custom10 * weapon_357 -> weapon_custom1 * item_healthvial -> item_ammo_smg1 * item_healthkit -> item_ammo_smg1 * item_battery -> item_ammo_ar2 Attempting to precache model, but model name is NULL Attempting to precache model, but model name is NULL Precahing gib models Attempting to precache model, but model name is NULL Game started Initializing renderer... ShaderAPIDX8::CreateD3DTexture: D3DERR_INVALIDCALL ShaderAPIDX8::CreateD3DTexture: D3DERR_INVALIDCALL ShaderAPIDX8::CreateD3DTexture: D3DERR_INVALIDCALL ShaderAPIDX8::CreateD3DTexture: D3DERR_INVALIDCALL Late precache of models\player\pcb.mdl Attempted to create unknown entity type weapon_unarmed!
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Post by sonsaku on May 8, 2009 5:52:06 GMT -8
oh here is a screenie of wha does show up. other than this it is just black: only menu shows ok:
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Post by spartan191 on May 8, 2009 6:22:52 GMT -8
well we all are having problems[glow=red,2,300][/glow]
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Post by sonsaku on May 8, 2009 9:06:04 GMT -8
wait wait! i fixed it. on steam if i right click outbreak, i can set launch options to run it in dx8 mode, that makes the game work! -70dxlevel or something like that!
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Post by no1gamer on May 8, 2009 11:52:39 GMT -8
ok now i have played it still coast12 and here is my bugreport: - the shotgun shells have no skin - rocketskins also no skin (but they have some in the supplybox ...) - f_combine still have problems with shooting (sometimes reload all the time and no shooting) these was the minor bugs which i noticed. Bud i had a major bug at coast_08: - i can't play this map because at the beginning the screen is fading black and then the game load my last savegame like i have died ... veeerrryy weird but still vet this is awesome!!! your mod kicks ass like hell! and the weapons ... i love you ^^ my fav weapons are the granade launcher and the 552 (weapon_custom7). and the sound is awesome too. if this mod is finished some day this will be the best mod ever!!! uuhhhh that must have hurt XD
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lxHowlxl
New Member
I love Wolves....
Posts: 84
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Post by lxHowlxl on May 8, 2009 12:14:55 GMT -8
How do you turn off the motion blur, it makes it impossible to see. :/
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Post by veteran_gamer on May 8, 2009 12:16:34 GMT -8
i've looked into everyones issues The airboat gun seems to mount properly everytime for me, sorry pappy, ill look into the rest though, and ilove the helicopters behavior, i will however look into the precaching, pappy the crashes some of you are experiencing are due to not enough horsepower in your PC, most likely (lack of) free ram allocation, when the NPCS spawn, its causing the crash, i cant do much about that excep remove more npcs from the main campaign the f_combine npc is not meant to be part of the game, and will have no support whatsoever sonsaku, im really glad you fixed it my friend as for any visual/skin errors, this is due to changing things yourselves, all models, skins and anything related are working %110. i even tested this on my dads computer, and all is healthy and well, try reinstalling from scratch i will fully remove f_combine and other aspects not meant to be in the game next patch, so that it isnt reported heheh also, if the zombies are using jumpnodes, well then, we'd better embed a jumping anim to those suckers! muahahah, sweet thanks for your help, keep it comin (try not to LOOK for things to post for the sake of posting, eh? ;p )
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lxHowlxl
New Member
I love Wolves....
Posts: 84
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Post by lxHowlxl on May 8, 2009 12:21:56 GMT -8
i've looked into everyones issues The airboat gun seems to mount properly everytime for me, sorry pappy, ill look into the rest though, and ilove the helicopters behavior, i will however look into the precaching, pappy the crashes some of you are experiencing are due to not enough horsepower in your PC, most likely (lack of) free ram allocation, when the NPCS spawn, its causing the crash, i cant do much about that excep remove more npcs from the main campaign the f_combine npc is not meant to be part of the game, and will have no support whatsoever sonsaku, im really glad you fixed it my friend as for any visual/skin errors, this is due to changing things yourselves, all models, skins and anything related are working %110. i even tested this on my dads computer, and all is healthy and well, try reinstalling from scratch i will fully remove f_combine and other aspects not meant to be in the game next patch, so that it isnt reported heheh also, if the zombies are using jumpnodes, well then, we'd better embed a jumping anim to those suckers! muahahah, sweet thanks for your help, keep it comin (try not to LOOK for things to post for the sake of posting, eh? ;p ) What about the motion blur? XD Thats the only thing I need to get rid of! :]
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Post by veteran_gamer on May 8, 2009 12:30:25 GMT -8
motion blur is off, do you mean vector blur?
r_vectorblur i think
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lxHowlxl
New Member
I love Wolves....
Posts: 84
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Post by lxHowlxl on May 8, 2009 12:43:23 GMT -8
No, its something else.....
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Post by veteran_gamer on May 8, 2009 13:01:15 GMT -8
there's only two
r_motion r_vector
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Post by no1gamer on May 8, 2009 13:42:55 GMT -8
And what's about my coast_08 map problem?
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Post by veteran_gamer on May 8, 2009 17:55:38 GMT -8
i havent reached the coast yet, but honestly, im not sure at all, im working on the next little "update", and ill test this when i get there
also @ pappy, the fast zombies seemed to have issues climbing, the original DEFAULT ones...in ravenhol, this has plagued me and haunts my dreams, i see no possible fix....and we're talking about valve placed climb nodes...tell me, anyone, in other SMODS if the zombies climb properly...
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Post by sonsaku on May 9, 2009 9:26:37 GMT -8
smod redux 6.1 has zombies climbing ok.... maybe they can help.
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Post by veteran_gamer on May 9, 2009 18:34:52 GMT -8
it was all my fault, it was an issue i created for myself man. hahah. the story of my life, it was as simple as reseting sv_stop speed to 100, i had it set at 225
225 worked out good for a few reasons, for one, if you notice now, when you run around and suddenly stop moving, you kinda of "float". this glide effect is all over the place naturally for hal flife 2. its like ice skating in the winter or something. with stop speed enabled, it gave the entire engine a more "solid ground" feel. everything from stuff you threw around, to your very movement stopped. no sliding ragdoll enemies, no surfing on wood crates, hahah. nothin.
somehow, the climbing events for npcs capable of climbing, seem to use this very floating behavior to ....haha.....>"SLIIIIIDE" all the way from the top, to solid ground
something plaguing me from the VERY first day i starting editing smod, i used to cry about this like bitch all the time. it killed ravenholm and just fucked everything up. all related to ONE stupid variable....sv_stopspeed.
HAHAH. stupid fuck.
im just glad its over :]
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Post by sonsaku on May 12, 2009 5:59:43 GMT -8
one thing i really love about outbreak is how if anyone dies in water the water turns red. but i notived that if an explosion is strong enough to ripem in half or in ravenholm's spinning blade traps the severede zombie turns into the hl2 original.
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Post by isilidur on May 13, 2009 8:49:54 GMT -8
wait a second... this mod isn't dead? I heard it was... is it undead now?
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Post by someone3333 on May 13, 2009 13:57:31 GMT -8
After it's release, please report any GAME-PLAY issues here, from someone not holding a weapon right, or an npc appearing out of place. ETC. PLEASE, i repeat PLEASE do not report video card issues or problems regarding direct x 9 compatibility, it will make my job that much easier. I'm just making this thread here, and now, so I don't have to later, I will unlock it the minute it's uploaded. And thank you for your involvement There Is A Small Error In The Weapons, They Don't Sway. It Seems Like It Should Be Fixed.
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