Post by veteran_gamer on Sept 7, 2008 1:54:03 GMT -8
I've been a busy, busy bee. For the past 72 hours I've been buried in SMOD, and I'd say yesterday and today was the "Red letter day" for smod.
I'm so tired, with a stiff back and sore ass cheeks, however, it was well worth it.
If i had the energy, I would have made a video, but mark my words, the next demo video i show you guys, is going to make your eyes tear and your teeth grind, its gonna blow you away, maybe even catch on fire haha, ipromise.
Here is where we stand
-only requirement for smod:outbreak will be HL2 single player
-p90 replaces bizon smg that has a spinning barrel (the one off fpsbana) its beautiful youll see
-zombie2 will chase you everywhere, climb bulldings or anywhere that has a "climb node" in the map, finally!
-zombie2's will now not only have randomized attack animations, but multiple animations PER MODEL. meaning they will run at you, swing with a right hook, then maybe a left, then maybe a DUAL swing (i merged the left/right swings into a single animation with faster playback), and DUAL swinging animations will do double damage, the .QC is set to deal one physical hit at the beggining of each swing! HOLY SHIT! YEAH! this is huge, you'll see
-load times have been reduced between 15-30%
-higher fps
=smaller installation, HAH!
-sound effects tweaked for the better
-new damage values, slow zombies have higher health, zombie2s have more health, as well as the combines, shooting enemies up is a lot more fun this way, headshots still kill all organic enemies
-combine_e is now metal based, with a special weapon, youre gonna crap your pants at how cool this is
-combines throw grenades, new grenade, much better
-new plasma like effects for a v_clr5 assault rifle, "combine cl45" is its name, and if youve played mass effect, its pretty much like that, with an amazing new muzzle flash to go along with it and beefy sounds
-reworked v_anims for all v_models, weapons now shake and feel alive, its awesome
-reworked muzzle flashes
-fixed hitboes for monster zombie2s
-numerous fixes and optimizations including most likely 99% of bug reports, everything from the d1_trainstation_04 alyx/metropolice issue (thanks lee), to the crashing mp5 w_model, to black screens, mount errors, this, that, tons of shit
-reworked vehicle script, much easier to drive, also adjust body size, "driver eye" position, turn damping and much more
-zombie2 regenerator, hellknight, and blood sucker now have animated glow in the dark eyes with the colors matching the order of the previously mentioned, green eyes, red eyes and white eyes
-aligned all v_models properly, when you look up, the weapons aligned to the center perfectly, fixes a bug where the v_model was acting all weird and going upside down
-the cleaver is now the original crowbar, you can chuck it just like original smod
-beefier metrocop model
-removed dozens of thousands of polygons from all the weapon w_models, some weapon v_models, and the performance demanding EP2 muscle car body frame, some w_weapon models went down from 700k to 250/350k, the buggy went from 2.xxMB i THINK, to the current 1.19MB (this all adds up for performance, especially your cpu's)
-flamethrower
-nightvision improvement
-flashlight improvement
-as you saw the water visor drip effects look a lot better
--new, extra, ultra beefy strider cannon and fire sfx, if you like my taste in sfx, i promise youre gonna love these
-hud icons to match every weapon in every bucket (thanks kenny, and im gonna need 3 or 4 more added to the hud if you read this)
-completely eliminated all original hl2 weapons/pickups etc by overriding, excluding weapon script, and weapon category "cannot carry" anything outbreak doesnt use. alyx can use her w_model for her gun, but the v_weapon has been locked out, as well as everything except the bugbait. there should be no issues with any of that now. none.
-cleaned up, re-structured a massive portion of the file paths in outbreak, so its clean, organized for hopefully not a single kilobyte of bloating
-
okay guys i gotta get some sleep goodnight see you in a few days
p.s. i promise im gonna make a video within the next 2 or 3 days, sorry for the long post, i just felt i had to share all the developments SOME how, anyway see ytou soon bye
I'm so tired, with a stiff back and sore ass cheeks, however, it was well worth it.
If i had the energy, I would have made a video, but mark my words, the next demo video i show you guys, is going to make your eyes tear and your teeth grind, its gonna blow you away, maybe even catch on fire haha, ipromise.
Here is where we stand
-only requirement for smod:outbreak will be HL2 single player
-p90 replaces bizon smg that has a spinning barrel (the one off fpsbana) its beautiful youll see
-zombie2 will chase you everywhere, climb bulldings or anywhere that has a "climb node" in the map, finally!
-zombie2's will now not only have randomized attack animations, but multiple animations PER MODEL. meaning they will run at you, swing with a right hook, then maybe a left, then maybe a DUAL swing (i merged the left/right swings into a single animation with faster playback), and DUAL swinging animations will do double damage, the .QC is set to deal one physical hit at the beggining of each swing! HOLY SHIT! YEAH! this is huge, you'll see
-load times have been reduced between 15-30%
-higher fps
=smaller installation, HAH!
-sound effects tweaked for the better
-new damage values, slow zombies have higher health, zombie2s have more health, as well as the combines, shooting enemies up is a lot more fun this way, headshots still kill all organic enemies
-combine_e is now metal based, with a special weapon, youre gonna crap your pants at how cool this is
-combines throw grenades, new grenade, much better
-new plasma like effects for a v_clr5 assault rifle, "combine cl45" is its name, and if youve played mass effect, its pretty much like that, with an amazing new muzzle flash to go along with it and beefy sounds
-reworked v_anims for all v_models, weapons now shake and feel alive, its awesome
-reworked muzzle flashes
-fixed hitboes for monster zombie2s
-numerous fixes and optimizations including most likely 99% of bug reports, everything from the d1_trainstation_04 alyx/metropolice issue (thanks lee), to the crashing mp5 w_model, to black screens, mount errors, this, that, tons of shit
-reworked vehicle script, much easier to drive, also adjust body size, "driver eye" position, turn damping and much more
-zombie2 regenerator, hellknight, and blood sucker now have animated glow in the dark eyes with the colors matching the order of the previously mentioned, green eyes, red eyes and white eyes
-aligned all v_models properly, when you look up, the weapons aligned to the center perfectly, fixes a bug where the v_model was acting all weird and going upside down
-the cleaver is now the original crowbar, you can chuck it just like original smod
-beefier metrocop model
-removed dozens of thousands of polygons from all the weapon w_models, some weapon v_models, and the performance demanding EP2 muscle car body frame, some w_weapon models went down from 700k to 250/350k, the buggy went from 2.xxMB i THINK, to the current 1.19MB (this all adds up for performance, especially your cpu's)
-flamethrower
-nightvision improvement
-flashlight improvement
-as you saw the water visor drip effects look a lot better
--new, extra, ultra beefy strider cannon and fire sfx, if you like my taste in sfx, i promise youre gonna love these
-hud icons to match every weapon in every bucket (thanks kenny, and im gonna need 3 or 4 more added to the hud if you read this)
-completely eliminated all original hl2 weapons/pickups etc by overriding, excluding weapon script, and weapon category "cannot carry" anything outbreak doesnt use. alyx can use her w_model for her gun, but the v_weapon has been locked out, as well as everything except the bugbait. there should be no issues with any of that now. none.
-cleaned up, re-structured a massive portion of the file paths in outbreak, so its clean, organized for hopefully not a single kilobyte of bloating
-
okay guys i gotta get some sleep goodnight see you in a few days
p.s. i promise im gonna make a video within the next 2 or 3 days, sorry for the long post, i just felt i had to share all the developments SOME how, anyway see ytou soon bye