Half-Life 2 : Substance mod

hey xdiesp i would be happy to help u as far as skining goes all i need is a version of photo shop 6 that i dont have to pay for [im only 12 how the heck do i but photo shop] as i was muking around in the tryout and i came up with seom pretty cool blood splatter efects that looked like fear blood if u can get me a link to a free photo shop 6 that u can actually save in i could skin and make a blood mod specificaly for substance [it was a really good splater wish i could show ya] and i would try skining weapons aswell but 1 thing i might do is grab the bloodstain vtf's and rename them to blood1 blood 2 and so on so that when u shoot a guy he has heaps of blood and i might get a realistic 1 where i grab the smoke puf efect for when there shot and use the flesh wound decal for blood
 
hot564231: fixed,todays I'll finalize the forums shape. I will be xdiesp as well over there and leave the administration to my skinner/comic book writer LKL. Good finding,Sureshot always proved useful and friendly! I'll try my best but I have no Milkshape or 3ds unfortunately (Milkshape is free however,can take it)

Jason Voorhees: we've never been noticed by steam but I'll become noisy for get a place in there with the 1.2 (not before),that's for sure... As long as I don't get mad and try to have beta materials out of envy of the illegal mods around,with stolen hydras and gauss guns around,we should be able to. In my opinion yes,Aftermath will be a masterpiece in the HL2 sense of wonder and storyline,but gameplay wise,except new marvelous uses of the ggun,we may have been a little spoiled now. After all,who ever raised an eyebrow at the pre-release Aftermath screenshots depicting citizens battling an antlionguard in C17? That's old news for us... Anyway,the next revolutions are 2 imho: HDR Bloom and v1.2

kaotik_stalker: currently skinning has not been such a priority,but why don't you try doing something to: the zombie,zombie fat,zombie thin (more bloody?); FN2000 (more ...?); gauss gun from Silent's all weapons mod (more detailed)

ScriptO,Dale181...where are they now? :\
 
Inflame007: anybody would have an easy time saying "it's unlogic" out of want,let's discuss where these distortions of logic are because I can't see them... If that weapon has been redone from scratch it's interesting,otherwise we won't use beta material

I was mumbling about a general relocation of melee weapons:
all forms: punch with screen tilt (the Fast Melee Attack button)
gordon freeman: crowbar,stunstick
liquid snake: tazer
solid snake: stronger punch <---
big boss: knife <--------------- Bah! I don't like that punch animations that much,maybe a seconda dagger would be better
gray fox: katana

We need sounds for the punch,too bad I just unistalled far cry and doom 3 :$ I'll mail postal_dude about it
 
muahahahahaha
And it was redone from strach, and its not done yet.
the reason I say it becouse the model version of that was 35 or 32
and there is only V37 support in the beta.
and the reatil models are 44
so its done from strach.
 
xdiesp said:
hot564231: fixed,todays I'll finalize the forums shape. I will be xdiesp as well over there and leave the administration to my skinner/comic book writer LKL. Good finding,Sureshot always proved useful and friendly! I'll try my best but I have no Milkshape or 3ds unfortunately (Milkshape is free however,can take it)

well i don't think it will be hard for you to find a modeller that will help on this, your mod is well know to other's
 
what are u talking about>> wahts the deal with that ggun pic explain!!!

oh and xdiesp i dun like the punch anims either, but speeding them up would add to the effect

and make them stronger, perhaps if u punch a combine enough he does that anim like dazed, like wehn u throw bug---ok nvm that would look weird....but def speed up punch anims, AND MAKE THEM STRONGER...i mean not as strong as a crowbar or stunstick, but def strong...and they should have little to no effect on zombies....most effect on like citizens and metro's, and then a little bit on the head humpers...and then like barely any on the soldiers..

oh and about stunstick...i think u definatly need to have the lights and sparks just like in hl2dm
 
Silent: did that,they don't feel dangerous at all... Snake's main melee attack must be *mortal* in the least. I'll use them to replace the fast melee attack button -> Punch button. Jerry is converting the DM code for stunstick and slam these very days,the stunstick will feature a secondary attack that launches manhacks

hot564231: I'll try converting the arms this evening and if I won't be able,then I'll place an help wanted on the site. As you have seen,the guide is about converting CZ->CSS arms,yet it's very close to CSS->HL2 arms conversion. Theoretically,it explots a small flaw in Milkshape to load a CSS model at first (with CSS right and left arms) and then again parts of an HL2 one to overwrite them (namely,with the HL2 right and left arms). The only problem is that most of CSS weapons are left handed and the arms would be specular: I'll try my best with the M249 that's right handed and then we'll see... I might ask for help on HIT as well

but if any of you knows a modeler (or a faceposer,if Dale181 doesn't come back) we're hiring. Oh,and check this solution: knife in assassin pose for Snake,rambo-hunter knife for Big Boss http://ludus1942.ngi.it/immagini/2knives.jpg (the blue and green plain colors will be changed with a themed texture) The upside down is more mean looking in idle time,while the other looks more deadly when swinged. The tazer goes to liquid
 
}{o}{-Silent said:
what are u talking about>> wahts the deal with that ggun pic explain!!!

oh and xdiesp i dun like the punch anims either, but speeding them up would add to the effect

and make them stronger, perhaps if u punch a combine enough he does that anim like dazed, like wehn u throw bug---ok nvm that would look weird....but def speed up punch anims, AND MAKE THEM STRONGER...i mean not as strong as a crowbar or stunstick, but def strong...and they should have little to no effect on zombies....most effect on like citizens and metro's, and then a little bit on the head humpers...and then like barely any on the soldiers..

oh and about stunstick...i think u definatly need to have the lights and sparks just like in hl2dm


have you ever seen the tech demo's for HL2 in 2003 and that gun form Gmod with the beam well that was the gun that the real looking gun and xdiesp good luck on that hope it help you
 
ok,the forums are up. I am experimenting with the arms,but nothing so far. I'm still not 100% sure about this,but I think the Halo shields + very few health through the levels could become the Survivor Mode. Pratically,jumping directly to any chapter in the game would give you an easier challenge,but doing "runs" from start to finish (of just for some chapters one after each other) would become a monster challenge where an error done in the Canals levels would prove fatal only in the Citadel. We will see,I need some concentration to evaluate a gameplay change with extended consequences on the whole game...
 
Hi, got a question. Where can I find Postal_dude's V1 of that Alternate Sound Pack for Substance?
I have Version 2, but I want Version 1 back. I want the Combine Soldier Death Sounds for TFC 1.5 (playing with bots).
 
i would love to skin for ya but i need a link to photoshop that u dont have to pay for and can still save with oh and as for making the zombies bloodier i think i could do that as i could do the blood decals pretty fast and those hands look good they really let ya know who u r and the other day my friend tried substance and he wasnt that good he got stuk on route kanal and was hiding behind the steel fence cuz of the cp on the other side he got wasted pretty wuik but i guess i should cut him some slak it was his first try at hl2
 
hot564231: game over man,game over... My milkshape crashes mercilessly when I try anything,I need help or the CSS arms will remain
 
i see, it should not be so hard to find a modeller that will help you m8 good luck m8
 
why don't give to the assassins the elite combine model,even if later they go invisible? we could just salvage the metallic combine for something else...
 
say xdiesp, i have a question

See i love your mod and i love all the extra options that your mod adds. However one thing that i always like to mess with is weapon damage and health levels.

Namely i make a whole bunch of adjustments to health values, damage values, and a few other things to make the game more dangerous and realistic.

The last time i tried to do that to your mod for my own personal playing fun, i was overwhelmed with all the cfg. files filled with similar info to each other. Is there any easy way to change the variables to how i want them?
 
i agree wiht flying debris on this in a way as i wanted to modify and swap some models [remeber i told ya i tried to switch the anims on the fn2000] and the p90 is some sort of shotgun i think so yeah if i were u i would tidy it up a little bit and flying debris u need to find the 1 that says skill cfg and down the bottom of that should be stuff like smg1_npc_dmge # ok and is there a way u can have model families i konw there are skin families but if u had a model family then u could maybe code it to switch tot he hl1 assasin model for the assasin [would like kind of wierd havin a big combine go into a little sqauting girl] so maybe set the assasin as a duplicate of the combine just with shields and stuff
 
FlyingDebris: I use the cfg files of the HEV Forms because most players aren't aware of them and I can experiment as much as I want until the very last moment,but the classic method would be resorting to just the skill.cfg one or hard coding the damage into the weapon code (cpp file) or using just a few commands as sk_dmg_inflict_scale1/2/3 and sk_dmg_take_scale1/2/3. Yet,is always difficult to have a picture of the whole game when it's this big
 
no hands minigun what the hell what do u mean just like differetn anims or did u delete the hands from the mdl and i think that it was a very good idea witht eh skin families i can c y valve didnt do it to combine but y didnt they do it to zombies i mean it just looks dumb when u c 5 zombies all witht he exact same detail and exact same torn limbs and clothes walk towards u all in the same way i hope u can fix that
 
thanks for the advice xdiesp, i now have the game's weapons and damage to my liking. Just one more thing though. How do i go about changing the rates of fire of some of the weapons.

For example, I went and beefed up the mags for the m249 and minigun to a wopping 150. But now i want to have the minigun fire a lot faster, crazy faster. I want to be able to get that bullet hose effect. How can i increase the rate of fire?
 
Would like that Minigun to have as much ammo as the HWGuy's Assault Cannon in TFC. (100 Current/200 Maxinum)
It's a real pain running out at 30.
 
go into the substance scripts and look for the alyxgun script, change clip size from 30 to 100 or whatever you want. It will affect all the m249s and the minigun.
 
yep just like that, now all i need to find out is how to speed up that minigun, and perhaps have it do damage to helos and synths
 
flying debris: the firerate is defined in the code,weapon_alyxgun.cpp,one can't change it with a console command or changing the weapon_txt files unfortunately... Yes,the super machinegun will get 150 clip in 1.2

we will leave this topic only after it's 100 pages old :D I have heard ScriptO,he told me he will send the code he developed for the GTA strider and porting stats soon. There is also a new guy interested in the lost VR Missions maps,I'm talking about the Hl2 hands with a modeler and I am now getting mad on the start menu panels. I have heard nothing from Jerry this week. BTW,I forgot a file in the 1.1 no-hands machinegun and it was pretty "noisy" in the console (but it worked just fine),now it's fixed. It's exactly the same model as before (with some different origins) and hands with an invisible texture. The gun is so friggin' big you can very well imagine Gordon is holding it somewhere else!
 
This is an issue that needs to be fixed;

response "VortigauntCureStop"
{
scene "scenes/npc/vortigaunt/allwecanspare.vcd" defaultdelay
scene "scenes/npc/vortigaunt/allfornow.vcd" defaultdelay
scene "scenes/npc/vortigaunt/thatisall.vcd" defaultdelay
scene "scenes/npc/vortigaunt/done.vcd" defaultdelay
scene "scenes/npc/vortigaunt/keepfmsafe.vcd" defaultdelay
}
They keep saying these lines after attacking an enemy, or attempting to attack an enemy, like a Strider in the Route Kanal level. Is there a way to stop it, but only have them talk for that first time of meeting a Vortigaunt?
 
BeaverMon: the vortis I heard spoke during the battle,but when it was over they just talked from time to time like the citizens... Anyway,it's in the code

"runs" are what I call playing the whole campaign sticking to one form only,like "Doing a Snake Run". This way you are less adaptive,yet stimulated to think differently. Yet it's written nowhere why you would ever like to do one. Do you have any idea how we could incentivate this?
 
u need vis studio and dont i know about it :[ hey xdiesp perhaps u should do something like the halo shields like u have a special neuro toxin that slowly recharges and either it uses up ur armour and/or hev power or it just slowly regenerates and r u going ahead with the multiple savegames and i think u will have to ask to use some of the weapons in taturana's mod as in the beta clip i showd ya the oicw reload is diferetn as he just inserts the clip and dosnt pull the bolt bak but i would still prefer an oicw compared to the fn2000 and good news sort of i can make ya soem skins but first i need a tutorial on how to convert bmp's to vtf's or tga's as i hav a progaram that can take a pic of anything
 
kaotik_stalker: the day I get mad and challenge Valve's laywers using the beta materials,I will also no longer need to ask anything to anybody ;D No,really,if I have the chance I'll ask to taturana a couple of perfect dark weapons,otherwise the stolen OICW is too dangerous to use. About the neurotoxin idea...it sounds like Escape from New York: I am indeed searching for an "excuse" for the survivor mode,but I don't know...

flying_debris: unpack sourcesdk.gcf and read the cpps manually with notepad. But later to see your changes applied you need to compile a mod project is VIS studio
 
xdiesp said:
the stolen OICW is too dangerous to use

Damn right. You'd get one hell of a lot of beatdown applied on you by lawyers if you did. They'd be able to confiscate your computer for harbouring stolen goods.

-Angry Lawyer
 
actually.....
I know one guy who tryed to talk to Gabe about using beta meshes and textures......
Gabe told him to talk to some guy who tought its anothere request about using the stolen code.....
but sims he was surprised when this guy asked him to use the meshes and the textures....

So this valve guy started to explain him about origenality and that he should make his own ideas instead of recicling old ideas......
 
Angry Lawyer: let me exploit you again as our living encyclopedia (really,thank you for your help). Supposing that I clone the New Game Panel a couple of times,add the "editable" flag following the wiki tutorial,can I later edit it within the ctrl+alt+shift+B mode? Because if I try editing the console and save it,I can't really save anything,but it may be because of the editable thing not being allowed there. The goal would be adding 4 submenus with very basic new game/save game/load game buttons that link to servercommands,1 containing HTML and showing the manual and 1 to activate in game to change class
 
hmm i think modifying the speed of the minigun is out of my ability

I've been able to find the weapon_alyxgun.cpp however from what i can see, its only for vanilla hl2 and not for the substance minigun. and my coding knowledge only goes as far as changing a few numbers here and there. I also don't know jack squat about compiling anything. Is there no way i can directly access whatever is directly responsible for the minigun's firing speed and spread without having to recompile stuff?

If there's no way, i'm gong to have to leave this to people who can actually code. I'll give the first person to make a really fast minigun with a good deal of spread a virtual e-cookie, a bucket full of kudos, and my undying respect.
 
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