Update config files.
This commit is contained in:
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README.md
20
README.md
@@ -35,17 +35,19 @@ Under no circumstances shall we allow this project to fade away and become lost
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## Installation
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## Installation
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*NOTE: Outdated. Ideally, users should be able to use the plugin "out-of-the-box" without the need to do the complicated mess explained below.*
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The plugin -should- be able to be used out-of-the-box by simply downloading the binary and adding the appropiate entry in metamod's plugin list.
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*TODO: Add build instructions, just using 'make' on G++ 4.8 is really vague.*
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**Windows:**
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`win32 addons\monstermod\monster_mm.dll`
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If you are trying to use the compiled binary, you must know that it has been compiled with a mayor GCC version and it will be highly unlikely that it will run on a vanilla HLDS server. If the plugin fails to load due to libstdc++ not having CXXABI_1.X.X or similar, read on. HLDS uses it's own libstdc++ library. Any plugins compiled with GCC versions 5.x and greater will not work with the outdated library.
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**Linux:**
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`linux addons/monstermod/monster_mm_i386.so`
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To remedy this issue you have two options:
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Additional configuration files are included in the release files, each explaining it's usage and installation instructions.
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You can recompile the source code under g++ 4.8 and use the newly generated binary. Make sure to edit the Makefile so it points to that version of g++. Compilation is done by simply running `make` on the `src/dlls` folder.
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## Build Instructions
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Alternatively, you can "remove" the outdated library to force HLDS to use the libstdc++ provided by the linux distro, which is generally more up to date. You might need to install GCC/G++ on the operating system if it doesn't work.
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*TODO: Add build instructions.*
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## MonsterMod and ReHLDS
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## MonsterMod and ReHLDS
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@@ -55,7 +57,7 @@ Keeping track of the number of precached content will allow you to maximize the
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## Using MonsterMod on Counter-Strike
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## Using MonsterMod on Counter-Strike
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Counter-Strike precaches non trivial sounds of all weapons. This means that sounds such as "clip-ins", "clip-outs" are added to the list, taking quite a bit of space in the precache count. Let it be a reminder that our good old Half-Life can only store a maximum of 512 precached resources. Since these sounds are handled client-side by the models themselves, theres is no need to be kept precached on the server. Only the weapons fire sounds are needed.
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Counter-Strike precaches the sounds of all weapons. This means that sounds such as "clip-ins", "clip-outs" are added to the list, taking quite a bit of space in the precache count. Let it be a reminder that our good old Half-Life can only store a maximum of 512 precached resources. Most of these sounds are handled client-side by the models themselves, there is no need for all of them to be kept precached on the server. Only the weapons fire sounds are needed.
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MonsterMod does not have an integrated "Unprecacher" to remove those sounds, but you can remove them manually with AMX Mod X, using Fakemeta. Register forward **FM_PrecacheSound** and return **FMRES_SUPERCEDE** on the following sounds:
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MonsterMod does not have an integrated "Unprecacher" to remove those sounds, but you can remove them manually with AMX Mod X, using Fakemeta. Register forward **FM_PrecacheSound** and return **FMRES_SUPERCEDE** on the following sounds:
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@@ -193,8 +195,8 @@ Current milestones are separated by "Tiers", which are as follows:
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- Update source code so it can compile AND run **ON WINDOWS**. **[DONE]**
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- Update source code so it can compile AND run **ON WINDOWS**. **[DONE]**
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- Implement *-almost-* all Opposing Force monsters. **[DONE]**
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- Implement *-almost-* all Opposing Force monsters. **[DONE]**
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- Implement *-almost-* all default Sven Co-op monsters. **[DONE]**
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- Implement *-almost-* all default Sven Co-op monsters. **[DONE]**
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- Make MonsterMod aware of normal game entities. *-For those who want to use the plugin in vanilla HL.-* **[DONE]**
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- Make MonsterMod aware of normal game entities. *-For those wanting to use this in vanilla HL.-* **[DONE]**
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- Custom model support.
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- Custom model support. **[DONE]**
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### Tier 4
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### Tier 4
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@@ -4,11 +4,10 @@
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//
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//
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// To add entries to this file, just pretend it's ripent.
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// To add entries to this file, just pretend it's ripent.
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//
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//
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// "delay" means monster respawndelay.
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// You may also be interesed in these other keyvalues:
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//
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// You may also be interesed in these other 2 keyvalues:
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//
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//
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// "displayname" to change the monster's name, shown in HUD when you point at it.
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// "displayname" to change the monster's name, shown in HUD when you point at it.
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// "model" to change the monster's default model. If using monstermaker, use "new_model".
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// "classify" to change the monster's default classification, use one of these values:
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// "classify" to change the monster's default classification, use one of these values:
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//
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//
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// CLASS_NONE -1
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// CLASS_NONE -1
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@@ -32,6 +32,9 @@
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//monster_otis
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//monster_otis
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//monster_pitdrone
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//monster_pitdrone
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//monster_shocktrooper
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//monster_shocktrooper
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//monster_voltigore
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//monster_alien_voltigore
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//monster_baby_voltigore
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//monster_alien_babyvoltigore
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//monster_babygarg
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//monster_babygarg
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//monster_hwgrunt
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//monster_robogrunt
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//monster_stukabat
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@@ -139,6 +139,18 @@ sk_babygarg_dmg_slash 24
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sk_babygarg_dmg_fire 4
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sk_babygarg_dmg_fire 4
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sk_babygarg_dmg_stomp 80
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sk_babygarg_dmg_stomp 80
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// Heavy Weapons Grunt
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sk_hwgrunt_health 100
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// Robo Grunt
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sk_rgrunt_health 50
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sk_rgrunt_armor 0.75
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// Stukabat
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sk_stukabat_health 80
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sk_stukabat_dmg_bite 11
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sk_stukabat_speed 400
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// MONSTER WEAPON DAMAGE
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// MONSTER WEAPON DAMAGE
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sk_9mm_bullet 5
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sk_9mm_bullet 5
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