Half-Life 2: Deathmatch:: Orange-Box => For Dummies........

srslyNOTnewguy

2011-04-23 06:39:58

Chances are, dear reader, that you have been referred to this thread because you were pubbing along in Vavle-broken/nerf'd hl2dm when someone - who likes the REAL game - asked for a scrim in the mod to which you replied "I don't know how."
We shall now fuck such ignorance in the ass.
Hard.

Step 1. Download
Download this shit right-hurr, right-quick: http://www.mediafire.com/?53x52vm5sa35kga
It is a .rar archive, so you should NOT have any issues extracting it when it is downloaded.
If you do "have issues" go here: http://www.7zip.org and that free and no-BS software will help you out.

Step 2. Extract
For 64-bit windows users, extract the recently acquired archive here : C:\Program Files (x86)\Steam\steamapps\sourcemods
Or, simply find your steamapps folder and extract to (or create, then extract to) the sourcemods folder within it.
This may be different for Mac users, but if you are dumb enough to play hl2dm on a mac then you are prolly too stupid to read this thread to begin with.
That includes you, Grainy-Poo - ...Yeah ...I said it - What now butt-chin twat-monger?

Step 3. Restart
If you had steam open upon extraction, you will need to restart it. This is so your Steam can see the mod and place the short-cut within your steam-library of games.
Even if you did not have steam open, I would recommend restarting steam so that you have to re-enter your login information and "re-validate" your steam user ID ticket.
Some first time users have complained about being booted from Mod Servers with the "Invalid Steam User-ID Ticket" error bullshit.
This is because Vavle, a company that was basically founded over a pair of Mods, has some shit in steam to protect against piracy and crap aimed at the modding community.
It may "think" that the mod is some pirated version of a game that uses the source-engine, but I don't know the technical shit; I just know re-entering login info fixes the error.

Step 4. Grab the Engine
After the mod shows up in your library, but Before doing anything else, I recommended you right-click on the mod's short-cut and goto "properties," then click on "set launch options."
Add " -novid " (without the mother-fucking quotes) to the parameter line or "text-field" that appears. This removes the intro video crap that has caused people like blast to have a flickering screen.
The rest of this step will be covered AUTOMATICALLY by the mod when you try to launch it for the first time.
In the Steam-Library, look for the drag down menu that rests on "ALL GAMES" by default, drag it down and goto the "Tools" section, you need the source 2006 and source 2007 SDK base files for the mod to run.
Again, the Mod will start this download automatically, but I list this for redundancy.
How quickly you download the engine files will depend on how "gay" the steam servers are that day.

Step 5. Port your Shit.
If you don't know how to put your config.cfg into an autoexec.cfg, you're prolly dumber than a Mac-using Hl2dm-player.
For your cfg, get your autoexec.cfg from "steamapps/hl2mp/cfg" and place it in your "sourcemods/hl2mpob/cfg" folder.
For your Xhair, get your HALFLIFE2.ttf (and ONLY the HALFLIFE2.ttf) from "steamapps/hl2mp/resource" and place it in your "sourcemods/hl2mpob/resource" folder (overwriting James' stock file).
As for changing the Xhair color and/or giving it an outline, I recommend you use my clientscheme.res that is set to have an outline and cyan color then edit it to how you choose.
You can find that shit HERE, and there is a HuD script that gets rid of the gay-ass excessive HuD blood crap which will be stock in next mod release. Take it or leave it.
Look at the Second Post in this Thread to see my example of an autoexec.cfg for the Mod.

Step 6. Play the Mod.
This engine does not have the raw mouse input crap, so disable mouse acceleration in windows/your mouse's software for the same exact mouse movement across games.
The latest steam-update seems to have resolved the "sound-defamation" issue, so only read the next line if the Mod seems "fucking quiet."
So just in case, goto the communications tab under recording devices within windows and set it to "do nothing" when windows detects that you are transmitting your voice.
This is only relevant with windows 7/Vista users.
When you hit snd_restart in the Mod, you only need to open the Options Menu to get Voice-Comm back; whereas in nerf'd DM, you have to re-enter the server.

You may now "glhf" 'till your dick falls off.

srslyNOTnewguy

2011-04-23 06:48:55

My Autoexec.cfg, feel free to post useful additions...

Code: Select all

r_sse2 "1"
r_3dnow "0"
dsp_slow_cpu "0" 
fps_max "0"  
fov_desired "90"
snd_surround_speakers "0"
voice_loopback "0"
voice_modenable "1" 
voice_enable "1" 
voice_scale "0.75"
volume "1.0"
snd_pitchquality "1"
snd_async_fullyasync "1"
dsp_enhance_stereo "1"
net_graphpos "2"
net_graphsolid "1"
jpeg_quality "100"
alias rebel "cl_playermodel models/humans/Group03/male_03.mdl"
alias combine "cl_playermodel models/combine_soldier.mdl" 
//Poor_billy had me do That^ shit.
rate "60000"
cl_updaterate "101" 
cl_cmdrate "101"
cl_smooth "0"
cl_interp_ratio "2.0"
cl_downloadfilter nosounds
cl_mouselook "1" 
cl_defaultweapon "weapon_frag" 
cl_autowepswitch "0"
sensitivity ".67" 
lookspring "0"
lookstrafe "0" 
hud_quickinfo "0"  
con_enable "1"
rcon_address "" 
rcon_password "I am not that dumb."
bind "TAB" "+showscores"
bind "ESCAPE" "cancelselect"
bind "SPACE" "+jump"
bind "1" "timeleft"
unbind "2"
unbind "3"
unbind "4"
unbind "5"
bind "6" "say  i#i Wha-Happ0n !#!"
bind "7" "say www.hl2dm-university.com" 
bind "8" "say steamcommunity.com/id/9BB2A5FKXWDYDB7CASMNFVKYZ"
bind "`" "toggleconsole"
bind "," "messagemode"
bind "." "messagemode2"
bind "a" "use weapon_shotgun"
bind "b" "use weapon_rpg"
bind "c" "use weapon_crowbar;use weapon_stunstick"
bind "d" "+back"
bind "e" "+forward"
bind "f" "+moveright"
bind "g" "use weapon_physcannon"
bind "h" "use weapon_physcannon"
unbind "m"
unbind "n" 
bind "r" "use weapon_crossbow"
bind "s" "+moveleft"
bind "t" "use weapon_357"
bind "u" "use weapon_SLAM"
bind "v" "use weapon_ar2"
bind "w" "use weapon_pistol"
bind "q" "use weapon_smg1"
bind "x" "use weapon_frag"
unbind "y"
bind "z" "use weapon_rpg" 
bind "BACKSPACE" "impulse 100"
bind "UPARROW" "disconnect"
bind "DOWNARROW" "quti" 
bind "LEFTARROW" "say 8.2.121.172:27015, password is jessica"
bind "RIGHTARROW" "connect 8.2.121.172:27015;password jessica"
bind "ALT" "+showscores;timeleft"
bind "CTRL" "+zoom"
bind "SHIFT" "+speed"
bind "F1" "jointeam 1"
bind "F2" "combine;jointeam 2"
bind "F3" "rebel;jointeam 3"
bind "F4" "snd_restart"
bind "F5" "incrementvar net_graph 0 1 1"
bind "F6" "incrementvar voice_loopback 0 1 1"
bind "F7" "rcon sv_alltalk 1"
bind "F8" "rcon sv_alltalk 0"
bind "F9" "exec autoexec.cfg"
bind "F10" "rcon exec server.cfg" 
bind "F11" "incrementvar cl_showpos 0 1 1"
bind "F12" "jpeg"
bind "INS" "say Good Luck, Have Fun, and No Crashing."
bind "DEL" "say Good_Game|evilempireclan.com"
bind "PGDN" "impulse 201" 
bind "PGUP" "toggle_zoom"
bind "MWHEELDOWN" "+jump"
bind "MWHEELUP" "+reload"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+attack2"
bind "MOUSE3" "+voicerecord"
bind "MOUSE4" "+duck"
bind "MOUSE5" "+use"
bind "PAUSE" "pause"

zeiken

2011-04-23 07:05:53

Heres mine

Code: Select all

unbindall
//
con_enable "1"
//
bind "w" "+forward"
bind "s" "+back"
bind "d" "+moveright"
bind "a" "+moveleft"
bind "SPACE" "+jump"
bind "ctrl" "+duck"
bind "MWHEELDOWN" "+jump"
bind "SHIFT" "+speed"
bind "q" "lastinv"
//
cl_defaultweapon "weapon_frag"
bind "MWHEELUP" "ar"
bind "b" "rpg"
bind "MOUSE4" "nade"
bind "g" "ggun"
bind "2" "pistol"
bind "c" "zeiksshotty"
bind "x" "mag"
bind "v" "xbow"
bind "f" "smg"
bind "m" "slam"
bind "1" "crowbar"
//
bind "PGUP" "combine"
bind "PGDN" "rebel"
bind "j" "jointeam 2"
bind "k" "jointeam 3"
bind "l" "spectate"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+attack2"
bind "e" "+use"
bind "z" "+zoom"
bind "r" "+reload"
bind "p" "snd_restart"
bind "9" "timeleft"
bind "CAPSLOCK" "+voicerecord"
bind "0" "say shotty rebs"
//
sensitivity "1.0"
hud_quickinfo "0"
snd_surround_speakers 0
//
bind "TAB" "+showscores"
bind "F2" "toggleconsole"
bind "y" "messagemode"
bind "u" "messagemode2"
bind "F5" "jpeg"
rate 100000
cl_updaterate "200"
cl_cmdrate "200"
cl_interp "0"
cl_interp_ratio "1"
fps_max 0
//
alias rebel "cl_playermodel models/humans/Group03/Female_01.mdl"
alias combine "cl_playermodel models/combine_soldier.mdl"
//
alias crowbar "use weapon_crowbar;use weapon_stunstick;sensitivity 1.0;hud_quickinfo 0"
alias ar "use weapon_ar2;sensitivity 1.0;hud_quickinfo 0"
alias rpg "use weapon_rpg;sensitivity 1.0;hud_quickinfo 0"
alias nade "use weapon_frag;sensitivity 1.0;hud_quickinfo 0"
alias ggun "use weapon_physcannon;sensitivity 1.0;hud_quickinfo 0"
alias pistol "use weapon_pistol;sensitivity 1.0;hud_quickinfo 0"
alias zeiksshotty "use weapon_shotgun;sensitivity 1.0;hud_quickinfo 0"
alias mag "use weapon_357;sensitivity 1.0;hud_quickinfo 0"
alias xbow "use weapon_crossbow;sensitivity 1.0;hud_quickinfo 0"
alias smg "use weapon_smg1;sensitivity 1.0;hud_quickinfo 0"
alias slam "use weapon_slam;sensitivity 1.0;hud_quickinfo 0"
//
alias "+shotty" "; +attack2"
alias "-shotty" "; -attack2"
bind "MOUSE5" "+shotty"

//FPS BOOSTER PART
r_3dnow "0"
r_mmx "1"
r_sse "1"
r_sse2 "1"
mat_forcemanagedtextureintohardware "0"
//
mat_wateroverlaysize "16"
r_cheapwaterend "1"
r_cheapwaterstart "1"
r_waterforcereflectentities "0"
r_waterforceexpensive "0"
r_WaterDrawReflection "0"
r_WaterDrawRefraction "1"
cl_show_splashes "0"
//
lod_enable "0"			// If set to 1, allows the level of detail (lod) of objects to be gradually reduced the further they are from the player. This should be set to 1 for optimal performance, or 0 for maximum image quality
lod_transitiondist "100"	        // The distance at which the lod is reduced on objects. The higher this range, the lower your performance but the better distant objects will appear
mp_decals "99999"	        // Maximum number of decals visible, as in bloodsprays, bulletholes etc
r_3dsky "0"			        // 3 dimentional skybox
r_occlusion "0"			// Disable/Enable occlusion. If disabled lowers image quality but gains FPS
r_decals "200"			// Specifies the maximum number of decals visible at any one time (0 removes player sprays)
r_decal_cullsize "0"		// makes decals appear from any distance
r_renderoverlayfragment "0"	// Removes useless adition to texture. Like flags, posters and tekst on walls
r_drawflecks "1"		        // If set to 1, small chunks of rubble and dirt will be thrown up around bullet impact points. 
cl_logofile "0"			// Disable spraylogos
cl_ejectbrass "0"		        // If set to 1, weapons eject shells as they fire. If set to 0 they don't, which can improve performance 
cl_phys_props_max "0"		// Maximum clientside physic props
rope_smooth "1"			// Enable antialiasing effect on ropes
rope_smooth_enlarge "99"	// How much to enlarge ropes in screen space for antialiasing effect
rope_wind_dist "0"		// Disable wind effects on ropes
rope_shake "0"			// Disable wind effects on ropes
mat_reducefillrate "1"		// Reduces shader fill rate (1=Low, 0=High)
mat_clipz "1"			// Disable non visible object rendering
mat_picmip "2"			// Level of detail on textures
mat_compressedtextures "1"	// Uses compressed textures for optimal performanceprocess
mat_vsync "0"			// Syncronize frames per second to monitor refresh rate
mat_antialias "0"		        // Level of antialiasing (0/2/4/6)
mat_fastnobump "1"		// If set to 1, floor textures have all bump mapping removed and will appear flat and smooth
mat_bumpmap "0"			// Disables bumpmapping
mat_trilinear "0"		        // Disable/Enable trilinear filtering
mat_forceaniso "0"		// Level of anisotrophic filtering (0/2/4/8/16)
budget_show_history "0"       // Turn history graph off and on. good to turn off on low end
violence_ablood 0
violence_agibs 0
violence_hblood 0
violence_hgibs 0
cl_show_bloodspray 0
cl_show_bloodspray 0
mat_queue_mode "0" 

Panic

2011-04-23 07:59:06

Turbo niggerlord fagboss

keefy

2011-04-24 20:07:53

host_writeconfig autoexec

Has this mod fixed the RPG and weapon switch problems?

srslyNOTnewguy

2011-04-24 22:45:51

If you mean the "unguided rocket" and the various reload-lock animations when switching weapons, then yes.
There is also no need to randomly switch to the shotgun in order to load the first slug into the chamber after the shotty has been automatically reloaded from non-use.
Also known as the "shotty-cock" issue. It has been resolved.

Nutri-Grain

2011-04-25 01:05:31

.

Pernicious

2011-04-25 01:48:32

Would be nice if he done this mod in source 2011 XD

keefy

2011-04-25 19:25:38

srslyNOTnewguy wrote:If you mean the "unguided rocket" and the various reload-lock animations when switching weapons, then yes.
There is also no need to randomly switch to the shotgun in order to load the first slug into the chamber after the shotty has been automatically reloaded from non-use.
Also known as the "shotty-cock" issue. It has been resolved.
i also mean the one where when you pickup ammo for an empty weapon it switches to that weapon thenstarts reloading.

srslyNOTnewguy

2011-04-26 04:19:44

For the rocket, yes, it is resolved.
For other weapons, it is already fixed in next version; I know this to a certainty.
I does not do it with ar2 or smg and perhaps other weapons atm, but I have had the glitch happen to me with the mag.
I think the xbow is safe, too.