Half-Life 2 Deathmatch Revolution-Vanilla Version Released!

Sub-Zero1324

2009-05-20 19:36:04

This is regular Half-Life 2 Deathmatch ported over to the Orange box SDK,

You can download the Mod Here http://james1324.web.officelive.com/Vanilla.aspx

Multiplayer Source Code fixes

Players animate with the new animation system that came along with TF2.
Fixed third person animations and all effects
Fixed SLAM issues
Fixed Use of UTIL_GetLocalPlayer on the server in various locations
Fixed a number of other bugs / asserts.

__________________________________________________ ________________________________

My fixes

Fixed all Shotgun issues
Fixed maxplayers issue where you were only allowed 16 players, now you can go up to 32

svN

2009-05-20 19:52:40

Anyone can explain me how to set up a server to do some test 1v1's ? sv_lan 0 doesn't seem to do it and i can't find the dedicated server program thingy. -_-

Neolinkster

2009-05-20 23:24:38

svN wrote:Anyone can explain me how to set up a server to do some test 1v1's ? sv_lan 0 doesn't seem to do it and i can't find the dedicated server program thingy. -_-
after you do that type in heartbeat and make sure if your behind a router to get the ports opened

L2k

2009-05-21 00:05:10

he is working on getting the dedicated server files done, once he has it I will have a 10 slot public server up for testing. For right now you can run a listen server.

Ghost Dog_TSGK

2009-05-21 01:00:33

Badassery.

keefy

2009-05-21 20:36:04

Movement isn't quite the same, unless my cfg changes settings for listen servers.

L2k

2009-05-21 20:57:24

The movement is a little different but for the most part it is the same. The pause can be minimized to where you almost don't notice it but it takes a little getting used to because you have to do things just a little bit different. We have all been dying for valve to move this game to OBE and it wasn't as if we didn't have some doubts that movement would be effected in some way or another, I'm just glad its a minimal effect and not a game breaking one.

I am optimistic that things will be so much better with the OBE that I can live with this change to the movement if it can't be fixed to what we are used to. The speedcrawl is fine that it is gone I wont miss it at all, and it will solve more problems with maps being gone (IE. no more need for all the lame things in the lockdown vent).

I am really anxious at this point to get some dedicated server files so we can test this on a larger scale, do some scrims and get some more opinions.

The active community should download this mod now, and get ready to test it for real, it's what we all have been waiting for.

keefy

2009-05-21 22:29:40

I think the movement is different because sprint is dissabled until you are 100% stood up so holding sprint does not work you have to let go and reapply it. You get the sprint sound but stay at the same speed if you hold it down when letting go of duck.

No listen server crashes woojhooo :)

svN

2009-05-21 23:00:10

anyoen yet bene able to get a 100tick server up? if so, are the bugs fixed?

Neolinkster

2009-05-21 23:40:42

2 seconds ill get it goin

Edit: ok the dmg from lifts are minimal the higher the lift the more the damage jumps on aim_arena are maybe 1 avg 3 at most and 8 dmg riding the lift to the charger very minimal compared to the standard dm settings

what are the other issues? with 100tick? just test it yourself -tickrate 100 in launch options in properties

FENIX

2009-05-23 01:39:20

What is necessary for game?

i mean tf2.. ep2 or...?

FENIX

2009-05-23 03:04:18

sdk:ob... now understand

Sub-Zero1324

2009-05-23 17:08:20

Good news guys!!! Bhop is almost fixed I have one more bug to fix and then I will release Beta 2

svN

2009-05-23 17:32:23

omg nice! and when i play biohazard at 100tick the lift does 30 damage to me :/ can you look at that sub-zero? would be so great!

Sub-Zero1324

2009-05-23 19:50:06

svN wrote:omg nice! and when i play biohazard at 100tick the lift does 30 damage to me :/ can you look at that sub-zero? would be so great!
Yes I can look into it, but can you please explain exactly what you mean? I do not understand what you mean by biohazard at 100tick,sorry I don't know everything yet,but I will gladly look into it once I understand it better :)

P.s wait is biohazard a map and are you talking about a lift/elevator in the map? also what is 100tick?

svN

2009-05-24 12:44:14

Sub-Zero1324 wrote:
svN wrote:omg nice! and when i play biohazard at 100tick the lift does 30 damage to me :/ can you look at that sub-zero? would be so great!
Yes I can look into it, but can you please explain exactly what you mean? I do not understand what you mean by biohazard at 100tick,sorry I don't know everything yet,but I will gladly look into it once I understand it better :)

P.s wait is biohazard a map and are you talking about a lift/elevator in the map? also what is 100tick?
Ok download the map, dm_biohazard_cal (this map is played a lot in europe), put it in the 'maps' folder.
Then in properties do this: -tickrate 100
Then do create server; map dm_biohazard_cal
Then search the elevator, and while you go up with the elevator you will lose like 30 health because it's bugged(it goes jerky as fuck).

Beef

2009-05-25 08:32:33

svN wrote:omg nice! and when i play biohazard at 100tick the lift does 30 damage to me :/ can you look at that sub-zero? would be so great!
Nah, just ask swot to remove lift damage. :)

Jelly Fox

2009-05-25 18:57:05

"spy sapping my lift damage"

Sub-Zero1324

2009-05-26 17:01:28

Beef wrote:
svN wrote:omg nice! and when i play biohazard at 100tick the lift does 30 damage to me :/ can you look at that sub-zero? would be so great!
Nah, just ask swot to remove lift damage. :)
Yeah it sounds like a problem with the map,but I will find out..

svN

2009-05-26 18:15:34

Not really as every lift does damage at 100tick, the one on bio probably more because it's higher ...

Neolinkster

2009-05-26 21:03:15

yeah and recently some1 found a semi-solution of increasing phys_timescale to 1.5 but it causes orbs and physics items to go to fast

Walking Target

2009-05-29 08:36:32

Don't play DM at 100 tick...do I have to repeat the history again?

svN

2009-05-29 10:28:54

if bugs are fixed, 100tick > 66tick

Walking Target

2009-05-30 02:38:59

HL2DM was made only for 33/66 tickrate. 100 tickrate was added by player request and as an afterthought. It is not just bugged, it throws off the physics engine completely. HL2DM was never meant to be played at 100 tickrate.

Changing a map so the lifts work at 100 tick is like cutting your feet so they will fit into a pair of shoes you like. Better to get a size that fits.

svN

2009-05-30 03:25:04

I'm talking about bugs of the game itself that has to be fixed, i think it's do-able. If all bugs are fixed why wouldn't you use 100 tick? hitreg is so much better at 100tick

Walking Target

2009-06-02 20:11:21

If valve completely re-writes the game and fixes 100 tickrate, sure. In the meantime, it is inferior to 66 tickrate, and there is no point in trying to tweak maps to use it (such as the lifts in biohazard).

Sub-Zero1324

2009-06-04 03:31:09

Great News Guys!!!! Beta 2 will be released soon and it will have bunnyhop working 100% I'm just testing it and I also have another guy testing it out before I rease it!! Stay tuned..

svN

2009-06-04 18:06:51

Sub-Zero1324 wrote:Great News Guys!!!! Beta 2 will be released soon and it will have bunnyhop working 100% I'm just testing it and I also have another guy testing it out before I rease it!! Stay tuned..
Sounds awesome !

ninojman

2009-06-04 19:14:05

Walking Target wrote:Don't play DM at 100 tick...do I have to repeat the history again?
QTF

dods was the same way, Swing open doors was 10 times slower, and the server would lag hard. Valve fixed it though since it was a money maker at the time

Pernicious

2009-06-05 06:55:39

DUDE, need to add the "wait" command even if its sv_cheats 1 only :P

Vendetta7_7_7

2009-06-05 18:47:13

wow...is this HL2DM modded to use the tf2/orange box engine or something? If so...WAPE!!!!!!!!!!!

Paradox

2009-06-05 21:13:37

LMFAO!

You really have been out of the loop man!

Ghost Dog_TSGK

2009-06-06 00:45:23

Pernicious wrote:DUDE, need to add the "wait" command even if its sv_cheats 1 only :P

Please let that be cheat cvar protected.

Vendetta7_7_7

2009-06-06 23:39:04

wow I just tried this mod today and have to say its a much betta experience than what me and Divinity had :*cough HL2DMpr0* a while back...just feels like DM but smooth and silky...once bhop is fixed I think this should be the REVOLUTION or EVOLUTION of this game. Shoulda happened a while ago from valve <----meh... I love this guys keep up the good work ;)

Vendetta7_7_7

2009-06-06 23:40:38

Paradox wrote:LMFAO!

You really have been out of the loop man!
:lol: I knoes...but I'm slowly returning to this crazed loop of a game

I lubb ya para <3 ;)..

L2k

2009-06-07 03:51:28

The bhop is currently fixed with the newest version which hasnt been posted yet. There are a few other bugs though that need to be looked into though. Hopefully Sub zero will be able to look into them soon and get his great work out to us in the near future.

haymaker

2009-06-07 22:00:38

any idea what is necessary to convert maps to this?

Neolinkster

2009-06-08 05:18:58

nothing as far is I've noticed I dragged and dropped maps of all sorts into it and had no issues like pern said most of the commands are similar but um saw blades disappear when thrown against walls they would normally stick in.

Paradox

2009-06-08 06:40:45

lol

Well Sub Zero, dont give up man, we are all counting on you!

Vendetta7_7_7

2009-06-08 06:51:30

I was checking this out earlier today and found out that prop jumping seems to be gone or almost non-existent.

Kinda sux. I love using props to do cool jumps and movement. Can this be "unfixed" ?

Other than that I think the animations are a bit too smooth or maybe its because we can't hop as fast as we want.

Would be cool if you could revamp the player animations and make us look even more ninja/batman like in our movement xD

Paradox

2009-06-08 06:54:14

lol Arent the player models a bit different in this one?

Id be happy if he could get rid of the combine sounds.

Vendetta7_7_7

2009-06-08 07:02:08

I'm not sure...but they look kinda sluggish in animation....smoother yes, but more sluggish.

I'm used to seeing guys hopping around like ninjas and the animations look fast.

Pernicious

2009-06-08 08:04:40

seemed fine to me, maybe ur just a alittle rusteh <.<

Sub-Zero1324

2009-06-08 10:25:53

Half-Life 2 Deathmatch::OB Beta 2 Released!!

Changes/Fixes in this release:
Fixed BunnyHop Issues
Changed mod name from Half-Life 2 Deathmatch Revolution-vanilla to Half-Life 2 Deathmatch::OB
Removed unused files to reduce mod size

Download

haymaker

2009-06-09 01:49:20

wow this is a LOT closer than the previous beta, well done

( EXCEPT your default control settings, wtf... must have been your settings made it into the cfg somehow )

my lame movement seemed to be ok if a little slow- charger room jump about the same

doing the nade+ggun primary felt a little off

couple strange effects in custom maps, like an env_fire going from 4 in size to 32; and hpacks hovering above displacements a few units

and I noticed a general performance drop of about 10-12% across the board. I was careful to duplicate all the settings from standard dm.

theemonopolyguy

2009-06-09 11:05:19

This is a great mod.
And I got bored and made this:
http://www.youtube.com/watch?v=dt86yef-usc

Had about 5 people ask me how to install it. I would figure most reading this know how or have done so already, but if your tired of explaining, you can link this video :)

Ghost Dog_TSGK

2009-06-09 12:13:09

haymaker wrote:and I noticed a general performance drop of about 10-12% across the board..
Orange Box engine particle effects I imagine.

Edge

2009-06-09 19:36:22

I enjoyed the mod, but my sound was messing up in it, if I would change any settings in the menu, hit apply and the sound went away, forcing me to do snd_restart each time.

I also experienced missing weapon models when switching fast between them, the mag would disappear / go invisible on me while playing against cheese.

L2k

2009-06-09 20:31:58

hmm I havent seen the sound bug in a fair amount of testing nor the invisible model but another person did have the invisible model as well. SOmething to look into, did it happen on your own listen server or was it someone elses server?

Vendetta7_7_7

2009-06-09 21:13:24

theemonopolyguy wrote:This is a great mod.
And I got bored and made this:
http://www.youtube.com/watch?v=dt86yef-usc

Had about 5 people ask me how to install it. I would figure most reading this know how or have done so already, but if your tired of explaining, you can link this video :)
Awesome job on this tutorial vid monop :D

Edge

2009-06-10 16:17:08

L2k wrote:hmm I havent seen the sound bug in a fair amount of testing nor the invisible model but another person did have the invisible model as well. SOmething to look into, did it happen on your own listen server or was it someone elses server?

On my own listen server I used hamachi to allow cheese to join up and play a quick 1v1 sorta. But, it might just not like my sound card or something silly like that for sound issues. Creative x-fi pro series. :(

haymaker

2009-06-13 03:36:15

Ghost Dog_TSGK wrote:
haymaker wrote:and I noticed a general performance drop of about 10-12% across the board..
Orange Box engine particle effects I imagine.
I would have thought a map would have to be compiled with these effects for them to be present?

I found switching the cheat cvar r_drawparticles on and off made very little difference, although it removed the oversized env_fire. There is something else going on that is sapping resources more than the old engine.

L2k

2009-06-13 03:40:40

I played a newer version (3) last night, it runs incredibly smooth for me. The movement is pretty much perfect in this version. Sub_zero had a dedicated server up and said he would be leaving it up, if you had version 2 it will work. People should go test it out!

Walking Target

2009-06-13 05:37:07

haymaker wrote:There is something else going on that is sapping resources more than the old engine.
The OBE itself is a hog. I don't know if that will cause frame drops though.

Blasphemy

2009-06-13 06:26:19

just played this mod only real complain i have is sometimes when i yoyo objects they go over my head.

Panic

2009-06-13 08:44:21

download link still fails for me

Walking Target

2009-06-13 08:46:18

Go to:

http://james1324.web.officelive.com

Then track it down from there.

FENIX

2009-06-13 21:53:07

funny bug

Image
Screenshot by Jakiro

keefy

2009-06-17 18:58:21

Is the ammo pickup switch bug fixed in latest build?

Empty your magnum let it switch to next weapon then run over magnum or magnum ammo and it switches and starts reloading.
happens with some other weapons also.

Edge

2009-06-18 21:56:53

keefy wrote:Is the ammo pickup switch bug fixed in latest build?

Empty your magnum let it switch to next weapon then run over magnum or magnum ammo and it switches and starts reloading.
happens with some other weapons also.

Probably a cvar, not a bug?

badinfluence

2009-06-18 23:14:49

No, that's a bug.

Panic

2009-06-22 21:26:50

broken glass is kinda buggy

[EYE] Valar

2010-05-25 14:31:45

so how far is this into dev? could someone post an update?

Sub-Zero1324

2010-05-26 07:58:35

Yes, The Mod is now known as Half-Life 2 Deathmatch: Orange Box and I am working out a few more bugs before the final release. :D

Neolinkster

2010-05-26 08:00:42

Viperbird

2010-05-26 20:51:37

would be nice if this could be an actual update to hl2dm via steam rather than a mod...
no more shotty glitches = win
tired of these guys running around with only a shotgun and owning

[EYE] Valar

2010-05-27 13:44:49

tired of these guys running around with only a shotgun and owning
how is that glitch?

Edge

2010-06-02 18:59:32

[EYE] Valar wrote:
tired of these guys running around with only a shotgun and owning
how is that glitch?

Technically speaking the shotgun is under powered lol. It doesn't register all bullets fired from a double shotty on impact.

[EYE] Valar

2010-06-07 01:59:16

Sub-Zero1324 wrote:Yes, The Mod is now known as Half-Life 2 Deathmatch: Orange Box and I am working out a few more bugs before the final release. :D
where can i get linux server install files? i'm showing it's saying "coming soon" on your site but maybe there's a beta i can give it a go?

Viperbird

2010-06-09 10:45:30

Edge wrote:
[EYE] Valar wrote:
tired of these guys running around with only a shotgun and owning
how is that glitch?

Technically speaking the shotgun is over powered lol. It doesn't register all bullets fired from a double shotty on impact, but one hit kills you anyways
^fixed

No really it is glitch and does too much damage when the glitches are exploited... And yes i do use it to the max, but I prefer a good mag fight or xbow