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Team Details Onemanshow - Workspace Coordinator your evil twin - Author of SMOD Remastered, Mapadds, Sounds, Lots more.
Project Name - Smod: Redux Project Type - Modifications Project Owner - Onemanshow Project Page Views - 184029 Creation Date - 1st Jan 2007
Project Description SMOD: Redux is a mod/addon of Smod that adds new weapons and events to Smod. The mod's forum can be found here: http://www.smod-tactical.com/forums/index.php (Scroll down to find them)
Version 7 has finally been released after many delays and changes of plan. Version 7 is a major change from previous versions, Aiming to expand upon SMOD's content without radically changing the gameplay or tone.
The time has come for Redux to move to a different web site. Many of the pages here are badly out of date and i believe that Redux has matured enough to move on from a CDC page.
This CDC page will no longer be updated further. Please direct any bookmarks and/or links you have to the new site instead of here. I hope that you find the new Redux web site to offer better service then this one has.
Much progress has been done to Version 7 lately, With big changes done and many refinements.
The first big change is that a large number of the new Redux weapons have been cut from Version 7. They were cut mainly due to balance and redundancy reasons in favor of a tighter and more polished weapon selection. For those wanting the large weapon selection though, All is not lost as it brings me to the next point.
Instead of including all content in one large release, Redux will offer the "Core" and "Addon" versions. The "Core" release with include all of the main Redux features and weapons. While the "Addon" will be a seperate release that goes on-top of the Redux "Core" that adds even more features, weapons, maps and models. This ensures that the core mod remains clear of unneeded features while users can still download the Addon and have extra weapons and maps. The first version of the Addon is planned to be released sometime after Version 7 is released.
Version 7 includes all of the stock Half-Life 2: Deathmatch maps converted to Single Player thanks to SMOD's mapadd system, The same system that alters and adds the new content into the HL2 campaign maps by text files. However this means that Half-Life 2: Deathmatch is now also required to play SMOD Redux. While this extra requirement is regrettable, I hope that the extra replayability that these maps offer helps to offset it.
While Version 7 may have less weapons then before, The selection of enemies to fight has grown. First is the return of the Bullsquid NPC from Redux Version 5. Originally a buggy, nearly non-functional mess, It's main problems have been fixed and it now has all attacks working. This Half-Life 1 NPC is a fast, powerful melee monster who has a spit attack for dealing damage at longer ranges. The other returning NPC is the Zombine that was present in optional files in Version 6 but caused problems due to the way it was implemented. It turns out that SMOD already had it coded in but it was missing key files that are now included by default. If you have played Half-Life 2: Episode 1 you should know what to expect from this NPC.
The other new NPC is the Zombie2 SMOD has coded in but was left for modders to use. Thanks to much help from veteran_gamer this NPC has been given new sounds, animations and models and is fully featured in Version 7. This Zombie lacks the headcrab other types carry, It is fast and capable of dealing a great amount of damage in a very short time. It can also climb and jump to reach you.
I'm really sorry this has took so long. But hopefully news updates will continue coming at a much more faster pace now.
There's lots of changes and refinements in Version 7. Many weapons have been added, From the MP40 and M1 Garand to the Sawed-Off Shotgun and Desert Eagle. And for the first time bonus maps are being officially included for those tired of the HL2 campaign. Consisting of community maps tweaked for the gameplay of Redux using SMOD's mapadd system. At least 5 are planned for inclusion.
Here's some screenshots taken during gameplay:
Expect updates to come much quicker then this one now!
With the Episode 1 Addon alpha released i could put time into Redux again. I saw that it's been over a year since the last release and that Version 6 has almost 15000(!) downloads and instead of keeping you all waiting more months for Version 7 i decided to put 6.1 out to address some issues and update the mod to use SMOD 40a.
Please remove your old install of Version 6 before installing this version.
Changes:
-Updated Redux to SMOD 40a
-Added in SMOD Menu System V2
-Zombine Files removed due to issues.
-Hopefully much less crashes.
Gameplay
-Several bugs in mapadds fixed.
-Made other adjustments to ammo overrides to prevent possible crashes.
-Upped grenade max ammo to 10.
-Upped RPG max ammo to 6.
Sorry, But i finally had to do it. I can't continue making Redux and Tactical AND The Episode 1 Project at the same time and fit Real Life in and still get work done on them in a timely manner. The Episode 1 conversion is too important to simply stop working on and Tactical's far too big and popular to stop working on it too. That left me with what to do for Redux.
I'm not going to say "It's canceled" yet, But i won't be back to it for at least a long time. That's not to say i'll be wiping all traces of it off my Hard Drive's, The work i did for V7 WILL be released in one form or another over the next months for SMOD.
I'm really sorry it came to this, I just could not keep all these mods constantly going at the same time.
It seems i have underestimated the logistics and stress of running 2 mods of this scale at once (This+Tactical). I am finding it harder and harder to continue working on Redux like i used to, And there's no way i'm going to give up Tactical any time soon. This leaves me in a difficult postilion. I certainly don't want to give Redux up or put it on full hold but i don't want to cut it down too much either.
My current plan is instead of working on the entire mod for months and months on end, Needing to constantly change major parts as new ideas and means to use new ideas show themselves, I'll have a "core" Redux package that includes a few new weapons, the menu config system, and other smaller changes, and then offer packs of new content. New maps, weapons, models, scripts, and other stuff. This helps keep new content coming at a faster rate then working on a massive compilation of all the elements for months to smaller effect, I also plan to make the packs as cross-compatible with normal SMOD as i can make them. It may make installing the mod a bit more complicated but it cuts down the workload on my end significantly and you can choose what parts you want installed.
What do you think about this?
And just to show i have not been completely inactive over the past few months:
I decided to take advantage of the Smod Tactical forums and my new posting there and Redux is now hosted there! You can find them here: http://www.smod-tactical.com/forums/index.php
I hope this helps both mods get more attention!
As for V7: I know i have said stuff like "V7 will be released soon! Kinda, Like in 2-3 months maybe, Ok i don't really know but it will be release!!! really!" but due to all that has happened (like me being given control of SMOD Tactical) Sadly you all have to wait longer.
But it JUST might be all for the better. Really.
I have decided that V7 will be a re-boot. Again. Even just after the last "re-boot" (V6). I constantly feel that Redux is nothing more then a cheap bloated rip-off of Normal Smod. That it's illogical that it gets as much praise and downloads as it gets.
So i'm changing things up.
First. The gameplay-type is up to YOU. There will be very few if any gameplay changes from Smod that is not made by you (Aside from some weapon balancing). This will use the Smod Fixes menu system so you will be able to configure Smod to your liking very quick.
The HL2 SP maps are not being altered much aside from what was in Smod Fixes V3. So the combine soldiers will be using AK-47's and Kar98's and Grease Guns and the like. This could change though if people want them to have more fitting weapons.
So if the HL2 SP maps are not being changed much, Won't this be a step backward?
Perhaps, But that's not counting the 15-16 bonus maps that will be in!
If any of you have played CSS SCIFI you will have an idea of what this will be like, Except it will be using HL2DM maps so all you will need is HL2 and HL2DM to play (Unless i also include The Lost Coast). I also plan to have the scenarios be more varied then CSS SCIFI. with not just "Kill All Combine" or "Rescue the Hostages" but also Survival maps where you will have to see how long you can last against respawning enemies, Or zombie maps where you will need to collect weapons and ammo in the map to have a good chance. Or how about being able to play as a combine soldier? All these and more will be possible in V7.
All 30 custom weapon slots will be getting used in V7. There will only be 4 "remade" weapons: The 357 and crossbow (So they can be used by NPC's) The "Annabelle" as a fully working weapon and the Alyxgun (To give it a firemode animation and laser pointer and to fix NPC accuracy with it). All other weapons will be new ones. Some older ones will be returning like the CZ-52, M4A1 and OICW while newer ones never before seen in Redux or possibly Smod will be in.
Due to real life issues and the want to focus on his new mod "Close Contact" ex-tactical project leader phatcat has given me control of SMOD Tactical. I am honored to have control of such a popular mod.
What this means for redux is that i won't have the time i thought i would have to work on it. This does NOT mean i am quitting but i can't say when V7 will be released now.
It's been a long time since the last update. I may have updated more if my video card didn't go out on me. Leaving me with a outdated card i don't feel good about playing Smod with. So until i get a new one updates are going to slow down.
However this does NOT mean i am giving up redux. In fact this may speed up work on it (helps that work on the mods are compatible with each other) And working on one mod for too long anyway tends to drain you.
Little work has been done on V7 since the last update as i had other mods i was working on. But that changed when the HD that had that stuff decided to go out.
So maybe you'll see some stuff about V7 soonish. But some of the work for redux was on that HD too. So it may still be some time.
Hope the holidays were good for you all. Some updates:
-In V7 you will be able to customize Smod Redux from a number of presets from the main menu even while in-game. It even saves the settings when you quit so you won't need to reactivate your settings after you start a new game.
-Ugly-looking weapon origins changed as well as a number of other weapon model fixes.
-Some of Smod's weapons (EX:Gauss Gun, Phys Gun, Flare Gun) now will have proper models and HUD icons.
-Tons of bug fixes.
-Bonus maps for those who are tired of playing normal HL2 maps.
The "surprise" i am going to hold off for now as i'm trying to do too many Smod mods at the same time and it's not quite as the level i want it to be at before i show it off. Sorry.
I know things have been going slow but i'll have more to say and show in 2008. See you then!
NOTE: To anyone who has problems with V6. DO NOT INSTALL THE ZOMBINE FILES! They are the cause of alot of problems.
-Fixed UMP ammo icon.
-P90 and Five-seveN now use SMG1 ammo. 5.7mm ammo removed.
-Lowered NPC fire rate on SPAS 12.
-Alyxgun back to default stats.
-Lowered recoil on M4.
-Lowered accuracy on M4.
-Raised recoil on CZ52.
-Lowered CZ52 damage.
-Lowered volume on MP5 NPC fire sound.
-Fixed OICW reload sounds.
-Tweaked AR1 ironsights.
-Fixed AR1 ammo icon.
-Tweaked AR1 stats.
-Added some NPC fire sounds for weapons that did not have them.
-Changed USP fire sound.
-Fixed MP5 grenades not exploding at close ranges.
-Tweaked OICW stats.
Models
-New houndeye model.
-Fixed AK47 w model physics.
Misc
-Added more stuff to the mapadds.
-Changed stability of turret in d1_canals_07.
-Removed Smod's added puzzle in d2_coast_04.
-Turned deathposes back on for ragdolls.
-Added lots more info to the readme.
-Greatly improved weapon HUD icons.
-Reconverted most music files to shave a few MB's off the mod's size.
-Added new music trigger in d3_citadel_03.
-Removed zombine files due to crashes with them.
-Fixed 7.62 Pistol recoil.
-Fixed possible problems with Third Person Views not working.
-Raised chance of NPCs firing there weapons during death.
Old Issues fixed:
-Fixed 7.62 Pistol ironsights
-Should be no more exploding things in d1_trainstation_05 preventing progress.
-Fixed ammo icons for Uzi and Alyxgun.
-Fixed config.cfg issue.
-Fixed NPC fire sound for Uzi.
I will be updating parts of the site with info about V6 in the coming days.
Remember that depending on the timezone you live in the release may be a day late or early. Also i do not know at what time of the day i will release it.
It will still be out before the end of the year. But to me the older versions were getting too big, Trying to be too many things at once. So i am now going to start from a fresh base instead of dropping in new Smod versions into redux each update.
The plan now is:
1: Keeping It Smaller
Instead of there being a big 300+ MB download the mod will be small enough to either drop in as an addon to a normal Smod install or as a separate mod for those that don't have Smod or want to keep there normal Smod install.
Instead of having 20+ new weapons V6 will have around 15, But each update after will bring a few new weapons. Doing things this way allows quicker updates and allows the community to have some more input in the development of the mod.
2: Keeping It Less Buggy
Restarting the mod also means less chance of old bugs coming up unless they were normal Smod to start with. So maybe there won't be so many reports of crash bugs this time?
3: Keeping It Smod
I think my biggest mistake was trying to make it too realistic. The mod was trying to fit into the "proper" Half-Life universe too hard for my liking. So it's going to be a lot more closer to normal Smod in style. Tons of enemies, Tons of blood, Tons of guns, (Sooner or later) And most of all, Tons of Fun. "
In short, I am starting over fresh. Using the latest version of Smod as the base. Any features from past versions of redux may no longer apply now.
Alright, Now that that's done with the release date is now aimed at November 16th. (Give or take a day depending on what time zone you live in)
More details:
-Expect the gameplay to more arcade-like the past versions of redux but less so then normal Smod.
-12 New weapons+6 remakes of HL2Smod weapons.
-Command & Conquer music added to play at new music triggers. (DOES NOT REPLACE ANY HL2 MUSIC)
-Added new enemies, items and events to the maps.
Expect updates to come more often now.
The features list will be updated soon. For now, Enjoy the new screenshots on the screenshots page.
First, Let me say that i'm sorry that V6 has taken so long. It's been due to alot of reasons (Develoment changes, Real Life, Working on other mods) but there's finally a end in sight. The release WILL be before the end of the year. (Unless some sort of disaster happens to the mod)
Now that that's out of the way here's some info.
-V6 will NOT need HL2:Episode 2 or Episode 1 to play. But for those that do own Episode 1 they can put in a pack the adds the zombine into the HL2 maps.
-Lots of changes have been made to the normal HL2 weapons. For example the MP7 no longer has it's grenade launcher but is more accurate and now has single shot and full-auto fire modes. The SPAS 12 is now semi-auto. The pulse rifle no longer launches energy balls but now has single shot, 3-round burst and full-auto fire modes.
-Lost of work has gone into improving the later maps (Mostly Nova Prospekt and City 17) in terms of content. Now in City 17 it looks and feels like a real war is going on.
More soon. (More sooner that this update...i hope)
This time it's been almost TWO months since the last news update. I'll try not to repeat that again.
Anyway, V6 is getting closer to being released. Most of what's left is bug fixing/tweaking and finishing the readme, So you might FINALLY see a release soon. And your evil twin's computer was fixed so you see that get released some time soon too.
Some info on V6:
Almost all of the normal HL2/Smod weapons have been made into custom weapons and therefore made more realistic. A weapons list will be posted soon.
Red Orchestra/Smod Tactical style aiming is now on by default.
Weapon accuracy depends now if you are sighted or unsighted and by class of weapon. For example. Pistols have good accuracy unsighted but get no accuracy bonus in ironsight mode, While rifles unsighted are only accurate at close to medium range but get a huge accuracy bonus in ironsight mode
I still have not updated any pages since last update but that should change soon (i hope).
At least i seem to be consistent with monthly news updates .
Anyway your evil twin's computer broke so the status of HL2 Commando is unknown right now. I will update as i get more info on it.
Meanwhile, Progress on Redux Version 6 is going well. While i will not give a release date it is getting closer to a release every day.
Some details:
-Updated to the latest Smod version (39B2).
-357 and crossbow usable by Npcs.
-Users who have Episode 1 installed can install a set of files that will add the zombine into the game.
-More realistic ragdolls.
-New weapon sounds.
-Alot of bug fixes.
More info soon. Hopefully sooner then a month this time.
I'm joking on that name part. (somewhat) But Half Life 2 Commando is the name of the SMOD Remastered/Redux merge mod. Now before you say "I guess there will never be a Redux version 6..." There will be one. Half Life 2 Commando (to me) is more of a Redux 5.95.
A lot of the Half Life 2 Commando content will be used in Redux V6. But Redux V6 will of course have many differences so don't think you will be downloading the same mod.
The first release will likely not contain as many weapons as redux V5B5. But all you people who like lots of guns should not be disappointed by the expansion pack that will come out some time after the first release. Currently called Smod Redux: Tons Of Guns Edition.
Details on what to expect in the new version:
-Combine soldiers in Ravenholm.
-New weapons never seen in older version of Remastered or Redux.
-New scopes for some weapons.
-Features from Smod version 39:
-Flamethrower.
-Night Vision.
-Combine gunships and helicopters now can be damaged by bullets.
-Graphical Improvements.
Not a lot to report right now. Aside from that now V6 will not have Special Ability's and the player models (Aside from Gordon Freeman who is the default model) will now be in a separate pack.
Saturday 13th January 2007
Found something of interest while messing around .
Found something of interest while messing around with the mapadds and the override script file.
For example, Normally giving a oicw by the command "give weapon_oicw" won't work as the oicw weapon command would be "weapon_custom16". But if you add a line that's like this:
"weapon_oicw" {
"weapon_custom16" "100"
}
in the override_class.txt file in the scripts folder you can type in "give weapon_oicw" in console and it will give you the oicw instead of a error.
In other words, In V6 you won't have to type in "give weapon_custom1-25" to get the custom weapons. Instead it will be "weapon_oicw", "weapon_beretta", "weapon_mp5k", And so on.
Let's just say there was a bit of a misunderstanding concerning some content in Smod remastered: redux, But it's all settled now. I'll re-create most of the old CDC stuff in the next few days. (And hopefully do it better)