Thread: Classic Mode Deluxe

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  1. #26
    Carpe Diem VitorHunter's Avatar
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    Re: Classic Mode Deluxe

    I think the link is dead.. Can someone reupload it?

  2. #27
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: Classic Mode Deluxe

    uploaded here until I can get my server back up:
    https://www.mediafire.com/file/j15mg...uxe_v4.7z/file
    Love,
    w00tguy

  3. #28
    Carpe Diem VitorHunter's Avatar
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    Re: Classic Mode Deluxe

    Quote Originally Posted by w00tguy123 View Post
    uploaded here until I can get my server back up:
    https://www.mediafire.com/file/j15mg...uxe_v4.7z/file
    Thank you so much! <3

  4. #29
    Carpe Diem VitorHunter's Avatar
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    Re: Classic Mode Deluxe

    Just curious.. Are you still gonna update this in the future? I do have a few tiny suggestions if you don't mind.

  5. #30
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: Classic Mode Deluxe

    Probably, if and when I start doing sven stuff again. Anyway, suggestions are welcome.
    Love,
    w00tguy

  6. #31
    Carpe Diem VitorHunter's Avatar
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    Re: Classic Mode Deluxe

    Quote Originally Posted by w00tguy123 View Post
    Probably, if and when I start doing sven stuff again. Anyway, suggestions are welcome.
    Yay!

    The first thing i would suggest would be related to the 9mmar
    https://www.youtube.com/watch?v=4TFjg6BDDbg
    (Both 3.0 and 5.0 are using the same volume sound value in case if you think that 5.0 is too lower in there)

    As you can see/hear from the video, there are two minor issues with Classic Mode's 9mmar that would be:

    *Wrong shell ejection location (coming from the very behind)
    *Firing sounds coming from top of eachother (in case if you are confused, just listen to both of them firing in the video to see what i mean)

    They actually kinda did a smililar and better functioning classic 9mmar when 5.0 first came out (When Classic Mode was only the double fire Spas12 and MP5 that had Gearbox's models, which i replaced with the original models)
    The 9mmar in the current Classic Mode is pretty much a copypaste of Sven Co-op's regular MP5 (except for no zoom, lowered fire rate and GL added) which might be the reason why the shells come from behind.


    Other very little minor issue would be the Shotgun firing/cocking varied pitch rates but i can't really record a video of that right now since my video card recently broke and i can't play anything.
    Last edited by VitorHunter; 24-07-2019 at 06:54 PM.

  7. #32
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: Classic Mode Deluxe

    Good finds! I didn't notice those inconsistencies when testing.

    I would make those adjustments if I had control over these weapons, but they're hard-coded in the game. I can't change the weapon volumes, pitches, or shell ejection location. What I could do is make angelscript versions of the mp5/shotgun solely to fix those issues, but angelscript weapons are laggy, and I personally think weapon lag is way more annoying than these issues.
    Love,
    w00tguy

  8. #33
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    Re: Classic Mode Deluxe

    Quote Originally Posted by w00tguy123 View Post
    Good finds! I didn't notice those inconsistencies when testing.

    I would make those adjustments if I had control over these weapons, but they're hard-coded in the game. I can't change the weapon volumes, pitches, or shell ejection location. What I could do is make angelscript versions of the mp5/shotgun solely to fix those issues, but angelscript weapons are laggy, and I personally think weapon lag is way more annoying than these issues.
    Yeah the lag is really annoying for AS stuff (specially for high ping people)
    Maybe it could be an optional separated at the moment but of course it's not really that needed.

  9. #34
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: Classic Mode Deluxe

    Updated to work with SC 5.21. About 100 maps were added to the classic maps list too (lots of conversions released last year).
    Love,
    w00tguy

  10. #35
    Registered User ))XADA(('s Avatar
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    Re: Classic Mode Deluxe

    Love this plugin! Though as of the recent update it appears to be misbehaving again (mostly on basic HLSP maps, ie. HL_C01_A1, Uplink works fine last I tried though?) and it gets caught in a endless map restart cycle, sadly. (I always have to terminate the server at this point, it never stops) I've heard this is a soundcache related issue but I really have no idea. Can't really get it to work reliably either way on mapchange with the toggle.

    The download link appears to also be broken at current?

  11. #36
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: Classic Mode Deluxe

    Looks like it was fighting the HLSP map script. Fixed that and the download link.
    Love,
    w00tguy

  12. #37
    Registered User ))XADA(('s Avatar
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    Re: Classic Mode Deluxe

    That, appears to have fixed the HLSP problem (no more loops and the toggle works great now!) though on the flipside the script seems to fail to load in custom maps now altogether (even those listed in the compatibility txt file.)

    When checking the status in-game the script appears to say it failed to load as well which seems odd as I believe I followed the new changes and it was working on most custom maps last revision?

    EDIT: Upon closer inspection the plugin itself is loading fine but the map script itself refuses to load even if I redirect the default_map_settings directly to the plugin or use the advised path.
    Last edited by ))XADA((; 07-02-2020 at 07:20 PM. Reason: Additional information

  13. #38
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: Classic Mode Deluxe

    I forgot to update the path in the first post. default_map_settings.cfg should have this at the bottom:
    Code:
    map_script ../plugins/ClassicModeDeluxe/ClassicModeDeluxeMap
    I just noticed maps with custom models broke after this though so I'm probably gonna move it back. For some reason map scripts can be loaded from the plugins folder, but map scripts can't load files from the plugins folder.
    Love,
    w00tguy

  14. #39
    Registered User ))XADA(('s Avatar
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    Re: Classic Mode Deluxe

    Changing it back might be best. I've tried that new path already as well as moving the file around and reflecting that (inside the default_map_settings) in countless arrays but the map script itself seems to fail even though the plugin loads ('say .cm' reports this regardless of what I do, sadly.)
    I'm not expert on how AS stuff works but I haven't been able to successfully load the script since the new update.

  15. #40
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: Classic Mode Deluxe

    Alright, try v7. The map script is back where it was.

    53 submodels were removed in this version too. Submodels were always precached, so now there's less chance of hitting the SendResources crash.
    Love,
    w00tguy

  16. #41
    Registered User ))XADA(('s Avatar
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    Re: Classic Mode Deluxe

    The newest version works like a charm. Thank you!
    I am curious though, is there any way to get the Deluxe mod to override stated GMRs in default_map_settings ? I have a custom global model replacer and on Classic Deluxe compat maps my GMRs still load -over- the Classic models. (ie. V_Crowbar.mdl will show my stated replacement instead of retail crowbar from the classic folder.)
    I understand if this is an unresolvable issue due to how GMRs/classic modes work but figured I'd mention it nonetheless?

  17. #42
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: Classic Mode Deluxe

    I think the plugin could force the classic models while still working with map-specific GMR. I'll try it eventually.
    Love,
    w00tguy

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