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Source Engine Co-Operative Base Mod for the Source Engine 2013 SDK. SecobMod is a modification containing useful code fixes for co-operative games, below are some of the key features and below that is the Source SDK licence to which you must agree before using this modification. SecobMod is a community project. This means anyone may contribute to fixing any bugs which may be found. The original author is no longer working on SecobMod and has switched his attention to other pursuits. In other words it's REALLY in the hands of the Source SDK community to improve upon. As always remember to include the credits from the SecobMod valve wiki page in any project you create which uses content (or SecobMod itself). Developers can easily enable and disable individual features to suit their needs. This is a cut down list, for full information as to the features please see the secobmod_shareddefs.h file). ** Portal Gun, enable testing in the shared defs. file to enable its usage. give weapon_portalgun and companioncube. ** Super Gravity Gun (some graphic effects missing - most of the code done by .Kave). ** Restart level on critical ally/object/time limit failing. ** View Cameras now take control of all players on a server (Gordon's KO Wakeup scene, etc). ** Save/Restore transitions now work even if you disable playerclasses from the code. ** Each player class player now has their own unique filter name, meaning only a certain playerclass can trigger an event (for example). Thanks Alters for the fix! ** Called it a day on development. It's all in the hands of the community now. * AI Patch Modifications: ** Enable/Disable an enhanced version of Winston's AI Multiplayer patch. ** Valve Game Mounting through use of the gameinfo.txt search paths. * Episode 2 Support: ** Including support for Alyx Darkness Mode * Player Abilities: ** Non-HEV wearers can still be allowed to sprint, have the geiger counter, etc. This is on a per-item basis, so players could have the geiger, but no sprint if you wanted. ** Players can pick up objects with their hands. ** NightVision (currently only enabled for the Heavy class, use the 'N' key to enable it). * Player Class System With: ** Four (or more, or less) Player Classes. ** Per Player Class Object Pickup Strengths. ** Customise Class Health/Maximum Health Values. ** Customise Class Armour/Maximum Armour Values. ** Customise Class Walk/Sprint/Normal movement speeds. ** Customise Class Jump Heights. ** Each Class Can Have Its Own HUD Layout/Colour scheme. ** Define how many players can be in each Player Class. * Teamplay Support: ** Fixes for enemy NPCs and teamplay games. * Weapon Enhancements: ** Development teams can now enable Iron Sight. ** A known HL2DM shotgun fast-switch bug - fixed thanks to Community input!. * NPC Abilities: ** Striders can be set to always impale players who get too close. ** Barnacles can now be set to swallow players. * Vehicles: ** The multiplayer camera judder is no more! ** Thirdperson model in-vehicle animations can now be used. ** Old-Style passenger seats can now be used to provide extra seats in vehicles. ** Jeeps and Jalopys' can now have their headlights switched on. * Cool Stuff: ** Firstperson ragdoll views on player deaths. ** Camera bob on player movement (incl. strafe). ** Use Counter-Strike: Sources' ladders code instead of the Half-Life 2 ladders. * Game Settings: ** Friendly Fire (Replaces players can collide from v1.5). ** Dynamic Respawn Code. Don't spawn back at the start of the map anymore, respawn back where you left off in your killing spree. ** Multiplayer Level Transitions. On ALL players entering the transition area the server is forced to changelevel to the next map (percentage can be changed). ** Save/Restore. A basic working transition system which saves/restores your loadouts. ** Valve approved cheating. Now even if sv_cheats 1 is enabled, players can't cheat unless you define it as acceptable in the code. ** Map briefings. Provide storylines on a per-map basis. ** Map specific model overrides. Changes all players to a specified player model on a particular map (set by the mapper). Check out our defector map for an in-game example! ============================== Original Source 1 SDK Licence. ============================== SOURCE 1 SDK LICENSE Source SDK Copyright(c) Valve Corp. THIS DOCUMENT DESCRIBES A CONTRACT BETWEEN YOU AND VALVE CORPORATION ("Valve"). PLEASE READ IT BEFORE DOWNLOADING OR USING THE SOURCE ENGINE SDK ("SDK"). BY DOWNLOADING AND/OR USING THE SOURCE ENGINE SDK YOU ACCEPT THIS LICENSE. IF YOU DO NOT AGREE TO THE TERMS OF THIS LICENSE PLEASE DON’T DOWNLOAD OR USE THE SDK. You may, free of charge, download and use the SDK to develop a modified Valve game running on the Source engine. You may distribute your modified Valve game in source and object code form, but only for free. Terms of use for Valve games are found in the Steam Subscriber Agreement located here: http://store.steampowered.com/subscriber_agreement/ You may copy, modify, and distribute the SDK and any modifications you make to the SDK in source and object code form, but only for free. Any distribution of this SDK must include this LICENSE file and thirdpartylegalnotices.txt. Any distribution of the SDK or a substantial portion of the SDK must include the above copyright notice and the following: DISCLAIMER OF WARRANTIES. THE SOURCE SDK AND ANY OTHER MATERIAL DOWNLOADED BY LICENSEE IS PROVIDED "AS IS". VALVE AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES WITH RESPECT TO THE SDK, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY, NON-INFRINGEMENT, TITLE AND FITNESS FOR A PARTICULAR PURPOSE. LIMITATION OF LIABILITY. IN NO EVENT SHALL VALVE OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THE ENGINE AND/OR THE SDK, EVEN IF VALVE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. If you would like to use the SDK for a commercial purpose, please contact Valve at [email protected].
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