Can't promise anything, but I'm aiming for late 2022. I need to stop coding features and focus on mapping to get it done though.
Can't promise anything, but I'm aiming for late 2022. I need to stop coding features and focus on mapping to get it done though.
Easier said than done, I'm afraid. That would be years of work.
Yeah, that's pretty common - certain parts of the level are only loaded when you hit a particular trigger, or go into that part.
Haven't seen that before. Does it happen every time?
You could try setting fov_desired in the console.
Hi. I'm hoping to make scripted sequences more reliable in the next version, but it will always depend on the player hitting the triggers. What exactly are the errors you're seeing in the episodes?
I'm still working on v3. I've done most of the coding changes. Making some new tutorial maps, but it takes forever. It won't be ready to release this year.
No, you would need to modify the mmod source code, which hasn't been released as far as I know.
I haven't tried, but I think it might be possible to run Mobility Mod without having ep1 installed. You wouldn't be able to play any ep1 maps, but if it runs you should be able play levels from the games you have installed. If you decide to try it, please let me know if it works.
I've been thinking about this, but I have no idea. If you are somehow still running mobility mod, then double jump and wallrunning should still work, which you would notice.
The only thing I can think of that would tilt your view in vanilla hl2 is the viewpunch effect from a high impact.
Cool video, thanks for sharing :)
There's no way to run both at the same time, sorry. Some people have managed to get custom weapon models to work in Mobility Mod.
That is very strange. Installing or uninstalling mobility mod shouldn't have any effect on your Half-Life 2 install. Is there any way you can post a video of the problem you're having?
Thanks! I'm pretty sure the only way this could ever be put into Garry's Mod is if their developers implemented it themselves, which seems unlikely.
It could be possible for someone to make a movement mod for Garry's Mod using Lua scripting, but they'd be starting from scratch. I don't know much about it, tbh.
You'd have to go the the sourcemods folder and delete the ep2_mobility folder.
The next time you start Steam the mod will be gone.
You could try re-installing the mod and verifying local content for HL2.
Or you could edit ep2_mobility/cfg/mobility.cfg and where it says ai_norebuildgraph "1" change the 1 to a 0. Then the first time you run each map, there'll be a message "Node graph out of date, rebuilding..." but then it should be okay after that.
I don't know what causes it either. But I found a workaround:
Go into <your steam folder>/steamapps/Source SDK Base 2013 Singleplayer, create a windows shortcut to hl2.exe . Then edit the shortcut (right-click, properties) and add
-game "../../sourcemods/ep2_mobility" to the end of the Target field.
Running the game from the shortcut should work with the overlay.
I played with it going for about an hour without any issues.
I don't know if links work in the comments, but here's the post that covers it:
Moddb.com
If that link doesn't work, it's the news post called 'Les Configurables'
I do actually have new projectile weapons coming in v3.
One day. Eventually.
Yes, they all need to be in the main steam library.
Have you checked everything in the install guide? Half-Life 2 and both episodes need to be installed in your main steam library, under the folder where steam itself is installed.
If that doesn't fix it, try verifying local content for HL2 and the episodes.
If that still doesn't fix it, can you please post everything from the developer console (~ key, might need to enable the console in Options->Keyboard->Advanced) when you launch the game and start an ep2 map?
Custom models don't officially work, but you can try.
Open the gameinfo.txt file in steamapps\sourcemods\ep2_mobility and just below where it says "SearchPaths {", paste this line:
game+mod "|all_source_engine_paths|../Half-Life 2/hl2/custom/*"
The search paths are just different folders and VPK files telling the game where to look for content, so adding the custom folder tells it to look there first.
To get HL2, Ep1, and Ep2 maps all working in the same mod, I had to get the mod to rearrange the search paths before it loads a map, to make sure HL2 maps have the HL2 folders before the EP1&2 folders, and vice versa.
There's a problem with the code that does this - it uses a limited amount of memory, so when you try to add custom search paths, they may not all fit and some can get cut off.
One trick that worked for someone else was to rename the custom files to something shorter. E.g. if it's called "YarbosCustomCrossbow.vpk" you could try renaming it to "c.vpk".
This should be fixed in the next version, but that's still a while away.
Have you checked everything in the install guide? Half-Life 2 and both episodes need to be installed in your main steam library, under the folder where steam itself is installed.
If that doesn't fix it, try verifying local content for HL2 and the episodes.
If that still doesn't fix it, can you please post everything from the developer console (~ key, might need to enable the console in Options->Keyboard->Advanced) when you launch the game and start an ep2 map?
This is probably the number one thing people ask for, but unfortunately it's just not possible. Each mod needs to use its own binaries (client.dll and server.dll).
Make sure you have all the prerequisites installed and the Source SDK Base 2013 Singleplayer is switched into the Upcoming beta. See the install guide for more info.
Make sure you have "Source SDK Base 2013 Singleplayer" installed and switched to the "upcoming" beta on the betas tab in steam.
Check the install guide for more info.
Okay, I'll need some more info. What exactly is the problem? And when does it happen?
The file surefaceproperties_ep2.txt is not included in the mod, it should be loaded from your episode 2 installation. Does your episode 2 run okay? And do you have everything installed under the main steam library, e.g. C:\Steam\steamapps ?
If you want to post links to the weapon models you're trying to use, I'll see if I can figure out a way to do it.
It can be done, sort of.
You need to modify gameinfo.txt in the ep2_mobility folder, to add the custom folder to the search paths. So just below where it says
SearchPaths {
Add this line (if your custom folder is in common/Half-Life 2/hl2):
game+mod "|all_source_engine_paths|../Half-Life 2/hl2/custom/*"
And if you have custom models in that folder, it should find them.
There's a problem if you add too many, or their filenames are too long. If things stop working, you can try renaming the vpk files to shorter names.
MobilityMod
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Developing a Titanfall-inspired Half-Life 2 mod.