Some minor maintenance work I did years ago that I can't quite remember the entire details of, but it should have a bit more done to it than the earlier versions.
INSTALLATION :
Installation is simple, extract the sgmtc folder that is inside the .7z into your Half-Life installation folder (Where hl.exe is located, NOT inside any of the other folder such as "valve" or "valve_hd")"
Don't forget the "FMOD.DLL" that is also required!
Example would be "C:\Program Files\Steam\steamapps\common\Half-Life"
There should now be "valve" and "sgmtc" inside your Half-Life installation folder along with any other mod/steam-related folders you may have inside.
Restart Steam, Stargate TC - SG1 Missions | Remod should be inside the My Games list.
If that doesn't work somehow, create a shortcut of hl.exe, open it's Properties, add " -game sgmtc" to the end of the target bar.
Example would be "C:\Program Files\Steam\steamapps\common\Half-Life\hl.exe -game sgmtc"
2.0b Changelog :
- Made that one bomb in Bloody Snow non-solid when planted. Used func_illusionary and env_renders instead of func_wall_toggle.
- Removed one room in Area51's second map with the missing textures. It was an entity thankfully, making for an easy removal.
- Fixed the PSG's UV, the firing animation now also readjusts after it fires. Making for a much less jumpy looking shoot.
- Mended the arms a bit on the M92FS and LanceGoa.
- Added info_messages to the ends of maps, should help indicate whether or not a mission is completed or failed (Daniel on Netu, for instance). Thanks to the shambling code however, it won't work in revisited or reloaded maps (the message gets removed, leaving a blank ":" as the output). Saving/Loading is still not allowed thanks to that.
- Added fade to the Skull's teleport, less jarring that way.
- Added glow to console in zone51. That've always irritated me.
- Added model to represent ivy ladder in crane_suite. Same as above.
- Failure states to SGC maps added. No more shooting civilians.
- Sounds and lips for doors. Enough said.
- Switched SGM1.1 name to SGMTC. Dunno if it helps for the crashes, but it beats having a folder name that looks like an executable.
- Scaled MP5 and PSG1, clips less when viewed close.
- Replaced PSG1's shooting sound.
- Fixed Jaffa's model slightly. Heads 3 and 4 can now move, with the collar thing added or removed on their respective submodels.
- Modified GacGoa's prepare anim, helps with the cutoff.
- Modified M92FS's shooting anim, same as above.
- Modified M16's magazine model. Clips a bit at the back.
- Modified GDO's sleeves. Arm was clipping at the top.
- Modified w_grenade, looks less off when thrown.
- Added proper end sequence to Snow.
- Removed ivies hiding the hole in mission_demo_2.
- Fixed some "toggle" doors in Area51's laboratory.
- Added more notes in the briefing. The backdoor part in SGC's for one.
- Made small icon.
- Changed some music tracks.
2.0 Changelog :
- Altered Zat'nik'tel hand holding position.
- Replaced the LD cultist models.
- Moved the PSG1's firing position to fit the idle animations (still couldn't find a way to fix that sleeve dislocation though, GO Team really did screw that part of the animation up).
- Replaced the old w_m92s model to fit the view model.
- Fixed the Unas's see-through shoulder.
- Replaced the LD HL Sentry and Apache.
- Replaced Daniel Jackson's model.
- Replaced dead SG operative models.
- Altered MP5's drawing speed.
- Modified cleansuit_scientist to no longer having the Black Mesa ID and now uses Water-Phoenix's faces textures.
- Altered M92S's view model's odd finger.
- Altered USAS's drawing speed.
- Modified Gacgoa's model to have an actual chrome shine instead of a texture based shine.
- Replaced Snark Goa'uld with a darker one (fitting the original colors, btw, actual snake Goa'uld model is in the Addon folder if you really like non-existent hitboxes).
- Modified construction model to no longer having the Black Mesa logo/ID and removed glistening shine.
- Replaced HGrunt model.
- Added new sounds.
- Replaced old weapon HUD selection sprites.
- Added Medkits to particularly difficult missions, heals 35HP each.
- Tollana's endgame script now activates by trigger to avoid glitches, better kill those Goa'ulds fast!
- In a lot of maps, multi_managers that triggers more than 8 entities are now split for stability reasons, most things like Stargate activations should now work slightly better.
- Made the hidden switch in neige2 literally glowing.
- Added new splash screen.
- Replaced most low quality music with higher quality soundtrack, yes, they are Unreal/Tournament soundtracks (i had a sudden lost of data and those music files were one of the few survivors that was sitting on a different drive, might as well use them for something).
- Moved that blasted fmod.dll to outside the folder, now any mistakes in installations will be on the user, legit hope that this will be the end of LoadLibrary errors.
- Added Steam icon.
- Altered loading screen, both menu and ingame.
- Replaced decals.
- Finally got that ol' detail textures thing done for all maps.
- Removed the knife from Area51 mission, turns out you don't really need a weapon to finish it (better off since a lot of the puzzle items are actually breakable and can get you stuck).
- Moved ring teleporter ambushers in The Skull and The Ancient Temple.
- Removed Zat'arcs from numerous missions (except Bloody Snow), might as well remove the one weapon that was making missions a cakewalk with a sandwich.
- Early triggered the ring teleporter in Escape from Apophis to sign players where to go at the end of the valley.
- Updated the Credits to the new format (less namedumpy).
- Updated ModDB stuff to fit the new file.
Never mind, I forgot the DLL.
Definitely needs to be updated. Quicksave and quickload options have been removed, and most missions are bugged and won't progress. YES, I installed Fmod.dll
It also crashes quite a bit, and the usage of weapons is incredibly temperamental.
saving and loading were removed because Zik did not have access to the source code of the project, and so he couldn't really work to fix a lot of issues, however, a lot were caused by saving and loading, so he disabled that
Actually, saving/loading feature was removed in original mod, by design. Also there is a one level which has strong fog glitch problem if you save/reload there. Though it happens only with WON HL or Xash3D engines, Steam version of Half-Life has dropped fog support at all. Also some of mod versions has problem with flashlight on save/restore, if I remember it right.
needs a lot of polish and work at the current state