Updated readme.

Updated to wow everyone with all the features in the mod.
This commit is contained in:
whoozzem 2013-09-23 17:45:31 +01:00
parent f7ea29b96a
commit 9be217ac94

133
README
View file

@ -1,7 +1,132 @@
SECO-2013 ~ Co-Operative Base Mod for the Source Engine 2013 SDK.
Source Engine Co-Operative Base Mod for the Source Engine 2013 SDK.
Seco-2013 is a fork of the Source SDK 2013 GitHUB repository. Please see:
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.
https://github.com/ValveSoftware/source-sdk-2013
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 useage. 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!
To view the Valve Source SDK licence agreement.
==============================
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 DONT 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
sourceengine@valvesoftware.com.