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Sexy Dev Info KIT

Sexy DIK, is for the use of any one that wants to make a...

Sexy Dev Info KIT

Sexy DIK, is for the use of any one that wants to make a single player half life mod. It uses some of the most basic, and some of the most complex visuals to produce an excellent open source dev kit.

Sexy DIK

Sexy Development Information Kit

The Sexy DIK is made for development teams to make Sexy MODs, or Sexy Based MOD’s.

This DIK is designed for development teams, or people, that can’t get a team, to make mods for Half Life, or one of its retail off spins, such as Counter Strike, or Gun Man.

This read me will detail the aspects of the DIK, and what it can do

First this is the most important thing to know, and acknowledge - The Sexy DIK is based on Sven coop version 21 technology, including the MRT, and MID.

MRT - Model Replacement Technology - allows any models to be cloned over existing models, such as a mp5, could be skinned with a new, better looking gun, with out having to think how the gun will look in other maps

MID – Monster Identification - allow players to ID Monsters, to heal them if a med kit is supplied through the amp cfg, or to find out how much health a foe has.

For details on how to make maps, and work within the Sexy DIK please read here under -

What do I need to do to make a sexy map?

Making a Sexy map is almost the same as making a normal single-player map. You have monsters and a grouped set of player starts, and an objective to achieve.

For most standalone maps, the only actual requirement is to put in at least 1 info_player_start entity into the map.

It is important to remember that the players will have to re-spawn at these points regularly, so keeping good contact with the action zone is good for playability, and blocking off access to the combat zone from the re-spawn is not. By the way, placing player spawn points in the air can prevent tele fragging if used correctly.

If there are map transitions, there are a few additional requirements, unlike Half-Life Single Player; Sexy does not support players backtracking (returning to a previous map). If the players are allowed to backtrack, the map they return to will be exactly as it was when they first began playing it, and their progress will be reset. Because of this, it is highly recommended that any transitions to previous maps are removed, or disabled using a map CFG (see below). Or the Checking the No Transition flag in the change level entity

Since players won't retain weapons/ammo/etc. after changing maps, the map CFGs can also be used to give players appropriate equipment on appropriate maps (e.g., if on the first map, the players should have picked up an MP5 and lots of ammo, on the second map they could spawn with an MP5 and an amount of 9mm ammunition). Full info on the map CFG files is below.

Sexy DIK Features:

Sexy DIK v1, and sexy mods contain several new entities and entity properties. For information on using these entities, check the Sven Coop Entity Guide! Sven Coop web site is in the Sven Coop Links section, near the end of this document.

Using Map CFG Files:

You can set up various options in map CFG files, such as changing the player starting weapons/ammo/items, turning realistic falling damage on/off, disabling certain transitions, forcing a certain map to be run after the current map ends, etc. This is a powerful system and allows the mappers to set the rules of the game without a lot of entity usage.

When a map is loaded in Sexy, the game automatically tries to execute a CFG file with the same filename as the map (but ending in .cfg instead of .bsp). For example, if you ran a map called 1.bsp, the game would try to execute a file called 1.cfg. If no file of that name exists, default settings will be used (Players start with a crowbar, a pistol and other default settings). All CFG files must be in the \maps\ directory for them to be recognised...

There is a problem however, where if a map uses a trigger_gravity entity, every time the config is loaded it resets the gravity to what is written in the file, so if the map uses a trigger_gravity, it may be best to remove the sv_gravity line in the config.

Here's a list of the starting equipment you can set... you can use as many commands as you like. Please note, however:

Do not use the same command twice! Also, make sure that you don't use both weapon_uzi and weapon_uziakimbo.

Weapon_ commands must not have a number after them.

Ammo commands must have a number after them. The number is not the number of clips, but the actual number of rounds (e.g. ammo_9mm 2 would give players 2 bullets, not 2 clips). Amounts below are only examples.

The akimbo Uzis are very powerful. It's wise to consider giving players a single Uzi rather than two... players will still be able to acquire Akimbo Uzis by picking up a second Uzi from a player's corpse.

Weapons:weapon_crowbarweapon_glockweapon_shotgunweapon_mp5weapon_357weapon_crossbowweapon_hornetgunweapon_rpgweapon_gaussweapon_egonweapon_snarkweapon_handgrenadeweapon_tripmineweapon_satchelweapon_uziweapon_uziakimbo Ammo:ammo_9mm 16ammo_ARgrenades 2ammo_buckshot 8ammo_357 6ammo_crossbow 5ammo_rpgclip 1ammo_gaussclip 10 Other:item_longjumpnosuit(not recommended)

Do's and Don'ts of Sexy Map Making: * = Imperative

* Don't set the Max Live Children value on monstermakers too high (e.g. if you set it to 100, the monsters may crash the server if they're not killed constantly).

* Do make it so that if a map has a objective, the map will end by use of a game_end after the map is finished, so players don't just sit there wondering if sexy has crashed

* Don't rely on huge swarms of monsters to make the map more difficult. The more monsters there are in a map, the laggier it will be. Try to find other ways of making the map difficult.

Do remember that with Sexy coop it is necessary to keep the R_speeds and amount of monsters on-screen down, no one likes a slow game, though SP Sexy won’t matter as much.

Don't Place particularly large amounts of ammo and weapons around a player starting area, this can reduce frame rates, and lead to fights and ammo hoarding. Instead, put most of the information into the config file, so the players can get straight into the action without waiting for the ammo and weapons to re-spawn. Though MRT Guns, and ammunition need to be put in the map, and not the CFG File

Don't rely on a Gimmick to support your map, most of the best Sexy Maps, and MOD’s are Walkthrough, and rarely stay in a single area all the way through the map.

Do test the map to its fullest with a number of players, hopefully a Sexy Team, or people that won’t leek bugs, because if there is something that can be exploited, you should find out about it now and not later.

Making Models for Sexy MRT

Sexy MRT Models are normal models, with weapons using the p, v, and w views, and monsters re-skins using the same rules, with bounding boxes, etc.

Using the default compile file, may result in problems within the model, so custom QC files are supported, through the events folder, also Polly’s in the models should be kept as close to the original, or the Blue Shift high Polly pack made by gear box, any higher may result in poor frame rates with in the game, and also with in Sexy Coop’s

Contacting a Sexy DIK Team

If you need to get in contact with a Sexy Dev team, though don’t know what one, contacting amckern might be your best bet. All teams using the Sexy DIK, need to contact amckern before they start using it to get the password to unlock the DIK.

Email [email protected]

Sexy Official Site www.geocities.com/amckern//sex/

AIM – amaperman

These contacts are also for technical support for the Sexy DIK, though its best to look at the Sven Coop web site for support, and entities, the link is in the Sven Coop Links section, near the end of this document.

The Open source maps

Sexy DIK Has some open source maps, though these maps are not meant to be played, they are meant for entity usage. Though no MRT has been put into these maps, the maps do support some of SC21’s entities.

Publishing your mod using the Sexy DIK

Publishing your mod using the Sexy DIK is very basic.

Step 1. All you need to do is make a new folder (this will be your mod folder). So give it an name, such as your teams, or mod name, though replace any spaces with underscores “_” as half life dose not like spaces in its file, and folder names.

Step 2. Copy all the folders and files from the Sexy DIK to it your new folder.

Step 3. Remove these files, and folders -

1, 2, 3, 4, 5, and 6 BSP files found in the /maps folder

1, 2, 3, 4, 5, and 6 CFG files found in the /maps folder

1, 2, 3, 4, 5, and 6 NOD files found in the /maps/graphs folder

1, 2, 3, 4, 5, and 6 NRP files found in the /maps/graphs folder

1_motd.txt found in the /maps folder

The open source folder found in the /maps folder

Step 4. Making the liblist.gam file.

Open up liblist.exe (found in your mod root folder) and follow the prompt boxes, and save your liblist to your mod root folder

After you have made your liblist, remove the liblist.exe program, to save players, messing up the liblist file.

Step 5. Make a readme.txt, readme.doc, readme.html, or readme.rtf, with your mod information in it, like this file has. Though Sven Coop, and Sexy must have credits in the first few lines.

Step 6. Use your installer, per its documentation.

Step 7. Get your mod out there; File Planet www.fileplanet.com is one of the first places you should stop to get your mod into the public arena.

Some free installers that you might like to use –

Win zip self installer – This installer comes as part of the win zip download, though if you don’t register win zip, your installer will come up with warring, and unregistered messages

Magic Zip Self Installer – This is the same concept as the win zip self installer, as it works of ready made zip files, though the player has a small gui to work with instead of just an install location.

Click Team Installer – This installer is one of the best compact installers, and also lets you chose a location that is not in the C:\program Files folder, as most comical installers default you to install into.

Win amp installer – This installer is a cross between Click Team, and Magic zips installers, as the user interface is small and compact, but lets you chose more then just the install option.

MS Web Installer – Though this program bugs out a lot, due to it being made by Microsoft, it’s free. The only problem with the web installer is that it will only install to the c:\program files folder.

Sven Coop links

Official Sven Coop site for entity guide, forums etc www.svencoop.com

Creeps World Fan Site www.CreepsWorld.com

MG386 Mapping site www.mg386.com

Hound Eye Development www.houndeye.co.uk

Sexy MP Game play

Sexy can only use the SC21, for Single Player, so MP Game play still has to be made through Sven coop mod.

Making your Sexy mod into a SC map pack

Making an Sven Coop Map Pack with the Sexy DIK is almost as simple as publishing your mod using the Sexy DIK.

Step 1. Make a new folder, and where on your computer that has these folders in it

Step 2. Copy your Maps folder into the new folder – This folder is for the cfg, bsp, and txt files that are your maps, and map support files.

Step 3. Copy your Models folder into the new folder – This folder is for custom models that your maps have used with the MRT.

Step 4. Copy your Resource folder into the new folder – this folder might not be needed, though if you made a custom QC file for your guns, it will need to go into this folder.

Step 5. Copy your Sound folder into the new folder – this folder will house the custom sounds you have made for the maps

Step 6. Make a res file.

Res files can be made using resgen. The res file is VITAL for the coop map sets, as the res file has all your custom files, and there locations, for people that want to play your map set online, but don’t have it installed.

Have fun

Amckern

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