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Author Topic: [Stargate TC - SG1 Missions] Remod  (Read 2992 times)


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[Stargate TC - SG1 Missions] Remod
« on: November 11, 2015, 03:23:40 AM »
SG-1 Missions is a singleplayer modification of the older known Stargate TC multiplayer mod, it delivers hard 11 missions that take place in the Stargate universe.

Unfortunately, the mod itself in its current version is problematic and would often crash, it also came with a 3rd party software to launch maps that quite frankly was broken.[/i]

Remod is both a gameplay and HD modification for SG1M that to brings :

- HD Models.
- Detail texturing for most of the textures.
- HUD Changes.
- Music Changes.
- Sound FX Changes.
- Text Changes.
- Workarounds to many of the original bugs.
- Remove the off-putting mission manager thus allowing players to simply select any mission they wish to play.
- Changes to some of the difficult/unfair/confusing gameplay.

There are a few things that do need to be addressed though :

1. “Briefings.txt” in the mod folder itself contains more information regarding the missions you’re embarking on, some of them might be VITAL to complete the mission.

2. Mission success will usually lead you to the menu.
Failure will lead you to a random save.
The already included save files should lead to a in game mission complete, which should kick you right back to the menu when you are killed/have failed an objective.

3. This mod was never completely finished by its original creators, expect lots of bugs.
This remod has managed to find workarounds for some of them, but not much else can be done due to lack of skills or source files.

4. The issues mentioned above have caused manual saving/loading to be disabled.
While midmission healing is now added, enemy attacks are still quite powerful.
Be careful when dealing with them.

5. Beware of ladders, some of them are used for level transitions and might crash from the close triggers, crouching to avoid the transitioning triggers might help.


- The mod starts to degrade the more you go from level to level.
Nothing can be done about this besides having quite the luck.

- Bloody Snow has an issue where if you place the bomb too close to the door, you'll get stuck on the bomb's brush (basically a death sentence), keeping a little distance should give you room to run.

- Zat'nik'tel is too overpowered in that it stunlocks you in one hit and instakills you when shot with another at quick succession, no dice trying to modify the configs, i guess it fits with the actual lore?

- For some reason, the M16 seems to have its fire state broken if you go full auto with it, this doesn't happen in older Half-Life versions (as their rate of fire seems to be set on HL versions before the 9mmAR's slow firerate fix).

No cure besides only firing on semi auto.


Code: [Select]
Remod put together by :

Ambient.Impact - Various NPC model bases
Bobito Pawner - Gacgoa animations
Ced46 - HGrunt addons
Chronic-Payne - Jackson/Dead SG model/skin
Cliffton_Vlodhammer - Coujaf/Couteau/P90 animations
Editor321 - HGrunt model/Skin
End of Days - Massn tweaks
Expert - MP5 skin
GHOST Ops Team - HGrunt model | Massn model | M16 animations | PSG1 animations
GSC - Skeleton
GamingLord - Gib models | HGrunt sounds.
Grizzly - MP5 skin
Besli - Sentry rig
Heart of Evil Napalm Edition Team - Cultist model/skin
IIOPN - MP5 animations
IMBrokeRU - M9 animations
LAca - HGrunt model/skin | Massn model/skin
Lonewolf - Massn skin | Barney | P90 Laser addon
Napoleon - Detail Texturing
Obsolete - M16
Pete3D - USAS 12
Raven Software - Couteau model
Red Slug - Medkit
Romka - HGrunt model/skin | Jackson/Dead SG armor/belt | Massn model/skin
Schmung - MP5 model
Spezz - P90 model
Splinter - M9 skin
Sproily - Snark Goa'uld
Alexander Brandon - New music replacements
Michiel van den Bos - New music replacements
Spydr - M9 model
Thanez - MP5 skin
Twinke Masta - M16 | PSG1
Version_2 - P90 flashlight addon
Werewolf - Barney
Wizard Wars Team - Cultist model
fat_al - Gib models | Massn model/skin
millenia - M16
neoshroomish - M16
pr0d!gy - P90 skin/flashlight addon
rosa jones - M16
theonewhoknows - Jackson/Dead SG model
wong ching ku - M16
Water-Phoenix - Scientist skin
ZikShadow - Remod Author



« Last Edit: July 09, 2017, 11:22:19 AM by zikshadow »


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Re: [Stargate TC - SG1 Missions] Remod
« Reply #1 on: November 11, 2015, 06:10:25 AM »
Looks really awesome.

What Mod are you going to "Remod" next?

EDIT: Every time I select and load a Mission the Mod Crashes with no Error... :(
« Last Edit: November 11, 2015, 06:31:53 AM by Lil'Hunter »


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Re: [Stargate TC - SG1 Missions] Remod
« Reply #2 on: December 25, 2015, 04:48:38 PM »
Just popping here to say that if any players suffer from LoadLibrary error to try to copy fmod.dll from the "sgm1.1" to the main "half-life" directory, as well as in the "dll" directory too just in case.

That is all.


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Re: [Stargate TC - SG1 Missions] Remod
« Reply #3 on: November 01, 2016, 06:12:48 PM »
Updated both the Remod and its mod page.

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.


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Re: [Stargate TC - SG1 Missions] Remod
« Reply #4 on: November 03, 2016, 01:35:01 PM »
Saw the trailer for this on YouTube, looked pretty cool but the M16 looked smaller than the MP5.