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Topic: DMI's ModCompilation Activation Order Read 1170 times  

6644e74f129e4DMI-1407

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Hi,

i followed the beginners instruction  to activate 10 mods, but i want to activate the other mods (see attachment) too.
Does someone know the correct activation order?
Some of this mods are older and maybe not compatible with BMM...  :headshot:

Uhm and whats this cubemap_effect which comes with necro_water_1.0 ?

Greets
DMI
« Last Edit: 19. December 2019, 06:34:58 by Moderator »

6644e74f12d4fvoodoo47

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psi amp, hires space, earthorbit adaob and SHMUP are redundant, as they are either included in, or have been superseded by mods you already have activated. also, hires player model is only needed if you want to play multiplayer.

cubemap effect is not a mod, it's something you add/extract to the necro water mod.

you can just activate the rest of the inactive mods, that will put them above what you already have active and that should work just fine.
« Last Edit: 18. May 2015, 16:51:17 by voodoo47 »

6644e74f12f21DMI-1407

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thanks a lot.

i have played the game for a hour, can it be that scp has changed the map ?
because there are fails like, no questionmark boxes, displayes dont react or allready destroyed, doors are allready half opened, metalcrates has false angles, no ingamecutscenes etc... (see attachments)

at the time iam not happy with this modified levels, is there a way to get the original level with the replacements?

6644e74f131bevoodoo47

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well yes, SCP fixes up pretty much everything, maps are no exception.

those eng1 doors that sometimes don't close properly are there whether you play with, or without SCP, it's an original feature (of sorts). the info terminals are removed should a (veteran) player choose to skip all trainings on Earth. all the infotexts are available in your pda then.

no idea what is supposed to be wrong on the rest of the pictures. if you are missing cutscenes, then you probably need to restart you pc, some people need to do this for cutscenes to play properly (no matter whether you are using mods or not, this is a local problem).

you can disable SCP if you want, but you will have to restart your game, as saves are not compatible between SCP and vanilla.
« Last Edit: 11. May 2015, 21:18:56 by voodoo47 »

6644e74f13388DMI-1407

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Screenshot dump004.jpg:
Take a look to the display with the cup on it.
In the Original game this display changes to green sparks if you throw a item on it.

Screenshot dump002.jpg:
In the Original game the left display (the broken one) is not green, it is blue.
Look at the edges of it, they have the correct color but the front is green, you can see that this don't fit.

I think if this ones are broken, maybe other stuff in the levels are too...

6644e74f134cevoodoo47

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dump002 - looks like an incorrect texture replacement on obj 913. consider it noted.

dump004 - yeah, screens should not be destroyable by random small junk. a VERY valid fix.

6644e74f1362dvoodoo47

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the original poster has contacted us by guest-reporting his own post (I'm thinking maybe that shouldn't be allowed, especially on locked topics), asking for account reactivation - as I have no good way of replying to that, I'll post the answer here;

your account is gone, just create a new one, and we can then assign your old posts to it.
« Last Edit: 19. December 2019, 08:40:13 by voodoo47 »

6644e74f137eeZylonBane

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I somehow missed this thread the first time around. Interesting to see how many issues have been corrected since then.

6644e74f138fevoodoo47

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we still have no idea what's up with that eng1 door iirc.

6644e74f13a35ZylonBane

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Sure we do. There were two spawn markers inside one of the door triggers. Moved them closer to the Xerxes column back in 2016 and I haven't seen the half-open doors since.

6644e74f13b66voodoo47

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looks like I missed that somehow (or forgot completely). I'll pop the fix into the tool dml set as well.

6644e74f13c81ZylonBane

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Why? Shouldn't vanilla players get to experience all the old vanilla weirdness?

6644e74f13da6voodoo47

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no, I don't think I would see this one as something adorable that should be left in. it's an object that causes another object to act in an unintended way - an anomaly, one that should be fixed.

6644e74f13f9fvoodoo47

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fine, I'll leave it be (not a crit by any stretch of the imagination). guess you like to see LP people scratching their heads every once in a while.

6644e74f140b2ZylonBane

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They should have installed SCP if they didn't want any weirdness. We all loved SS2 in its goofy, sloppy vanilla state. Why deny anyone the opportunity to experience it as we did if they choose to play it "unmodded"?

6644e74f141bdvoodoo47

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ain't nothing wrong with squashing a bug or two. besides, I don't think anyone really minds not seeing AIs spawning in anymore and similar, but yeah, the wonky door is nowhere near that.
6644e74f146e2
the original poster has contacted us by guest-reporting his own post (I'm thinking maybe that shouldn't be allowed, especially on locked topics), asking for account reactivation - as I have no good way of replying to that, I'll post the answer here;

your account is gone, just create a new one, and we can then assign your old posts to it.

Posts always have to be reportable, even in locked topics. Because some offenses may be missed a long time (eg image copyrights).

6644e74f147devoodoo47

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yeah, but not sure whether it should be allowed for guests/unregistered users - as we can observe, it allows them to send messages in a way that doesn't allow a proper/direct reply. basically, unless the op accidentally checks this topic again, he has no way of knowing we have actually received his message and tried to let him know what to do.

if he weren't allowed to do that, he'd be forced to post at the forum, and check for replies there.
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If I send you a postcard with a question but without reply address, do you remove your mailbox?
There is a legitimate use case for guests reporting posts and I won't take that away because DMI-1407 didn't think this through or didn't care.

6644e74f149e1voodoo47

« Last Edit: 21. December 2019, 21:16:25 by voodoo47 »
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