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Topic Summary

Posted by: ZylonBane
« on: 23. November 2020, 19:52:49 »

It's a pretty impressive accomplishment for pre-NewDark ShockEd, but it's definitely rough in spots... or patches... or wide swathes. It's a shame Blaydes99 isn't still active in the community. It would be great to see what he could do with NewDark and all the knowledge we now have about how to do things.
Posted by: voodoo47
« on: 23. November 2020, 15:31:05 »

it is, even with those infinite hybrid streams homing on the player at all times patched out.
Posted by: krist2
« on: 23. November 2020, 00:16:54 »

Nice, having some fun with RttUNN now, but man, I find it pretty hard! Alt-S is my friend ;)
Posted by: voodoo47
« on: 22. November 2020, 22:42:07 »

thanks - looks like the plus sign is the culprit. will remove it from the archive name.
Posted by: krist2
« on: 22. November 2020, 22:32:10 »

I extracted with the zip files name, so it was:
g:\Spill\Galaxy\SystemShock2\SystemShock2FMs\FMs\RttUNNv1.01_sky+spawn-patched

as this it worked:
g:\Spill\Galaxy\SystemShock2\SystemShock2FMs\FMs\RttUNN

Great to play SS2 again, been some years since the last playthrough of the game and FM's.
The closest I have gotten to a game like this since ss2 is the latest Prey.
Still hoping for a new game in the veins of SS2!
Posted by: voodoo47
« on: 22. November 2020, 22:25:20 »

any chance you could post the full path that didn't work, and then the corrected path that did? I'd like to try to replicate the issue.
Posted by: krist2
« on: 22. November 2020, 22:20:27 »

Thanks so much for your help voodoo, downloaded again, checked filesize, and was the same.
Seems to be the same files and folders as before, but suddenly it works! 
But changed the folder name for the FM, could perhaps be something with too many characters?


Edit:
yes, the culprit was the name of the folder, perhaps two long or characters that wasn't recognized.
Renamed in my old install, and worked now! :)

 
Posted by: voodoo47
« on: 22. November 2020, 22:10:42 »

just checked on a new install, everything working fine. as far as I can tell, the fm files are not being loaded (you are getting the vanilla earth map), check whether your downloaded RttUNNv1.08_patch_rc12.7z and RttUNNv1.01_sky+spawn-patched.7z have proper size, and whether the files have been fully extracted to the proper place - your \SS2\FMs\RttUNN\ folder should be full of files and folders.

have you tried to launch the fm again? maybe this was just some freak accident misload.
[rttunn.jpg expired]
Posted by: krist2
« on: 22. November 2020, 22:03:11 »

Hello, voodoo47
thx for your reply.
Yes, everything should be patched up ok, clean download from gog, updated with latest tool, no mods, and for some reason
it doesn't start as it should.
The for FM's for Christine works as intended, and have completed them all the last week.

Tried on two different installs, totally clean.

Thx for taking a look:

https://drive.google.com/file/d/1JHOwXEGJtANqAHRxjLQ1B-b-qNtzeXPP/view?usp=sharing
Posted by: voodoo47
« on: 22. November 2020, 18:52:42 »

lets make sure everything is set up properly;

-patched up the SS2 install with the latest tool
-extracted the fm into its own folder inside the FMsel folder
-extracted the latest RttUNN patch on top, overwriting all old files

also, there are no three branches in the fm, seems like the vanilla game is loading for some reason. I guess no harm in posting the crashdump (include ss2.log, zip everything up, post somewhere and link. gdrive is preferred).
Posted by: krist2
« on: 22. November 2020, 18:41:10 »

Just played 4 of Christine's FM's (again :) ), and now wanted to replay RttUNN, but crashes in the start of the game when you select which of the three branches you would want you join.
Using FMsel 1.1.2.
It is correct that RttUNN starts the way normal System Shock 2 starts, in the tram, and then you take the gravlift upstairs to choose one of the three branches?

Have a dmp file that is 235mb, so could upload it somewhere if someone wanted to look at it.

thx
Kristian
Posted by: voodoo47
« on: 15. June 2020, 18:33:18 »

should be possible to tone it down without reprocessing the wav file - I'll check.

//add this to unn.gam.dml;
Code: [Select]
ObjProp "escpod_go" "SchPlayParams"
{
"Volume" -1000
}
-1 is the original value, -2000 is barely audible, the lower you go, the quieter things will get. mission restart not required as far as I can tell. I think I'll probably use some value between -500 and -1000 in the next update.
Posted by: Vegoraptor
« on: 15. June 2020, 18:15:54 »

Do keep in mind that voodoo is certainly the more benign half of the executive diarchy keeping this realm in check.
To make things clear, you are probably looking for [RttUNN-folder]/snd/amb/epod_go.wav, if you haven't found it yet. That airplane takeoff is quite annoying though, maybe we could turn down the volume a bit for the next patch (and/or make it less frequent).
Posted by: voodoo47
« on: 13. June 2020, 20:35:21 »

I indeed am.

we could have saved some dozen and half posts if you just managed to explain your situation properly - a fairly simple task you didn't quite get done (would it be so difficult to say "I have winxp, GOG 2.46 standalone installer, and want to use mods and play fan missions" straight off the bat?), so right back at you.

to stay on topic - I'm very sure this fan mission, when fully patched, requires a proper 2.48 GOG/steam build of SS2, and the latest version of NVscript as the bare minimum to work properly (also SHTUP-ND and Fixed Objects mods loaded).
Posted by: Naneetos
« on: 13. June 2020, 20:09:26 »

Oh, it's this guy again... Apparently he's everywhere...
I did not ask anything about what kind of setup I have, or for your opinion on that matter whatsoever.
The subject was being discussed in the other thread I opened about it, and you did a rather poor job of attempting to guide a new person on how to do it, so keep anything related to that subject in that other thread.
Posted by: voodoo47
« on: 13. June 2020, 17:12:33 »

yes, find it in the fan mission's resources (it'll be a WAV file of some sort) and delete it.

but yeah, I'm very sure this one will not agree too much with your unupdated SS2 install, if that's what you are still using. unless you are running it without its patch, and if that's the case, be ready for bugs galore.
Posted by: Naneetos
« on: 13. June 2020, 16:52:10 »

Interesting mod, I'm up to the part near the start area where I killed the "black ninja" (forgot how he's called...)
..
I just want to know if that's "normal" that every 30 seconds or so I hear this super loud kind of "plane taking off" sound effect. Is there a way to turn off that shit? That fucking CRAP of a sound. Uhh, feels good letting it out. I feel better now.
So, any way to disable it?
Posted by: voodoo47
« on: 21. April 2020, 17:35:53 »

well, will check next time I'll be working on this.
Posted by: fbr
« on: 21. April 2020, 17:27:55 »

Since the deck is quite small, I had the impression that enemies were respawning almost instantly. So there was no point in trying to kill them. Not sure if it was deliberate, to make you not take a breath for a second, but isn't my favorite kind of SS2.

But yes, it was the only point where that was a problem. And it was even kind of nice to make my last desperate run to reach the Bridge and then... "oooops, should had prepared for this..."
Posted by: voodoo47
« on: 21. April 2020, 17:17:04 »

will check the spawns, but they are not supposed to be too aggressive, definitely not to the point where the player would just stop fighting and just run past them.

but it's good to hear that has been the only place where the AIs spawned maybe a bit too much.
Posted by: fbr
« on: 21. April 2020, 17:09:34 »

Ok, finished it. That deck C was somewhat annoying with all the enemies respawning. I just pumped agility and kept running past them, but that made me lose the crate with the code. Not the nicest way to play SS2, but neither is to fight all the time, over and over again.

However, besides that specific deck, RttUNN is the best FM I've played so far. I loved the fact that you have to save your supplies, play stealth at the beginning to survive and look for alternative ways to reach a given place (very inspired by Deus Ex). Looking forward to see if there are other similar FMs (Christina's ones are great, but play more like the base game).
Posted by: voodoo47
« on: 21. April 2020, 14:53:45 »

Deck C (the top level), a crate near a worm pile.
Posted by: fbr
« on: 21. April 2020, 14:38:18 »

May you give me a spoiler where to find it? I'm just running around the levels the last half hour, but apparently lost something.
Posted by: voodoo47
« on: 21. April 2020, 14:30:23 »

yeah, it's on a different level, but as mentioned in my previous post, once you have it, your pda will make a note.
Posted by: fbr
« on: 21. April 2020, 14:27:47 »

Hi! I can't find the fuel storage area code. I read it's supposed to be in Lee's log, but can't find it. Is it in Deck A?
Posted by: voodoo47
« on: 11. September 2019, 14:43:44 »

rc12 is up, few fixes to objects and textures, and the fuel storage area code is now logged properly in the pda.

still no fix to the ending in MP, it's kind of can of wormy, so leaving for later.


//also note to self - you actually are supposed to start with STR 2, need to find a way to fix this.
Posted by: voodoo47
« on: 27. August 2019, 15:39:23 »

it's nacelle B, and the code is not on the same deck - I know about this, but not sure whether I want to change it. I think I'll just add it to the questlog.

//yep.
Posted by: icemann
« on: 27. August 2019, 15:15:32 »

I'm completely stuck. Need to find the code to the fuel area in Nacelle A on the ship. None of the nearby bodies had audio logs of the code, and the email you get telling you to go there doesn't tell you the code either.

[edit]
Nevermind. Turns out I had the code all along in a log from a different deck but the FM didn't make a note about it. Grr.
Posted by: voodoo47
« on: 18. January 2018, 14:57:55 »

rc11 is up, just a quick fix to the second email portrait on Gallo and one spawn point, and slowed down the ecologies as they definitely were a bit too generous with the shotgun fodder.

it's ok to update mid-game, but only not yet visited maps will be affected.


//note to self - make sure the spawnpoints are not affected by the "farthest" bug.
//the disruption grenade needs to be fixed properly.
//nacelle code quest needs to be logged properly.
//split the ending room into its own separate map to not crash MP.
Posted by: Hardcore
« on: 06. November 2017, 15:55:54 »

Hello everybody, this is really a nice FM, my first of all FM's on SS2 I played so far but the ending was a little bit disappointing with a small hope for the future because of "to be continued".

In a large arena with multiple strong enemies dwelling around, the stasis field generator would be a godsend.

Actually I explored every corner in this FM for every item and CM and I found the stasis field generator in the last 10 minutes before the end. It's on the top of the Nacelle B capsule in the big room.
Posted by: voodoo47
« on: 01. May 2017, 11:06:44 »

1.08_patch_rc9 is up - retweaked the ecologies so spawning would be more aggressive (pretty sure they will work perfect in a couple of years). it's ok to update mid-game, but only not yet visited maps will be affected.

//no portraits on Gallo? gallo2 egg 851 no trigger, 221 needs patrol link to 1403. //fixed in rc11
//the 88009 code is not getting logged into the notes (gallo1).
Posted by: voodoo47
« on: 12. December 2016, 08:59:18 »

that is an entirely new level of playing with oneself. anyway, good to know.
Posted by: ZylonBane
« on: 12. December 2016, 00:09:12 »

You actually can test multiplayer on a single computer. Just fire up multiple instances of SS2. Not sure if multiple physical installations are also necessary, but that's how I tested it.
Posted by: voodoo47
« on: 11. December 2016, 22:06:04 »

hey Valet, could you test the next rc? retweaked the tram ride intro level and the first normal level (titus), trying to make things work better in MP (random stuff shouldn't spawn at the entrance to the UNN facility anymore), and hoping that nothing got broken along the way, but no time to fire MP myself (would have to reassembly another computer).


//now attached to the first post.
[RttUNNv1.08_patch_rc8.7z expired]
Posted by: voodoo47
« on: 08. December 2016, 18:44:30 »

yes, as mentioned, fixed objects and SHTUP-ND need to be loaded (modmanager). rc7 should fix spawning that got semi-broken in rc6 (it seems like the rc6 setup works in the editor, but not in the normal game, and I've only tested it in the editor, so I didn't find out - a mistake I'm not going to make again), meaning AIs will spawn properly (or at least I hope so) again.

also fixed that annoying rotating sign that was blocking bullets when trying to shoot the plaza mall camera in the first level while at it.
Posted by: Valet2
« on: 08. December 2016, 17:43:56 »

Okay, thanks!

So I need to apply graphical mods to make space look normal? And use rc7 to fix spawning? I mean that's all? Will start the mission again then.
Posted by: voodoo47
« on: 07. December 2016, 20:42:25 »

well, obviously you need to find the codes and cards to gain access. no idea what's supposed to be wrong with the fuel regulator (not clickable? you are supposed to use the canister on it, nothing else), but pretty sure it works, if it didn't, it wouldn't be possible to complete the game.

multiplayer can result in oddities, but shouldn't make things like logs and cards disappear.
Posted by: Valet2
« on: 07. December 2016, 03:39:58 »

I might be wrong but that fuel regulator thing - if I remembered correctly you could trigger a bad ending right away, until you put something somewhere. But now it's not clickable.

Also, this safe is closed, and I didn't get a passcode for the phone.

And the bridge gravishaft is still locked. But I've managed to pass there through the downward lift, killed the reaver.

Aaand... Sec. A area is closed, and I don't have a code for it.

We've played multiplayer, so we might have missed something. But I never had difficulties with this fm before (although it was hardcore due to overloaded spawning).
[20161207062933_1.jpg expired]
[20161207062954_1.jpg expired]
[20161207063800_1.jpg expired]
Posted by: voodoo47
« on: 06. December 2016, 20:42:09 »

patch rc7 attached to the first post - quick surgery to kick the ecologies back into a working state (rc6 had a really, really dumb setup error that pretty much disabled them). fully tested with the game exe on the first level - idling in a corner of the map for 15 minutes resulted in 5 new spawns, so things definitely work now. how reliably is a completely different question though. it's safe to update mid game (though only maps that were not visited yet will receive the fix).

also, some details on that multi hackable crate and the "other stuff" would be helpful.
Posted by: voodoo47
« on: 05. December 2016, 23:18:17 »

- purple sky
Also make sure to load Olfred's Fixed Objects and SHTUP-ND (bottom of the first post), this is pretty much required for everything to look and work properly (the patch has been made with these two in mind).
pretty sure I did nothing with crates, so it must be an orig - need to know which crate. yeah, bloody spawns, looks like they still don't work properly at all times - I'm biting the bullet and remaking them from scratch in the next patch. no changes to cameras as well.
Posted by: Valet2
« on: 05. December 2016, 22:47:21 »

From this level to the end of the game, bugs:

- purple sky
- NO enemy spawn
- you can hack a hacked crate
- (not sure) camera's sound couldn't be heared

and some other stuff which were different before.
[20161206005516_1.jpg expired]
Posted by: voodoo47
« on: 10. July 2016, 14:37:25 »

1.08 rc6 is up - reworked the ecologies again, hoping to decrease the chance of out of control spawns - again, if working properly, the spawns should be very, very mild.
Posted by: voodoo47
« on: 28. June 2016, 14:54:32 »

not necessarily - I'm pretty sure I can replicate the problem with the ending, but I have no idea why is it happening, apart from "MP doesn't like this setup". can this be made MP compatible? no idea. all I can do is change things around randomly until it stops crashing. not exactly optimal.

-abrupt ending: the FM was supposed to have a continuation (that didn't happen). asked the author (he is still around) to make any existing unreleased resources available, but never received a reply, so we'll have to assume that whatever existed is now gone forever.
-enemy spam: the ecologies are set to spawn one AI per level every 2 minutes should their total number fall below 3 for larger levels and 2 for smaller levels (very, very mild respawning). if you are getting more that that, then it's bugging out/not behaving as intended.
Posted by: Aurora
« on: 28. June 2016, 14:00:10 »

//nothing interesting in the crashdump. this is the reason why nobody wants to touch multiplayer, just too much weird random crap.
I think it would help to at least do co-op playthroughs among developers. You would probably run into the same issues as I have, and be able to determine what causes them better than from a post on a forum that tries to explain it.
Posted by: Aurora
« on: 28. June 2016, 13:54:49 »

I finished Return to the UNN by Blaydes99. It has become my favourite fan mission - maybe a close tie with UNN Polaris by Christine.

RttUNN starts out by introducing you to some densely built streets, somewhere on Earth nearby a UNN facility, under a reddish dusk sky. Robots and hybrids chase you through alleyways filled with pipes and technological junk. The atmosphere is suspenseful.

Before I delve further, I must say the beginning was quite overwhelming with the endless enemy spam around every corner. You start out a weakling yet you are immediately greeted with protocol droids and shotgun hybrids. This actually put me off from playing the FM the first time around on my own, before returning to it half a year later. Fortunately it lets up once you get inside, where the hordes become more manageable.

The shopping mall was pretty cool, but it was more of the same old stuff seen in SS2 and other FMs, probably owing to recycling the same stock textures and objects in the same old fashion.

The Titus facility stands out with its architecture and atmosphere. Two areas worth mentioning are the dark and spacious main hall which you can oversee from a higher level, and the shuttle bay where you can see the city outside, now at night time. We actually found out how to climb on top of this area. It was very cool to be up there and it gave me some ninja-assassiney Mirror's Edgey vibes, even though there's nothing to do there. The garden in the facility is alright with a somewhat unique style in comparison to other gardens, but suffers from horrible enemy spam. On the other hand, excellent soundtrack choices compliment the atmosphere.

By far my favourite part of the entire FM is the second part of Earth, after the shuttle crashes. It is a rainy city that prominently features a TripOptimum office. The open spaces are a refreshing contrast to cramped hallways, both visually and gameplay-wise. Visually, large open spaces with skyscrapers and bright logos are much more impressive to view and adore than tight corridors. Gameplay-wise it averts the whole experience being a corridor shooter; I like having a plenty of space for maneuvering, dodging particles. Bonus points for hackable turrets in the big open yard area. The rain absolutely crowns the atmosphere audiovisually. As I stood under shelter where you start in the area, I could almost feel the cold from the rain and wanted to stay next to the burning shuttle wreckage for warmth.

The UNN Gallo, despite recycling base game resources in a standard manner, manages to be a quite interesting spaceship. The different decks are unique in style. Some of the areas are mazy and as such did not appeal to me as much in terms of gameplay or visuals, as it becomes too much of a corridor shooter. On the other hand, even in the mazey areas, everywhere is absolutely packed with detail, thanks to good texturing and a generous use of objects and decals. Every square metre has screens, cables, ducts, bolts, signs, equipment, and other stuff. I liked the view of the ship's exterior through some of the windows, and the high resolution space sky is worth every pixel. Overall I enjoyed exploring around the Gallo, apart from the frustration resulting from constantly getting lost on one of the decks.

The ending is a bit abrupt and anticlimatic. However I always felt the original game as well as most FMs I played also have poor endings, so no surprises nor disappointments here. Props for including cutscenes, which are quite close to the standards of the original game. I must admit that the story was a bit lost on me on the first playthrough, because the audio logs sound like quiet mumbling behind static, and often start playing right in the middle of music and action. The voice acting could have been better, if in no other aspects, then at least in recording quality and volume.

Overall RttUNN is an enjoyable experience. Weapons, items, upgrade stations, and medbeds are spread out evenly and placed appropriately to match a constant step up in difficulty, though again it bears mentioning that some areas have overwhelming spawning, like the beginning and the garden.

If I had to pick a few things that stand out in this FM overall, I would highlight the extremely good use of detail, lighting, and background music. There is virtually nowhere in the FM that looks plain or boring, and the soundtrack choices compliment the atmosphere perfectly. The author hit the nail on the head with music better than anything I've seen so far in SS2. The open space areas on Earth were the best thing in this FM. I wish there was more of that. By now we have already seen a million cramped spaceship corridors in the System Shock universe, so anything else for a switch is always refreshing.

Using open spaces, like the big yard in front of the TriOp office in this FM, one could unleash a lot of potential for more interesting gameplay and areas. You would have a lot of room to maneuver fighting AI NPCs, and you would see much more use for the grenade launcher and other powerful weapons that are practical to use over longer ranges. In a large arena with multiple strong enemies dwelling around, the stasis field generator would be a godsend. More of that, please.
Posted by: voodoo47
« on: 28. June 2016, 11:24:27 »

you can try to escape by yourself but that will get you killed. cutscenes are in \FMs\rttunn\cutscenes folder.

//also, the current log please.

//nothing interesting in the crashdump. this is the reason why nobody wants to touch multiplayer, just too much weird random crap.
Posted by: Aurora
« on: 28. June 2016, 11:12:01 »

Here you go: https://dl.dropboxusercontent.com/u/18409631/crash.7z it may take a while to synch on Dropbox, so keep refreshing every 10 minutes or so. The forum did not let me upload a 46mb attachment.

What are the ending 'choices' if I may ask? Can I see the other cutscene(s)?
[ss2.log expired]
Posted by: voodoo47
« on: 28. June 2016, 10:58:10 »

as mentioned before, the crashdumps compress nicely (use max compression). should have about 50-80mb when zipped. not sure whether regulars are allowed to post attachments above 50mb, but you can always use sendspace or whatever. include shock2.log (or in your case, ss2.log) as well.

there aren't two endings, it's just one of those choices that are supposed to make you feel like there are more options when in fact there aren't (meaning, only one will not get you dead).
Posted by: Aurora
« on: 28. June 2016, 10:41:35 »

Actually only crashed for me (the host), while the cutscene didn't play at all for the other two players. This is something that happened with the vanilla campaign's ending as well, but strangely I remember a few FMs actually fixed this so the cutscene played for everyone. Normally, the host would have to disconnect the game in order for the cutscene to play for other players as well.

Crash.dmp is 344mb so I cannot upload it here.

Edit:

Apparently there are two endings. How do you get into the other one?
Posted by: voodoo47
« on: 28. June 2016, 10:33:32 »

well, good to know the FM is completable in MP, if nothing else. no idea whether the way ending is set up is MP compatible, the crashing would suggest it's not - anyway, a crash should always create a crash dump, so make that available please.

does it crash for both players in the same way?
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