67409959dd6d2

Post Reply

Your name:
Subject:
Message Icon:

Verification:
This box must be left blank:

How can you challenge a ____, immortal machine? (Fill in the missing word):

Shortcuts: Alt+s to submit/post; Alt+p to preview


Topic Summary

Posted by: Rainalkar
« on: 02. February 2021, 22:55:17 »

Well, I don't think I will ever disappear for good :) My modding is over, but I am happy to see things developing quite nicely.
Posted by: voodoo47
« on: 13. June 2020, 21:15:22 »

your proper account is still intact though, let us know in case you need to recover it or something - I always feel sorry when I see an oldDark era modder disappear completely..
Posted by: Rainalcar
« on: 12. June 2020, 22:24:51 »

I am not active anymore, but I got a notification and wanted to say hi. Keep the flame going.
Posted by: voodoo47
« on: 12. June 2020, 22:21:03 »

checked, and everything seems to be working fine, but the locations, hoo-boy, don't expect to find the card just propped under a light somewhere - think having to climb on stuff just to spot it, let alone grab it.

if you are dead sure, share your save.
Posted by: Naneetos
« on: 12. June 2020, 22:00:19 »

Have the Science Sector keycard spawn location ever been fixed? It's preventing me from playing the game. I have re-started a new game some 4 times at this point and could never find it.
..
Also, that "selection wheel" in the middle of the screen, does it affect anything besides enemy spawn rate? Does it affect item spawn locations as well?
..
If this issue with the keycard had never been fixed, do anyone have a "patched" version that you could upload me? Any other problems I should be aware of? (it's kinda scary that the very first room in the game doesn't work, I'm afraid to have such problems at the late game)
Posted by: Kolya
« on: 05. October 2014, 15:05:07 »

Just read it out loud with a Bugs Bunny voice.

Sup doc?
Posted by: voodoo47
« on: 05. October 2014, 14:35:57 »

can someone translate that..?
Posted by: Kiddo
« on: 05. October 2014, 14:34:10 »

The key cards spawned outside the map for me... How do I know that? wel I am not uncommon with coding.. And traced the location..
Ofcrouse this was no problem for me sinds wel there a console build into the game.. Everything gone wel Intil I hit the crew 5 door and the athletics door.. can't summon Those, Yet I can spawn the anti-annelid toxins.. And I had to because they where outside of the map to... dont know what I did
but something I did Raped your Great mode for me maby because its a gog version and I used ss2tool on it..?

So than I used ss2ed Tool and wel that kinda fucked up my game graphics and sounds And made it unstable so in the end I had to uninstall the game and sit in a corner for a while >.<

For the rest the game WAS fun to play I liked what you did I exteremly noticed the difference just Tobad about the key cards.. and the anti-annelid toxins.. "^^ I wil probley not get on the forums any more but thank you for making the game injoyble (Execept from the keycard hell and annelid toxins hell I ran around for like 3 hours.. it was really injoyble)
Posted by: Kolya
« on: 29. June 2014, 14:14:19 »

If you could provide an archive I'll happily update the attachment in the first post.
Posted by: Rainalkar
« on: 29. June 2014, 11:08:08 »

Posted by: Rainalkar
« on: 29. June 2014, 11:05:05 »

If you downloaded the mod from the link on the Google Drive, spawn locations on Med/Sci deck should be fixed. Again, it was WIP.
Posted by: Kolya
« on: 29. June 2014, 10:57:28 »

This has come up a few times in this topic.
Note that you can search a topic that you are in.
Posted by: Panzer
« on: 28. June 2014, 07:42:02 »

Hey, uh, I know this is rather sudden, but exactly what are the spawn locations for the Science Sector keycard? I literally can't seem to find it anywhere.
Posted by: Kolya
« on: 20. June 2014, 13:51:03 »

Pretty sure that Zygoptera's ultimate spawn mod allows to increase the number of enemies. Not compatible with Secmod though, as both replace the same mission files.
Posted by: Nameless Voice
« on: 18. June 2014, 22:15:31 »

The pool cues in SecMod can be used as weapons.  IIRC they even break after a few hits.
Posted by: Mystery_Individual
« on: 17. June 2014, 13:08:26 »

Oh, I didn't mean new enemy types, just more enemies.

And if it's possible, that's awesome.
Posted by: Kolya
« on: 17. June 2014, 11:49:24 »

Adding new melee weapons is easy enough, search these boards for "spoon weapon". Having them wear down should also be easy. Someone also once did something with the billiard queues. Not sure if they were usable as a weapon or could just be picked up.
And I totally agree that more varied enemies would be a huge advancement for the game, but these are really hard to create due to limited motions and the respawning ecologies being wired into the mission files.
Posted by: Mystery_Individual
« on: 17. June 2014, 11:28:22 »

If you ask me what would enhance replay value, it's adding much more enemies, loot(to sustain ammo and especially psi use - in multiplayer it was not possible), and overall add more "organic" game features.

Personally, if possible, I'd absolutely love melee weapons to use up and break, but I doubt that's possible, so it'd be nice if you made he pool cue into a melee weapon, and made hybrids drop pipes. In general, just more varied stuff.

Then again... is adding new weapons and items possible? I suppose not, given that I haven't seen mods do that.
Posted by: Primitive Primate
« on: 17. June 2014, 09:35:42 »

Yeah, redact the audio like some conspiracy :p
Posted by: Kolya
« on: 17. June 2014, 08:48:42 »

Should be enough to drown out the number in the audio with static. Then only the text needs to be changed.
Posted by: voodoo47
« on: 16. June 2014, 21:55:03 »

yeah, as I've said, that would require functionality that would generate the keypad code, and assemble the audiolog to match the keypad on level run, and we have no way of doing that.

but this could be tricked by having a big number (10+) of pre-placed audiologs containing somewhat random codes - a random one would be picked at level start and the lock would be made to match it.
Posted by: Primitive Primate
« on: 16. June 2014, 21:49:50 »

I'd love to see a keypad randomizer someday. Say it would work but then we have all the audiologs with wrong codes in them.
Posted by: voodoo47
« on: 16. June 2014, 21:48:12 »

randomizing everything in a sensible way is something I'd like to see in the enhanced edition of SCP someday. kinda sucks when you have every single bit of code permanently imprinted into your brain, and you know half the objects by ids and names - randomizing would make that irrelevant.

but that would require the ability to generate proper audio logs (ones which have codes would have to be modified so the randomized number sequence would match the lock) on level run, and that's not something the engine can do.
Posted by: Kolya
« on: 16. June 2014, 21:01:29 »

Actually randomisation of plot objects is an excellent idea to enhance replay value for veteran players. Rainalkar apparently took this idea a bit too far. That was already well documented in this thread when you started playing Alya.

So if you and your friend aren't the type who enjoy combing every nook and cranny three times and following obscure forum hints, why did you pick this up? Your frustration is understandable but consider your own part in it and try to refrain from blanket criticism ("worst feature ever"). It would be helpful if you documented which items you had problems with.
Posted by: Mystery_Individual
« on: 15. June 2014, 01:36:56 »

If I may, to be honest, the randomization is probably the single worst feature I have ever seen in any mod, to any game, ever. Even the hints here on the forum are too obscure, and me and friend had to use cheats twice so far.

Also, make the player respawn in multiplayer with more health, and reduce damage of the enemies, at least the early/basic ones - being hit for 10 damage, which is a single hit at 1 endurance, and 2 at 2-3, is not cool. I don't mind their speed, but honestly, this makes any tactic involving endurance/health hypos worthless - if you put all the points into endurance, you would still be killed nearly instantly by just about any enemy.
Posted by: OneofTheMany
« on: 13. April 2014, 12:55:17 »

I'm a few months late on commenting on this, and I haven't tried the google docs version yet, but yeah Randomization of key objects is great but allowing them to be put in kind of obscure or un-intuitive places isn't. I appreciate that progression won't always be easy as pie but I also appreciate not spending 40 minutes pixel hunting the entirety of cryo recovery for the science card using flame wall, only to get frustrated and come here to find it could also be in the decompression area (Which you're in a hurry to escape from and there's no hints that a key item could be in there and you'll die if you spend too long in??)

Really the takeaway from this is if you really have to put things in obscure or difficult locations, throw some hints ingame.
Ahh, so that's where the card is...
Posted by: OneofTheMany
« on: 13. April 2014, 11:23:29 »

Roger that. :)
Posted by: voodoo47
« on: 13. April 2014, 11:22:35 »

typically, you'll want the gamesys mod to have the lowest priority, so all the eyecandy that is on top will be displayed properly.
Posted by: OneofTheMany
« on: 13. April 2014, 10:04:19 »

Should this be listed first or last in the Blue's MM?
I currently have it listed first, above my replacements and it seems to work.

EDIT: Sorry, it doesn't work with that config. After the training levels and the intro cutscene I can't move at all and my crosshair is surrounded by red boxes.

EDIT 2: Sorry again. I wasn't aware that the red boxes are actually different options for Alya and can only be used when in (duh) USE mode.
But now I have it listed below every other replacements instead of first as I had last time. Which one is correct?
Posted by: Kolya
« on: 28. March 2014, 06:57:25 »

The recommended mod list contains ADaoB which, being a gamesys mod, is not compatible with any other gamesys mods, like Alya.
So you can only use one or the other and it's recommended to start a new game when switching in a gamesys mod.
Posted by: Frozenwolf150
« on: 27. March 2014, 22:50:08 »

I don't know if it's this mod or one of the others (I have all the mods from the recommended mods list installed) but I ran into a big problem.  The first security computer on Engineering, near the reconstruction machine, is inaccessible.  I walk up to it and r-click, but nothing happens.  This makes it especially frustrating with the Alya Mod, because I can't shut off security, and therefore have to deal with three hostile turrets head on.  Has anyone else encountered this issue?
Posted by: Frozenwolf150
« on: 04. March 2014, 02:48:37 »

All right, but how can I focus on one of the cubes?  The five cubes follow my view wherever I turn, so it's impossible to center on one and right click.

ETA: Nevermind, I figured out what you meant.  My Tab key hasn't been disabled.  Thanks!
Posted by: Kolya
« on: 04. March 2014, 01:43:00 »

If I remember correctly this weird thing is where you select how the mod plays. I know it from the Ultimate Respawn mod, didn't know Alya had this too. In any case you need to focus one of these cubes. You'll see what they mean. And then activate one (right click).
It's not a bug! It's a feature!
Posted by: Frozenwolf150
« on: 04. March 2014, 01:35:44 »

I've run into a problem.  After installing the recommended mods from the newbie modding guide, I then installed the AlyaMod.  Everything seemed to be working okay until the first map of the Von Braun loaded.  I was frozen in place, Polito's message didn't play, and I got this weird polygonal thing stuck in the middle of my view.  I could turn around just fine, but I couldn't move, and the radar explosion script never kicked in.  Here's a screenshot, in case anyone else has experienced the same problem.
Image: http://imageshack.com/a/img89/482/aay7.png

Any idea what could be causing this?  I really want to try out this mod, as I love a good challenge.

ETA: All right, I uninstalled all the other mods and installed just AlyaMod.  I ran into the same exact problem.  The cause appears to be with this mod.  I'm not sure what I'm doing wrong.  Any help would be appreciated.
Posted by: Rainalkar
« on: 31. December 2013, 11:25:30 »

Yes, I've pushed it too far, but, I am not sure, I think that in this docs version of the mod I just posted medsci quest objects are rearranged and far easier too find. I would have done that for the other cases as well.
Posted by: voodoo47
« on: 31. December 2013, 09:41:49 »

this is an orig.
Posted by: Midaychi
« on: 31. December 2013, 04:27:58 »

Tried the google docs version, installed ayla mod last over all my fav texture and model and sound/music mods and it seems to work just fine. The science sector card placements are actually really reasonable (maybe too easy? that's ok though I'd rather not be trapped in that room). Found a bug though. Not sure if its because I'm using other mods or if its in vanilla ayla3:
When you first leave earth and go to the space station, that first security door you have to go through has a wonky trigger and I had to jump-hump it at a few angles to get it to open.
Posted by: Midaychi
« on: 31. December 2013, 03:19:32 »

I'm a few months late on commenting on this, and I haven't tried the google docs version yet, but yeah Randomization of key objects is great but allowing them to be put in kind of obscure or un-intuitive places isn't. I appreciate that progression won't always be easy as pie but I also appreciate not spending 40 minutes pixel hunting the entirety of cryo recovery for the science card using flame wall, only to get frustrated and come here to find it could also be in the decompression area (Which you're in a hurry to escape from and there's no hints that a key item could be in there and you'll die if you spend too long in??)

Really the takeaway from this is if you really have to put things in obscure or difficult locations, throw some hints ingame.
Posted by: Rainalkar
« on: 20. December 2013, 15:21:02 »

https://drive.google.com/folderview?id=0B29K9wqYz_uSMWJiOWE4ZWYtOTQyNS00MTM4LTgwMTYtMWVjZjZkYWQzOWVl&usp=sharing

This is the folder containing it on Google Drive. Obviously it is a work in progress but last I recall it worked just fine. If you want to use it with Mod Manager just rar it. Don't bother with some strangely named files, they usually contain tips for myself. Again, only medsci 1 and 2 are randomized, while the improved textures are placed in all (possible) mis files (they are in a seperate folder). A lot of things are randomized, but with some constraints. For instance, you will always find the original amount of CMs and they can never appear in hackable crates. Cameras are randomized in patterns (if I recall correctly), so that you can't end up with 3 cameras next to each other. Monsters are least randomized (they are difficult because of ecologies etc), and if I were to do anything extra, it would probably be them and a few more traps.

Let me know what you think.
Posted by: System Shocked
« on: 19. December 2013, 21:12:14 »

Not pressuring you. I (We) really appreciate the long-term commitment to your project. Don't under estimate how much your work is anticipated and valued by the community.
Posted by: Rainalkar
« on: 19. December 2013, 10:38:34 »

I will upload them soon.
Posted by: System Shocked
« on: 19. December 2013, 08:21:33 »

Just curious if you have a timeline for the release of your finished MedSci levels.
Posted by: Rainalkar
« on: 18. December 2013, 21:49:52 »

Hi,

unfortunately I am out of SS2 modding, it is unlikely that I will continue to develop the mod. I still need to upload the finished medsci levels with improved textures and full item/camera etc. randomisation (I think it turned out really good). But for the rest, I doubt it.

No, ADaoB changes the gamesys, as does Alyamod, they are not compatible.
Posted by: Crazycoconut247
« on: 18. December 2013, 21:39:52 »

If you could make a version of this without the randomization i'd be very appreciative. Plus is this compatible with ADaoB?
Posted by: Rainalkar
« on: 19. January 2013, 10:18:19 »

Out of my head, no, I don't have dromed where I'm currently at.
Posted by: Kolya
« on: 19. January 2013, 00:16:16 »

Understood. Do you know the dromed name for that card? Might help people.
Posted by: Rainalkar
« on: 19. January 2013, 00:10:36 »

A good point. I cannot promise anything. As I said, a long time ago I implemented the shemp textures in all of the mis's, and randomized medsci 1 and 2, but it is unlikely I will be able to do any further work any time soon.
Posted by: Kolya
« on: 18. January 2013, 22:50:38 »

We got Priami fixed up in the end, as you can read here: https://www.systemshock.org/index.php?topic=4448.0
The point why I asked him to report this problem here was so that you might be able to fix it in the mod.
Posted by: Rainalkar
« on: 18. January 2013, 21:21:57 »

I would suggest you spawn the card if you cannot find it.
Posted by: Priami
« on: 14. January 2013, 06:24:27 »

I have a theory of what went wrong: One of the possible spawn location is that booby-trapped elevator. Maybe the card spawned there but physics messed up and the card glitched out of map boundaries? I've seen that happen before...
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67409959deccc