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Topic Summary

Posted by: voodoo47
« on: 11. July 2023, 17:43:09 »

sounds delightful.
Posted by: sarge945
« on: 11. July 2023, 14:03:48 »

I'm literally swimming in worms.

When are you releasing a mod to replace the water texture with worms?
Posted by: voodoo47
« on: 11. July 2023, 13:00:15 »

just a little note to myself - lower the chance of looting the large beaker a bit, doing a (first) full playthrough with this (and the Pistol Hybrid mod) enabled, and while everything slots in seamlessly (actually forgot I had it enabled, and the first shard hybrid almost managed a jumpscare - nearly forgot how that feels. good job, me), the hybrids spawn often enough to drop a fair amount of large beakers.

I'm literally swimming in worms.
Posted by: ZylonBane
« on: 07. August 2021, 19:21:27 »

Yikes, nice two-megabyte screenshot.
Posted by: voodoo47
« on: 07. August 2021, 08:11:48 »

I may take a look at it and see whether it can be fixed in an appropriate manner.

yeah, worm clusters are the only ammo type that cannot be farmed or purchased, so there is a hard limit to how much you can collect (unless you go psi and duplication). SCP beta5 will most likely remedy this by adding replicator purchasable beakers.
Posted by: GuyFawkesGaming
« on: 07. August 2021, 06:45:29 »

I like the lootable beakers; it's a lot like the purchasable cyber modules mod where it allows you to get a few more out of something without horrendously affecting balance. The only major reason I can see for making the shard it's self lootable would be having them use RocketMan's model, but that can probably be done through a separate version instead. Never mind, it works with RocketMan's shard but they hold it backwards.
[Screenshot (46).png expired]
Posted by: sarge945
« on: 09. May 2021, 12:14:00 »

Oh for some reason, maybe I've just been really lucky with the spawns, but I usually only see one or two assassin's down there which I thought were hand placed.

Well thanks for clearing that up, I guess
Posted by: voodoo47
« on: 09. May 2021, 09:46:52 »

there already are extra ecos that spawn high level enemies to make you entertained once the quest activates placed in the levels, and once that is over, there is next to no reason to revisit any part of VB ever again, so any spawn modifications made there would be pretty much wasted.

I was already thinking maybe I'll put together a full mod that would add pistol hybrids, shard hybrids, fusion cannon and assault rifle hybrids, but that WOULD require fully modifying ALL spawns in the entire game (AND fan missions), no chance of pulling this off in any universal/smart way. hrrrmmph.
Posted by: sarge945
« on: 09. May 2021, 04:54:06 »

I wonder if it's possible/desirable to replace pipe hybrids with shard hybrids on engineering, once the "Set engine core to self destruct" objective is given, so that backtracking down there carries at least SOME level of threat.

It's pretty silly going from hard enemies in command down to fodder in engineering, even if it makes sense from the perspective of the game. It would be feasible that the hybrids are upgrading themselves over time, like the player is.

Might not even need a special case for engineering. Just, once a certain progression point is reached, all new pipe hybrid spawns become shart hybrids.
Posted by: voodoo47
« on: 06. March 2021, 18:42:06 »

added readme, cleaned up, added the Rebirth version, and lets release. I may make the shard lootable in some way should the masses really demand it.

not going to bother with Arcaniac unless someone requests it.
Posted by: JDoran
« on: 01. March 2021, 15:28:09 »

Great, thanks for this.

because it's not-yet-a-mod, hence, the Engineering subforum. anyway, it will be later this week.

System Shock 2 is such a complicated game that even it's fan-made mods exist in a quantum state of uncertainty!
Posted by: voodoo47
« on: 28. February 2021, 23:29:06 »

updated - rick3 dml removed, mod now also compatible with vanilla. will auto-deactivate if Secmod is detected.

do not update by extracting the new zip into an already existing Shard Hybrid modfolder.
Posted by: voodoo47
« on: 27. February 2021, 15:46:58 »

proper, full beta now available, ops, rec, command, rick and botm should now spawn shard hybrids here and there. this obviously means less spiders, assassins and other pests.

as always, bug reports and suggestions are welcome.
Posted by: sarge945
« on: 24. February 2021, 00:49:22 »

The number of pokémodders who blindly harvest unfinished assets from the Engineering forum never fails to astound me.

There's some good stuff on there

The distinguishable implants stuff is pretty good.

I guess there's a few occasions where a mod is basically ready to go, but didn't get that final bit of release preparation.

Obviously people need to be careful though.
Posted by: voodoo47
« on: 22. February 2021, 19:23:42 »

whatever rows their boat, I suppose.
Posted by: ZylonBane
« on: 22. February 2021, 18:08:34 »

The number of pokémodders who blindly harvest unfinished assets from the Engineering forum never fails to astound me.
Posted by: voodoo47
« on: 22. February 2021, 16:40:44 »

because it's not-yet-a-mod, hence, the Engineering subforum. anyway, it will be later this week.
Posted by: tiphares4
« on: 22. February 2021, 15:53:15 »

Haven't seen that this mod exist.. brilliant.
Posted by: voodoo47
« on: 21. February 2021, 21:11:36 »

I've abandoned it mostly because it's only doable on the vanilla model, and even there, I was not able to prevent the rapier from very obviously going through parts of the AI model sometimes (which, funnily enough, is consistent with the problems Korenchkin was mentioning).

maybe I'll revisit this once the SS2EE AI models are up for grabs.
Posted by: RoSoDude
« on: 21. February 2021, 21:04:51 »

prototype already exists (somewhere) on my hdd.

This reminds me -- I experimented with adding Laser Rapiers to the Cyborg Assassins for SS2 Scary Monsters and had it all working save for the actual rapier attachment. However, I ended up cutting it from the mod for several reasons:
  • It's not that faithful, and the goal of Scary Monsters was to retain each enemy's core identity while making them better at doing what they're supposed to
  • Changing "AI: AI Core: AI" from "ranged" to "rangedmelee" has the unfortunate side effect of making them rush the player constantly to get into melee range, which is a downgrade to their AI behavior in my opinion
  • Figuring out how to get the dang rapier attachment working on top of the above didn't seem worth it

I might try to finish this up as a DML addon (happily, no additions to motiondb.bin are necessary to support it). It's possible that I could fix the second issue with changes to other AI properties like desired attack range which which I wasn't familiar at the time. Using a script to flick between ranged and rangedmelee is a bad idea since that caused crashing when I tried to do it for other purposes.
Posted by: voodoo47
« on: 21. February 2021, 15:42:40 »

hey, look what I forgot even exists for about 3 years.

I think I'll modify the spawns for the rest of the maps, call it proper beta1, and attach to the first post.
Posted by: voodoo47
« on: 25. March 2018, 21:01:09 »

update - ops should now be in a playable state (pipe hybrid spawns replaced with shard hybrid, also had to replace spiders at two occasions to include shard hybrids into the normal spawn setups as well).
Posted by: voodoo47
« on: 23. March 2018, 17:57:36 »

prototype already exists (somewhere) on my hdd.
Posted by: unn_atropos
« on: 23. March 2018, 17:19:17 »

Next up: Cyborg Assassins with laser rapiers (though the poor things keep severing parts of themselves) ?
Posted by: sarge945
« on: 23. March 2018, 03:16:13 »

People looking for SCP might not know about the tag system or about the existence of that particular tag.

Maybe add a link to that tag search to the SCP post?

I'm just trying to help out people who haven't played system shock in years and someone just told them about this cool new SCP mod. They might go on here, find SCP, click on the link and then install a few other mods they would have otherwise not known about
Posted by: voodoo47
« on: 22. March 2018, 08:05:49 »

Posted by: sarge945
« on: 22. March 2018, 06:32:27 »

This is awesome. Would fit into SCP really well.

Now we just need a crazy cat lady hybrid who throws cats at you to replace the grenade hybrid on higher levels

Seriously though I think you need to gather up all the SCP minimods and add them to the main SCP thread. It can be annoying to hunt them all down on the forums
Posted by: voodoo47
« on: 20. March 2018, 13:20:38 »

I don't think "realistic" is what's needed here, it's just a question of whether 2x is good, or too much, or too little (for reference, it's the same as a rumbler). also, AI damage output doesn't change with difficulty, iirc.
Posted by: JML
« on: 20. March 2018, 02:11:30 »

Well as voodoo said it's 2x dmg.
One could argue that goggles is indeed mostly flesh and therefore should take extra beating from the shard, one could also argue that at that point he would already have standard armor. I wonder if 2x dmg on him is realistic, since his organic parts shouldnt be exposed that much. Is a shard hit that much more painful than a pipe hit?
Posted by: RoSoDude
« on: 20. March 2018, 01:01:11 »

This is a great addition. Not that there aren't other emerging melee threats (and after you encounter shotgun hybrids, other enemies supplant them), but it's quite valuable to have the basic melee hybrid buffed up a bit for the later parts of the game. And it's directly implied by the audio logs.

Just how much damage does a single shard hit do on Impossible? The quick hit from pipe hybrids was already quite deadly (this is not a complaint, I'm rather excited for the added challenge).
Posted by: voodoo47
« on: 19. March 2018, 21:52:21 »

Posted by: ZylonBane
« on: 19. March 2018, 21:49:55 »

Wrench hybrids.

Pool stick hybrids.

Umbrella hybrids.
Posted by: voodoo47
« on: 19. March 2018, 21:34:14 »

definitely, and actually the purpose of this topic - once I have the final setup figured, writing a few mission dmls that will modify the spawnspoints will be trivial (there are no more hybrid spawns at command and above iirc, so we are talking just about ops and rec, unless we want to add them, which is also easy).

the loot and damage is pretty much all that needs attention, if everyone is ok with the standard pipe hybrid loot plus low chance of a large beaker and two times the bash force of a pipe hybrid, and shard hybrid serving as a pipe hybrid replacement late in the game then we are ready to go.

but will let it sit here for a week or so, maybe someone will come up with something interesting.
Posted by: ZylonBane
« on: 19. March 2018, 21:13:52 »

However, a minimod could probably manage it. Perhaps a script that checks the current map and replaces pipes with crystal shards at Ops or above.
Posted by: voodoo47
« on: 19. March 2018, 20:15:09 »

yeah yeah, I know, but a man can dream.
Posted by: ZylonBane
« on: 19. March 2018, 20:13:25 »

Veto on SCP inclusion. That would be a Major Change to the enemy design.
Posted by: voodoo47
« on: 19. March 2018, 19:50:16 »

the idea comes from Secmod, though the implementation is completely different. also, this is actually something I wouldn't mind including in the main build of SCP - the existence of shard hybrids is hinted/confirmed in at least one log, so they definitely are canon to the SS2 universe.

the fragility mentioned in the log is an inconsistency we will have to live with (we can duct tape it with something like "he had a small/incomplete shard not doped with germanium so it was fragile, unlike the fully grown shards which are sturdy") - not planning on doing anything fancy like shatter the shards once the hybrids are slain, it would be just weird and also pose a technical problem (solvable, but still).

the current upload is basically just a techdemo, meant to test whether all the dml gears turn as they should, working this into the game in a balanced fashion will come later, but I'm thinking basically replacing all pipe hybrid spawns on ops and higher with shard hybrids - surprisingly, that would make them quite rare.
Posted by: JML
« on: 19. March 2018, 18:24:43 »

I second @Vegoraptor 's suggestion concerning the glass shattering sound when the hybrid drops. Tells the player that it's kaputt. Nice idea on the shardhybrid, thanks vodoo. Maybe make them spawn only at a 5 % rateor do, since shards are supposed to be rare.
Posted by: Vegoraptor
« on: 19. March 2018, 16:49:34 »

It has been a while since my last play-through, but wasn't there a log about how frail the shards are?
Maybe you could make them shatter (or just despawn with a glass-breaking sound) a few moments after the hybrid hits the ground, something something psionic stabilization field collapsing after death, to keep the immersion up if you can't collect them.

And yes, they do hit hard.
Posted by: voodoo47
« on: 19. March 2018, 11:20:16 »

Tags: °mesh °SS2 °dml

Load the mod with the modmanager, and you need to activate it before entering ops for the first time for this to work. Then either trigger an alarm, or kill the pre-placed AIs in the level and wait for the random spawning to kick in (or open the console and type summon_obj og-shard to receive thine pounding right away). The hybrid shard is unlootable for the moment (will probably stay that way), lootdrops are same as the pipe hybrid, plus a chance for a large beaker to promote the worm guns a little (also, a grenade hybrid now may drop a small beaker, because why not). The shard hybrid has 24 hitpoints just like the shotgun hybrid, and hits HARD.

SS2tool patched install required, the Rebirth version also requires Rebirth to already be active.

https://www.youtube.com/watch?v=yi5Cj8AXCF4
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