Posted by: voodoo47
« on: Today at 22:43:48 »just rolls off your tongue.
Anyway, bold of them to officially call it a remaster now when most of the "remastered" graphics come from community mods.
Also I guess we should refer to it as SS225AR now.
NewDark supports any frame rate, so long as you set the physics tickrate to 60 it works with no issues. Why the 120fps cap?Up to 4K 120FPS performance with ultra-widescreen support and...
Something actually useful would be the ability for scripts to trigger autosaves. Would allow mods that save at regular intervals, or that save at significant progress points.
You know what, there's some new save and post save messages right now and while I haven't tested it, it should add the ability to essentially "break" a save unless script conditions are met.
This should theoretically enable ironman mode.
System Shock 2 already has an extensive system for modifying all of the difficulty settings you mention. It just requires a text editor and knowledge of dml.
It's probably better for them to focus their efforts on things that aren't currently fixable by the community (like the multiplayer, etc) than to implement things the community can already do.
On that note
I would be eternally grateful if the squirrel services were updated to add functions to enable and disable manually saving the game with both the menu and quick save keys, disable or enable autosaves, and a function was added to create a quick save or autosave via script. Finally my "QBRs are actually gave points" mod idea can come to fruition
Just use Property.PossessedSimple() to check for non-inherited properties.That won't work because some rapiers can be the default blue ones and I need to know if they are blue because they rolled blue or because they haven't been updated yet.
Isn't the color already "stored" in the object model and icon properties? Why store it again?
Isn't the color already "stored" in the object model and icon properties? Why store it again?Currently, in the Coloured Laser Rapiers mod, I have to store the colour variable in the DoorCloseSound property
Do mention any dbmod issues, if there's any I want to make sure we fix them, including better ways to add or change scripts and args.
Does it have the ability to block vanilla event handlers?
So for instance, if casting a PSI power sends a message to the player to, say, increase their armour, would we be able to intercept this and say "ACKCHAULLY, don't do that at all"
Defining new archetypes in Squirrel could be interesting, but DML should still be good enough for most purposes (except for creating objects with physics - so I hope that's fixed)
Does Night Dive have an official stance yet on fans taking upgraded SS2EE assets and making them available for use in vanilla SS2?
Can absolutely be done, but not sure if I'll have enough time for that.eldrone
Are you going to make a Blender plugin for making animations? Like exporting .nut file with animation coordinates? Also would it be possible to edit interpolations between frames?
I am somewhat concerned about the performance impact of invoking a scripting language to perform real-time animation effects, especially things like reloading that are likely to happen in the middle of combat. Yes SCP uses scripting for animation too, but since it's an optional mod we can get away with just warning people that it has higher system requirements than the base game.
// Add the 'Shotgun' category
g_weaponAnimations["Shotgun"] <- {};
//============================================================================================================
// shoot
//============================================================================================================
g_weaponAnimations["Shotgun"]["shoot"] <- NDPointRigAnimation("shoot", 30, 100, {
// Weapon
"weaponModel" : [
{ "frame":0, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
{ "frame":2, "pos":[-1.5, 0.0, 0.0], "rot":[0.0, -4.0, 0.0] },
{ "frame":16, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
{ "frame":22, "pos":[-0.3, 0.3, 0.0], "rot":[20.0, -15.0, -30.0] },
{ "frame":28, "pos":[-0.3, 0.3, 0.0], "rot":[18.0, -15.0, -30.0] },
{ "frame":48, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
],
// shotgun pump
"joint1" : [
{ "frame":0, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
{ "frame":20, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
{ "frame":23, "pos":[-0.6, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
{ "frame":26, "pos":[-0.6, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
{ "frame":29, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
{ "frame":99, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
],
});
Such a feature would technically be very easy. The reason games don't do this is because games are supposed to present a balanced out-of-the-box experience. That's why the sort of OCD tweakery you seem to be unironically requesting is usually hidden in debug menus or left to mods.And there is no reason why, if this hasn't been done before, that it can't be done in this new version.
Still fighting that save scumming addiction I see.
Are there ANY games with such absurdly granular difficulty customization?
System Shock 2 already has an extensive system for modifying all of the difficulty settings you mention. It just requires a text editor and knowledge of dml.
It's probably better for them to focus their efforts on things that aren't currently fixable by the community (like the multiplayer, etc) than to implement things the community can already do.
Yeah, I feel like being able to add new sound schemas, strings, and motions dynamically in mods would be sweet.