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Topic Summary

Posted by: sarge945
« on: 12. February 2025, 04:32:24 »

They're probably holding back cloud saves as a value-add for Enhanced Ediiton.

I'll bet 30 nanites that cloud saves will be advertised directly on the store page as one of the features of the Enhanced Edition.
Posted by: ZylonBane
« on: 07. February 2025, 19:06:24 »

They're probably holding back cloud saves as a value-add for Enhanced Ediiton.
Posted by: sarge945
« on: 07. February 2025, 03:34:47 »

It's still a question for me, while the majority of games, even ancient ones, could use the steam cloud, why SS2 isn't one of them? Hope it will be when the SS2EE is out.

Pure laziness/incompetence.

Setting up Steam Auto-Cloud is trivially easy

Literally all they have to do is specify which files/folders to back up, and Steam handles the rest.

Posted by: Valet2
« on: 06. February 2025, 16:52:00 »

I have my own ftp running full-time for two decades, for that exact purpose. I just got very used to the modern attutudes towards keeping saves and configs within the steam cloud. It's still a question for me, while the majority of games, even ancient ones, could use the steam cloud, why SS2 isn't one of them? Hope it will be when the SS2EE is out. I've always dreamed of the system which would do the migration from one place to another seamlessly, with little to no need to copy and tune up something manually. Because I've had enough.

I'm greatly thankful for the work you all keep doing, especially voodoo47,  ZB and Kolya.


"You are lazy to have a copy of this game and download, unpack and put that copy back on another computer when you suddenly need to run the game" — yeah, also I'm lazy to use stairs while there's an elevator, lazy to go by walk while there's a public transport. Lazy to produce my own crops and meat for food — I use stores. And I'm lazy to keep a copy of SS2 in case I forget shoud I put SCP on the top or on the bottom of the list. But now I'm gonna make one.
Posted by: sarge945
« on: 05. February 2025, 07:33:57 »

Well, most people don't really use thumb drives these days, and transferring from one computer to another may be difficult for some, especially with how each new version of windows de-emphasises home networking in favour of cloud everything, so many of the wizards and setup instructions are missing or buried in submenus.

So I recommended Google Drive as an "easy" way to do a network transfer from one PC to another.

Yes, the current state of tech illiteracy is literally that bad.
Posted by: ZylonBane
« on: 05. February 2025, 03:04:49 »

[FACEPALM]

The point of my above post was that there's no reason to reinstall SS2 from scratch. The how one transfers over an existing install is irrelevant to that point. Thumb drive, network storage, null modem cable... who cares? Copying is copying.

That being said, doing a fresh copy just before setting up a new machine would be preferable because it would be the most up-to-date.
Posted by: sarge945
« on: 05. February 2025, 02:43:35 »

Who said anything about running the game from Google Drive?

Just copy your SS2 install to it, then you have everything, and copy it back on your new device.

Or just copy the config/mods folder/saves to gdrive and copy them out later.

Although, since google drive files are also stored locally, you can easily run a game from it, so you're wrong anyway.
Posted by: ZylonBane
« on: 04. February 2025, 17:32:23 »

I'm pretty sure you can't run games from Google Drive.
Posted by: sarge945
« on: 04. February 2025, 17:19:25 »

Uh... WHY? You can just copy the SS2 folder from old to new machine and everything will work perfectly.

Or just stick them on Google drive. Or even one drive which comes preinstalled for the optimum laziness
Posted by: ZylonBane
« on: 04. February 2025, 16:45:09 »

Every time I install ss2 to a new pc I have to manually change all bindings, patch with ss2tool, download and install several mods.
Uh... WHY? You can just copy the SS2 folder from old to new machine and everything will work perfectly.
Posted by: voodoo47
« on: 04. February 2025, 15:32:35 »

this was considered, but rejected. the mod guide shows the proper mod priorities very clearly, if someone cannot be bothered to check one picture, then that person probably is beyond any help anyway.
Posted by: Valet2
« on: 04. February 2025, 15:12:55 »

The issue for me (and most users probably) is that steam doesn't save user configs. Which is weird. Every time I install ss2 to a new pc I have to manually change all bindings, patch with ss2tool, download and install several mods. Ages ago I tuned it perfectly on my main pc and completed the game and several fm-s. I knew scp should *always* be on the bottom.

Recently I had to repeat that, and I remembered scp should be on the top priority, I remember it was the most popular noob question on the forum.

Now here's the issue. I'm not someone re-playing the same game over and over again. I remember something about scp being a special mod required special handling, but this was like 10 years ago. But imagine the people who are even further from that. I do really think the mod manager should detect whether it's scp and put it to the bottom, and inform the player if he wants to change the order. I don't consider myself a smart person, but I've been working in support for ages, and I know it's couterproductive to repeatedly hint users they are stupid and wrong. It's better to make an appropriate environment so lesser mistakes could be made.

Maybe ss2tool could download and install the most popular and recommended mods and put them in a right order, as an option?
Posted by: voodoo47
« on: 03. February 2025, 20:46:52 »

oooooh, completely forgot about that. no wonder, trying to pop SHTUP under SCP is not something my brain would consider real.
Posted by: ZylonBane
« on: 03. February 2025, 20:16:19 »

Try starting a game with SHTUP below SCP.
Posted by: voodoo47
« on: 03. February 2025, 19:52:17 »

it's been a while, but not 100 years, it's not supposed to be sentient yet.
Posted by: ZylonBane
« on: 03. February 2025, 19:42:21 »

P.S. I've just noticed SHTUP and 400 should be higher priority than SCP to work properly.
By "noticed", do you mean you finally figured it out yourself, or do you mean SCP told you your mod priorities were wrong?
Posted by: ZylonBane
« on: 03. February 2025, 18:51:38 »

Dear god.
Posted by: voodoo47
« on: 03. February 2025, 18:39:48 »

well, yes. for like, 10 years.
Posted by: Valet2
« on: 03. February 2025, 18:10:54 »

Oh, damn, sure, it's a part of the ship! I looked like an absent skybox part for me all those years!
Thanks!

P.S. I've just noticed SHTUP and 400 should be higher priority than SCP to work properly.
Posted by: voodoo47
« on: 03. February 2025, 12:08:34 »

there is a chunk of the station there that may make it look like the window on the right is dark, that is ok, but your skybox looks weird, even with SHTUP you should have a gigantic hires earth sitting there, and your window in the middle just shows some smudge (vanilla skybox maybe? was it really that bad? been ages since I've looked at pure vanilla).

ok, looking at the window dither pattern, I'm almost sure you are not using SHTUP. running SCP without it is pretty much unsupported, so if you are doing that, you have to be prepared for less than ideal results.
[station.jpg expired]
Posted by: Valet2
« on: 03. February 2025, 11:07:52 »

Btw, this part of the sky is missing. It's in the vanilla, with scp, with other graphics mods.
Posted by: RoSoDude
« on: 04. November 2024, 15:09:05 »

Voodoo, did you ever create/update a mod to make a laser pistol available earlier in the game, please?

Also, RoSoDude, does your Rebalanced Skills and Disciplines mod work fine with SCP beta 6 now, please??

SS2-RSD adds a laser pistol earlier to Engineering, which I think is about the right time for non-Marine builds to start investing in it.

The previous beta version I uploaded mostly works with SCPb6, with some minor issues. I have another update almost ready to resolve these, but I've been busy. I'll try to get it out this week.
Posted by: voodoo47
« on: 03. November 2024, 17:54:04 »

and by wip, I mean it's not really a question of work, but rather a question of where to pop it. ah well, drop the attached dml into your SCP folder and enter eng2 for the first time, the pistol is now linked to the first corpse (the guy with the repair soft). if you are downloading this you already know what the deal is, so whatever.
Posted by: JDoran
« on: 03. November 2024, 17:22:27 »

urgh. I did have some wip dml.. somewhere.

If you don't want to do it, or don't have the time, then please don't bother with it, it's not a huge thing, just a very minor thing for those of us looking for a slightly easier time in the game.



What on earth does a "gimme laser pistol earlier gimme gimme gimme" mod have to do with SCP?

This was the thread it was discussed in, so it seemed reasonable to me to ask about it in this same thread.
Posted by: ZylonBane
« on: 03. November 2024, 16:49:16 »

What on earth does a "gimme laser pistol earlier gimme gimme gimme" mod have to do with SCP?
Posted by: voodoo47
« on: 03. November 2024, 16:40:14 »

urgh. I did have some wip dml.. somewhere.
Posted by: JDoran
« on: 03. November 2024, 16:31:27 »

Voodoo, did you ever create/update a mod to make a laser pistol available earlier in the game, please?

Also, RoSoDude, does your Rebalanced Skills and Disciplines mod work fine with SCP beta 6 now, please??
Posted by: CyrusVonNox2001
« on: 23. October 2024, 00:58:13 »

Were the character corpses changed too in SCP? I haven't noticed yet and I don't know how much time I have for gaming this week.
Posted by: ZylonBane
« on: 21. October 2024, 13:33:20 »

SCP does not incorporate Portrait Fix. SCP's portrait corrections were created independently from and for the most part differently from Portrait Fix.
Posted by: sarge945
« on: 21. October 2024, 09:24:15 »

For reference, the incorporated mod is Portrait Fix, and as the others have pointed out, it's already integrated, so you don't need it.

The dust you're seeing was added in SCP5 alongside a bunch of grunge marks, puddles of water, etc etc. A lot of extra little details were added to make the maps more dirty/grimy, and dust is one of them.
Posted by: voodoo47
« on: 21. October 2024, 06:34:47 »

SCP does fix a bunch of portraits and corpses so they would have the proper uniforms, I don't think this ever existed as a complete standalone mod, but a portrait fix was available (deprecated, but still lurking somewhere iirc). either way, do not use with SCP.
Posted by: ZylonBane
« on: 21. October 2024, 04:31:50 »

The only mod SCP "uses" is Olfred's Fixed Objects.

Watts and Grassi are not wearing black uniforms in SCP. They are wearing standard MedSci uniforms. They have always worn standard MedSci uniforms. SCP did not change them.

Why are you confused by dust?
Posted by: CyrusVonNox2001
« on: 21. October 2024, 03:35:26 »

Hey so I have a few questions:

First: I remember a number of years ago there was a mod that fixed audio log portraits so everyone had the right logo and the right shirt color for their respective decks. I think it also changed the corpse models so their uniform color matched the important character you were taking the log off of. I may not have been paying attention during the playthrough preceding my current playthrough so I didn't notice that time, but I did notice this time that both Grassi and Watts, both members of the medsci department, were wearing black uniforms instead of white. Is that mod being used in SCP? Where can I find that mod again? (I looked through the mod section and couldn't find it.) Do you think it could still be compatible with SCP if I was to find it?

Also when I was in the hallway in MedSci going towards Dr. Watts's lab I noticed some dust clouds around the security terminal under a red lighted vent, funny enough, I haven't seen any other dust clouds in MedSci. Was this Intentional? Maybe a forgotten detail from modding the maps? Was it in vanilla?

Here's a screenshot, you probably won't see it though you might have to look at it in game.
https://imgur.com/a/hRZOLyV
Posted by: voodoo47
« on: 07. October 2024, 08:40:03 »

I will - it's no soundalike, it's the actual guy.
Posted by: CyrusVonNox2001
« on: 07. October 2024, 03:58:56 »

ZylonBaneWhat? What am I not seeing?

I just thought it was a cool Idea to add more consistency to the game. If you don't want to, you don't have to.
Posted by: ZylonBane
« on: 07. October 2024, 03:21:59 »

what if you did the same thing you did in the navy training room where you used a soundalike to give a new tutorial about security systems.
Should somebody tell him?
Posted by: CyrusVonNox2001
« on: 07. October 2024, 03:12:19 »

ZylonBane
I guess that's ok. I kinda liked it there though. Remember on MedSci when you went down the ladder and approached the recharger so you could unlock the Med bulkhead, Xerxes opens those two doors with turrets behind them and plays the message about "Unauthorized use of firearms," I see it as a ironic bit of dark humor, kinda like how SHODAN would set little traps for you in the first game. I did have an idea though, what if you did the same thing you did in the navy training room where you used a soundalike to give a new tutorial about security systems. You could use a Stephen Russel soundalike, or in worst case scenario an AI replication, to give a PA system announcement about steam, broken pipes, or hazardous gasses when you climb down into that pit. Or just give us the option to reactivate the original trigger.
Posted by: sarge945
« on: 06. September 2024, 05:56:20 »

Mods for SCP are already incompatible with Vanilla in some ways. What if someone adds a weapon to an area of a map only available in SCP (like in Korenchkins added room on the Command deck)?

SCP already includes it's own versions of multiple strings files, any mods for vanilla that edit strings are incompatible with SCP.

I understand that not introducing unnecessary compatibility issues is important, but this seems like a minor issue in the grand scheme of the mod, and the potential benefits are huge for quality of life.

Given SCP is basically being used by everyone, I think it's fair to expect other mods to conform to SCP compatibility, not the other way around. That is the privilege of being a gamesys mod, I guess.
Posted by: ZylonBane
« on: 06. September 2024, 02:05:21 »

That's problematic, because what if someone installs a mod that changes a weapon's icon? Then when you upgrade the weapon, the icon would revert to the vanilla version.
Posted by: sarge945
« on: 06. September 2024, 00:27:51 »

I was under the impression that RSD is updated for Beta 5, and should for the most part work with Beta 6.

On a related note, RSD includes icons for upgraded weapons. When a weapon is upgraded it shows a small arrow as part of the weapon icon. I feel like this should be included in SCP since it's an amazing QoL feature, and will especially help newer players who might not know to check if a weapon is modified. The modified pistol in medsci2 comes to mind, because it's very low quality initially, so most players who don't know it's modded will likely throw it away.
Posted by: JDoran
« on: 31. August 2024, 13:15:07 »

Have you played the RSD mod?

It literally does everything you're asking for, including making the broken laser pistol available earlier, and a whole lot more.

I thought we weren't to use the RSD mod with the new (beta 6) SCP mod, due to potential problems?
Posted by: Sines
« on: 29. August 2024, 17:25:31 »

This current playthrough is my first modded one. I'll give that one a try next time.
Posted by: sarge945
« on: 29. August 2024, 16:09:12 »

That is kind of my point. Standard Weapons are absurdly OP, and instead of being Jack of All Trades, Master of None, they're just kinda... the Master of All Trades (well, the Pistol and AR are, anyway, the Shotgun is balanced by being a mediocre weapon that is easy to get and has tons of ammo available for it alone). Heavy Weapons ain't too bad either.

If I were rebalancing the game, I'd definitely weaken the Pistol. If I were to do that, then the Laser Pistol would stand out more. Though I would still make it available earlier in the game without a Marine start.

Have you played the RSD mod?

It literally does everything you're asking for, including making the broken laser pistol available earlier, and a whole lot more.
Posted by: ZylonBane
« on: 29. August 2024, 14:31:52 »

"Niche" means something that's only useful for a narrow range of tasks.

The laser pistol can kill literally everything, and does it reasonably well. The existence of other superior weapons doesn't negate that. So how about we stop using wrong words to describe things.

And don't forget that you can carry around an entire bandolier of laser pistols, cycling through them in overcharge mode to rapidly take out strong enemies.
Posted by: Sines
« on: 29. August 2024, 13:01:40 »

Compared to the general utility of STD, everything is a niche weapon.
That is kind of my point. Standard Weapons are absurdly OP, and instead of being Jack of All Trades, Master of None, they're just kinda... the Master of All Trades (well, the Pistol and AR are, anyway, the Shotgun is balanced by being a mediocre weapon that is easy to get and has tons of ammo available for it alone). Heavy Weapons ain't too bad either.

If I were rebalancing the game, I'd definitely weaken the Pistol. If I were to do that, then the Laser Pistol would stand out more. Though I would still make it available earlier in the game without a Marine start.
Posted by: tiphares4
« on: 29. August 2024, 11:37:15 »

as far as SCP is concerned, I do not see anything beyond potentially moving the jammed eng2 laspistol to the beginning of the level happening.

Wooohooowwwww. Wowwwwww yeahhhhh............ OMG Oh Yes yes yes!!!!!!! :V :Y Wheeeewwwwww :Q   Plz make it happening!!!! 🎉🎊💥🔥🌋
Posted by: voodoo47
« on: 29. August 2024, 08:27:13 »

as far as SCP is concerned, I do not see anything beyond potentially moving the jammed eng2 laspistol to the beginning of the level happening.

also no, the laspistol is not a niche weapon, it can be your main gun for a good chunk of the game without much trouble.
Posted by: sarge945
« on: 29. August 2024, 05:07:49 »

The laser pistol isn't niche. It's a solid weapon for Energy players and is by far the most generally useful energy weapon. The Rapier is better overall but you're limited to melee, and the EMP is devastating against bots and turrets but not much else. Using the laser pistol you can have good damage output against most targets, quick kills on low tier enemies with the overcharge, and essentially unlimited ammo. It's a fantastic weapon.

Comparing Energy to Standard is kind of a bad comparison. STD weapons are designed to be jack-of-all trades and ubiquitous. The pistol, shotgun and assault rifle can all be used across a wide variety of situations, especially if you use all of the different ammo types.

Compared to the general utility of STD, everything is a niche weapon. Even within Standard the Shotgun is niche because it can't put out the pain like the AR can, and even feels weak compared to the pistol.

This is also, in my opinion, why STD is so overpowered, which is why I nerfed the special ammo types in one of my gameplay experiment mods.

The only true niche weapons are the Exotic weapons, and maybe the SFG.
Posted by: Sines
« on: 29. August 2024, 01:46:59 »

The laser pistol is not a niche weapon. It's very effective against mechanical and cyborg targets and has essentially infinite free ammo available.
So, that's part of what I left out when I rewrote the post. I'll go over it now.

The Laser Pistol is niche, because the regular Pistol exists. I just wrapped up an Impossible run where I killed SHODAN with Standard 4, Modify 2 Pistol (unmodded) in about 2-3 seconds (not counting the time spent throwing ICE Picks at her). It's arguably the best weapon in the game, if you factor in it's availability. All but OSA Agents get access to it for free. Ammo for it is plentiful. And there are so many pistols just lying around the game that you can easily just keep swapping out broken ones for working ones until you get to 3-4 Maintenance, in order to never have to buy Maintenance tools. What's more, it has access to Armor Piercing Rounds. These specialize in killing exactly the same targets as the Laser Pistol. While AP Rounds are limited in supply, the Pistol can fire in bursts, while the Laser Pistol is stuck on a long recharge cycle. The Pistol can tear through enemies MUCH faster. And early on in the game, you have a fairly generous supply of AP Ammo as long as you're conservative and save it for needed targets (Droids can take standard ammo, and midwives can take the wrench). If you get the Grenade Launcher (Marine Start or Repair 2), that's another weapon you've got for turrets and bots. While you don't get any early EMP Grenades (I think) the GL does enough damage that it fulfills the same niche of doing lots of damage to your toughest enemies.

So the Laser Pistol competes with the other two Tier 1 weapons you get against the hardest early game enemies, only really winning out in terms of 'free' ammo. However, the ammo isn't really free. Going through the Cargo Bays, a Bot took 80 energy out of my Laser Pistol. Turrets took 40. That's a bot and a turret, or three turrets for between 2 and 5 Maintenance. The ammo may be replaceable, but you're not running back and forth from the recharger that often. So if you want more frequent use, you need batteries or Electron Cascade. And at that point in the game, you probably aren't swimming in batteries, and Electron Cascade is out of reach for someone with poitns in Energy Weapons and Repair. Simply put, you still need to use melee, other weapons, or some rare 'ammo' to keep going. The Laser Pistol also has the worst DPS, and in an extended fight is much more reliant on cover than a Pistol with burst mode AP round, or a Grenade Launcher. Both of which are also pretty darn good at handling biological targets (though you're not realistically using grenades against hybrids and monkeys).

Now don't get me wrong. I really like the Laser Pistol. But it has some pretty serious competition in the 'killing early to mid-game robots' category. And so that's why I call it a niche weapon. It directly competes with the other Tier 1 weapons, and it's strongest claim to fame is it's ammo system. That's a niche. It's a good niche. It's a niche I like, but it's still a niche. Throw in the fact that Heavy and Standard Weapons will happily get you through the whole game on their own, while Energy Weapons has an entire level where it's utterly useless, and that doesn't help the case against being a niche weapon.

And so it just doesn't make sense that you get the Laser Pistol so late without the Marine Start, while the GL is available halfway through Med/Sci with Repair. For reference, once I got the Laser Pistol from Engineering working, I fought 3 turrets and 2 midwives before I got the working one. I could have skipped one turret and one midwife from the Engineering 'tunnel'. I could have skipped the two turrets guarding the recharger and OS station by running by them if I had to, and coming back later with the Laser Pistol. It's honestly not really worth getting Repair just for the Laser Pistol (though it IS worth getting repair for the EMP Rifle, given it's ridiculous Maintenance requirement, but oddly low Repair requirement), because there's so little you really get from it before you find the working one. If you want a lore appropriate place to stick a broken one, put it outside the armory (or behind the forcefield) in Med/Sci. And I'd leave a working one in the Cargo Bay areas outside the actual Cargo Bay, so you have it against the small army of droids, bots, and turrets.

But not against the three turrets guarding the entrance to the Cargo Bay, which are a nightmare for an OSA character that didn't dip into Pistols, or really anyone who ran out of AP ammo by then. I think that's a nice extra place to reward Repair users, in addition to it's various uses in Med/Sci.
Posted by: tiphares4
« on: 28. August 2024, 22:37:13 »

^What Sines & the others said..

Please put laserpistol - broken - into very first engineering room  :/

It would be great atmospheric wise, putting the player into a new environment whilst also giving him/her a new interesting item..

The transition between med/sci & eng always felt a bit unrewarding.

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