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Topic Summary

Posted by: System
« on: 24. November 2014, 04:06:23 »

NewHack  MEDSCI1.mis  v   MEDSCI1.mis.dml  ,    SHOCK2.GAM  v  gamesys.dml   {help}

 files can be divided ?

save - delete
Posted by: System
« on: 19. October 2014, 19:19:18 »

What is this supposed to be and where would I put it?
https://www.youtube.com/watch?v=_C8m9S8ndDg
I would want that it went into update Secmod

хочу чтобы это вошло в обновление Secmod
Posted by: ThiefsieFool
« on: 19. October 2014, 07:26:10 »

for SecMod update:
What is this supposed to be and where would I put it?
Posted by: System
« on: 18. October 2014, 01:49:32 »

there  They are just parts of a future update for SecMod.
for SecMod update:

[SS2_minister_NewHack.7z expired]
Posted by: Witness
« on: 10. October 2014, 21:35:16 »

Thanks, I always wondered what the difference in the prototype amp was.  I probably never noticed the RoF boost because I don't usually spam fire with PSI powers, I prefer to charge up for the power boost instead.  I'll have to decide what character build I'm going to do for my next run when you finish the update, maybe I'll just do a standard weapons run.
Posted by: ThiefsieFool
« on: 10. October 2014, 20:27:20 »

The prototype psi amp can cast psi powers as fast as you can click the mouse instead of once every 500ms, it's pretty useful for cryo/pyro/electro, I updated the item's description to mention this more clearly.
The psi amp is actually a "gun" in the same way that a pistol is a gun, the only gun property that it actually uses though is the firing rate, so only that can be tweaked for "custom" psi amps, I recently tried to make the psi amp modifiable with the Modify skill like a gun so that you could increase its firing rate by yourself but it was very buggy.
The update should be out soon, I decided to include a pretty big feature which is all done now
Posted by: Kolya
« on: 10. October 2014, 17:08:49 »

I fixed the link for Secmod_TC_Laser_Pistol_fix.zip.
Posted by: Witness
« on: 10. October 2014, 13:33:08 »

@ThiefsieFool
You're welcome, I'm glad I could help.  I actually only learned about the extra games a few days ago when I saw the GamePig Unleashed mod thread, and it immediately occurred to me that the extra cartridges were a perfect fit for SecMod.  I assume they were left out originally for copyright reasons.

Also, one question, what does the prototype PSI amp do?  I've never been able to figure that one out, even with poking around in the game editor.

I can't wait to see the new version, I've been hoping for ages that we would get more updates.  I'm willing to help out however I can if it would be useful, even if it's only with suggestions and feedback.  I don't have any experience modding SS2, but I occasionally code things for a roguelike called Cataclysm: Dark Days Ahead.  It's an open-world survival game with zombies.
And giant worms.
And triffids.
And crazy robots.
And Shoggoths.
And things from obscure Japanese horror doujins.
And also some very angry moose.  (We're still not sure why they're SO hostile)
It's basically every B-grade horror movie in existence wrapped into one big mess, and you're stuck in it.  Have fun.  Oh, and you can build mobile car-fortresses complete with turrets, armor plates, and the FOODCO kitchen buddy, a combination water purifier, food vacuum sealer, and press for hand-loading ammunition.  I made that one.
Posted by: Kolya
« on: 10. October 2014, 08:21:13 »

It's my fault about the broken link. A consequence of renaming long mod names. I thought I had fixed them all. Will do it tonight. https://www.systemshock.org/index.php?topic=7019.0
Posted by: ThiefsieFool
« on: 10. October 2014, 07:30:40 »

I think it is if you plan on using the Tacticool Laser Pistol, things like the Tacticool Wrench and Laser Pistol should be included in the main mod from now on anyway along with the "fixes", they are perfect replacements and are tied up with Secmod features (wrench bloodiness increasing, laser pistol modes).
Posted by: gnartsch
« on: 10. October 2014, 06:50:15 »

The link to the Secmod TC Laser Pistol fix in the first post is broken.
Is it still needed or has it become obsolete?
Secmod TC Laser Pistol fix.zip (76.19 kB - downloaded 2322 times.)
Posted by: ThiefsieFool
« on: 10. October 2014, 06:16:11 »

Well, the only thing you can do with animations is rotate bones and additionally translate the base/root.
So it wouldn't have been possible to relocate the point for the collision detection.
I told you all about those frame flags though, you can view and set them in Dromed's Motion Editor after opening a motion or with Weyoun's motion editor, go through each frame and check/uncheck flags for that frame, "Trigger 2" is the flag that activates collision detection and it's possible to change it for AI attack motions, it's set for melee motions and it's set on a very early frame for the right swing so I'm certain it's used there and is what should be changed, it's jus the "easy" motion tools don't work on melee motions correctly, Dromed does not save them and Weyoun's won't show me frame flags for melee motions, only normal AI motions.

@Witness
Will add the unused carts in the levels, I think there's a thread on here that says exactly which ones they are. Thanks for the feedback.


Posted by: Kolya
« on: 10. October 2014, 00:09:33 »

Human language is not just a string of words. It has context, subtext and meaning that is shifting, dithering and dazzling like coloured lights in a hall of mirrors. It's not a programming language where everything is defined logically and mathematically.
Now from the context of this being a fan forum and the fact that this is a mod thread and that Witness put "Director's cut" in quotes it is quite easy to understand what s/he meant: That SecMod has the extended features and level of quality which in the film world is commonly attributed to a Director's Cut of an original work. That being the version where money and time constraints didn't play a role and only the quality of the experience counts.
It would be alright if you had misunderstood that. Due to the aforementioned nature of language, misunderstandings happen all the time. But I think you actually know what Witness meant. You just like to act as if you could nail the jelly of meaning to a tree. As if there was an absolute truth about Witness' utterance, that s/he failed to acknowledge. And that is simply not true. You don't define what others mean or how they have to say it. You're just displaying your willingness to press a living fluid thing into a defined form.
But it won't work, people won't start communicating like you want them to. They won't adhere to "the rules" because there are no solid rules in communication. That leaves you with two options: You either continue to refuse to understand and "correct" people on their use of language, which in the best case makes them apologise politely and remember that you're a bit special and need to be communicated with in a special way, like a grandma who's gotten a bit weird. Or it makes them avoid you. Your other option is to flex with the flow AS WE ALL DO and admit if you didn't understand something. It happens to everyone all the time.
Posted by: Witness
« on: 09. October 2014, 23:59:50 »

Sorry, I meant it sort of "feels" like a Director's cut; it doesn't so much alter the game's vision, as it just makes everything in the game better.  The mechanics of the game are more fine-tuned, features that were in the games' code but dummied out are fixed (like the RunFast implant), etc.  I know it's not a Directors' Cut in the official sense.

Also, it's nice to know that the GamePig Unleashed mod will work with this, I just assumed that it would conflict somewhere, as I know most code-focused changes to SS2 usually don't get along well.

It would be nice though if SecMod added the cartridges for the extra games to the ship's levels somewhere; most people don't max out hacking to crack the GamePig, and debugging the cartridges in just isn't as "fun" as finding them in-game.  It just seemed to me that adding the item spawns  into SecMod would make the most sense; I imagine it's just an issue of throwing them into the spawn lists or hard placing the items somewhere in the game levels, and having a whole extra map mod to place 5 items would be silly, and would conflict with just about everything. 
Posted by: ZylonBane
« on: 09. October 2014, 22:12:42 »

I love SecMod, I think it really is the "Director's Cut" of the game
Except it isn't. It was created by someone with no ties to Irrational, the "directors" of SS2.

Words mean things.
Posted by: Yankee Clipper
« on: 09. October 2014, 21:08:24 »

The GamePig Unleashed mod works with Secmod. Just have them both active and you can hack the Pig and play all 11 games.
Posted by: Witness
« on: 09. October 2014, 17:00:50 »

Random question, when the new Secmod version comes out, could you add in the ability to hack the GamePig to get the dummies-out extra games like in the "GamePig Unleashed" mod, and maybe have the cartridges for the extra games spawn in the game maps somewhere, so you can actually find them without debugging them in?

I love SecMod, I think it really is the "Director's Cut" of the game, and I'd love to see this added.
Posted by: Olfred
« on: 09. October 2014, 16:43:53 »

Well, the only thing you can do with animations is rotate bones and additionally translate the base/root.
So it wouldn't have been possible to relocate the point for the collision detection.
Posted by: ThiefsieFool
« on: 09. October 2014, 16:25:21 »

No luck changing the frame data then? Thanks for trying with a new animation, that would avoid the problem completely.
Posted by: Olfred
« on: 09. October 2014, 13:07:05 »

Well, I weren't able to properly fix it yet as I am running into some troubles. But I were able to identify the problem.

Booth animations have a similiar arc of swing, for the new right swing it's even a bit smaller.
But the way the arm is aligned further to the right and not doom like in the middle of the screen, it goes another route ingame.
I tried to recreate a right swing which goes along the left swing path but ran into some troubles upon getting it into the game again. Maybe they changed something on the bvh exporter for Blender *scratches head*
I will update you when I get any progress out of it.
Posted by: ThiefsieFool
« on: 07. October 2014, 20:07:00 »

Well that shouldn't be necessary, if we can get that flag moved further into the animation, we're done. Attached the MC
[RTFLAT11_.rar expired]
Posted by: Olfred
« on: 07. October 2014, 17:41:07 »

Oh, I havent't looked into animations that much. Like understanding the .mos files and know how everything is handled. And what you need to set up in DromEd.
Posted by: ThiefsieFool
« on: 07. October 2014, 13:35:33 »

Damn, I'll attach it when I get home, alternately you can get it from Thief 2's Motions.crf if you have access to it.
The hold position is always lefthold, I made it like this since I don't think I can know in advance what animation will play on release, otherwise I might have added righthold.
Posted by: Olfred
« on: 07. October 2014, 12:57:55 »

The "RTFLAT11_.mc" is missing.
Also, which animation did you use to create the hold position? (like lefthold.mi)
Posted by: ThiefsieFool
« on: 06. October 2014, 21:13:49 »

Hacking it away in .csv is a pain in the ass.
I tend to use his Blender Toolkit which also comes with a script to convert files to .bvh files.
This way I can just import and export animations easily and have a tool for proper/easy animation editing.

There is also no need to use Blender. It's just a python script you execute outside of it. And .bvh files are a standard for motion capturing, so it should be available in other animation tools.

If you want I could have a look at it and maybe edit it in a way to behave more like the "standard swing".
Just zip up your motion database and the new motions so I don't have to rebuild everything myself.

CSV does sound like a pain so I'll take you up on that offer! Files should be attached here
[melee motion.rar expired]
Posted by: Olfred
« on: 06. October 2014, 11:26:48 »

Hacking it away in .csv is a pain in the ass.
I tend to use his Blender Toolkit which also comes with a script to convert files to .bvh files.
This way I can just import and export animations easily and have a tool for proper/easy animation editing.

There is also no need to use Blender. It's just a python script you execute outside of it. And .bvh files are a standard for motion capturing, so it should be available in other animation tools.

If you want I could have a look at it and maybe edit it in a way to behave more like the "standard swing".
Just zip up your motion database and the new motions so I don't have to rebuild everything myself.
Posted by: Nameless Voice
« on: 06. October 2014, 11:19:31 »

Posted by: ThiefsieFool
« on: 06. October 2014, 11:05:58 »

I didn't make it, it's a sword swinging animation from Thief 2, since SS2 has a right swinging animation of its own but it's broken and unusable.
The animation behaves just like in Thief without bugs but Thief automatically checks for clearance before deciding on which way to swing, SS2 does not have this functionality so I play the motions randomly, this still wouldn't be a bad thing if the right swing didn't activate its collision (Trigger 2) so early.
Posted by: Olfred
« on: 06. October 2014, 10:11:58 »

Inside the model one of the joints is used for collision detection.
So when you add another animation for the swings you should make sure it goes about the same arc than the other swing does. In your case just coming from the other side.

How did you create the new animation?
Posted by: ThiefsieFool
« on: 06. October 2014, 07:09:26 »

Anyone know more about motion editing? The right swing has a problem in that its collision activates much earlier than the left swing, so it tends to get snagged on random walls a lot more often, it should be easy to move the Trigger 2 flag to a later frame in the motion but I've had no luck so far. (DromEd crashes, Weyoun's motion editor doesn't seem to show frame flags for melee motions)
Posted by: Nameless Voice
« on: 04. October 2014, 14:29:45 »

Elbows bend inwards, though.  You can't put your elbow out sideways to the right for a flat swing, so most of the strength from a right-to-left swing has to come from your wrist, not from your shoulder.
Posted by: Join2
« on: 02. October 2014, 00:22:16 »

Nope, right to left. To be honest there was no research behind the suggestion, I based it on my directional swinging proficiency.
Posted by: Nameless Voice
« on: 28. September 2014, 03:19:18 »

Nice wrench swinging action. Since goggles is right handed the right to left swing should have greater odds of playing.

Surely you mean the left-to-right swing?
Posted by: Join2
« on: 26. September 2014, 18:49:14 »

I recommend adding a visual or audible cue that is unique to the brainless reavers. This way players will know for sure whether they are brainless or not.
Posted by: ThiefsieFool
« on: 26. September 2014, 06:30:18 »

Yep, the same motion schema is used for all melee weapons so they should work for everything.

Ah, always nice to hear someone finished the mod, played on Hard I assume which is a very good achievement, nobody, even me, has cleared it on Impossible yet.
I'll be looking into this stuff too, here's some of my replies:
- enemy hitpoints are lower in easy and normal thankfully, enemies will also be slower in easy/normal with the new update
- plasma uzi running out is kind of a balance thing, the weapon is relatively strong and because of recharge stations it can't be balanced like the other new weapons - by having rare ammo that you mostly get from replicators for money
- rick pod 2 lifts and med table don't have pneumatics because there are already some floating lifts in the game.
- arachnid serum needs to be combined with something, a chemical I think, to make a detox hypo, readme has the inventory combinations somewhere at the bottom
Posted by: Join2
« on: 25. September 2014, 23:08:00 »

Nice wrench swinging action. Since goggles is right handed the right to left swing should have greater odds of playing. if < 0.2 then swing left to right, else right to left, if you get me. That's if you haven't already done so anyway and agree with what I'm saying.

Just finished. I must have died to Shodan equal to the amount of times I died across the whole game up 'till then. I'd spawn in the room and she'd spray me down with the homing projectiles before I had a chance to move. Full health (42) to instant death. I have no idea how I'd have won without the build I had, especially the EMP rifle, and I was pretty much forced to save scum.
Anyhow, my playthrough was a great one, it was rather challenging (hard difficulty). I feel the challenge conflicted with the sim design and story though, for example there's enemies in places there was not before, in places where Shodan or the Many are speaking to you, so I cannot hear what they are saying over all the blasting and yells of pain. Another example is that you buffed enemy hitpoints. Fine for most enemy types, except the glitchy rumblers. Longer spent dancing with glitchy Rumblers (and there was a LOT of Rumblers) the more I was taken out of the game.
Cortex reavers, all the new ones are not connected to a brain, again fine from a gameplay standpoint, especially for someone who has played the game before, but it conflicts with the characterization/backstory of that monster type.
But hey, I value gameplay most and I'm assuming on easy/normal there is less hitpoints and less enemies, so all is well if so.
Almost certainly my go-to Shock 2 gamesys mod, and if I want a more immersive but less interesting (gameplay-wise) Shock 2 I'll grab SCP.

Bugs & suggestions:

NV's script logs were showing up in-game for some reason.
I couldn't use the arachnid serum even after bitten by arachnids, which I assume is when it was meant to be used, and it's in-game description was not exactly descriptive.
I believe the Plasma Uzi runs out of ammo way too fast, even on the spray setting and modified to have a larger battery capacity, in addition to maintenance of 6 which gives extra capacity of course.
In rick pod 2 you had to repair/rewire the lift/med table. I didn't have repair, so I couldn't proceed. I managed to mantle onto the lift, but this was almost certainly not intended as it took much trying  and I could only mantle from one very specific angle. Another thing is the lift nor the med table had any visible pneumatics/mechanics/whatever, they were just floating in the air.

I encountered more stuff but logged to the brain only. will add more if I remember them.

Great mod.
Posted by: Kolya
« on: 25. September 2014, 22:06:15 »

CLONK CLONK CLONK

Nice! Does this work with all melee weapons? Also modded weapons?
Posted by: ThiefsieFool
« on: 25. September 2014, 21:17:52 »

Will look into the stuff.

Randomized left/right melee motions:
Posted by: Join2
« on: 25. September 2014, 17:56:25 »

More stuff:

Can you make value rep machines only thank you once you exit the shop menu after buying stuff? It gets irritating when buying multiple items.
"ThThThThTh-Thank you for using Value Rep!!
Even if it were just from exiting the menu, items bought or not, it'd be an improvement.

Heavy armor, I cannot pick it up and I don't know why. No stat requirement is displayed. I pick it up and it just throws it right back down despite having no armor equipped.

About the fire: it only looks bad when hybrids and such are on fire. Lingering fire from incendiary grenades looks good.

I'm very upset I cannot have R&R&R's EMP rifle skin either. Have I made a mistake during installation or are the wrench, laser pistol and EMP rifle skins & models not compatible with Secmod? The third person model of the wrench appears to have the tacticool skin, not 1st person.

Despite your efforts, hacking skill/cyber attribute combo doesn't need investment past 3 or 4 in both (at least so far- rickenbacker), not to mention there are more ice picks than vanilla. Less ice picks, more objects requiring hack level 6 is the solution in my opinion.

Hmm, rumblers still seem a little broken. I beat one down in close combat with the laser rapier and it didn't get me once. though I was strafing it with upgraded movement speed.

Btw, nice job in increasing the frequency it which pretty much all AI attack.
Posted by: Olfred
« on: 25. September 2014, 15:55:50 »

That smiley  :oldman: always looked like the Sphinx to me, not like an old man.
Posted by: Kolya
« on: 25. September 2014, 15:47:48 »

Nonsense! A Buddha would wear orange! Arrgh now, I need to make a Buddha smiley.


:zen:
Posted by: Ndrake
« on: 25. September 2014, 15:38:06 »

Never seen Leslie Nielsen? Telling a joke extremely straight faced can make it a lot funnier than it should be.
 
Oh I love a good deadpan. I just doubt it works on the internet. Serious statement - serious smiley - used jokingly seems like a layer too much. Most deadpans are outright absurd anyway which in turn contrasts with the serious delivery.

 :oldman: <-- this one has been bugging me from the start. It's called "Oldman" but to me it looks like a frowny face Buddha. Which is confusing on a whole different level. And once you have to explain the smileys the cause is lost either way,
Posted by: Join2
« on: 25. September 2014, 15:22:17 »

Another suggestion: can you stop the player movement-triggered weapon sway animation when on lifts and standing still?
Posted by: Kolya
« on: 25. September 2014, 14:33:19 »

It's interesting because the smiley face was introduced to the internet precisely to mark jokes. Is it then also possible to use frowny face jokingly?

Never seen Leslie Nielsen? Telling a joke extremely straight faced can make it a lot funnier than it should be.
 
A little story of small faces
Posted by: Join2
« on: 25. September 2014, 14:22:23 »

even if it doesn't work guns still have come a long way with dynamic lights for muzzle flashes and bullet holes.

Agreed. You improved weaponry behavior nicely.

The easiest way to add cosmetic "shake" is to modify FOV by 1 or 2 past the default for 0.13 seconds or so, then set it back. I don't think this is the commonly used method though, bit of a hack really, but I did it for a FPS mini game I made for the Xbox and it worked very nicely. Couldn't be happier with the result.
Posted by: ThiefsieFool
« on: 25. September 2014, 14:20:48 »

The shake is usually independent from recoil and should be purely cosmetic, not moving your crosshair. See the vid. The guns have both recoil and screen shake independant from each other.

Compare the vid to Original Doom's pistol action and it looks so dull and stiff in comparison.
I'll have a look at it and see if you can shake the screen without moving the crosshair, even if it doesn't work guns still have come a long way with dynamic lights for muzzle flashes and bullet holes.

Hmm yeah. I absolutely get what you mean but does that really work? - Like "usually"?

It depends on the who and where, everyone's pretty laid back here and especially me, so the unusual behavior hints at funny business of some kind
Posted by: Ndrake
« on: 25. September 2014, 14:10:23 »

Yeah it's kind of a joking smiley even though it looks serious.
Hmm yeah. I absolutely get what you mean but does that really work? - Like "usually"?
It's interesting because the smiley face was introduced to the internet precisely to mark jokes. Is it then also possible to use frowny face jokingly?
Posted by: Join2
« on: 25. September 2014, 14:04:22 »

but all guns should have recoil that moves your view around, think that's enough shaking already, maybe should be a bit stronger by default and when not reduced by agility.

The shake is usually independent from recoil and should be purely cosmetic, not moving your crosshair. See the vid. The guns have both recoil and screen shake independant from each other.

Compare the vid to Original Doom's pistol action and it looks so dull and stiff in comparison.
Posted by: ThiefsieFool
« on: 25. September 2014, 13:57:10 »

I think quoting trolls is kind of a bummer in itself. But OK I didn't get the joke. I'm sorry about that. In my defense: If you look closely the smiley you used is actually a frowny face-ish one.  ;)
Yeah it's kind of a joking smiley even though it looks serious.


One more thing, TF: the magnitude of the screen shake when shot by robot zapper (or whatever) needs lowering in my opinion. Also the transferred force too. You can be sent flying across the room and the screen is shaking all over the place...seems almost cartoony. I recommend keeping it subtle.

Additionally, I recommend very subtle screen shake when firing guns. Quite a lot of shooters do it and it makes shooting more visceral.
Deus Ex had it too but it wasn't noticeable on most guns, so I cranked it up a touch.
The shaking from Maintenance bots is probably too big, but all guns should have recoil that moves your view around, think that's enough shaking already, maybe should be a bit stronger by default and when not reduced by agility.
Posted by: Join2
« on: 25. September 2014, 13:46:16 »

One more thing, TF: the magnitude of the screen shake when shot by robot zapper (or whatever) needs lowering in my opinion. Also the transferred force too. You can be sent flying across the room and the screen is shaking all over the place...seems almost cartoony. I recommend keeping it subtle.

Additionally, I recommend very subtle screen shake when firing guns. Quite a lot of shooters do it and it makes shooting more visceral.
Deus Ex had it too but it wasn't noticeable on most guns, so I cranked it up a touch.

Here's an example of screen shake when shooting: https://www.youtube.com/watch?v=4PjvbTlwghc
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