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Topic Summary

Posted by: Salk
« on: 11. March 2015, 17:51:10 »

Well, you are doing the work for me, Yankee Clipper.

Thank you a lot.
Posted by: Yankee Clipper
« on: 11. March 2015, 16:04:05 »

Ha!

I just put up a no spawn mod. But, this looks better. I'll have to go back to the drawing board and tweak the monster generators instead.
Posted by: voodoo47
« on: 11. March 2015, 15:16:51 »

normal min and max govern the amount of spawned AIs that can exist at the same time, I think.
I couldn't figure out a way to make those spawners generate just one time and then stop after you kill them.
check spawns (-976), supply 0 means infinite amount of spawns, any other number will spawn the AIs a finite number of times corresponding with the number.

https://www.systemshock.org/index.php?topic=2305.msg22663#msg22663
Posted by: Yankee Clipper
« on: 11. March 2015, 14:59:34 »

I should clarify: some of the monsters are part of the ecology and some are different kinds of objects. For example, the hybrid in the pit with the barrels right outside of R&D is not part of any of those ecology objects. When you start the level, he is there. Once you kill him, he is dead and you will not see him again.

But, after you clear the level, those monsters that keep on appearing in the hallways are generated by the ecology objects. You may have noticed that you won't see any shotgunners when you first clear medsci1, but once the ecology objects kick in, you will start to see them roaming the halls.

I couldn't figure out a way to make those spawners generate just one time and then stop after you kill them. But, I didn't try every possibility. The editor lets you adjust the following:

Code: [Select]
ObjProp "Ecology"            // type sEcologyInfo              , flags 0x0000 , editor name: "Script: Ecology"
{
"Period" : float
"Normal Min" : int
"Normal Max" : int
"Normal Rand" : int
"Alert Min" : int
"Alert Max" : int
"Alert Recovery" : float
"Alert Rand" : int
}

Period is how long the clock runs before they appear. Setting it to a ridiculously high number means they never will (unless you are the kind of guy who likes to hang around medsci for 100 hours after you clear it). I'm not sure of the specifics on the other settings. Also, if I have it right, the clock doesn't start until the other conditions of the ecology get met.

I gave Normal Max a try - setting it to 1 - but that didn't seem to affect the spawn rate. It may have something to do with how many monsters can be alive at the same time from that ecology. Set the min to 10 and maybe it will throw 10 of them at you at the same time. Or maybe it does something else. I'm just not motivated enough to keep on playing with it enough to figure it out.
Posted by: Salk
« on: 11. March 2015, 05:33:05 »

Hello, Yankee Clipper!

Thanks for your contribution. Admittedly, the elimination of the spawning is something I really would not want. My problem is with the respawning concept, not the spawning itself.

Setting the period to a very high value doesn't cause this kind of problem?

Posted by: Yankee Clipper
« on: 10. March 2015, 18:28:04 »

Setting the period to 0 won't work - that just makes them spawn continuously. But, setting it to a very high number, like 100000 does the trick.

An easier way to get all the ecology objects in a level is to use Find Object (F3), then type in -975. That will bring up the Object Hierarchy Editor. Click Export / Export Selected to save the file. Open the file with a text editor and look for the Property "Script: Ecology" section. The one for medsci1 looks like this:

Code: [Select]
Property "Script: Ecology"
{
An Ecology (71): { 15.00; 0; 0; 0; 2; 2; 120.00; 0}
An Ecology (78): { 10.00; 0; 0; 0; 2; 2; 120.00; 0}
An Ecology (97): { 15.00; 0; 0; 0; 2; 2; 120.00; 0}
An Ecology (103): { 15.00; 0; 0; 0; 2; 2; 120.00; 0}
An Ecology (109): { 15.00; 0; 0; 0; 2; 2; 120.00; 0}
An Ecology (1147): { 10.00; 0; 0; 0; 1; 1; 120.00; 0}
An Ecology (1187): { 120.00; 1; 2; 3; 0; 0; 0.00; 9}
An Ecology (1314): { 120.00; 1; 2; 5; 0; 0; 0.00; 0}
} // 8 object(s)

There's your object numbers for the dml of that level. Of course, you would have to do the same for each level.

But, the level gets very boring without the spawns. This method not only eliminates the respawning, it also eliminates the initial spawn of those monsters.
Posted by: Salk
« on: 06. March 2015, 06:14:39 »

Sorry but I didn't even start anything yet...

I just wanted infos about how to proceed when and if...
Posted by: DMRN
« on: 04. March 2015, 17:44:57 »

Did anything come of Salk's plans to include a spawn control in the SCP?
Posted by: voodoo47
« on: 27. January 2015, 10:38:42 »

make sure to include the orig map fingerprints.
Posted by: Salk
« on: 27. January 2015, 07:35:24 »

Great!

Thanks, voodoo47.
Posted by: voodoo47
« on: 26. January 2015, 12:50:42 »

you just need to find all the spawns (hilight_obj_type -976 in the command window) on all maps, write down the ids, and create a set of dmls that would set period to 0 - that should disable all spawning on any ecology //no, this only affects the time period after which the AI population is checked (if you want to tweak it instead of disabling, you will have to play with the rest of the values instead). once done, anyone loading the dml set as a mod would get no spawns - would work for vanilla, SCP, probably Secmod and Alyamod as well.

about a hour or two of grunt work, I'd say (for the disable all version, anyway).
Posted by: Salk
« on: 26. January 2015, 12:18:51 »

Sounds right.

If somebody beasts me to it, all the better. Otherwise I'll try and find some time to learn things myself...
Posted by: voodoo47
« on: 25. January 2015, 17:11:06 »

had a look at the changes and additions, and, as SCP already has most of the improvements included in UR, I believe the easiest thing to do would be making a dml addon for SCP (and vanilla) that would control the spawning.
Posted by: Salk
« on: 25. January 2015, 16:47:26 »

Well, thanks... I will see what I can do. Right now I am also working on a modification for Baldur's Gate which is in Beta Stage but after that, I might try and see if I can tackle this...
Posted by: miracle.flame
« on: 25. January 2015, 14:40:00 »

Although the changes required to incorporate spawning options and med/sci enhancements (the other two are already in SCP I believe) are quite extensive, I am pretty sure it is far less work than the other way around - incorporating all SCP changes into this. It was pretty long ago I was doing this but essentially I just took the original .mis files from the Zygo's Ultimate Spawn mod and Hi-Torque's Med/Sci Changes, loaded them in ShockEd along with ADAoB and compared the differences... Found out how it worked out and then just mimicked the changes. I remember there were quest traps that triggered destroying of all spawn points if the chosen spawn mode flag was set to value of NoSpawn for example. It was actually an easy grunt work to compare and mimic so anybody with fair intelligence could do it... go for it Salk, you have my blessings.
Posted by: voodoo47
« on: 25. January 2015, 12:10:14 »

if you mean the original author(s), no, probably not.

if it's just retouching the levels, then yeah, that's grunt work, as long as you can fire up the editor and load a level, know how to move objects and modify their props, fix textures and brushes, and reprocess once everything is done, you are set and ready (rule of thumb is that if I can do it, pretty much anyone can). the SCP readme/changelog includes about 80% of such level changes, feel free to open it up and start reimplementing.

the gamesys is a completely different thing though - the changes were extensive, and the changelog is a mess. I could post it I suppose, so you would be able to import the most important fixes.
Posted by: Salk
« on: 25. January 2015, 09:00:38 »

I guess there are no plans for this modification to be updated with SCP?

If it's really menial work (just boring but easy) I might volunteer if some kind soul might give me right pointers (never modded SS2 but have some experience with Final Fantasy VII, Knights of the Old Republic and Baldur's Gate modding), otherwise I guess that people like me, vulchor, itsonlydanny and others will just have to settle for the no_spawn in the user.cfg file...
Posted by: Salk
« on: 26. February 2014, 07:52:14 »

vulchor, you might find interesting what Kolya wrote about respawning here:

https://www.systemshock.org/index.php/topic,12.0.html

I am fiercely against respawning as game design (an opinion that started quite a debate here: http://www.ttlg.com/forums/showthread.php?t=128913) but most fans would say that respawning in System Shock 2 is an inseparable factor which contributes heavily to the success of the game itself.

Posted by: voodoo47
« on: 25. February 2014, 09:36:02 »

this means someone would have to take SCP once it comes out, and reimplement all the changes from this mod. you are probably going to wait a very long time.
Posted by: vulchor
« on: 25. February 2014, 09:04:52 »

Maybe I'll hold off until that big project is finished up.  I won't enjoy this game the way I want to until these are finished up.  I'm not able to enjoy it like I did when I was a teenager and it was first released.  I'm looking for a different type of playthrough, one full of mystery and suspense, but also of accomplishment and breathing easy.  I can have that experience that I want to badly once spawning can be disabled, but still have all the benefits of the community patches, fixes, rebalancing, and graphical updates.

Too bad, too, because I was really loving how the game looks now and how it responds after installing all of the mods recommended over on GOG by Voodoo.
Posted by: Salk
« on: 25. February 2014, 07:56:22 »

Your wish has been mine as well for long but at this time I am convinced that the SCP project is going to supersede ADaoB and a new version of the SS2 Unified & Revamped .mis mods should rather be made compatible with it instead.
Posted by: vulchor
« on: 25. February 2014, 04:19:33 »

So ADaoB 030 has been around for quite some time now.  Can someone please update this with the latest version of ADaoB?  There are some fairly significant updates, and I'm really eager to give this game another playthrough (its been over a decade for me) but I really want the ability to control spawns so I can take my time and appreciate different aspects of the game.
Posted by: Kalen
« on: 11. March 2013, 07:28:45 »

You know, I think that's what I like best about this site? If you post with a question, people actually read it and discuss what might be going on, even if the mod in question is old enough to be 'obsolete'.
Anyway, yeah, if I decide to run through again I'll try to remember to grab the latest versions of everything and read the forums about how to install it properly - more than likely that'll fix what few troubles I'm having.

Also, dunno if I ever have, but I'd like to toss a quick 'thanks!' out to the guys who put this together - even the ones who "just" bundle stuff together so it's compatible. That's more work that -I've- put into this game, so don't forget that even those of us who only post when we're having trouble do appreciate that work.
Posted by: Kolya
« on: 10. March 2013, 22:43:47 »

So do I, pal. :)
Posted by: miracle.flame
« on: 10. March 2013, 22:21:05 »

Well I certainly drop by from time to time as I get notifications on new posts... but you all know well that I'm not really active in SS2 anymore (hopefully that'll change sometime soon  :sly: ).

It's also no secret that all "my" mods were not really mine but somewhat enhanced versions of works already done by really talented people. This one particularly out of date. I appreciate your update, please don't hesitate to do anything with these files and there's also no need to notify or ask me for approval.  ;)

Really makes me enthusiastic seeing all the development lately.. looking forward to my comeback.  :P
Posted by: Kolya
« on: 10. March 2013, 21:57:41 »

Since a few people had reported problems with this mod (shotgun crash, doors not opening) I made some general changes that may improve these.
I repacked UARMM so it doesn't use a "mod" folder anymore, added a current stable NVScript.osm and the multiplayer compatible medsci1.mis that miracle.freak had provided above separately.
Nothing was deleted, I moved a bunch of files into a "UARMM Docs" folder though and renamed the old versions to NVScript.osm~old and medsci1.mis~old. I kept the downloads number and updated the version number to 1.15. I hope that's alright with you, Miracle.
Posted by: Marvin
« on: 10. March 2013, 20:06:37 »

Yeah, I know ...
Posted by: voodoo47
« on: 10. March 2013, 19:02:25 »

other door, other map. no way.
Posted by: Marvin
« on: 10. March 2013, 18:55:04 »

Hmm ... then what about this:
Code: [Select]
// monsters can pass through the broken lab doors, not good
ObjProp 135 "TransDoor"
{
"Status" Closed
}
ObjProp 183 "TransDoor"
{
"Status" Closed
}
?
(from hydro2)

I know it should not affect the doors mentioned by Kalen but stranger things have happened with the Dark Engine.
Posted by: voodoo47
« on: 10. March 2013, 18:43:41 »

there is no way the dmls can mess with doors.

//as no door dmls exist for that particular map.
Posted by: Kolya
« on: 10. March 2013, 18:19:50 »

That being said, try renaming the misdml folder for this occasion.
Posted by: Marvin
« on: 10. March 2013, 14:16:14 »

Unified&Revamped may not be compatible with the changes introduced by 2.4 and the SS2Tool (misdml directory). Also, the mod manager should not be used anymore as it does not work with the 2.4 framework. A new version is underway but not finished at the moment.
Posted by: Kalen
« on: 10. March 2013, 13:32:37 »

I'm using a retail CD and the new Dark 2.4 (installed via SSTool 5.0) with the Unified & Revamped 1.14 mod, plus Rebirth and a couple of weapon model replacers (tacticool and rocket) using the SS2 mod manager. Also 400, SHTUP and SHMUP in the permanent mods directory. All's going well until I get to Hydroponics A, where some of the doors won't open:

Image: http://i50.tinypic.com/289vf49.png

IIRC, these are supposed to be triggered by the player's approach, but nothing happens when I nudge them (or the matching pair on the other side) - the doors don't open, but I don't get any errors or anything either. Unchecking the U&R mod at startup gets the doors working again - even when loading a save already in the level - so it's not urgent or game-breaking, but I thought I'd mention it as one more teething issue where mods don't always work quite the same with the new patch.
Posted by: Kolya
« on: 31. July 2012, 21:49:04 »

The torrents are never dead, just badly seeded by greedy little buggers.
Anyway I attached the archive to the first post.
Posted by: itsonlydanny
« on: 31. July 2012, 09:29:28 »

Hi,

All the links are dead, including the Torrent file. Any chance of a re-upload, etc?

Thanks,
DANNY
Posted by: Esca
« on: 10. October 2009, 19:31:32 »

So its necessary to replace every single texture manually and align them all? You cant blame the man for that...
Posted by: Nameless Voice
« on: 29. August 2009, 16:22:27 »

Putting the new textures into the maps and fixing the hundreds of texture alignment bugs that the increased quality made easily visible was a lot of work, so probably not.
Posted by: tedward
« on: 29. August 2009, 00:42:03 »

So the only way I can get the changes from straylight 3.0 is to wait until miracle freak incorporates 3.0, or is there any way I can do it myself?
Posted by: Nameless Voice
« on: 28. August 2009, 23:34:58 »

No.
For the most part, whichever mod you install last will override nearly all of the other mod.
Posted by: tedward
« on: 28. August 2009, 22:36:43 »

I'm planning a LAN with SS2, and I've been scurrying around the site collecting some choice mods. This mod has Straylight ADaoB 2.9, but the current version is 3.0. If I install this mod mod first  (using mod manager), then install the new straylight will it work?
Posted by: Salk
« on: 04. August 2009, 04:23:48 »

Hey, miracle.freak!

Are there some unexpected difficulties incorporating adaob 0.30 into UARMM or it's just a low priority?
Posted by: predo
« on: 04. June 2009, 22:44:19 »

so im glad that i´ve sweeten your night :P
good night too
Posted by: miracle.flame
« on: 04. June 2009, 22:41:01 »

 :D good night anyway.. I'm well amused  :D
Posted by: predo
« on: 04. June 2009, 22:38:09 »

that...was...so...

head--->table

thx for helping a noob idiot
Posted by: miracle.flame
« on: 04. June 2009, 22:36:26 »

Yes... select desired spawn mode by right-clicking the respective cube
Posted by: predo
« on: 04. June 2009, 22:34:21 »

nice feature then^^

edit: videocard never has been overclocked. when i deactivate the mod it works again.

that means you also have no idea then?
bummer.
thx for help anyway ;)
Posted by: miracle.flame
« on: 04. June 2009, 22:24:35 »

it's a feature lol


UPDATE: but check your videocard just in case... maybe some artifacts from overclocking
Posted by: predo
« on: 04. June 2009, 22:20:16 »

hello there...

nice mod, but i have those strange 5 red boxes around my crosshair when im entereing the VB...every mod has been disactivated and so on...is it a bug or a videocard error?
Posted by: Salk
« on: 02. June 2009, 07:23:45 »

Thanks! ;)
Posted by: miracle.flame
« on: 01. June 2009, 09:10:40 »

hopefully
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