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Topic: SS2 AlyaMod 2
Page: « 1 ... 4 [5] 6 ... 16 »
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Re: SS2: AlyaMod v1.00
67404cde26629
Hi,

is this mod MP compatible ?

67404cde268d3Rainalkar

Re: SS2: AlyaMod v1.00
67404cde2692c
Yes, but you need to place the fixed medsci1.mis (you'll find the link in the thread).
Re: SS2: AlyaMod v1.00
67404cde26b86
Yes, but you need to place the fixed medsci1.mis (you'll find the link in the thread).

Ok, thx

67404cde26c3dnookupeous

Re: SS2: AlyaMod v1.00
67404cde26c89
Keep up the good work, can't wait for the next edition of AlyaMod! :thumbwink:

67404cde26d29Rainalkar

Re: SS2: AlyaMod v1.00
67404cde26d74
Considering the fact I'm learning on the way most of the stuff I do, I wouldn't wait ;)

67404cde26fe9nookupeous

Re: SS2: AlyaMod v1.00
67404cde27038
Considering the fact I'm learning on the way most of the stuff I do, I wouldn't wait ;)

Something I'd definitely like to see in an update or the next version is the changes incorporated from HiTorque's MedSci, these should be fairly easy to add as you wouldn't need to change anything in your .gam (I think) as it's all just texture mods and a mod to one or two .mis files to add in some signs and change some doors and stuff.  I really enjoyed HiTorque's changes and I think it would complement the other things in AlyaMod very well.

Here's the post about it:

https://www.systemshock.org/index.php/topic,4.0.html

67404cde27120nookupeous

Re: SS2: AlyaMod v1.00
67404cde27180
Also, in the next update, please include whatever changes possible from the updated AoDB and SecMod 2.7 and the other mods that have been updated.

Also, what do you use to edit .GAM and .MIS files?  I'd like to have a hand at changing some things.

67404cde27249Rainalkar

Re: SS2: AlyaMod v1.00
67404cde27296
I thought I included all of HiTorque. I did most for certain. I can recheck.

Most, save those governed by NVPlayerScript, changes from ADaoB are included as well. What exactly do you miss?

I use shocked of course.
« Last Edit: 10. May 2009, 15:44:20 by Rainalkar »

67404cde27345The Black Devil

Re: SS2: AlyaMod v1.00
67404cde27390
Speaking of HiTorque, would his MedSci mod be compatible with Secmod?

The textures are so damn good! Though I wonder why he didn't do the rest of the maps.

67404cde2742bRainalkar

Re: SS2: AlyaMod v1.00
67404cde27476
@nookupeous
There actually was a few HiTorque's rec signs that I forgot to include. All will be in in the revision.

67404cde2753anookupeous

Re: SS2: AlyaMod v1.00
67404cde27586
Ah, cool.  I knew I didn't remember seeing those signs.  But now that I think about it, you did include the door transparency found in HiTorque's mod.

Good luck with the next revision of AlyaMod!  I'll definitely play it when it is out.

67404cde2760bRainalkar

Re: SS2: AlyaMod v1.00
67404cde27656
Soon, I hope ;-)

67404cde276dbRainalkar

Re: SS2: AlyaMod v1.00
67404cde27725
New version uploaded, check 1st page.

67404cde279e1nookupeous

67404cde27a32
Hey, just downloaded AlyaMod 2 and I started a new game to try and play.  I really like the work you did on the recharger.  But after getting to the point before you get into the Science Sector, I CANNOT find the card to enter that wing.  It's not where it normally is and I've triple-checked everything.  Where is it?

67404cde27adfRainalkar

67404cde27b29
It's randomized, as most quest items are. Check the pipes as soon as you enter Science, check above you when you are near 2 computers on bottom floor, check above the computers that blow up...

67404cde27bf9psikoticsilver

67404cde27c4b
Thank you very much for your work Rainalkar.  I was happy to test some things for you with my brother and if you need some help in the future let me know. :)

We will enjoy this version of Alya... unless you have another beta that needs more testing...

67404cde27d2fRainalkar

67404cde27d7a
Yes, I heard. Hope you have fun, if you discover some error, let me know.

There won't be any betas, I thoroughly test stuff before I release it. The goal is to include improved textures of ZB, which could happen soon, and that completes this phase. The final phase is to implement full randomization - what Zygo did in Randomizer, but in all of the game. This, however, may happen only if there is considerable interest.

67404cde28073Enchantermon

67404cde280c8
Is full randomization possible with the stripped mission files?

67404cde28171Rainalkar

67404cde281c3
Yes. Zygo did it on Eng for example.

67404cde2829cnookupeous

67404cde282e7
To please everyone you should make 3 versions of alyamod.

Have one be "classic" with no randomization
Have one be "partial" with randomization as it is in Alyamod 2
Have one be "full" with full randomization as it is in Zygo's Randomizer.

That'd be alot of work I'd bet but I'd please everyone.

67404cde283d4Rainalkar

67404cde28423
Randomization was always to me one of the most revered options in ss2 modding.
I don't think I will make a classic version - besides, only quest items are randomized, not too much of a deal, if anyone really isn't willing to look for them, I can tell ;).
Partial, as in included in v2, will always be an option, and v3 ought to be my vision that I had at the beginning fulfilled. One thing is certain - there will be no v4 ;).

67404cde284f4Mr Rayford

67404cde28548
Rainalkar: When you say that Aylamod 2 has randomized quest items, does that mean that if I were to ask you where the hell Toxin A is, you would respond with a "let me look" of "You're guess is as good as mine" because I gave searched for about an hour for the missing 3 vials and I cannot find them or the Hydro C card.

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