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Topic: SS2 AlyaMod 2
Page: « 1 ... 4 [5] 6 ... 16 »
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Re: SS2: AlyaMod v1.00
67405325db1a0
Hi,

is this mod MP compatible ?

67405325dce1fRainalkar

Re: SS2: AlyaMod v1.00
67405325dce92
Yes, but you need to place the fixed medsci1.mis (you'll find the link in the thread).
Re: SS2: AlyaMod v1.00
67405325dd174
Yes, but you need to place the fixed medsci1.mis (you'll find the link in the thread).

Ok, thx

67405325dd22fnookupeous

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

67405325dd338Rainalkar

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

67405325dd5fdnookupeous

Re: SS2: AlyaMod v1.00
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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

67405325dd764nookupeous

Re: SS2: AlyaMod v1.00
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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.

67405325dd887Rainalkar

Re: SS2: AlyaMod v1.00
67405325dd8dc
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 »

67405325dd99aThe Black Devil

Re: SS2: AlyaMod v1.00
67405325dd9ee
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.

67405325ddabaRainalkar

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

67405325ddbf7nookupeous

Re: SS2: AlyaMod v1.00
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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.

67405325ddce6Rainalkar

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

67405325dddd4Rainalkar

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

67405325de0e0nookupeous

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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?

67405325de1f1Rainalkar

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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...

67405325de314psikoticsilver

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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...

67405325df484Rainalkar

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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.

67405325dfa63Enchantermon

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Is full randomization possible with the stripped mission files?

67405325dfb72Rainalkar

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Yes. Zygo did it on Eng for example.

67405325dfd09nookupeous

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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.

67405325dfe40Rainalkar

67405325dfe9a
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 ;).

67405325dff65Mr Rayford

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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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