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Topic: SS2 AlyaMod 2
Page: « 1 ... 4 [5] 6 ... 16 »
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Re: SS2: AlyaMod v1.00
6740497e12b8d
Hi,

is this mod MP compatible ?

6740497e12e34Rainalkar

Re: SS2: AlyaMod v1.00
6740497e12e90
Yes, but you need to place the fixed medsci1.mis (you'll find the link in the thread).
Re: SS2: AlyaMod v1.00
6740497e130d6
Yes, but you need to place the fixed medsci1.mis (you'll find the link in the thread).

Ok, thx

6740497e1318fnookupeous

Re: SS2: AlyaMod v1.00
6740497e131e5
Keep up the good work, can't wait for the next edition of AlyaMod! :thumbwink:

6740497e13298Rainalkar

Re: SS2: AlyaMod v1.00
6740497e13326
Considering the fact I'm learning on the way most of the stuff I do, I wouldn't wait ;)

6740497e135dbnookupeous

Re: SS2: AlyaMod v1.00
6740497e1363c
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

6740497e13726nookupeous

Re: SS2: AlyaMod v1.00
6740497e1377f
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.

6740497e1383bRainalkar

Re: SS2: AlyaMod v1.00
6740497e13894
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 »

6740497e13961The Black Devil

Re: SS2: AlyaMod v1.00
6740497e139b2
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.

6740497e13a50Rainalkar

Re: SS2: AlyaMod v1.00
6740497e13a9f
@nookupeous
There actually was a few HiTorque's rec signs that I forgot to include. All will be in in the revision.

6740497e13b58nookupeous

Re: SS2: AlyaMod v1.00
6740497e13bc4
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.

6740497e13c53Rainalkar

Re: SS2: AlyaMod v1.00
6740497e13ca4
Soon, I hope ;-)

6740497e13d39Rainalkar

Re: SS2: AlyaMod v1.00
6740497e13d8b
New version uploaded, check 1st page.

6740497e14040nookupeous

6740497e140a8
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?

6740497e14176Rainalkar

6740497e141d3
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...

6740497e142b8psikoticsilver

6740497e14313
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...

6740497e143f2Rainalkar

6740497e14443
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.

6740497e14746Enchantermon

6740497e1479b
Is full randomization possible with the stripped mission files?

6740497e1482fRainalkar

6740497e1485d
Yes. Zygo did it on Eng for example.

6740497e14925nookupeous

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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.

6740497e14a5fRainalkar

6740497e14ab1
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 ;).

6740497e14b74Mr Rayford

6740497e14bcc
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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