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2 Guests are here.
 

674397e3e2568icemann

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I'm also using the mods suggested to me in the Ponterbee thread. So got the repairman mod etc.

674397e3e27c8voodoo47

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and the wedge lights not using the correct texture again. last second mixup in priorities?

674397e3e28ebicemann

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Mod setup is unchanged from Ponterbee except for the hotfix and I enabled the RealSG mod. I'll post a screenshot when I get home.

674397e3e2a2bicemann

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Here ya go.

674397e3e2e7avoodoo47

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it's always SCP lowest, then obj fixes, then SHTUP, then everything else. veeery important to get those three right (as displayed in the mod guide).
also technically, the quickfix is meant to be extracted to the Nightwalker folder, but loading it as a mod will work as well in this case (as it's pure dml - this wouldn't work with the RttUNN patch, for example).

674397e3e2f9cicemann

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So I have it the opposite way round? Looking at the mod guide, that has it the opposite way round.

674397e3e30a9voodoo47

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yep, you do (have it inverted) - the mod guide is correct.

674397e3e31b2icemann

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Revised.

674397e3e331bvoodoo47

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should (finally) be good (the wedge lights should have a proper light texture, not just a white slab). but remember, if a FM readme says you should extract its patch to the FM folder, it's (usually) for a good reason..

674397e3e3455icemann

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As it was only dml's wasn't certain. But all fixed now.
Acknowledged by: voodoo47

674397e3e35f6ZylonBane

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Having SCP active under any FM cannot possibly be a good idea.

674397e3e3771voodoo47

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it should be ok, actually - there will be no conflicts as far as I can tell, and there are some (very few) SCP exclusive fixed resources that will kick in and improve stuff in certain situations (some objects not loading their textures because of texture name typos are a good example).

so unless you know of some very specific (sq script?) thing that shouldn't be active unless one plays SCP, I'd say it's fine.

674397e3e39fcvoodoo47

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remember, now it might actually be cheaper (as far as spent cyber modules go) to use repair on destroyed turrets rather than hacking the working ones. also the broken medbeds are repairable (though this is pretty much just for fun/because I can).

oh, and might as well mention the maintenance tools can heal them now. it's in the readme, but you don't seem to be into those things too much. heh.

16:00 yep, that's why we love the game.
Acknowledged by: icemann

674397e3e3b04ZylonBane

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Oh god, I thought I made custom UNN Nightwalker log icons for Christine. We might have to update this FM's resources with less pixelated text.

674397e3e3be3voodoo47

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and fix that horrible typo on the error screens in the first couple of rooms while at it.

674397e3e3ce1ZylonBane

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The "Please notify maintainance" one, I assume.

674397e3e4176icemann

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oh, and might as well mention the maintenance tools can heal them now. it's in the readme, but you don't seem to be into those things too much. heh.

Yeah I suck at that, due to lack of much free time currently. I used to read in depth all the readme's, posts etc. Need to get myself back into the habit. Much of it comes from using the mod and FM loaders, where it installs everything automatically etc. So that gets rid of much of the need to even look through the zips / 7z's.
« Last Edit: 04. September 2019, 02:59:55 by icemann »

674397e3e4513voodoo47

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https://youtu.be/fyThPq9Cd94?t=5180 yeah, that needs fixing. also bleh, will have to tweak the ecologies a little, not permitting visible spawning.
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