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Topic: Silver's Bioshock mod Version 7.2 Alpha
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674105d19c0d0psikoticsilver

Re: Silver's BioShock mod beta 6.0 released!
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I don't see why SP3 would be doing it but at this point I have no idea.  Since you said you haven't changed anything about your operating system for a long, long time, at this point I suggest a reinstall.

I really wish there were something I could do to help you :(
« Last Edit: 21. February 2010, 15:12:04 by psikoticsilver »

674105d19c26aLasiurus

Re: Silver's BioShock mod beta 6.0 released!
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don't worry about it psiko. I'm gonna contact a friend of mine, who knows a lot about computer software and such (and who I hope will like the challenge!), and see what we can do to solve this issue.

In any case I thank you; I posted this very same problem on the official forums when it started, and since then, not a single answer. You, on the other hand, with no obligation or reason, offered your help. So for that, thank you!.

674105d19c390psikoticsilver

Re: Silver's BioShock mod beta 6.0 released!
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For the time being DO NOT PURCHASE CIGARETTES at a Circus of Value.

Aside from the obvious health risks, Cigarettes are also bad for your Bioshock game as they will cause it to crash.

I will release a patch removing them from the vending machines, with a few other tweaks.  For now, I emphasize caution and patience.

I am sorry something like this could have slipped by me.

674105d19c4d6psikoticsilver

Re: Silver's BioShock mod beta 6.0 released!
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KK I've gotten to the point where I removed the cigarettes, I've done some balancing and tweaking and fixed a few bugs... but I'm finding more and more instances where the health increases aren't registering as they should be, I'm beginning to think that the file itself isn't really used by the game which means if I'm going to release 6.1 I should really address this first.

I might take a bit longer than I expected to finish it. More when I look into it further.

674105d19c60epsikoticsilver

Re: Silver's BioShock mod beta 6.0 released!
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Sorry guys I'm working on version 7 in my spare time.  For the time being just avoid buying cigarettes from Circus of Value machines as they cause the game to crash!  I'll try to assemble a small patch for 6.0 to fix this issue as well as any others.

I officially state that Health changes don't work and I'm sorry for any inconvenience or disappointment.  HOWEVER I can increase their damage resistances to make foes harder, I've already tested and confirmed it so stay tuned :)
« Last Edit: 14. March 2010, 01:38:34 by psikoticsilver »

674105d19c85fpsikoticsilver

Re: Silver's BioShock mod beta 6.0 released!
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If any of you have covered my discussions on ModDB you will know I've been working on version 7, at which point I will consider this mod to no longer be in Beta. I've evaluated and tweaked Electrobolt shock times, the loot tables and weapon damage. I've also replaced the failed health changes with working damage resistance increases and generally I'm really looking forward to this next release... so much so that I've decided to release a beta version of 7.0 for those whom are interested in helping me test it.

I am stuck, however, on a project which at first felt like a kick in my groin. Right now I'm completely remaking the hacking system which is why I was sort of unmotivated. It's an intimidating task when I have no intimate knowledge of how the hacking is programmed and only what I picked up. Now that I think I've learned more about the hacking system (I've made the game crash 3-4 times by pushing the engine to it's limits XD) I'm more confident that I can remake it to require a little more skill and/or co-ordination than sheer twitch reaction. I've been toying with adding more accelerator tiles to counter the fact that I can't change the speeds of SlowFlo... and some resistor tiles for levels where you acquire SlowFlo 1 and 2 (for those who can't afford it right away). On levels where you acquire Safecracker or Security expert I'll be making hacking slightly faster for Security devices and Safes/Keypads as well as adding a few more alarms/overloads. This is all time consuming and tedious so you cannot expect it to be released for testing soon...

As I realize this is a huge letdown to those whom have been waiting patiently for a test version, I have a proposal: if you are interested in testing version 7 in it's beta state WITHOUT the new hacking system then please let me know and I will assemble the package. This makes sense in my head simply because whereas I really like the revised hacking system and find it more challenging (from what I've tested) it will not impact the gameplay itself, particularly if you're not interested in hacking that much.

So please, let me know.

674105d19cc7cEnchantermon

Re: Silver's BioShock mod beta 6.0 released!
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When you say that the hacking system will rely more on skill...what exactly do you mean? Are you talking about player skill or character skill? Realistically, if it can be done, an RPG should focus more on character skill than player skill (though both are nice, as long as neither suffers from the inclusion of the other).

674105d19ce66psikoticsilver

Re: Silver's BioShock mod beta 6.0 released!
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Player skill simply because I'll be removing the starter pieces and adding more accelerator tiles, as well as adjusting the flow speeds, etc.

There is already a certain amount of character skill required to hack in my mod because the player is required to have a certain amount of engineering slots before they can hack machines (the number required increases as you progress through the game).  Sort of like System Shock 2 but in this case you don't fail if you don't have them, you just can't hack the machine.  Furthermore since I'll be adding a few more overload, alarm tiles and accelerator tiles it will put more focus on investing ADAM into hacking tonics in my next release.

I wish there was more that I could do but even within the confines of these INI files it does make a difference.
« Last Edit: 31. March 2010, 20:50:56 by psikoticsilver »

674105d19d5b7Enchantermon

Re: Silver's BioShock mod beta 6.0 released!
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Player skill simply because I'll be removing the starter pieces and adding more accelerator tiles, as well as adjusting the flow speeds, etc.
Ah, so will the U Invent machines not always start with the exact same pieces anymore? That would be nice.
There is already a certain amount of character skill required to hack in my mod because the player is required to have a certain amount of engineering slots before they can hack machines (the number required increases as you progress through the game).
Ah, that's right. I had forgotten.
Furthermore since I'll be adding a few more overload, alarm tiles and accelerator tiles it will put more focus on investing ADAM into hacking tonics in my next release.
Speaking of ADAM...I remember the last time I played with your mod, I ended up lacking quite a bit in the Plasmid/Tonic department because I was saving all of the Little Sisters that I could afford to liberate (which wasn't many), since I can't stand getting the bad ending. I understand why this is; being good comes at a cost, but the amount of Adam I was getting compared to the ammo I was spending to take down the Big Daddies seemed way off-balance. Anyway, I was wondering if you could, before publishing the final version of this mod, look into either raising the Adam reward for rescuing a little or lowering the prices of upgrades a little. Or both. Like I said, I understand that rescuing should be the harder path, but it seemed to me to be a little too difficult to upgrade myself.
Good example I just remembered: I only unlocked two plasmid slots the entire game last time I played because it took forever to get enough for a slot (each slot was 400), especially since the Big Daddies were so tough that I couldn't take them down. The first one I was actually able to kill was in Fort Frolic.

674105d19d810psikoticsilver

Re: Silver's BioShock mod beta 6.0 released!
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None of the machines will start with any visible pieces anymore, so aside of the starting location each run through will be as unique as the engine can allow (a la System Shock 2).

I have radically changed the mod since the slots were like 400.  In all honesty this is my first mod so I had a lot to learn when I first started making it.  There is a larger rift in terms of ADAM between rescuing and harvesting... having played the mod as a rescuer and a harvester I can safely say that either route will have enough ADAM.  You also can no longer buy the tonics you'd find in gifts from rescuing little sisters so it gives the saviors a unique edge over the pure, unmitigated ADAM you'd receive as a harvester.

To give you a good example of what to expect here's a clip from the newest changelog I have (compare these to Bioshock 1.1):

- To give a little variety to gameplay, Gatherers no longer have a fixed amount of ADAM.  You will now receive between 280-360 Adam for Harvesting and half for Rescuing Little Sisters, scaling as you progress through the game. For example, little sisters found in the Medical deck grant 280-320 Adam, whereas little sisters found in Fontaine Futuristics grant 320-360 Adam.
- The cost of Plasmid slots have been raised 120% (should cost 220).
- The cost of ALL tonic slots have been raised 175% (should cost 220).
- The cost of Health and Eve upgrades have been has been raised 175% (should cost 220).
- Only one Tonic slot, Plasmid slot, Heath and Eve upgrade are available at each Gatherer's Garden.

In addition to this I've balanced the rest of the ADAM costs... but that's a lot of information to read over :p

I've also slightly buffed the early game weapons and changed my blanket damage policy towards head shots... so it's shaping up to be a lot more balanced.  Previously I had been balancing this mod to suit my level of experience and since I've played this game almost as I've played System Shock 2 it's a little easier for me than most people.  I've been trying to take that into account and make it a little less insane and a little more crafty.
« Last Edit: 01. April 2010, 13:41:23 by psikoticsilver »

674105d19dc12Enchantermon

Re: Silver's BioShock mod beta 6.0 released!
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Sweet, that looks a whole lot better. Thanks. :)
. . . changed my blanket damage policy towards head shots . . .
Just curious...what changes have you made to the headshots? I can't say that I remember noticing any differences when I played the last time.

674105d19de89psikoticsilver

Re: Silver's BioShock mod beta 6.0 released!
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The global Headshot damage bonuses were originally meant to be in response to health increases... but since those didn't work they're now in response to damage resistance increases.  So now the foes will take a many hits to kill unless you shoot them in the head with any weapon.

I exactly forget when but at some point during the lifespan of my mod I instated a 500% bonus for all headshots, which I changed to 400% in version 5.  Original Bioshock 1.1 had per-weapon bonuses but only for select ammo, for example there was no headshot bonus for any anti-personnel ammo or the machine gun.  Now I have per-weapon bonuses as a global head damage increase made some weapons way too powerful.  Wrench head damage was the standard 100% in Bioshock 1.1 but I increased it to 400% in version 4 or 5.  In version 7 I will reduce it to 200% (or so) as it was way too powerful.  Wrench damage itself has been reduced anyway so basically I'm just doing it so if people are going to use wrenches all the time they might as well have to aim a bit.
« Last Edit: 01. April 2010, 17:34:22 by psikoticsilver »

674105d19dfb7Enchantermon

Re: Silver's BioShock mod beta 6.0 released!
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Ah, gotcha. Cool, thanks for explaining. :)

674105d19e100psikoticsilver

Re: Silver's BioShock mod beta 6.0 released!
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Download the new 7.0 test package here!

Here's a test version of 7.0, enjoy guys.

Hacking isn't much different in this package, except for a few mild tweaks.  I will probably release another version over the next month or two containing the hacking changes before I release the final version.

674105d19e270psikoticsilver

Re: Silver's BioShock mod beta 6.0 released!
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Hello, I'm back after taking a long break from Bioshock 1. Sorry that it's been a while but everytime I make a new release I not only have to replay the game 2-3 times (sigh) but I also have to research, experiment and test all the new changes since much of the mod files are undocumented and quite a few are broken.

Now that sufficient time has passed, the thought of replaying Bioshock makes me giddy instead vomit :D. I have resumed my research into hacking and believe that I've got it all figured out. I'll start setting the last pieces into place and begin the endless data entry of retooling the hacking system.

Then I have to review the other changes I have made and test them all... then it's time for a replay.. which means, a new version is somewhere on the horizon.
« Last Edit: 13. July 2010, 23:31:20 by psikoticsilver »

674105d19e581Enchantermon

Re: Silver's BioShock mod beta 6.0 released!
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I'll start setting the last pieces into place . . .
Nice choice of words, there. ;)
Good to see you back, and looking forward to the next release. :)

674105d19e6b4johnnythewolf

Re: Silver's BioShock mod beta 6.0 released!
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Hey, psikotics! Good to see that you're still working on your mod.

By any chance, are you considering making a similar mod for BS2? I've been told the game's harder than the original, but nowadays, "hard" seems to be a highly subjective term.

674105d19e82fpsikoticsilver

Re: Silver's BioShock mod beta 6.0 released!
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I'd love to work on a bioshock 2 mod but in all honesty I doubt I'd ever release anything due to my standards now in terms of not wanting to release something shoddy... the same standards keep me from pushing the next version of my mod for BS 1 (that and lazyness/being busy).
For example I played bioshock 1 at least 5 times before I worked on a mod, where as of yet I've played Bioshock 2 only one time...  considering how much I learned from moding Bioshock 1 I'd pick up BS2 modding really easy but still I don't hav the experience to balance BS2 without more playtme :(  that probably won't happen but who knows :)
I'm more than happy to help people or give insight to those interested in modding BS2 though :)

674105d19e9bdpsikoticsilver

Re: Silver's BioShock mod beta 6.0 released!
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This mod is NOT dead.  I've just been busy with life and getting myself back into college (Bio degree).  I've been working on it slowly and where I feel what I have accomplished with my beta of 7.1 is an improvement over 6.0, I do not feel like I will have time for an 8.0 release... as such I have decided to make this my last and it is taking longer.

I cannot give a difinitive date for the release of the final version, 7.2.  I do have a rather solid package available if anyone is interested.  If you cannot wait, by all means PLEASE drop me a line by email psikoticsilver (at) hotmail (d0t) com and I will be more than happy to provide it to you.  It's in very good shape, I've just grown to have very high standards for my work.

674105d19ebb7psikoticsilver

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I have identified a bug in Fort Frolic: the first Ammo Bandito in Poseidon Plaza will cause an instant crash. I have isolated the bug, and it will be fixed in the upcoming 7.3 release.

674105d19ece3amanwithaspoon

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I am going to try this mod, it seems very fun. Thanks for your hard work.

674105d19edf3amanwithaspoon

674105d19ee41
I am having a problem with this mod, every time i fail the first hack in medical pavilion ( with the first security bot) the game crashes. This happens only when i fail the hack and the alarm sounds with security bots spawning. What gives?
I am using 7.2 alpha.

674105d19eecdpsikoticsilver

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