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673f92026dd85RadicalMaya

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After having gone through the basic tutorial for ShockEd, I am still left with some questions. Basically, all I want to do is remove an annoying blinking light in the security room on engineering (see below) - I was able to remove the light object in the editor and testing it seems fine, but I have no clue how to actually get the game to pick up the change. I tried overwriting the ENG1.MIS file (after making a backup of course) to no avail. I played through to this section again and the damned light is still there.

What am I doing wrong?

673f92026df42voodoo47

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you are using an old save, most likely. if you make a hard edit to a level (and even a soft/dml edit, for that matter), the level needs to be loaded clean, meaning a save that has been made before you have entered it for the first time.

no need for a hard edit to modify light blinking btw, a dml would work just fine here.
Acknowledged by: RadicalMaya

673f92026e081ZylonBane

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Of all the hundreds of blinking lights in the game, this ONE in particular drives you spare?

673f92026e1dfJossiRossi

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Could be a test to learn the tools?

673f92026f00aRadicalMaya

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voodoo47
Ok, so looking up the identifier for this particular light I see the following:


Using that information I added the following to misdml/eng1.mis.dml:

Code: javascript:void(0);
// remove annoying blinking from light in security room
ObjProp 1252 "Anim Omni Light"
{
    "Mode" smoothly brighten
}

I loaded an earlier save from before engineering (Med/Sci) and went back down the ladder into engineering and the light has still not changed. Suggestions?

Of all the hundreds of blinking lights in the game, this ONE in particular drives you spare?
When I play this game I like to make little safe rooms  :D
But the blinking light drives me spare, yes  :(

Quote by https://steamcommunity.com/sharedfiles/filedetails/?id=1438870595:
Steam Community :: Screenshot :: Home sweet home
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You are not supposed to feel safe in SS2.  ¯\_(ツ)_/¯

673f92026f2ddvoodoo47

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syntax error.
Code: [Select]
// remove annoying blinking from light in security room
ObjProp 1252 "AnimLight"
{
    "Mode" smoothly brighten
}
Acknowledged by: RadicalMaya

673f92026f4f0RadicalMaya

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voodoo47Interesting... so I tried that (again editing SS2/misdml/eng1.mis.dml)

Nope, didn't work. At this point I'm not sure what is more annoying. The light or trying to get this to work :rolleyes:

673f92026f627voodoo47

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that is just a code snippet, not a full dml, so if you don't have the header there, it won't work. here is the full code;
Code: [Select]
DML1

ObjProp 1252 "AnimLight"
{
    "Mode" smoothly brighten
}
« Last Edit: 04. February 2021, 23:22:08 by voodoo47 »
Acknowledged by: RadicalMaya

673f92026f904RadicalMaya

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Yes I know the header needs to be there, but there's a lot of other stuff in this file because I'm playing with mods already loaded. Here is the full contents of my misdml/eng1.mis.dml if curious:
https://pastebin.com/qr0bWsuQ

I must not be doing something right with regards to actually loading the changes...
As a simple test, I did this and still could not see the change:
  • rotated this computer pad in ShockEd (see pic below)
  • saved the map to SS2/Data/ENG1.MIS
  • started SS2.exe, loaded a save just before entering this area for the first time



Loads fine, Dr. Polito dialogue starts up, gives you the cyber modules as usual, but the change is not present.

Does it matter if this is the steam version? I would imagine not but I'm confused why NONE of my changes are showing up. Do I need to save something other than the .mis file from inside of ShockEd?

At this point I don't care if it's a hard map edit or dml, I just want to see _something_

673f92026fc51voodoo47

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"area" as in, the entire eng1 level, right? the dml looks good, make sure to place it somewhere the engine can read it though, patch_ext for example. //misdml should also be ok, if you have it there.

if you have SCP active, you won't see the change, as SCP will override it.
« Last Edit: 04. February 2021, 18:17:38 by voodoo47 »
Acknowledged by: RadicalMaya

673f92026fffdRadicalMaya

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voodoo47
 :what: It was SCP... ok so, noted. Don't use SCP if making changes like this since they get overridden.
That kind of sucks though because I like SCP. Oh well.

673f920270314voodoo47

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yes and no. you cannot just add stuff to the dml made for the vanilla mission and expect it to activate for SCP (as it's fingerprinted to NOT do that), you will have to make a new one for SCP.

so basically, activate SCP, create a new eng1.mis.dml inside the SCP modfolder (windows needs to be configured to show file extensions, so you wouldn't end up with eng1.mis.dm.txt), and put only this in;
Code: [Select]
DML1

ObjProp 1252 "AnimLight"
{
    "Mode" smoothly brighten
}
that will work for SCP.
Acknowledged by: RadicalMaya

673f920270694RadicalMaya

673f9202707fevoodoo47

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yep. you need to figure the basics out.
Acknowledged by: RadicalMaya

673f920270bafsarge945

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You think that's annoying? Try opening the first page of this thread on mobile *shudder*

673f920270d1bvoodoo47

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also, if you are getting into SS2 editing, make sure to have at lest two installs - one where you do the editing, and another completely clean one where you test out what you've made.
Acknowledged by: RadicalMaya
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You think that's annoying? Try opening the first page of this thread on mobile *shudder*

Thanks for making me aware of that problem. It is fixed now.

673f920271335sarge945

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Thanks for making me aware of that problem. It is fixed now.

Posting bug reports in unrelated threads is my favorite method of reporting them.
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