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Topic: SS2 Pistol Hybrid
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673f2afd7c3e4voodoo47

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well, at least you have something to look forward to.

673f2afd7c7e7sarge945

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well, at least you have something to look forward to.

his own death?

673f2afd7cc72GuyFawkesGaming

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I decided to test both remyabel's Alt weapon sounds and DFB' Sound Upgrade and found that the former is also affected; the latter is not. DFB' is about 800 ms for each file according to my editor compared to the other 2 which are well over a second and a half. I also did Deu sex's sound edit and, well...It doesn't sound as great. It sounds fine coming from hybrids but sounds snipped prematurely when it comes from your own weapon, even with the fade out. Maybe I'm just picky. Considering shotgun hybrids have their own sound file, I was wondering if the same can be done for the pistol hybrids. Make them use the snipped and faded versions of the sound while I keep the original. On that thought, this does give us an excuse to upgrade the shotgun hybrids' weapon sounds with snipped and faded versions (probably already can, I just don't know the file & directory names to place them).

673f2afd7cda6voodoo47

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I think you would need to reconstruct/reload sound schemas to allow a completely separate/new sound for the hybrid pistol, which is something you really, really don't want to be doing.

iirc, there is no easy way of just making an object play a new sound clip that isn't already set up in the sound schema.

673f2afd7d109Deu sex

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GuyFawkesGaming
Oh it took me a lot of tries to get the fade out right in a way that doesn't feel too "reduced". I think at some point I even moved the beginning of the sound earlier, cutting a few milliseconds at the start so the sound end had more headroom, it was a while ago though so I don't remember the details, just that it took me quite a few adjustments.
note that only the 3 f_pist sounds need to be modified, since hybrids will never shoot armor piercing or anti personel.

I uploaded them for you so you can try them: https://mega.nz/file/Ls5mzbSC#MQwhSB9xQIR_zNpVmohM5FHtR2MyqN9bx7q8o6uuSKM
« Last Edit: 08. May 2022, 22:53:06 by Deu sex »

673f2afd7d41aGuyFawkesGaming

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Deu sexOh thank you! After reading Voodoo's last post I began playing around with it myself trying to get it right, but I'm not going to reinvent the wheel if you've got it right. Probably worth mentioning though, using DFB's sound length (800 ms) as reference, I found that it works fine between 900 ms and 1200 ms, with the latter one cutting out fairly infrequently. There's probably a compromise somewhere in the middle for those who want to try to find it.

673f2afd7d570voodoo47

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unlike working with schemas, editing a sound file in a mod should be fairly easy, you just have to have a tool that will not break the ima adpcm format Dark needs.

673f2afd7d780ReconUnit

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Decided to try this out on my return to SS2 after nearly 10 years of not touching it. Glad I did as it did change up the combat a bit, plus makes it's a bit more interesting having more varied enemy types.

Could there be additional versions which also have the pistol hybrid having a chance to also appear instead of the grenadier type too ?

You could expand more into this, having certain versions of hybrids. Having the common ones such as the pipe, pistol and shotguns being the common starting you encounter, as you progress further into Ops and further there could be the more advanced and tougher variety aside of the grenadier, basically that were former security crew wielding more dangerous weapons but also wearing security armor that makes you have to resort to using Anti-Armor or Anti-Personnel to dispatch them.

Alternatively perhaps a different variation of the Security Robot which uses the slug turret's 3 round attack type or more automatic making it more deadly encounter but a more rewarding to get 10+ standard rounds of ammo with rare chance of the other types when destroyed.
« Last Edit: 07. June 2023, 08:21:44 by ReconUnit »

673f2afd7d8b0voodoo47

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yes, there are plans - lets say that people who like hybrids and enjoy an occasional fusion shot in the face shall be pleased.

you can add the shard hybrid to your mod loadout in the meantime.

673f2afd7db6fReconUnit

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voodoo47
I'll try it out, I've only made it up to recreation so far but not sure if pipe hybrids continue to show up in further levels meaning the pistol variation wouldn't show up either.

I did try to see if copying over a few lines in the Dml replacing the og-pipe with og-grenade so that it would have a chance to replace the grenadier hybrid. It 'sorta' worked but the pistol hybrid replacement would fire 'grenade' rounds from the weapon rather than pistol shots at me.
« Last Edit: 07. June 2023, 09:29:31 by ReconUnit »

673f2afd7dcb5voodoo47

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they will spawn on later levels as well - whichever level you haven't visited yet should have no issue.

yeah, don't mess with the dmls unless you really know what you are doing.

673f2afd7df78ReconUnit

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voodoo47
Just finished a run, far as I've seen the other hybrid variations aside of the grenadier stop showing up after Ops. None of them on bridge either and there was only one instance of a group on the lower deck of the Rickenbacker. Forgot how limited the supplies are in the end game, specially with the tanky rumblers around each corner.

That little glitch with the grenadier pistol made me think you could throw in a rare late game encounter with a hybrid using a grenade launcher, longer range than the grenade throwing brother, basically a glass cannon but not something you'd want to ignore if it spots you.

Trying a new run using Secmod this time round.

673f2afd7e0davoodoo47

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pistol hybrids will only spawn where pipe hybrids are spawning in vanilla, shard hybrids should spawn on ops, rec, command, rick and BotM as well. this is random, and the chance is just 20%, so technically you could get zero spawns if you run through the maps too swiftly, but will check again just to be sure.

triggering alarms intentionally is a good way of making them spawn.


// yeah, the shard hybrid spawns are rare. I probably want them that way.
« Last Edit: 09. June 2023, 17:28:15 by voodoo47 »

673f2afd7e1c9ReconUnit

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I used SS2 Community Patch along with Rebalanced Skills and Disciplines for my last run.
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I really like this mod, but the jammed pistol drop seems to always have 9 bullets in it.

This is way too much imo.

673f2afd7e433voodoo47

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you are the luckiest person on earth, apparently.

also, 9 is impossible? you either get 1 (guaranteed), or 1+6 (one random pick is a clip), or 1+6+6 (two random picks are a clip).
Code: [Select]
// AI->Loot
+ObjProp "OG-Pistol_Meta" "LootInfo"
{
"Number of Picks" 2
"1 - Item" "5 Nanites"
"1 - Rarity" 20
"2 - Item" "Small Standard Clip"
"2 - Rarity" 10
"3 - Item" "Med Patch"
"3 - Rarity" 5
"4 - Item" "Soda Can"
"4 - Rarity" 25
"5 - Item" ""
"5 - Rarity" 35
"6 - Item" "OG Organ"
"6 - Rarity" 5
}
any additional mods that are maybe messing around with loot tables?


//ok yeah, "9 bullets IN it". there should be no bullets INSIDE the gun (unless you are running vanilla+pistol hybrid, in that case, there will be one). something else is modifying the loaded ammo value of the pistol.
« Last Edit: 18. June 2023, 17:58:16 by voodoo47 »
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voodoo47Ah right, it must be something else that's causing it then. Thank you for clearing that up for me.

673f2afd7ea4aRoSoDude

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If you're using SS2-RSD, it's probably my new base ammo value of 9 overriding this mod's base ammo value of 1. But you need to have RSD higher otherwise the burst mode unlock doesn't work correctly.

I can probably fix it on my end, maybe even provide a fix file in the meantime.

673f2afd7ec0bvoodoo47

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why would you need to set the loaded ammo value on the archetype?

was just about to say that maybe I should create a separate archetype for the hybrid pistol to circumvent this but 3 seconds later I've remembered that new weapon archetypes are a big no-no, so yeah, any potential compatibility fix is in your hands.

673f2afd7ed76RoSoDude

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I don't need to do that as far as I know, it's probably just a holdover from when I started out modding and didn't know what I was doing.

673f2afd7ee74voodoo47

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should be an easy fix then, simply don't modify the value in the next update.
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RoSoDudeI am running RSD as well, so that must be it.

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