674f42e42d8fe

674f42e42ed3b
2 Guests are here.
 

Topic: SS2 Randomiser
Page: « 1 [2] 3 ... 9 »
Read 28271 times  

674f42e42f54dsarge945

674f42e42f5af
I have managed to figure out the AI signal system, now I can dynamically create new AIs that will do the same ambushes as the ones they replace...

Looks like Chucky got an upgrade!

https://www.youtube.com/watch?v=YIgecuBBWJo
Acknowledged by: RoSoDude
674f42e42f6d0
Just two questions:

1. Will this also randomise enemy locations?

2. Is this compatible with RoSo's 'RSD' and 'Scary-Monster-AI' mods? If so, what load order do you recommend?

Cheers.

674f42e42fb75sarge945

674f42e42fbcb
1. Will this also randomise enemy locations?

Maybe, but currently there's no real need. With enemy respawning from ecologies, and different enemy types having slightly different AI and movement speeds, this already feels pretty distinct. Plus a lot of the enemy locations are already good.

I could see an argument for relocating turrets, though. Maybe I'll do this for a future version. But for now, it's only enemy types in the upcoming B15 (which might be the big 1.0, since my beta testers are ironing out all the final bugs and I am nearly done randomising every map)

2. Is this compatible with RoSo's 'RSD' and 'Scary-Monster-AI' mods? If so, what load order do you recommend?

Yes to both. The next version will have an optional file to handle RSD compatibility. Technically, even without that file, the mods are compatible and nothing will break, all it does is tweak the randomisation to suit some of the changes made by RSD. For instance, the empty room in Hydro was made into a power-cell room in RSD, so I removed a location that allowed items (including key items) to spawn in that room in the RSD compatibility file. Nothing will break if you don't use it, it just makes things slightly nicer. As long as that optional file is loaded after the core mod, load order shouldn't matter, unless RoSo updates RSD to add his objects to my object collections (not likely any time soon), which will allow randomisation of that mod's hand-placed items. I would recommend running this above RSD regardless just in case.

674f42e42ffb0CyberneticGeneral

674f42e43000b
sarge945
This is awesome. Do you think cameras could possibly be randomised in the future too?

674f42e430225sarge945

674f42e43027e
CyberneticGeneral
Probably. It's just a question of getting around to it. It's yet another thing to add to the pile. This started out as a simple mod intending to randomise quest items, but it has become a LOT more expansive, and there's so many features planned that it's really a matter of finding time to get it all done.

Also, if you're interested in playing, the next version is probably less than a week away, and adds a LOT, so I would recommend waiting.

674f42e430365CyberneticGeneral

674f42e4303b6
I'll gladly wait. :thumb: For what it's worth, I'm still testing two small mods of my own. I have no idea if I'll publish them in the future, but I'll see what happens.

674f42e4304d2CyberneticGeneral

674f42e430526
Hey Sarge, I made a very small music mod for the SHODAN boss fight if you're interested. :thumb:

https://www.systemshock.org/index.php?topic=12301.0
« Last Edit: 25. June 2023, 22:42:25 by CyberneticGeneral »

674f42e4306a6sarge945

674f42e4306f8
While I appreciate that you're making mods, please try to keep this thread to discussions of the Randomiser.

On that note, I found a pretty hilarious bug. Moving items makes noise as they fall to the floor (I have to spawn them slightly above the ones they are replacing because they can be bigger and I don't want them to clip through the floor). Turns out, that noise could distract the AI, which would make them "alerted". This broke any instances where they were told to start patrolling at certain times. A good example of this is the midwife that walks around the corner when you approach a certain corridoor in hydro2.

This is fixed for the next version. I fixed it by disabling the materials on all the randomised objects for a few seconds when the map loads, then restoring it. It's a bit hacky, but it works.

674f42e43099bCyberneticGeneral

674f42e430a2c
While I appreciate that you're making mods, please try to keep this thread to discussions of the Randomiser.

Of course, and I respect that. I would've sent you a personal message otherwise.

674f42e430c84Xkilljoy98

  • Company: N/A
674f42e430cda
Perhaps there could be an option to randomize the level you start on or the order, if that is even possible

Also a SS1 randomizer could be cool as well

674f42e431084sarge945

674f42e4310dc
Perhaps there could be an option to randomize the level you start on or the order, if that is even possible

Not possible, sorry. There are too many quest objectives that rely on the level order.

Also a SS1 randomizer could be cool as well

Definitely not possible, at least not without downloading the source and modifying it, which is a bit beyond me. Maybe one day.

674f42e43121bvoodoo47

674f42e431276
just a quick idea - I'm guessing it would be pretty easy to randomize the spiders out, making an Arachnophobiac version of the mod.

674f42e431bc3sarge945

674f42e431c1b
just a quick idea - I'm guessing it would be pretty easy to randomize the spiders out, making an Arachnophobiac version of the mod.

That's actually a really good idea. The only issue is there are some spots where I don't touch spiders at all (because they are small areas with low clearance, or special cases, like the baby spider in the vents in the Rickenbacker), so I would need to go through and make sure I specifically add those (or delete them).

It's a little bit of work, but not too much.

ZylonBane
No Swarm Eggs exists.
Spiders != flies

674f42e431ecfsarge945

674f42e431f2a
That's actually a really good idea. The only issue is there are some spots where I don't touch spiders at all (because they are small areas with low clearance, or special cases, like the baby spider in the vents in the Rickenbacker), so I would need to go through and make sure I specifically add those (or delete them).

Turns out this was easier than I thought. This feature will be optional for next version.
Acknowledged by: voodoo47

674f42e43219eRoSoDude

674f42e4321f8
Won't you also need to update all the ecologies to never spawn spiders?

674f42e43242fsarge945

674f42e4324d4
Won't you also need to update all the ecologies to never spawn spiders?

Rather than going through and manually deleting all the spiders the randomiser doesn't touch, I instead decided to solve this by adding a script on the Arachnid archetype (via a metaprop) that dynamically replaces them with worms or monkeys for the spiders I decided to not add to randomisers (like the baby spider in Rickenbacker air vents). All the spiders still present in the maps will be replaced automatically the moment they are created, and this should work automatically with spiders created by DirectMonsterGens, including ecologies.
« Last Edit: 22. June 2023, 13:51:38 by sarge945 »

674f42e43258avoodoo47

674f42e4325de
the power of squirrel turns spiders into monkeys.

674f42e432a03sarge945

674f42e432a62
It's been a hell of a lot of work, and many hundreds of hours, but 1.0 is now out and it's BIG! I have put insane amounts of work into this and I am so glad to finally hit a big milestone!

https://www.youtube.com/watch?v=3GwjfUFyY6M

If you were hesitant to play before because you weren't quite sure about it being in beta, now's the time!

@voodoo47 could you please move this to the Mod subforum and mark the files on the first post to never expire?
« Last Edit: 18. July 2023, 15:49:17 by sarge945 »
Acknowledged by 2 members: RoSoDude, tiphares4

674f42e432c4asarge945

674f42e432c9e
I have uploaded an alternate Full version which doesn't randomise audio logs, by request.

Going forward this will probably be an addon.

@voodoo47 I'm really sorry to have to annoy you a second time, but would you be able to fix up that one's expiry too?
Acknowledged by: voodoo47

Your name:
This box must be left blank:

A familiar passcode with 3 digits:
2 Guests are here.
Jaunt time between transmission and reconstruction phases of protoreality space is close to nonexistent, to the transported matter.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
674f42e4364a4