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Topic: SS2 Randomiser
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67f107240c09csarge945

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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
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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.

67f107240c736sarge945

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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.

67f107240cb0aCyberneticGeneral

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

67f107240cd6esarge945

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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.

67f107240ce91CyberneticGeneral

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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.

67f107240cfceCyberneticGeneral

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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 »

67f107240d141sarge945

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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.

67f107240d405CyberneticGeneral

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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.

67f107240d670Xkilljoy98

  • Company: N/A
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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

67f107240da0asarge945

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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.

67f107240db9evoodoo47

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

67f107240e48bsarge945

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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

67f107240e753sarge945

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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

67f107240e9eeRoSoDude

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

67f107240ec90sarge945

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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 »

67f107240ed8evoodoo47

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the power of squirrel turns spiders into monkeys.

67f107240f146sarge945

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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

67f107240f36asarge945

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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

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