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Topic: SS2 TF's Secmod 2.8 [obsolete]
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6742c57a915d4Rainalkar

Re: SS2 TF's Secmod 2.8
6742c57a91639
Tf (or someone else), could you please test this:
Me and m3450 just tried playing 2.1 in multi but no matter what we did the game spawned us desnychronized in medsci1.mis. If we just replace secmod's medsci1.mis with the original medsci1.mis (leave the rest of SecMod as it is) it works just fine, but when we try to go through the bulkhead to medsci2.mis same thing happens.

6742c57a91730Nameless Voice

Re: SS2 TF's Secmod 2.8
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I thought we'd fixed that...

6742c57a91a0bThiefsieFool

Re: SS2 TF's Secmod 2.8
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         :wtfu::wtfu:            :wtfu::wtfu:



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6742c57a91af5Kiiiiid

Re: SS2 TF's Secmod 2.8
6742c57a91b41
Cut that shit out!

also, kidmystik here, too lazy to sign in :P

6742c57a91bc8Rainalkar

Re: SS2 TF's Secmod 2.8
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NV, what was the cause of the issue?

6742c57a91e15ThiefsieFool

Re: SS2 TF's Secmod 2.8
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there's going to be something that disables the script that causes the desync for multiplayer only if we can't find any solution soon, singleplayer's on the menu til then

Cut that shit out!

also, kidmystik here, too lazy to sign in :P

out

6742c57a91f49Rainalkar

Re: SS2 TF's Secmod 2.8
6742c57a91f96
I'm interested, what could possibly cause this? In AlyaMod there was a crash caused by not being able to move when selecting spawn type, but works fine otherwise. I did plenty of changes in medsci1.mis and never had problems with multiplayer, so I presume it has to have something to do with gamesys? What do you mean when you say that something disables the script that causes desynch, that doesn't really make sense.
Re: SS2 TF's Secmod 2.8
6742c57a920df
miracle.freak,

this mod is not compatible with your Unified & Revamped .mis mods v1.13, right?

6742c57a92172Rainalkar

Re: SS2 TF's Secmod 2.8
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No, it isn't. Or any other gamesys mod.

6742c57a92271Nameless Voice

Re: SS2 TF's Secmod 2.8
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One of the custom scripts is causing the desync.  I thought we'd fixed it, but apparently not.

Salk: No, definitely not.  I don't understand why you'd want to?  The SecMod maps should have all issues fixed, plus more not covered in the other mods.
Re: SS2 TF's Secmod 2.8
6742c57a92427
Nameless Voice,

miracle.freak's Unified & Revamped .mis mods v1.13 has this:

"Added another mode selection - WormOnly. It will make all the random spawns produce annelid worms (grubs) only. This will make it more realistic so big monsters would not pop-up out of nowhere on already cleaned deck and still having some fun."

which I consider very neat.

Are you suggesting anyway that all the rest the abovementioned Mod offers is superceded by SecMod 2.1?

I never play the game nor I ever even tried to install it so I gladly take all the help/advices you want to give me! :-)
Re: SS2 TF's Secmod 2.8
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I've been playing this mod all the way up to deck 3. My biggest complaint is how slow the hybrids are when fighting me. I find myself easily killing them as they swing so slow. It would help if they were harder to kill if you decide not to change spawn rates. They die in 1 or 2 hits with a wrench. Spawning is a bit low and that makes it easy even in single player... but there are a few times where something big is spawned occasionally.So I'm a bit worried if I play this multi it'll be to easy. I know everyone has different tastes but I prefer playing ss2 multi and I know that you cant please everyone. I'm playing as marines going standard weapons. I find myself having barely enough ammo which is a good thing ;) and I also think the ammo laying around is just perfect. in all 3 decks so far I've only had maybe 20 Armor piercing rounds. which is a decent amount... but it's really the only thing that is very effective on bots and turrets. Slugs are good but not as powerful. I loved the blue radiation very cool and reminds me of the pictures of ss2 before the final release. Over all I really like it and There is a lot more I have to explore like the new weapons, hacking, modifying... etc. Thanks once again,
m3450

6742c57a926fcNameless Voice

Re: SS2 TF's Secmod 2.8
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Salk:  Both of those mods change the game completely, SecMod more so than any other.  Most of the fixes from Miracle Freak's mod (e.g. the stuff from ADaOB) should be in SecMod2.

Are you saying you've never played SS2 before?  Then you should play it first without any mods, most especially not something which changes the game as much as SecMod.

m3450: I really hope that's sarcasm.  From my brief testing (admittedly in multiplayer/impossible as I was trying to find a bug in multiplayer), the hybrids swung and moved so fast in SecMod that they looked ridiculous at that speed.

6742c57a929f7ThiefsieFool

Re: SS2 TF's Secmod 2.8
6742c57a92a53

No problem, also if you want tougher, faster enemies you should pick a higher difficulty, multiplayer is already set to be like the highest difficulty, which is quite hard; we just need to sort out this desync bug.
Re: SS2 TF's Secmod 2.8
6742c57a92bde
Haha, Nameless Voice I'm being serious. Maybe I'm just used to Alya mod or pops mod where they swing super fast. It's hard but you just have to run circles around them. In Secmod.. They swing very slow and don't move as fast as well as die in 1 or 2 hits from a wrench. I am playing the single player on Impossible. Again, I'm not trying to insult you or the mod. I was just surprised that they were much easier than I thought. I had heard from someone *cough* rainalker *cough cough* that It was super hard. and when I think about it I also find it rather easy to go through at least so far up to deck 3 having saved the majority of my cybermodels :P The biggest challenge that I have already commented on is how little ammo is there. I like that a lot since I'm going standard weapons. Right now I'm down to 4 armor piercing rounds and 6 pellets :(. oh ya, and my wrench haha
Re: SS2 TF's Secmod 2.8
6742c57a92ce5
Was the access card to Sector A moved? I cannot find it for some reason

6742c57a92de8ThiefsieFool

Re: SS2 TF's Secmod 2.8
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box in front of the sector C door
Re: SS2 TF's Secmod 2.8
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Bah. I knew something was not right. Part of the mod worked and part of it didn't. I had already re copied the mod into the ss2 folder and nothing had changed. But I did it a 2nd time today and now all of a sudden everything is a lot harder and there are some more special effects. My apologies everyone.
Re: SS2 TF's Secmod 2.8
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My game crashes every minute or 2 probably because of the special effects from the scripts. damn ss2 for never working properly :)

6742c57a93317Rainalkar

Re: SS2 TF's Secmod 2.8
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I had heard from someone *cough* rainalker *cough cough* that It was super hard.

Nope, Rainalkar said that SecMod1 was too easy for him :), and that from what he read in SecMod's2 readme it would seem this has been "rectified".

6742c57a93590Nameless Voice

Re: SS2 TF's Secmod 2.8
6742c57a935e4
My game crashes every minute or 2 probably because of the special effects from the scripts. damn ss2 for never working properly :)

The first thing to do, when something goes wrong, is to find some scripts to blame it on. :rolleyesgreen:

A crash every minute or two sounds more like a hyperthreading / dual core issue.

6742c57a9368djohnnythewolf

Re: SS2 TF's Secmod 2.8
6742c57a936ef
At last! Time to reinstall SS2...

BTW, what about SHTUP? According to SS2MM, it's not compatible with your mod.

6742c57a9379cThiefsieFool

Re: SS2 TF's Secmod 2.8
6742c57a937eb
That's because Secmod has custom objects of its own, simply activate SHTUP first and Secmod second.
Re: SS2 TF's Secmod 2.8
6742c57a9396a
SS2MM gives out a conflict message (appropiately) when files are overlapping. It doesn't mean the mods are incompatible. Use some common sense. SHTUP is 'merely' a texture upgrade. There's not much it could be incompatible with. Activate Secmod after SHTUP and you'll be fine.

EDIT: tf beat me to it

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