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Topic: SS2 TF's Secmod 2.8 [obsolete]
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Re: SS2 TF's Secmod 2.8
67435ab3e1da3
Okay, one more time: Secmod didn't change the spawn rates. You're complaining about original game mechanics. This is off topic.
Re: SS2 TF's Secmod 2.8
67435ab3e202a
The image TigerNightmare posted above - evenmorebodiesnx7.png - shows something I was going to post about.  In the room where the Brain of the Many gives us our cutscene message (or rather should, I haven't been getting it) there are some sparks coming off the central column that kill enemies.

I've made a video to show the effect.
http://rapidshare.com/files/150020224/SS2_SecMod2.3__Spark_the_monkey.avi.html


Also, bodies building up is something I noticed, too.  For some reason, the bodies of many foes don't seem to disappear in a time frame comparable to that of ADoaB or unmodded SS2; an exception being gibbed hybrids, whose parts seem to disappear at a normal rate.

67435ab3e2135miracle.flame

Re: SS2 TF's Secmod 2.8
67435ab3e2183
I confirm all of the above, except I think not-disappearing bodies is nice.
but I never saw spawning enemies right in front of me before, only in this mod.
« Last Edit: 01. October 2008, 19:36:05 by miracle.freak »

67435ab3e2232TigerNightmare

Re: SS2 TF's Secmod 2.8
67435ab3e227d
I wasn't complaining about a bug in the mod, I was making a suggestion towards implementing a solution to the problem in a future build of this mod and adaob.  I thought I was clear on that.  Sorry if I wasn't.

67435ab3e2563Barbach

Re: SS2 TF's Secmod 2.8
67435ab3e25bd
I wasn't complaining about a bug in the mod, I was making a suggestion towards implementing a solution to the problem in a future build of this mod and adaob.  I thought I was clear on that.  Sorry if I wasn't.

As I meant

I think there is a bit of confusion here, I mean that this problem is in the original game and mods could be a good way to change this.
Of course I know that modding and testing take a lot of time but it's just a proposal...

67435ab3e2883Nameless Voice

Re: SS2 TF's Secmod 2.8
67435ab3e28d6
In the room where the Brain of the Many gives us our cutscene message (or rather should, I haven't been getting it) there are some sparks coming off the central column that kill enemies.

Those sparks were always there.  They usually kill players.

67435ab3e2b02ThiefsieFool

Re: SS2 TF's Secmod 2.8
67435ab3e2b56
powered armor bugfix



[obsolete attachment removed]
« Last Edit: 02. March 2010, 16:01:28 by Kolya »
Re: SS2 TF's Secmod 2.8
67435ab3e2c3f
Mod and patch updated to version 2.4, see first post.
Re: SS2 TF's Secmod 2.8
67435ab3e2e69
Is it possible to activate SS2's own "remove bodies" feature again? I'm still in MedSci and the game is already lagging like hell (yeah, yeah, I'm using Rebirth, I Know ...). I don't want to know the possible problems with the coolant tubes on ENG.
« Last Edit: 05. October 2008, 20:07:20 by Marvin »

67435ab3e303eThiefsieFool

Re: SS2 TF's Secmod 2.8
67435ab3e308e
Is it possible to activate SS2's own "remove bodies" feature again? I'm still in MedSci and the game is already lagging like hell (yeah, yeah, I'm using Rebirth, I Know ...). I don't want to know the possible problems with the collant tubes on ENG.


Re: SS2 TF's Secmod 2.8
67435ab3e31a2
Thanks, tf.

Just out of curiosity: Why is it 200kb smaller?
Re: SS2 TF's Secmod 2.8
67435ab3e3271
He removed the bodies.
Re: SS2 TF's Secmod 2.8
67435ab3e335e
People, remind me, please, what to do if I had hacked the replicator beyond the shuttles before Shodan asked me to do it. I can't further hack it and thus, I can't get the needed device...
Re: SS2 TF's Secmod 2.8
67435ab3e3510
That's a game breaking bug from the original game that shouldn't exist anymore if Secmod actually includes all ADaoB fixes.

Go back to a previous save game.
Re: SS2 TF's Secmod 2.8
67435ab3e3715
He removed the bodies.
I thought of it more as an on/off switch. Oh well ...
« Last Edit: 05. October 2008, 21:27:22 by Marvin »
Re: SS2 TF's Secmod 2.8
67435ab3e3a17
That's a game breaking bug from the original game that shouldn't exist anymore if Secmod actually includes all ADaoB fixes.

Well, it looks like it doesn't include ALL fixes...

Go back to a previous save game.
O_O
Re: SS2 TF's Secmod 2.8
67435ab3e3b09
Just had a chat with Nameless. The fix is included but doesn't seem to work as expected.
Re: SS2 TF's Secmod 2.8
67435ab3e3e3a
Go back to a previous save game.
O_O


Another option is to use 'summon_obj Big Bomb' to give you the Sympathetic Resonator. --From TTLG

67435ab3e3ef4ThiefsieFool

Re: SS2 TF's Secmod 2.8
67435ab3e3f41
a bruteforce-fixed command1.mis and also a fix to the french-epstein devices (makes them actually work) in the .gam



[obsolete attachment removed]
« Last Edit: 02. March 2010, 16:03:11 by Kolya »

67435ab3e400fOmegaFireX

Re: SS2 TF's Secmod 2.8
67435ab3e4067
There's an invisible wall on the Rickenbacker escape pod that won't let me get to the button on it. WTF?

67435ab3e4103ThiefsieFool

Re: SS2 TF's Secmod 2.8
67435ab3e414e
Isn't that only supposed to happen if you didn't destroy all the eggs or something? I can't see anything out of order..

67435ab3e4209OmegaFireX

Re: SS2 TF's Secmod 2.8
67435ab3e4255
Well, it says that I have to meet Diego on the sick bay, but he's dead because of the laser Rick turret on the bridge, meaning, I've hacked the Xerxes local security system where the 2 laser turrets are. That is the last mission I have to do.

67435ab3e42e1OmegaFireX

Re: SS2 TF's Secmod 2.8
67435ab3e433e
I mean...I've destroyed ALL the eggs, yet still nothing...

67435ab3e490dRainalkar

Re: SS2 TF's Secmod 2.8
67435ab3e4964
It is a bug that happens when the mis is optimized instead of portalized. You will not be able to go through. I hope you have a save before...

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