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Topic: SS2 TF's Secmod 2.8 [obsolete]
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Re: SS2 TF's Secmod 2.8
674353a06d049
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
674353a06d3a2
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.

674353a06d4bdmiracle.flame

Re: SS2 TF's Secmod 2.8
674353a06d50c
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 »

674353a06d5c2TigerNightmare

Re: SS2 TF's Secmod 2.8
674353a06d612
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.

674353a06d8d5Barbach

Re: SS2 TF's Secmod 2.8
674353a06d92d
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...

674353a06dbdcNameless Voice

Re: SS2 TF's Secmod 2.8
674353a06dc49
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.

674353a06defdThiefsieFool

Re: SS2 TF's Secmod 2.8
674353a06df51
powered armor bugfix



[obsolete attachment removed]
« Last Edit: 02. March 2010, 16:01:28 by Kolya »
Re: SS2 TF's Secmod 2.8
674353a06e042
Mod and patch updated to version 2.4, see first post.
Re: SS2 TF's Secmod 2.8
674353a06e31e
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 »

674353a06e53dThiefsieFool

Re: SS2 TF's Secmod 2.8
674353a06e590
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
674353a06e6c9
Thanks, tf.

Just out of curiosity: Why is it 200kb smaller?
Re: SS2 TF's Secmod 2.8
674353a06e7a4
He removed the bodies.
Re: SS2 TF's Secmod 2.8
674353a06e896
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
674353a06e9c2
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
674353a06ebad
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
674353a06ee78
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
674353a06ef6c
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
674353a06f2ee
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

674353a06f3b8ThiefsieFool

Re: SS2 TF's Secmod 2.8
674353a06f407
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 »

674353a06f4a0OmegaFireX

Re: SS2 TF's Secmod 2.8
674353a06f4f6
There's an invisible wall on the Rickenbacker escape pod that won't let me get to the button on it. WTF?

674353a06f57fThiefsieFool

Re: SS2 TF's Secmod 2.8
674353a06f5cd
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..

674353a06f683OmegaFireX

Re: SS2 TF's Secmod 2.8
674353a06f6d1
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.

674353a06f759OmegaFireX

Re: SS2 TF's Secmod 2.8
674353a06f7ac
I mean...I've destroyed ALL the eggs, yet still nothing...

674353a06f9a4Rainalkar

Re: SS2 TF's Secmod 2.8
674353a06f9f7
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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