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Topic: SS2 TF's Secmod 2.8 [obsolete]
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6743736a7e96fThiefsieFool

Re: SS2 TF's Secmod 2.8
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this fixes the rickenbacker bug and the worm implants (worm implants don't require energy like normal ones, wormheart simply makes the user immune to toxins with no other effects)




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« Last Edit: 02. March 2010, 16:03:37 by Kolya »

6743736a7eb01OmegaFireX

Re: SS2 TF's Secmod 2.8
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YAY! Thanks tf, now I can reach the Where am I? surprise!
Re: SS2 TF's Secmod 2.8
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Mod and patch updated to version 2.5, see first post.

6743736a7ed9fNameless Voice

Re: SS2 TF's Secmod 2.8
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Poor Kolya the mod-repacker...
Re: SS2 TF's Secmod 2.8
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All part of our commitment to the future. 8)

Edit: I forgot editing the mod.ini file so version 2.5 will show up as 2.4 in the modmanager. Don't let yourself get confused. I'll fix it with the next update.
« Last Edit: 08. October 2008, 20:22:17 by Kolya »
Re: SS2 TF's Secmod 2.8
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Yeah, and I hope the next update will include the fix of the Replicator bug...
Re: SS2 TF's Secmod 2.8
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You sound so commanding. :girl:

Edit: I just re-checked and TF's fixed command1.mis is included with the patch and the current version of the mod.
If the bug came up for you again it's because the old command1.mis is still included with your savegame. You might have to start a new game, or maybe just leave the area and come back.
« Last Edit: 10. October 2008, 15:01:04 by Kolya »
Re: SS2 TF's Secmod 2.8
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Ok, will see...
And one more thing. I'm not sure if it is because of the mod or my memory. I can't get the Nacell B access card on the another part of the breach (on the Rickenbaker). The button at the support room A doesn't work, only at B. Anyone wants to give me a tip where to go?

6743736a7f2d3DoomFruit

Re: SS2 TF's Secmod 2.8
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It worked for me, but it took a *very* long time, happening only after I got bored and wandered up the bastard ladder jumping puzzle that kills me half the time. A rather interesting thing I noticed is that the beams seemed to come across from the opposite side of the hull breach and float in mid-air. This was from 2.3, though, so take with a pinch of salt. Also from 2.3 (dunno if you've fixed this later on) is that the psi reaver in the vertical shaft right after the church in the Rickenbacker respawns when according to the readme it shouldn't. Makes going back for chemicals a rather painful event...

6743736a7f3dfThiefsieFool

Re: SS2 TF's Secmod 2.8
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fixes that overlord, should fix support beams, also fixes bugged prox grenade traps

misc BOTM stuff: textures animate faster, destructable membranes explode into gibs



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« Last Edit: 02. March 2010, 16:04:46 by Kolya »

6743736a7f4d0KillerBudgie

Re: SS2 TF's Secmod 2.8
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How the hell do you fix that 'feedback loop' on the Ops deck? I can't seem to get around it.

6743736a7f5b2ThiefsieFool

Re: SS2 TF's Secmod 2.8
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repair the glowy circuits in the one room you can enter

6743736a7f905KillerBudgie

Re: SS2 TF's Secmod 2.8
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repair the glowy circuits in the one room you can enter

I think I tried that before, the loop still persists.
Re: SS2 TF's Secmod 2.8
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I think I tried that before, the loop still persists.
Same here.


One of the desks in that area contains half a dozen software tools, that can't be right, can it?

The spawn rates on Operation deck seem to be a little off, too. There were times a Grenade Hybride spawned directly in front of my face and exploded.
« Last Edit: 10. October 2008, 22:21:42 by Marvin »

6743736a7fed3Barbach

Re: SS2 TF's Secmod 2.8
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I think the spawning issues of Shock 2 are more about the distance than the rate

6743736a7ffadThiefsieFool

Re: SS2 TF's Secmod 2.8
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I didn't change the spawn rates, feedback should work
Re: SS2 TF's Secmod 2.8
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I didn't change the spawn rates, feedback should work
It just occurs to me that the new enemies - like the Shard Hybrids - might spawn completely seperate and different from the normal enemies, thus making the game generate too much enemies in a too close vicinity.
It's okay to beef up the difficulty that way, but it feels a little odd.

BTW: Are the leftovers from all exploding eggs really supposed to be invisible in the inventory albeit using up a slot? And vanish after clicking on it?
Re: SS2 TF's Secmod 2.8
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Updated to version 2.6, see first post.

6743736a80617ThiefsieFool

Re: SS2 TF's Secmod 2.8
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It just occurs to me that the new enemies - like the Shard Hybrids - might spawn completely seperate and different from the normal enemies, thus making the game generate too much enemies in a too close vicinity.
It's okay to beef up the difficulty that way, but it feels a little odd.

BTW: Are the leftovers from all exploding eggs really supposed to be invisible in the inventory albeit using up a slot? And vanish after clicking on it?

They don't, trust me.
And how are you getting those in your inventory?
Re: SS2 TF's Secmod 2.8
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They don't, trust me.
And how are you getting those in your inventory?
By "exploding eggs" I mean the toxic ones, btw. I figured it out in the meantime, it's just strange that this so called Goo Organ does not display in the inventory.

Updated to version 2.6, see first post.
And what exactly did you update? :D

6743736a80dfcThiefsieFool

Re: SS2 TF's Secmod 2.8
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bugfix of the century: goo organ icon



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« Last Edit: 02. March 2010, 16:05:18 by Kolya »
Re: SS2 TF's Secmod 2.8
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bugfix of the century: goo organ icon
Brilliant.


@Kolya: Oh, right. You could inculude a changelog for the next update. :)
Re: SS2 TF's Secmod 2.8
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I'm just a packer, a simple man. Unless TF says here what he changed I wouldn't know.

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