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Topic: SS2 TF's Secmod 2.8 [obsolete]
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66f939df77e22ThiefsieFool

Re: SS2 TF's Secmod 2.8
66f939df77e90
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 »

66f939df77f65OmegaFireX

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.

66f939df781ebNameless 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
66f939df78600
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?

66f939df786f0DoomFruit

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...

66f939df7880cThiefsieFool

Re: SS2 TF's Secmod 2.8
66f939df7885d
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 »

66f939df78900KillerBudgie

Re: SS2 TF's Secmod 2.8
66f939df7894c
How the hell do you fix that 'feedback loop' on the Ops deck? I can't seem to get around it.

66f939df789d5ThiefsieFool

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

66f939df78c33KillerBudgie

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 »

66f939df79078Barbach

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

66f939df7914dThiefsieFool

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.

66f939df796f9ThiefsieFool

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
66f939df79b0e
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

66f939df79e36ThiefsieFool

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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