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Topic: SS2 TF's Secmod 2.8 [obsolete]
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66f902e571c10Mr Rayford

Re: SS2 TF's Secmod 2.8
66f902e571c65
So that's why the pipe wrench mod wouldn't work. Looking forward to this.
Mostly thought, I'm hoping this update will fix the crashing problems I'm having with Command B.
« Last Edit: 05. April 2009, 16:08:13 by Mr Rayford »

66f902e571d07The black devil

Re: SS2 TF's Secmod 2.8
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I can't wait! Any other changes!?

66f902e571ea3The black devil

Re: SS2 TF's Secmod 2.8
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Hey. Could you make the melee weapons breakable and repairable? (Although the crystal shards wouldn't be fixable, maybe just become a few smaller shards as items).

And be able to wield guns as melee weapons for when you run out of ammo?

66f902e5723c9ThiefsieFool

Re: SS2 TF's Secmod 2.8
66f902e572434
So that's why the pipe wrench mod wouldn't work. Looking forward to this.
Mostly thought, I'm hoping this update will fix the crashing problems I'm having with Command B.

The new model names will be properly documented now, so if you want to see only one custom wrench at all times you'll just have to overwrite 2-3 files.

And that sounds like the COM8 texture bug, both SHTUP and this mod should fix it.
Search your SS2 folder for "KOM6.PCX" and see if it's there.




Hey. Could you make the melee weapons breakable and repairable? (Although the crystal shards wouldn't be fixable, maybe just become a few smaller shards as items).

And be able to wield guns as melee weapons for when you run out of ammo?

First one is technically doable, but it would be pretty ridiculous and I doubt even 20% of the fanbase would support me in that decision.

Second is also doable but unfeasible, so much work when most of the time your wrench would be better anyway.

66f902e5727d8Mr Rayford

Re: SS2 TF's Secmod 2.8
66f902e572836
And that sounds like the COM8 texture bug, both SHTUP and this mod should fix it.
Search your SS2 folder for "KOM6.PCX" and see if it's there.

SHTUP is definatly causing the problem. Command B will not load if it is activated, no matter what order. I also could not find KOM6.PCX.

66f902e5729b9Nameless Voice

Re: SS2 TF's Secmod 2.8
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There shouldn't be any version of SHTUP that doesn't come with a Kom6.pcx.
If you keep experiencing the problem, install ZB's Command Deck Fix.

66f902e572b71ZylonBane

Re: SS2 TF's Secmod 2.8
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Actually, in the last version of SHTUP I changed "KOM6" to "COMM6". The Command Deck Fix uses the same naming.

The "K" bugged me, darn it.

66f902e572c88Mr Rayford

Re: SS2 TF's Secmod 2.8
66f902e572cd9
I tryied ussing the ZB Command fix as well. Command B simply refuses to load with SHTUP on.

66f902e572dbcThiefsieFool

Re: SS2 TF's Secmod 2.8
66f902e572e0f
here's a small fix if you intend to use Mercurius' kickass new laser pistol together with Secmod, without this fix you would get the old laser pistol whenever you switched to overcharge instead of this

Image: http://j.photos.cx/merc-714.jpg

link removed use the more up to date one
« Last Edit: 12. April 2009, 10:12:38 by ThiefsieFool »

66f902e572f89Unicron

Re: SS2 TF's Secmod 2.8
66f902e572fd6
I'm enjoying this mod very much, but man, those Hybrids are murder!  Any tips on how to deal with the new, super-fast Hybrids? 

66f902e57308cThiefsieFool

Re: SS2 TF's Secmod 2.8
66f902e5730f4
Either play on a lower difficulty, where the only fast hybrids are the ones wielding crystal shards, and you can handle just shooting them from afar before they become a problem;

or step your game up :spigot:

66f902e5731aeThiefsieFool

Re: SS2 TF's Secmod 2.8
66f902e5731fe
protip: even the fastest enemies are still confused by you continually moving to stay behind them and whack away, it's just slightly harder

66f902e57330aLordYupa

Re: SS2 TF's Secmod 2.8
66f902e573362
First off, absolutely stunning work, I must say.  However, it was troubling me a little that the cycling animation on the top of the tacticool laser pistol turned red when set to overload, but the interior section remained blue.  I recolored hrelaseb.gif so that it matches with the red theme, but I know practically nothing about modding so I couldn't recolor the inner beam itself or make it so that it switches to the new red texture when in overload mode.  If you want to include it in a future version, here it is:
Image: http://img.photobucket.com/albums/v334/LordYupa/th_HRELaseB.gif 
It does look much better than the standard blue.

66f902e5734c0Mercurius

Re: SS2 TF's Secmod 2.8
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Set phasers to KILL  :borg:

Image: http://img27.imageshack.us/img27/9034/screenshot9b.jpg

@Unicron
Secmod made a better me of me.  Now I'm a wrench mastah.
Tips: Whack enemies around corners and doorways.  Make copious use of wrench-readying and start your swing before you're toe to toe, so that it connects the exact moment you enter their range.

You're still going to occasionally get smacked silly until you get yourself enough ammo to deal with the problem long-range.  Make a dash for those QBRMs.

[attachment in first post]
« Last Edit: 02. March 2010, 16:14:03 by Kolya »

66f902e5735d3ThiefsieFool

Re: SS2 TF's Secmod 2.8
66f902e573627
Good shit guys, that looks much better.

66f902e57373aMr Rayford

Re: SS2 TF's Secmod 2.8
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Quick question:
Do rumblers now shoot fire and ice balls? I buckled sown and started playing Command B without SHTUP and there is now a rumber on the second floor. It was like "ok, I'm ready to throw down." So I walk over and start hacking the security console and I start to hear explosions and the whoosh of the ice balls. I figure some monkeys broke the glass shooting at me. Then I hear a roar. I turn around and the rumbler is in my face. I jump onto the desk to get some distance and it starts sooting fireballs out of it's mouth. Is this suppose to happen?
« Last Edit: 12. April 2009, 15:37:00 by Mr Rayford »

66f902e573843ThiefsieFool

Re: SS2 TF's Secmod 2.8
66f902e5738a6
Yeah that's a unique mini-boss only in Command, rumblers always did have unused psi-attack animations so I figured 'so what the heck' and made that guy.

66f902e57395dMr Rayford

Re: SS2 TF's Secmod 2.8
66f902e573a1a
I need help. I have tampered with the lift controls on the Rickenbaker Pod 2, but nothing seems to have happened. Is there something else I must do.

66f902e573b01ThiefsieFool

Re: SS2 TF's Secmod 2.8
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Press the lift button 1-2 times, the lift should come down if you've done the tampering.

66f902e573c09Mr Rayford

Re: SS2 TF's Secmod 2.8
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I've done the tampering and and the lift still stops midway to the ceiling/floor

66f902e573d09ThiefsieFool

Re: SS2 TF's Secmod 2.8
66f902e573d56
Sounds like a typically unfortunate bug, thankfully there's a failsafe where you can mantle on top of the surgical bed when it's lowered midway.

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