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Topic: SS2 TF's Secmod 2.8 [obsolete]
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66f9009acdfdaMr Rayford

Re: SS2 TF's Secmod 2.8
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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 »

66f9009ace0b2The black devil

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

66f9009ace1b6The 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?

66f9009ace5a3ThiefsieFool

Re: SS2 TF's Secmod 2.8
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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.

66f9009ace899Mr Rayford

Re: SS2 TF's Secmod 2.8
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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.

66f9009acea34Nameless 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.

66f9009aceb7eZylonBane

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.

66f9009acec62Mr Rayford

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

66f9009aced77ThiefsieFool

Re: SS2 TF's Secmod 2.8
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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 »

66f9009acef32Unicron

Re: SS2 TF's Secmod 2.8
66f9009acef7c
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? 

66f9009acf024ThiefsieFool

Re: SS2 TF's Secmod 2.8
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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:

66f9009acf127ThiefsieFool

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

66f9009acf271LordYupa

Re: SS2 TF's Secmod 2.8
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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.

66f9009acf3efMercurius

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 »

66f9009acf4d7ThiefsieFool

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

66f9009acf607Mr 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 »

66f9009acf797ThiefsieFool

Re: SS2 TF's Secmod 2.8
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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.

66f9009acf8a0Mr Rayford

Re: SS2 TF's Secmod 2.8
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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.

66f9009acf988ThiefsieFool

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.

66f9009acfa75Mr 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

66f9009acfb84ThiefsieFool

Re: SS2 TF's Secmod 2.8
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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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