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Topic: SS2 TF's Secmod 2.8 [obsolete]
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6740b03951207Midaychi

Re: SS2 TF's Secmod 2.8
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Well, looks like it crashes going to hydroponics in the elevator. Oh well.

6740b03951495voodoo47

Re: SS2 TF's Secmod 2.8
6740b03951500
a crash should produce a crash.dmp - zip it up, and share it here (also include shock2.log).

6740b039515cbMidaychi

Re: SS2 TF's Secmod 2.8
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The host was fine when shifting from medsci 1 to hydroponics for the first time; this is the crash from the client.

[crash.zip expired]

6740b039516b3Midaychi

Re: SS2 TF's Secmod 2.8
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Suppose I should register so there's less expiration.

[crash.zip expired]
« Last Edit: 30. January 2014, 14:49:13 by Kolya »

6740b03951807voodoo47

Re: SS2 TF's Secmod 2.8
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I just had a look at Secmod modified missions (looking at some of the custom resources), and noticed that most of them are based on the stripped version of the orig levels. this means that the level geometry/world textures cannot be edited, which effectively makes even a small overhaul next to impossible. some time ago, I've said that I may have a look and consider a quick overhaul - now I can say with certainty that this won't be happening.

6740b03951ad7ThiefsieFool

Re: SS2 TF's Secmod 2.8
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Hm, if only there was some way to combine the geometry of a mission with the objects of another, that would solve a lot of these type of problems.
Acknowledged by: ThiefsieFool

6740b03951bf5Unicron

Re: SS2 TF's Secmod 2.8
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I love this mod but how do I fix the "data loop" thing in Ops?  I repaired it and I still can't get into the rooms.  Anyone else know what I'm talking about?  Thanks guys

6740b03951e96ThiefsieFool

Re: SS2 TF's Secmod 2.8
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I love this mod but how do I fix the "data loop" thing in Ops?  I repaired it and I still can't get into the rooms.  Anyone else know what I'm talking about?  Thanks guys
I can't quite remember how to fix it, maybe someone else does. I think you need to save and reload for the repair to register or something, that section's always been bugged.
No Power Cell in Cryo Bay
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Just did a clean GOG install after i couldn't locate the power cell in cryo bay with secmod, applied ss2tool and actived secmod with blue mod manager. Unless the power cell has again (which is to say i tried several times before reinstalling) spawned in a spot behind the bench, which i can't locate, it seems somethings broken here.
Screenhots of the room and my ss2bmm setup here: http://imgur.com/a/Qh1sa#4

6740b03952160ThiefsieFool

Re: SS2 TF's Secmod 2.8
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Sorry for the time wasted since it's not a glitch or a spawn, you just need to hit that locker with the wrench to open it despite the impossible Repair requirement and get the cell, it's a tricky thing that does take some lateral thinking but I think there's also too many glitches in today's games that change people's expectations of proper game behavior.
Re: SS2 TF's Secmod 2.8
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Thank you, good sir! In fact i was hitting everything else in the room, just not that locker. Shame on me. Guess i'm in for some more surprises down the road.
Acknowledged by: ThiefsieFool

6740b03952557Nameless Voice

Re: SS2 TF's Secmod 2.8
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Hm, if only there was some way to combine the geometry of a mission with the objects of another, that would solve a lot of these type of problems.

Couldn't you multibrush all of the level geometry and save it as a vbr, and then import it into the other level?
Huge multibrushes like that used to crash DromEd, but that might have been fixed in NewDark?  (Unsure, needs testing.)

I'd prefer to move all the brushes than move all the objects, since with the latter case I'd be afraid of links and receptrons breaking, and of objects being renumbered and breaking scripting.

6740b03952847ThiefsieFool

Re: SS2 TF's Secmod 2.8
6740b0395289d
Couldn't you multibrush all of the level geometry and save it as a vbr, and then import it into the other level?
Huge multibrushes like that used to crash DromEd, but that might have been fixed in NewDark?  (Unsure, needs testing.)

I'd prefer to move all the brushes than move all the objects, since with the latter case I'd be afraid of links and receptrons breaking, and of objects being renumbered and breaking scripting.
Indeed that would be way to go if VBRs don't crash anymore.

6740b03952987callum13117

Re: SS2 TF's Secmod 2.8
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Just finished a Marine playthrough with a focus on heavy weapons. Smartgun and flamethrower were both really cool, and weapons modification is much improved. Template grenades were fun. I loved the new security system, too; a lot of thought went into choosing whether to run up and hack or stay back and shoot. One of my favourite moments was finding out what happens to Diego in this version of the story :) All in all, a great mod that made my second playthrough feel really fresh.

6740b03952ab1ThiefsieFool

Re: SS2 TF's Secmod 2.8
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That's good to hear, any trouble using those new weapons? IIRC because of their being installed on top of the existing arsenal they were balanced by being hard to maintain and with most of their ammo found in replicators across the game and not free. Though the game is also harder of course.
Re: SS2 TF's Secmod 2.8
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My next playthrough will have to be with this mod. Gameplay mods are usually my go-to afterall. Expect lengthy feedback/analysis/criticism  :P

6740b03952cffThiefsieFool

Re: SS2 TF's Secmod 2.8
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Go right ahead, very few people report back with impressions of a full playthru under their belt.

6740b03952e1dRecon-Unit 1

Re: SS2 TF's Secmod 2.8
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Just curious, is there a way to mod and have more than 4 traits ? Since having maybe 5-6 additional trait slots would come in handy, but also a few "Secmod" traits in addition to the original 16 ?

Aside of that, pretty interesting so far. However having issues with using it along side Tacticool Weapon Mod, seems that the wrench keeps resetting to default when load/save occurs. And has the Psi tier 3 skill motion detector been replaced ?
« Last Edit: 12. April 2014, 04:44:37 by Recon-Unit 1 »

6740b03952f3aThiefsieFool

Re: SS2 TF's Secmod 2.8
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Trait number should be hardcoded I think, also there should be no bugs with custom graphics if you install the graphics mod last.. I'll look into it though.
About Psi: I merged the two radar powers into one so there is only one at tier 4 that displays both enemies and items, the one at tier 3 was replaced with Electrokinesis.

6740b0395305dRecon-Unit 1

Re: SS2 TF's Secmod 2.8
6740b039530ac
Thanks, I'll try and configure the weapons pack to install last, though it's still the wrench that's resetting to default model. It's a shame about the Trait capacity though. Unless it's possible to create a new trait setup from scratch to replace it ? Just as you did with the new modify system for weapons.

Instead of removing loot on harder difficulty, perhaps just lowering the loot value instead ?

And lastly there was a hacking lvl2 option on a keyboard at the start of Med/Sci near where you break the glass to access some bullets and a hypo. What does it do exactly ?
« Last Edit: 12. April 2014, 23:23:20 by Recon-Unit 1 »

6740b039533b4ThiefsieFool

Re: SS2 TF's Secmod 2.8
6740b03953407
Thanks, I'll try and configure the weapons pack to install last, though it's still the wrench that's resetting to default model. It's a shame about the Trait capacity though. Unless it's possible to create a new trait setup from scratch to replace it ? Just as you did with the new modify system for weapons.

Instead of removing loot on harder difficulty, perhaps just lowering the loot value instead ?

And lastly there was a hacking lvl2 option on a keyboard at the start of Med/Sci near where you break the glass to access some bullets and a hypo. What does it do exactly ?
Well the modification system is added on top of the existing one, that's easy, replacing or removing something really isn't.
Removing loot is a difficulty setting already supported by the game, you'd need to handle everything yourself and make different loot tables for everything to lower the loot value, quite a lot of work.
The hacking thing in Medsci is sadly useless atm, there is however another one in the Rickenbacker (rick3, last level) which automatically hacks every turret and camera in the map if it's hacked.

6740b03953748Recon-Unit 1

Re: SS2 TF's Secmod 2.8
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Well the modification system is added on top of the existing one, that's easy, replacing or removing something really isn't.
Removing loot is a difficulty setting already supported by the game, you'd need to handle everything yourself and make different loot tables for everything to lower the loot value, quite a lot of work.
The hacking thing in Medsci is sadly useless atm, there is however another one in the Rickenbacker (rick3, last level) which automatically hacks every turret and camera in the map if it's hacked.

I take it that the inventory slots are hard-coded as well ?

I'm curious as to what's in store for v2.9 ? Also is it possible to have a weapon hack objects from a range ? I figure it would make a interesting Tinker Craft Tool or Navy-Class starting weapon. Perhaps even be able to hack Bots ?

Also are there going to be more Hybrid variants ? A pistol wielding one would be a good menacing one to encounter mid-way into the game or better yet making use of those new weapons you've brought in. Alternatively maybe a Protocol Droid Security variant ? Would make it difficult to avoid if it can shoot at you as well as try to explode.
« Last Edit: 16. April 2014, 22:59:42 by Recon-Unit 1 »

6740b03953842OneofTheMany

Re: SS2 TF's Secmod 2.8
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Dayyum, this mod is awesome!

Should the patch go into Rebirth folder or Secmod folder though?
« Last Edit: 17. April 2014, 21:03:13 by OneofTheMany »
Re: SS2 TF's Secmod 2.8
6740b039539e8
Place it in the secmod folder and let secmod override rebirth.

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