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Topic: Tactical Combat Extreme Difficulty scp5 - Beta
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6743a62c21fa2icemann

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You can take a horse to water, but you can't make it drink unfortunately.
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is anyone planning on doing a playtest and report? no love

6743a62c228dbvoodoo47

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I still see the ++link code in the latest version, so no, we are probably not going to get serious until you get serious.
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voodoo47
i need to change the code for EVERY shot entry? where do i get each code

6743a62c22c51voodoo47

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the link id code? in the editor, as explained in your other topic, posted an example code snippet there.
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this mod is over on moddb if someone wants it when this site will inevitably delete it. it works fine and there are 0 bugs or anything of that nature as this website would imply that it has, by disallowing me to move my mod into the mods section of the website. my life sucks and i have no time for anything and the soonest i would be able to humor the admin here with the frivolous changes ordered of me, would be probably years out. so the fact that i am unable to post and archive my work on here in the mods section for long term storage and dissemination, while not causing any bugs, is frankly retarded and very rude.

6743a62c23775sarge945

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I would literally fix the DML for you (it's not hard) if I knew which changes were intended vs which changes were mindlessly copy-pasted.

This is the real problem. Your intentions are not clear. You have features in the DML which are clearly changed from SCP but which aren't documented (like the weapon requirements changes), so when I run into something that's different in the code, how am I supposed to know if it's an intended feature or something you accidentally changed in your frantic copy-pasting?

You need to be surgical with your DML. Every line should do exactly what it needs to, and nothing else. Even better if it has an accompanying comment. The reason people have made such a big fuss about it here despite "the mod working" has nothing to do with you personally or some vendetta against new members. It's because your mod is impossible to work with and is going to be a compatibility nightmare when newer versions of SCP come out.

Obviously it's your choice if you want to have mod compatibility or not, but making a mod that should be compatible with others, but isn't, is just plain disrespectful to your users. People want to use mods together, but more importantly, they don't want to run into random bugs and issues because they updated something like SCP, which is supposed to be a baseline version of SS2 that everything mods against.

To again use the Randomiser as an example. I don't particularly like Secmod personally. I've stated in other threads the issues I have with it. But that didn't stop me adding Secmod support, because people were literally asking for it. I didn't just shrug and go "ehh, this is incompatible, deal with it". It wasn't hard to do because the mod was built in a way such as to be compatible with other mods, with some minor changes. Not only can you avoid a lot of random bugs and issues by writing your DML properly, you also gain a series of advantages that allow you to provide a better experience for your users. I never even considered Secmod when I was building it, I didn't think anyone wanted a Secmod version. But because I wrote my DML properly from the start, it was a non-issue.

As for testing this mod: I'm personally not really interested. Most of the changes I've seen so far I disagree with (lowered AR requirements? Seriously?). If you want threatening Rumblers, the first step is to fix their AI (They are sufficiently scary with Scary Monsters installed), not to double their health or make them tankier - they already take MANY hits to take down. This mod, to me at least, seems like the wrong approach to the problems in SS2. Instead of fixing the game's fundamental design flaws, a layer of difficulty is added over the top as a bandaid, with all the same exploits still being largely intact. That's not really a criticism of you, many mods for many games make the same mistakes. Stalker and the Bethesda games come to mind - there are literally hundreds of difficulty mods for Skyrim, but very few of them address the core problems with the game that erode the difficulty and turn combat into a joke (potion chugging, free item/inventory interaction, bad enemy scaling, etc).

Here's a piece of advice: If you find a game too easy, and want to make it more challenging in a compelling way, don't just change some stats to make it harder, because if the game is exploitable at a fundamental level (which SS2 very much is), your difficulty tweaks aren't going to actually solve the difficulty problems. You are already experiencing this with the Rumbler, which still feels too easy despite being hugely buffed, because you haven't addressed the real problem, which is the backpedal exploit, which renders rumblers completely harmless.

Personally, I find that RSD+Scary Monsters (plus some other mods) already makes the game sufficiencly difficult simply by fixing most of the exploitable strategies, to the point where I can no longer complete the game on Impossible (and struggle a lot on Hard) despite being able to complete Vanilla on Impossible. I'm really not interested in playing the same Vanilla-like experience on Impossible but with some stats adjusted, because you can always beat it the same way you beat Impossible in Vanilla - get Standard weapons because the Assault Rifle is extremely OP (and even more so in this mod), get the good tech skills (Hacking, Maint, Modify to the minimum you need for weapon modification level 1) and ignore the bad ones, metagame around the exploitable enemy AI, and wrench everything, because most enemies from the smallest hybrid to the largest Rumbler can be defeated by simply backpedalling with the wrench.

P.S: If you want this mod to not be "inevitably deleted", try pinging voodoo to see if you can get the file expiry removed. That's standard practice here.

voodoo47
i need to change the code for EVERY shot entry? where do i get each code
If you don't want to hunt down every entity in the editor, just attach a script to the archetype and change it there (or even better, do it via a metaproperty).
« Last Edit: 20. November 2024, 02:54:38 by sarge945 »

6743a62c239ccvoodoo47

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yep, he learned nothing. attachment set to never expire - if an eternal monument to how to not do things is needed, sure, we can help.
frivolous.. retarded and very rude.
self awareness, google it.

6743a62c23b2cZylonBane

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As it turns out, modding and narcissism aren't a great mix.

6743a62c23c43voodoo47

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I don't think it's a good mix with.. anything really.

either way, if he fixes the links, I am willing to put this up as a full mod, with that huge compatibility warning slapped on top of it. it's his choice to make, can't say I care very much where this ends up.

6743a62c23d5fZylonBane

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I looked this up on ModDb, and if the filename is to be believed, it's the exact same version posted here. So no fixes, no player testing. Just some kid crapping out some barely functional thing that depends on an obsolete version of SCP. God help anyone who tries actually using it.

6743a62c23ea5voodoo47

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I did manage to get a few outdated/install breaking ModDb downloads down, but nuking all the gunk found there is pretty much impossible (good chunk uploaded by that one moron who thinks himself keeper of Dark files or somesuch, similar mindset btw, he knows he is doing a good job saving the world and everyone else is idiots).

looking forward to this becoming a part of some nice modpack, and then the users landing here asking what's going on.

6743a62c240f6sarge945

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Wait, you can nuke files on moddb?

I looked this up on ModDb, and if the filename is to be believed, it's the exact same version posted here. So no fixes, no player testing. Just some kid crapping out some barely functional thing that depends on an obsolete version of SCP. God help anyone who tries actually using it.

If you want to make sure, I'd recommend getting the md5 hashes for both files.
« Last Edit: 21. November 2024, 16:57:06 by sarge945 »

6743a62c2426cvoodoo47

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yes, if someone has uploaded something you made, you can raise a complaint and if you provide enough evidence the rogue download will get removed. or if you know someone has uploaded something without the original author's permission and similar, but things do get a bit hazy in such a scenario.

so for example, almost sure that ModDb imbecile is keeping some very old builds of Christine's fan missions there, I probably could have them taken down if I really put my mind into it, but there is little point, whoever gets them from there will not be able to install them properly, inevitably ending up here and finding out much more up to date builds are available.
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sarge945
i can probly get you a file ready sometime...

you dont seem to understand the idea behind the mod or what im accomplishing with it which is why you think changing the rifle requirements is inane. one of the things i wanted to do is to remove some of the "rpg" elements of choosing a specialty. you dont NEED to specialize anymore, but  you CAN still if you want to.. do more damage with a particular weapon class or fill in your whole psi powers for example. but i want to much of the tools and weapons and abilities available to the player, to use to defeat the difficult enemies. i never liked going through the game and throwing everything away because i couldnt use any of it. like, a soldier finding a rifle and not using it because he.. doesnt know how? now THATS inane to ME. and how slow the weapons fire? thats just unnatural. i just made the game more serious  believable and realistic in a way.

anyways it literally takes a couple hours to play through and you could get a good idea of the mod by playing half through the game. i think you would like it and understand it if you tried it. people on here are just haters. no one downloads it on moddb either you all just think im retarded and cant make anything worth while and dont even bother to try it and see how rewarding it is. it fixed everything about the game that i didnt like and i now consider it almost perfect.

but i didnt fix the rumbler xploit cuz im using the other guys mod with mine and its too difficult to do and no one helps so obviously i just did what i COULD do which is edit it to make it the way i think it should be.

i dont know how to do a script.

and to everyone else here? go eat shit and die please. i could write several paragraphs about how shit you are here in my interactions with you and others too and i am NOT the first or only person to say such things about you people, as im sure you already know.... but its not worth my time. ironic that many things you say about me can also be said about you.

you guys are just like nexus... trying to have some kind of weird monopoly of control over the ss2 modding scene so you can be the gatekeepers of all ss2 modding activity.. getting triggered when i say im using moddb instead. hilariously pathetic. and did you guys actually discuss getting my perfectly working mod deleted?? ! youve gotta be fucking kidding me. tell me more about narcissism? ive playtested it through like times. there are no unintended changes or bugs whatsoever. you have absolutely no right to get it deleted you fucking little worm. what would be your retarded bullshit excuse that youd give them? id love to hear it... "he made it for a different version of OUR mod but we made a new one so now we need to get all the old mods deleted. well its in dml so it probly still works with our mod anyways but i still need it deleted anyways... and he changed the enemies projectiles by adding new ones instead of changing the old ones! travesty!"
« Last Edit: 22. November 2024, 07:11:12 by TheHEX »
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People here are mostly providing feedback in the form of "You've structured your mod in a way, that'll make it very, very hard to update in the future, especially when newer versions of SCP & other game-play/overhaul mods come out. Are you absolutely sure you don't want to change the layout to address this, and thus make life a lot easier in the future?"

If people here didn't care about your game-play changes, and how your mod may not work anymore if someone runs it in 2025 with SCP v6 or another updated mod, they literally wouldn't bother telling you this in the first place.

6743a62c24ba2voodoo47

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yes, and remember, the first few posts explaining that were very neutral, things only started to get sour after he went all ballistic.


ok bub, now would be time to google projection (psychology), but (as you seem to be allergic to any kind of advice) maybe I'll just save you the effort - it's accusing the others of what you are.

YES you finally understand, we are the gatekeepers, and we have the monopoly on the current SS2 ecosystem and that is a very, VERY good thing - to ensure quality, there must be rules in place, without those, there is chaos, issues, and people not playing a modded game because it's hard to get mods loaded without breaking everything, then the game gets a bad reputation as being difficult, potential modders have less reason to learn the tools and create new mods, then there is less mods, and less people playing with mods and everything goes to hell.

so yeah, you either follow those (very few, and very basic) rules, or you can take your business elsewhere - also sorry, just because you say your mod is perfect that doesn't mean it actually is, you can't simply speak things into existence, that's not how reality works. and for the record, no, it is not, there are at least two issues that make it not qualify as a proper mod that would be hosted here, you don't want to accept that, fine, see if we care.

no, nobody is going to take down your ModDb download, technically it doesn't have any copyrighted files, but I'd wish ModDb would have some kind of system where senior modders could flag low quality content as such. so yeah, this is just your ego speaking (or whatever you've got going on there that makes you flip the table all the time).

and I think (after some maybe five posts of insults) it's time for your first warning - feel free to keep the hatred flowing, but tone down the language. this is a family friendly site.


//different version of some other mod would not be a big deal normally, but if it's the Community Patch, then yes, you either are fully compatible with the latest version or you're out, sorry but not sorry.
« Last Edit: 22. November 2024, 13:58:48 by voodoo47 »

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