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Topic: SS2 Straylight ADaOB v0.3.0
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6741ce1b80be6CrimzonEyed.

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b80c50
Those this Mod works together with:
- SHTUP Beta 6?
- SHMUP 1.1?
- DFB Sound upgrade v.3B?
- Rebirth 02?
Using all above mods atm and they work fine together, so know i wan't to know if they can co-op with this mod without any problem?
Thanks beforehand =)

- CrimzonEyed
Re: SS2 Straylight ADaoB v0.3.0
6741ce1b80e9c
Yeah you can, but you both have to have ADaoB installed then. For the other mods you have it doesn't matter if only one has them.

- Mod compatibility
- SS2 Multiplayer Guide

6741ce1b80fcfSimplex

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b8101d
If I want to use both ADaOB and SHTUP, is the order of activating the mods important (because of the conflict)?

Also, I see that tacticool adaob028 compatible pistol  is not compatible with adaob version 030. Is it something that can be safely ignored, or is it a serious conflict?

6741ce1b81307Enchantermon

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b81360
Install SHTUP first, then install ADaoB, then install the pistol. All should work fine together.

6741ce1b81473Enchantermon

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b814c1
I just discovered another window you can reach through. When you're in MedSci escaping from decompression, you see a shotgun hybrid chase down a woman. In the corridor they occupy, directly across the window you watch from, there's another unbreakable window that has an Information terminal and a Security Crate directly behind it. Both are usable as if the window isn't there. Oddly enough, however, the window does appear to have the proper dimensions and should be inheriting blocks_frob from the Windows parent class, so I'm not sure why this is occurring.

6741ce1b81609ZylonBane

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b8165a
Something I just noticed, probably already been reported but what the heck--

In the starting area where you see the first ghost, there's a light switch. In vanilla SS2 this switch does nothing-- ADaOB makes it turn on the hall lights. However, the light fixtures don't switch to the "lit" version of the model when this happens.

6741ce1b81754Enchantermon

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b8179f
Another one in MedSci: just before the keycard-locked door to R&D, there's a little storage area down a ladder where you can see Dr. Watts lying on a surgical unit in his office. About halfway down the ladder, a sound, a pulsating hum, suddenly starts playing. Going back up the ladder causes it to abruptly stop. It would sound more realistic if it could be changed so that instead of stopping and starting like that it could fade in and out based on the player's distance from that storage area.

6741ce1b81842Cucumber

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b8188d
I'm using the latest ADaob, but I'm still getting the turret shellcase bug where shellcasing is ejected from the player model when friendly turrets fire.

6741ce1b819e1unmaker

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b81a2c
Hello everyone. A weird bug occured to me while playing with this mod, I don't sure though if this is because of mod, but there it is:
As you know, on the second part of Engineering deck (cargo bays) there's a cutscene trigger, which triggers a engine cutcsene, a kind of fly-by inside the body of the Many (that big room with a brain). Apparently after this my HUD disappeared completely. I made a level change via previous bulkhead and HUD was all back, except the target rectangle and the status text field. You can guess this is a nasty bug, not to say gamebreaking.

What I have installed:
ADaoB 0.3.0
SHTUP
SHMUP
Rebirth
and various weapon replacements

Can this bug be redeemed somehow (maybe one can enable/disable something in level script or else)? Otherwise I can replay the first two levels but there's no guarantee this won't happen again.

6741ce1b81b4fvoodoo47

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b81b9c
I always make an extra save before that cutscene, it's ability to screw up the game in billion strange ways seems limitless. reload a previous save, if you have one, and try running it again. oh, and I don't think it is related to ADAOB.

6741ce1b81ce2voodoo47

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b81d30
..btw, did I report the powered armor replication bug? http://www.youtube.com/watch?v=QFzTkt8DNoA

basically, drag and drop it on the unavailable (not yet unlocked) part of your inventory, and it will stay locked to your cursor, then click the research button, and voila, another power armor will be spawned in your armor slot. you can drop the one on your cursor. when you pick it up, they will merge again..

6741ce1b81db5Enchantermon

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b81e00
That's bizarre.

6741ce1b81f86voodoo47

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b81fd3
and if I remember correctly, if you won't pick up the dropped one, it will follow you through bulkheads. now that's bizarre for ya.


[shameless plug]btw, playing ss2 in 1920x1200 is beyond awesome.[/shameless plug]


edit:
almost forgot, I think this is an anomaly as well-when you flush the radiation from the reactor, the core access control computer will still display the "radiation leak, access denied" message. you have to press the button to display the correct message.

Image: http://img231.imageshack.us/img231/5306/screenshot1er.jpg

Image: http://img6.imageshack.us/img6/1320/screenshot2oz.jpg

I believe it should start displaying the "radiation contained" message as soon as you flush the radiation. or perhaps the original, neutral message:

Image: http://img7.imageshack.us/img7/4774/screenshot3bx.jpg
« Last Edit: 09. June 2011, 21:48:53 by voodoo47 »

6741ce1b820e5voodoo47

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b82130
guys, how about porting the ability to block with melee weapons from thief to ss2? I think it would be a nice addition-ss2 is way more action oriented than thief, and there is a healthy supply of melee combatants in many levels.

actually, I think blocking is already implemented to a certain degree-I'm pretty sure my wrench was blocked by an arachnid a couple of times (quite rare though), and almost sure I have managed to block a hybrid pipe attack by a correctly timed wrench swing.

the ability to block could be added to the smasher os upgrade, for example (making the upgrade a bit more interesting).

6741ce1b82206Enchantermon

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b82254
You're right; if things are timed right, meleé attacks can be blocked with opposing meleé attacks; arachnids have annoyingly done this to me countless of times, and occasionally I've gotten a pipe hybrid with it. But does adding blocking on command really fall within the range of this mod? Further, would anyone use it? I've never really felt a need for it.

6741ce1b822edvoodoo47

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b82338
that is the question (for ADAOB devs).. ;)

6741ce1b82440Nameless Voice

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b8248c
Adding the ability to block is not within the scope of this mod, as the functionality isn't in the SS2 engine.  It would be great, though!

6741ce1b82533That Fur In Camo

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b8257f
Psi invisibility tends to be pretty buggy when the security is offline, the cameras detected me and created an alarm after hacking the security console
Re: SS2 Straylight ADaoB v0.3.0
6741ce1b82692
Thanks for this excellent mod. I'm just dropping in to let you know that the  SHEMP hi-res terrain textures appeared to be missing from the megaupload version (solid colors for monitors). I deleted the mod and downloaded the file from systemshock.org, and the textures are there. Looks great.

Thanks again.

6741ce1b827c4voodoo47

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b82831
npc models sometimes bug out in a strange fashion-one of the animations seems to be broken (it looks like the head/arms snapping into a really bad position for a short time):

Image: http://img705.imageshack.us/img705/6007/ohsnapz.jpg

bh114009 (female.mos and human.mos) is the culprit.
any chance of having this fixed in the next version of ADAOB?

6741ce1b828e1ZylonBane

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b82935
Would it be technically possible for ADaOB to add unique muzzle flashes to all weapons, not just the pistol and assault rifle?

6741ce1b829d3voodoo47

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b85cee
hmm, with the exception of the shotgun, is there any other weapon that would actually need a muzzle flash?

6741ce1b85e4dZylonBane

Re: SS2 Straylight ADaoB v0.3.0
6741ce1b85edf
Sure, every weapon could use one. The energy weapons could have some kind of energy-looking flash, and the exotic weapons could maybe emit some organic puffs when they fire.
Re: SS2 Straylight ADaoB v0.3.0
6741ce1b85fe3
Or droplets of pre-goo.

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