6744314cdbc49

6744314cde06f
25 Guests are here.
 

Topic: SS2 Straylight ADaOB v0.3.0
Page: « 1 ... 31 [32] 33 ... 35 »
Read 618843 times  

6744314cde60dxdiesp_

Re: SS2 Straylight ADaoB v0.3.0
6744314cde673
Man, I'm slow. :headshot: But it's no big deal, if I can't edit the 0.3 ones I'll make an exception and edit the originals.

6744314cde74dxdiesp_

Re: SS2 Straylight ADaoB v0.3.0
6744314cde79e
I have a suggestion, but it's like 15 year old news. Not only you can "enter" the info stations and see through them, but right outside the energy battery tutorial on med\sci 1 there's that machinery you can mantle onto to snatch the items up above (instead of using psi pull). That machinery has a very weird bounding box.

6744314cde92avoodoo47

Re: SS2 Straylight ADaoB v0.3.0
6744314cde97a
it's more of a feature than an issue really.
Acknowledged by: Kolya

6744314cdea39xdiesp_

Re: SS2 Straylight ADaoB v0.3.0
6744314cdea85
I have a question about the edited levels, what with novelties\fixes introduced. I guess I could just replay the whole game with it and get the answer, but I have still a ton of work to do with my project. So here it is: does it ever happen that you end up fighting cyborgs in Medsci 1\2, or hybrids in Many\Shodan?

6744314cdeb35voodoo47

Re: SS2 Straylight ADaoB v0.3.0
6744314cdeb81
no, there are no hybrids in Botm, and the strongest spawn on Medsci is the shotgun hybrid, as far as I know.

6744314cdec18xdiesp_

Re: SS2 Straylight ADaoB v0.3.0
6744314cdec63
Thanks. There are many little details I would have missed without nosing insinstently in the editor, like the worms (without eggs) in Engineering.
Re: SS2 Straylight ADaoB v0.3.0
6744314cdef40
does it ever happen that you end up fighting cyborgs in Medsci 1\2
Do you mean the midwives? I don't think so. You do however meet a maintenance droid upon returning to med/sci. Generally when you revisit levels later in the game they will be sprawling with more difficult enemies.

6744314cdf008xdiesp_

Re: SS2 Straylight ADaoB v0.3.0
6744314cdf058
Thank you too, Kolya!

I wanted to ask you guys something. You know about the option that makes the hud bigger, in cam_ext.cfg. Would you be able to make it into a slider in the options? I thought about this after reinstalling so many times, and every time I had to change that one cfg.
Re: SS2 Straylight ADaoB v0.3.0
6744314cdf2fa
A cam_ext editor with GUI was already suggested alongside a new mod manager (two new ones were released already) but no one did any work on that so far, I'm afraid.
Re: SS2 Straylight ADaoB v0.3.0
6744314cdf43f
I had looked into it at some point and it's not easy because lots of options consist of only a word, instead of something like option=value. This is just how the dark engine works, but it makes it impossible to read everything from cam_ext.cfg itself, as I had tried. One would need a pre-existing lookup file that defines all possible options.

Then there's the question: When changing an option, do you search for it and replace that option specifically in cam_ext.cfg? This is the clean solution but it's rather hard to implement.
Or do you simply replace the complete content of cam_ext.cfg every time the users saves, which is easier but not recommended.

6744314cdf689RocketMan

Re: SS2 Straylight ADaoB v0.3.0
6744314cdf6d9
That was a fun conversation when I took a stab at it ;)

6744314cdf774xdiesp_

Re: SS2 Straylight ADaoB v0.3.0
6744314cdf7c0
I was wondering, did you guys do the updated cutscenes project too? I was looking for info about editing the game avis.

6744314cdf89avoodoo47

Re: SS2 Straylight ADaoB v0.3.0
6744314cdf8e6
http://www.ttlg.com/forums/showthread.php?t=112595

the only way of redoing the cutscenes properly is to recreate the scenes in the game engine again with all the eyecandy activated, and capture them again. not exactly an easy task.
Re: SS2 Straylight ADaoB v0.3.0
6744314cdfb04
Having new cutscenes sounds like a nice idea. But imho there is still other stuff which is far more important than some cutscenes, from which only two or three are really important.

6744314cdfbbevoodoo47

Re: SS2 Straylight ADaoB v0.3.0
6744314cdfc0a
there is also the problem of having to redo them for each set of AI/player models out there. the currently available cutscene from Muzman will feel out of place unless Rebirth is used.
Re: SS2 Straylight ADaoB v0.3.0
6744314cdfcf6
Well, why not do proper cutscenes which are not just game records but actual high quality rendered stuff :D
Or paint some walls green and get some actors, haha

6744314cdfd7fxdiesp_

Re: SS2 Straylight ADaoB v0.3.0
6744314cdfdc9
Ah, dang it. I think I will just make a fraps video and call it a day.
Re: SS2 Straylight ADaoB v0.3.0
6744314cdfff2
Or paint some walls green and get some actors, haha
Because that turned out embarrassingly corny even when Looking Glass did it. Or George Lucas.
Re: SS2 Straylight ADaoB v0.3.0
6744314ce02f7
I had looked into it at some point and it's not easy because lots of options consist of only a word, instead of something like option=value. This is just how the dark engine works, but it makes it impossible to read everything from cam_ext.cfg itself, as I had tried. One would need a pre-existing lookup file that defines all possible options.

Then there's the question: When changing an option, do you search for it and replace that option specifically in cam_ext.cfg? This is the clean solution but it's rather hard to implement.
Or do you simply replace the complete content of cam_ext.cfg every time the users saves, which is easier but not recommended.
I don't think it's that hard. Make the tool delete any previous instance of cam_ext and provide a generic file with smart default values which is overwritten and saved in a way such that the user can only access it with the GUI or if he or she really knows where to look and what to do. When the user is done, the tool creates a cam_ext text file in the main folder which is a copy of the overwritten "hidden" file.

Edit: I guess that's option 2.
« Last Edit: 23. November 2013, 11:58:23 by Marvin »
Re: SS2 Straylight ADaoB v0.3.0
6744314ce0584
Because that turned out embarrassingly corny even when Looking Glass did it. Or George Lucas.
Yeah, I was just joking. When you do something like that everything CGI must look extremely real, otherwise it just looks out of place.

6744314ce0680xdiesp_

Re: SS2 Straylight ADaoB v0.3.0
6744314ce06cf
I lurked in the archives a little, it seems the cutscenes were problematic before SS2 returned on GOG. I just hope that if I mod a cutscene in, it will play. -__-' What I have to do, is to insert "memories" of the player... and cutting the game's FMVs to pieces would have been enough. But I tried making a little extra and it was really fun.

http://youtu.be/QVRX7LSIrqM
Re: SS2 Straylight ADaoB v0.3.0
6744314ce07a9
Those evil deadites! But who is screaming at the start?
Re: SS2 Straylight ADaoB v0.3.0
6744314ce097d
But who is screaming at the start?

Probably should be like the dead woman at the floor has just been killed.

6744314ce09fbxdiesp_

Re: SS2 Straylight ADaoB v0.3.0
6744314ce0a47
That would be Marie Delacroix, behind the player. XD

Your name:
This box must be left blank:

Name the company that developed System Shock 2:
25 Guests are here.
I don't know no rockstars, I don't snort the good stuff
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6744314ce1855