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Topic: SS2 No weapon degradation
Page: « 1 ... 8 [9]
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I still remember when real life wasn't today's standards. We would play Silkworm for hours and no one ever asked where all the ammo came from.

673f6e5a4020dvoodoo47

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I doubt that "real life" is today's standard - just look at all those generic duck & recover return to corridor or scripted sniper gets you shooters. makes ss2 look almost like a reality simulator - ramming a giant med hypo needle up your butt is way more believable than crouching behind a barrel and healing up bullet wounds for no apparent reason. unless I'm missing something and Wolverine is way more popular than he used to be.

673f6e5a40573Fironkkuify

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You can find all sorts of inconsistencies in the "realism" of games.

Resident Evil in particular is a huge culprit of mysterious ammo placement.  With older titles, you always found ammo or health in the strangest places whereas with the more modern REs enemies just drop random ammo for weapons they nor any of their comrades ever use.

I doubt that "real life" is today's standard - just look at all those generic duck & recover return to corridor or scripted sniper gets you shooters. makes ss2 look almost like a reality simulator.

Good point.  I think we all know a HUGE offender of that formula (HINT: it's the name of a small fish when abbreviated).

673f6e5a4068eMachiner6

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Pretty nice voicework on that log script. Now all we need is some weird static or background noise to recreate the way all the other logs are in-game. I never thought that was why the weapons degraded no matter what.

673f6e5a4077bmonkeybrain

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top 2 threads currently: despawn and no degredation. what's next, "you are leaving the mission area" mod?
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Sorry for respawning this old thread. But what ever happened to this ? Did it ever make it into SCP or ADoDB (or whatever it is) ?

673f6e5a40ac5ZylonBane

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A request was made to Night Dive to get Terri Brosius to record the "missing log" for us, but nothing has happened on that front yet.
Acknowledged by: Da9L
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PLEASE UPDATE THIS MOD it is broken or that the files that were supposed to come with download are missing so it only includes mod.ini please fix. or do i have to add user.cfg to the mod file for it to work with code?

673f6e5a40ca2voodoo47

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you are supposed to add that line to your user.cfg, that's the actual mod. but I guess the ini serves no real purpose now, so I think I might just remove it.
« Last Edit: 11. May 2018, 08:36:16 by voodoo47 »
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yeah its working now, all i knwo is i don't know what the mod is for if it doesnt do anything
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I think he's referring to the now removed zombe's mod manager mod. Which didn't work because it required zombe's mod manager.

673f6e5a41103ZylonBane

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User who names himself after one of the smartest people who ever lived, can't even read the first post of this thread.

673f6e5a41264voodoo47

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yeah.

also, it may be worthy of note that adding the var to the cfg doesn't actually work properly (if memory serves). I could make a dml mod that does the job, but I don't know, game breaking mods are not my favorite.

673f6e5a4134fZylonBane

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Are you sure you're not thinking of the no-respawn config var? IIRC that requires a special property to be added to spawners for it to affect them.

673f6e5a4145evoodoo47

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that may be the case - that's why the extra if memory serves. as I've said, never cared for these game breaking vars/mods too much.

I may check things out to be sure, but not anytime soon.

673f6e5a41536Davinci

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Dude just answer my question. In which file ?
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If it isn't there just create a text file named user.cfg in the game folder and add the line to it.

673f6e5a417c6Gun Nut

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I can't find the User.cfg.  I found the user.bnd, but is that the same?  If so, the command doesn't work. 

673f6e5a41a4evoodoo47

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If it isn't there just create a text file named user.cfg in the game folder and add the line to it.

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