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673fb6a0db970blaydes99

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Tags: °gamesys °sound °SS2 °obsolete

Note: This mod is also included in ADaoB.

Extract this zip into your SS2 folder to replace your shock2.gam file (and also to replace the unused crappy shotgun shell sounds with good ones) with this mod to have bullet casings that bounce around and don't disappear upon striking the ground.

Pistol, Assault Rifle, and Slug Turrets eject bullet casings. They will disappear after being off-screen for 30 seconds to save memory. Triple fire mode on the pistol produces three shells.

The shotgun ejects shells as well that bounce around and stay. The shells sound like shotgun shells hitting the ground. Triple fire ejects 3 shells.

The grenade launcher ejects "empty" grenade cannisters, as well as the fusion cannon ejecting empty small prism cannisters.

This mod is fully compatible with SHTUP, REBIRTH, and any other mods that don't replace the shock2.gam file. This can be incorporated into Straylight's mod as well, so please let me know if you want both.

See screenshots for details:
« Last Edit: 29. December 2016, 12:00:12 by Moderator »

673fb6a0dbb92Louis Cypher

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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I hope nobody takes offense to this, but I didn't want to bother blaydes about it so I combined the Straylight and Ejecting Brass .gam files by myself. Here is the result.

A note: You may notice the shotgun does not eject three shrells. This is because Straylight modded the shotgun so it only fires one double damage shell at a cost of 3 ammo. Apparently, this is actually right. However, if anyone wants it I'll mod this again to provide the same double damage over a three-shell burst.

If there are any bugs or omissions in this, do tell me. I've already tested slug turret, shotgun, fusion cannon, grenade launcher, pistol, and assault rifle. They all drop casings that disappear after you spend 30 seconds offscreen as advertised.
« Last Edit: 24. June 2009, 04:39:04 by Kolya »

673fb6a0dbcc3blaydes99

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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Great work Mr Cypher - I've been super busy, so you're doing us all a favor by putting these together. Be sure to post a thread up at the forums at ttlg.com to show off your work!

673fb6a0dbe14Louis Cypher

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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Here you are, as you requested a 0.2.5 Straylight version of this.

I give you two zips. One is normal 0.2.5.

However, for the sake of oddness I give you an additional zip with an extra.

This extra is a boost to Cryokinesis and Pyrokinesis I'd like people to test out. It adds additional damage at PSI levels 9 and 10 if I did it correctly, when normally it only counts up to PSI 8. If I recall correctly... Worm Skin adds 2, psi booster adds 1, and overcharge adds 1. You can naturally get 6 PSI, so 6 + 2 + 1 + 1 = 10. If anyone tries it, tell me if it works?
« Last Edit: 24. June 2009, 04:40:03 by Kolya »

673fb6a0dbfa2ZylonBane

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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Does it still have the bug that causes your weapon to emit casings when hacked turrets in the level are firing?

673fb6a0dc09dLouis Cypher

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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Is that bug also in blaydes' original gamesys?

If not, it's my fault and I'll look into it. If so, I'll look into it with a bit less enthusiasm since he's better than I am, ahahahha.

673fb6a0dc1a1Bugs and upgrades

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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The combination of Straylights 0.2.5 .gam file and this ones was a good idea.  Now we got Straylight 0.2.7, do you think you could remake your combopack cypher? or anyone?

also, did anyone figure out a fix to the turret problem?

thanks
Nutz0

673fb6a0dc2aayour evil twin

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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It would indeed be great if could use this bullet casings mod in conjunction with latest Straylight mod. :)

673fb6a0dc573Assassin

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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It would indeed be great if could use this bullet casings mod in conjunction with latest Straylight mod. :)
Even better,merge the mods.

673fb6a0dc6ebmiracle.flame

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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The little birdies have told me that upcoming version of ADaoB would have this implemented and fixed!  :D

673fb6a0dc8d4blaydes99

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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Awesome, I think that this will fit perfectly. It makes me wonder why we went so long without this... my work on the RTTUNN fanmissions really taught me how to mess with the Gamesys, so by the time I took on this project it was'n't that difficult.

I did spend a few minutes one day trying to figure out the turrent issue, but when I determined that I would most likely have to create a whole new "hacked" turret family, I realized that I didn't have the time to figure that out and test it.  I'm curious though, what had to be done to fix the "hacked turret/wrench ejecting shells" problem?

Also, what was decided to be ejected in ADaoB? Everything? (bullets, shells, grenades, prisms)... or were some additions made?

673fb6a0dca3bmiracle.flame

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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Although I've never experienced the issue myself I was told to take Turret casing object one level up from Casings hierarchy and that should fix it. Casings were set for player to spill casing and these properties were inherited by Turret Casings so there may have happened some link when the hacked turret was on Good team.

We've made just the same casings as you did, no additions.

EDIT: But I forgot to include the sounds for shells so that'll have to go to 0.2.9. I guess. Hope you don't have anything against it. I'm not sure if you were asked.

673fb6a0dcb53blaydes99

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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As for the shell fix, I should've thought of that, and it make sense to me now as well.

And of course, with the sounds, that's no problem, please move the shell sounds as well. I have nothing against you using as much or as little as you want, I just want SS2 to continue to thrive. :)

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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Excellent job on this, guys!

673fb6a0dcd7efrom outer space

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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great mod man... adds a lot more realism to the game..  but it seems to interfer with the adaob mod i think: hybrids shotguns now have again 1 ammo left inside their shotguns after killed... so again annoying ammo fiddling and shotgun throwing starts...

673fb6a0dcef4Nameless Voice

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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1) This has been included in ADaOB for some time.
2) This is a gamesys mod, as is ADaOB.  Gamesys mods are incompatible.

673fb6a0dcff0ZylonBane

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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Or to put a fine point on it, gamesys mods are mutually exclusive.

673fb6a0dd0c9Nameless Voice

Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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What he said.
Re: SS2 Mod - Ejecting Bullet Casings that don't disappear by Blaydes99
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Since this isn't the first time someone broke ADaoB by installing this mod on top, I added a note at the beginning of the first post.

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