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Topic: [Obsolete] SS2 HiTorque's complete Med/Sci changes
Page: « 1 [2]
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Re: SS2 HiTorque's complete Med/Sci changes
673f2a2368afc
Wrong spelling Simplex, that's why you couldn't find it. ;)

673f2a2368c8fSimplex

Re: SS2 HiTorque's complete Med/Sci changes
673f2a2368cf5
Compatability/Compatibility? I think I looked for both :)

You told me to ask MOTHER, so I went here: https://www.systemshock.org/index.php/topic,817.0.html and searched for "compat" - found no matches.
Acknowledged by: Kolya

673f2a2368dc8Crowley

Re: SS2 HiTorque's complete Med/Sci changes
673f2a2368e1b
Could someone help me out? I'd like to play this mod, but I don't know how to add entries to object hierarchy. From what I understand, that's part of the gamesys file, but the links to download that here appear to be dead.
Re: SS2 HiTorque's complete Med/Sci changes
673f2a2368f65
You have to do no such thing. The original readme that you are referring to is here for historical reasons only.
Always follow the QUICK GUIDE at the top of the first post to install any mod.

673f2a2369002Crowley

Re: SS2 HiTorque's complete Med/Sci changes
673f2a2369054
Ah, thank you for clearing that up.
Re: SS2 HiTorque's complete Med/Sci changes
673f2a2369153
Is it possible to install just the new textures such as the doors and stuff WITHOUT installing the new items and such?
Re: SS2 HiTorque's complete Med/Sci changes
673f2a236926d
The doors aren't just textures, they're part of the mission files. So are many of the collectable items. It's not easy to separate these.
You might also want to clarify a bit what exactly you want to keep or leave out.
Re: SS2 HiTorque's complete Med/Sci changes
673f2a23693d5
I didn't know that. Thank you for telling me. I'd like to keep the level changes but leave out things like: extra cyber modules, ammo, weapons, nanites, and things like that. Truth be told I actually like the insane challenge that the original game had. As nice as it is to have the additions of new weapons, CMs, Nanites, ect; It goes beyond taking away from the frustration factor and actually makes the game too easy and unchallenging (at least for me, not that that isn't necessarily a bad thing)
Re: SS2 HiTorque's complete Med/Sci changes
673f2a236950a
You could try leaving out the gamesys (filename: shock2.gam) and install the rest. Might work. I would suggest to install no other mods then and test a bit.
Note that this mod still won't be compatible with ADAOB or Secmod or any other mod that also replaces the medsci mission file.

673f2a2369685voodoo47

Re: SS2 HiTorque's complete Med/Sci changes
673f2a23696da
so yeah, the level has completely screwed up lighting. not much sense in fixing it now (mostly because of the stuff Kolya has mentioned in the previous post), but as it takes literally 30 seconds (one relight), well, why not - map with fixed lighting attached to the original post (did not merge it with the orig download, as the relit map requires SS2 v2.42).

maybe I'm just wondering whether the download counter on the relit map will hit 10 downloads 'till the end of this year.
« Last Edit: 01. June 2014, 17:22:47 by voodoo47 »

673f2a236979dSystem Shocked

Re: SS2 HiTorque's complete Med/Sci changes
673f2a2369803
@ voodoo47

You can count me as a downloader. Gotta love those transparent doors. Any way you can bring them into the SCP?

Thanks so much for this.

673f2a23698ccvoodoo47

Re: SS2 HiTorque's complete Med/Sci changes
673f2a2369923
no, not really - SCP corrects what is wrong, and there is nothing wrong with the orig doors. however, if the modified doors have the same dimensions, it should be pretty trivial to create a dml that would switch the model in any medsci map (as long as the model is added to the resources as well). sort of a minimod for SCP.

673f2a2369cffsarge945

673f2a2369d5c
And now, almost 10 years later, the majority of the visual changes in this mod are now available for SCP. NONE of the gameplay additions/changes are in this, so expect it to be balanced. It should work with SCP and may or may not work with Secmod.

I think the glass doors look amazing and really modernise the ship design and make it feel bigger. If a texture artist was interested in helping with the doors, I would be interested in potentially replacing every small door in the game with a glass one, with images for the various decks/areas.

//EDIT: Apparently this doesn't work for most people and results in black voids for doors. Use this at your own risk.
[HiTorque.7z expired]
« Last Edit: 17. February 2023, 18:04:53 by sarge945 »

673f2a236a10cZylonBane

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And now, almost 10 years later, the majority of the visual changes in this mod are now available for SCP. NONE of the gameplay additions/changes are in this, so expect it to be balanced.
You're really committed to stirring up shit this week, aren't you.

673f2a236a3f5sarge945

673f2a236a44e
You're really committed to stirring up shit this week, aren't you.

Eh, multiple people previously complained in this very thread that the original version contained WAY too much stuff. I remember playing it absolutely ages ago and feeling the same.

I don't exactly think it's uncontroversial to want some nice glass doors without giving the player 40+ cybermodules.
« Last Edit: 11. February 2023, 03:48:17 by sarge945 »
Acknowledged by: Chandlermaki

673f2a236a52dvoodoo47

673f2a236a594
probably not going to win the most downloaded mod award, but hey, nice bit of scripting.

will rework the first post a bit later, probably removing the obsolete tag. we'll need a replacement, like "what are you even doing downloading this mod" or something.

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