673f9057602b9

673f905761658
1 Guest is here.
 

Topic: SS2 Four Hundred (400)
Page: « 1 ... 17 [18] 19 20 »
Read 544983 times  

673f905761e64voodoo47

673f905761ec8
it has just expired, most likely. a feature I'm not too fond of, actually - basically, if you are inactive for some time, you'll get a warning email, if you miss it, you're out.

673f905761fdaZylonBane

673f905762035
Hmmm. Maybe a separate "400 - SCP Edition" then?

673f90576211evoodoo47

673f90576216a
that's slightly less bad, but seeing how many times people mess up when installing RealSG (getting the vanilla version when running Rebirth and vice versa), still not exactly optimal.

as mentioned, I really wouldn't be afraid of just adding that handful of SCP specific files to the main package, calling it v20a or something, and replacing the v20 download completely. no reasonable mod author should have a problem with that - it's not like we are replacing half the textures with pink unicorn and carebear wallpapers.

673f905762235ZylonBane

673f905762286
My concern is, it's not just additions. For example, the coolant tubes green goo texture should have a directional flow in SCP, because SCP fixes the alignment of all those textures. But 400's version of that texture just kind of floats around, which looks good in vanilla.
Acknowledged by: hemebond

673f90576238avoodoo47

673f9057623d6
unless the new/fixed texture breaks vanilla somehow, I wouldn't see it as a problem either. most mods I make/maintain are geared towards SCP (as that basically is vanilla but fixed, and you want to work with the most recent/least broken stuff wherever you can), and it would be difficult to see that as a bad thing.

SHTUP-ND works the same way - some places will not look correct with vanilla maps, as they are not textured properly sometimes (not obvious with vanilla textures, but apparent with the hires ones). trying to make the mod work better with broken resources at the expense of the proper ones is a bad idea, I think.
673f905762648
Isn't there some DML magic that detects whether it's SCP or not?

673f905762724voodoo47

673f905762770
there is, but I don't think we can activate a different set of textures with a dml.

anyway, if I understand correctly, the only problem here is that the already incorrect flow of the textures on vanilla maps will be incorrect in a different way? if that's the case, then again, I see no real problem - vanilla people are already getting tons of unfixed stuff as far as world textures go, one more or one less is not going to make a dent.
« Last Edit: 25. March 2019, 15:54:04 by voodoo47 »

673f90576280eZylonBane

673f905762898
Yah, definitely not. DMLs only work with objects, and a select few gamesys properties.

673f905762bb9hemebond

673f905762c10
SCP (as that basically is vanilla but fixed
I was under the impression that SCP also made changes to item and weapon placements. Is that not correct?

673f905762cc8voodoo47

673f905762d16
99% no (off the bat, I can remember one exception, or rather, an addition).

673f905762ddcZylonBane

673f905762e38
SCP changes the placement of lots of things, but (almost) never very much. Just movement within the same general area to make an object's placement more natural, or more challenging to reach, or to reward exploration.

673f905762f0fvoodoo47

673f905762f6a
if you mean stuff like a bunch of nanites now not stuck in a bench half way, but placed properly next to it, then that's pretty much just a fix. I was thinking more along moving a gun to the other side of the level, and I don't believe that has been done anywhere (there have been a few additions though).

673f905763182hemebond

673f9057631e0
I was thinking more along moving a gun to the other side of the level
That's what I was thinking of. I've watched a few streams where SCP was being used and, from memory, I thought there were a few weapons moved to earlier parts of the game.

673f905763296voodoo47

673f9057632e3
there are a few extras, but nothing has been moved in that fashion.

anyway, lets get back on track - apart from the rad pipes, any other SCP specific textures that could potentially cause problems on vanilla maps?

673f905763511Christine

673f90576359f
I want to ask, if I could use some of the textures from this mod for changes.
I'm working on an update for Ponterbee Station and in the old version I'd change some of the original textures.

673f905763683voodoo47

673f9057636dd
ACC is gone from the forums, and not sure whether it's possible to contacted him via other means (would check those links in the first post). generally, people are fine with other people reusing their resources as long as proper credit is given.

also, Ponterbee update? nice - maybe check the dml bugfixes, merging them into the new version probably wouldn't be a bad idea.

673f90576377bZylonBane

673f9057637c6
Yeah, a Ponterbee Station update in NewDark could get rid of that hackish animated sky on the Colony level and replace it with a proper NewSky.

673f905763868voodoo47

673f9057638b5
also, fixing those parts of the geometry that are way, way too tall (and some objects that are placed way too high on the walls) would be great.

673f905763999Christine

673f905763a06
I didn't found a contact adress for ACC.

ZylonBane - but it was the only animated Sky, even Thief1/Gold fM's didn't have one   :D  I set up the NewSky a few days ago...

voodoo47 - I checked the dml files, some of the changes I had already made. For the hybrid/Shotgun-thing: should I include the dml-file?


673f905763b18voodoo47

673f905763b65
you mean RealSG and player shotgun muzzle flashes? don't merge that in I think, with the latest ND release, I should be able to cook up an universal RealSG build that will autodetect vanilla/SCP/Secmod/FMs/whatever and activate all the required bits accordingly (cshock2.gam.dml, lines 67-219, those are some real duct tape and chewing gum shenanigans right there, not something you want saved in your gamesys. feel free to rip the proper setup from SCP if you want proper player shotgun muzzle flashes in your fan missions). I would also omit the snippet that modifies the cig size, I was just playing with that, and didn't really like it in the end.

making the rick turrets corpse properly would be advisable though (again, check the SCP setup). the map fixes are also worthy of a look.
« Last Edit: 27. November 2019, 20:29:21 by voodoo47 »

673f905763c07ZylonBane

673f905763c52
Could someone please verify that, when using 400, the purple wall stripes on command2 are present?

673f905763ce0voodoo47

673f905763d32
400 top, vanilla bottom.
[deep_purple.jpg expired]

673f905763dbdZylonBane

673f905763e08
Thanks. Apparently I've messed something up in my 400 install.
Acknowledged by: voodoo47

673f905763ecdZylonBane

673f905763f21
There's a typo in the file Fam/_ACC/MW0004.INC. This line:
Code: [Select]
texture FAM\_ACC\MW004Should read:
Code: [Select]
texture FAM\_ACC\MW0004Not a huge problem since it's for an unused texture, but should be fixed eventually.

Your name:
This box must be left blank:

A familiar passcode with 3 digits:
1 Guest is here.
I love two colors and that are green and gray.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
673f90576722f