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Topic: [Obsolete] SS2 Unified & Revamped .mis mods v1.14
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674053970b708Nameless Voice

Re: SS2 Unified & Revamped .mis mods v1.14
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No.
For the most part, whichever mod you install last will override nearly all of the other mod.

674053970b829tedward

Re: SS2 Unified & Revamped .mis mods v1.14
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So the only way I can get the changes from straylight 3.0 is to wait until miracle freak incorporates 3.0, or is there any way I can do it myself?

674053970b92fNameless Voice

Re: SS2 Unified & Revamped .mis mods v1.14
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Putting the new textures into the maps and fixing the hundreds of texture alignment bugs that the increased quality made easily visible was a lot of work, so probably not.
Re: SS2 Unified & Revamped .mis mods v1.14
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So its necessary to replace every single texture manually and align them all? You cant blame the man for that...

674053970bb06itsonlydanny

Re: SS2 Unified & Revamped .mis mods v1.14
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Hi,

All the links are dead, including the Torrent file. Any chance of a re-upload, etc?

Thanks,
DANNY
Re: SS2 Unified & Revamped .mis mods v1.14
674053970bcd6
The torrents are never dead, just badly seeded by greedy little buggers.
Anyway I attached the archive to the first post.
Dark 2.4 + SS2 Unified & Revamped .mis mods v1.14 - Door Issue
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I'm using a retail CD and the new Dark 2.4 (installed via SSTool 5.0) with the Unified & Revamped 1.14 mod, plus Rebirth and a couple of weapon model replacers (tacticool and rocket) using the SS2 mod manager. Also 400, SHTUP and SHMUP in the permanent mods directory. All's going well until I get to Hydroponics A, where some of the doors won't open:

Image: http://i50.tinypic.com/289vf49.png

IIRC, these are supposed to be triggered by the player's approach, but nothing happens when I nudge them (or the matching pair on the other side) - the doors don't open, but I don't get any errors or anything either. Unchecking the U&R mod at startup gets the doors working again - even when loading a save already in the level - so it's not urgent or game-breaking, but I thought I'd mention it as one more teething issue where mods don't always work quite the same with the new patch.
Re: SS2 Unified & Revamped .mis mods v1.14
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Unified&Revamped may not be compatible with the changes introduced by 2.4 and the SS2Tool (misdml directory). Also, the mod manager should not be used anymore as it does not work with the 2.4 framework. A new version is underway but not finished at the moment.
Re: SS2 Unified & Revamped .mis mods v1.14
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That being said, try renaming the misdml folder for this occasion.

674053970c3b9voodoo47

Re: SS2 Unified & Revamped .mis mods v1.14
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there is no way the dmls can mess with doors.

//as no door dmls exist for that particular map.
« Last Edit: 10. March 2013, 19:03:06 by voodoo47 »
Re: SS2 Unified & Revamped .mis mods v1.14
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Hmm ... then what about this:
Code: [Select]
// monsters can pass through the broken lab doors, not good
ObjProp 135 "TransDoor"
{
"Status" Closed
}
ObjProp 183 "TransDoor"
{
"Status" Closed
}
?
(from hydro2)

I know it should not affect the doors mentioned by Kalen but stranger things have happened with the Dark Engine.

674053970c5b1voodoo47

Re: SS2 Unified & Revamped .mis mods v1.14
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other door, other map. no way.
Re: SS2 Unified & Revamped .mis mods v1.14
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Yeah, I know ...
Re: SS2 Unified & Revamped .mis mods v1.14
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Since a few people had reported problems with this mod (shotgun crash, doors not opening) I made some general changes that may improve these.
I repacked UARMM so it doesn't use a "mod" folder anymore, added a current stable NVScript.osm and the multiplayer compatible medsci1.mis that miracle.freak had provided above separately.
Nothing was deleted, I moved a bunch of files into a "UARMM Docs" folder though and renamed the old versions to NVScript.osm~old and medsci1.mis~old. I kept the downloads number and updated the version number to 1.15. I hope that's alright with you, Miracle.
« Last Edit: 11. March 2013, 09:46:05 by Kolya »

674053970ca9amiracle.flame

Re: SS2 Unified & Revamped .mis mods v1.14
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Well I certainly drop by from time to time as I get notifications on new posts... but you all know well that I'm not really active in SS2 anymore (hopefully that'll change sometime soon  :sly: ).

It's also no secret that all "my" mods were not really mine but somewhat enhanced versions of works already done by really talented people. This one particularly out of date. I appreciate your update, please don't hesitate to do anything with these files and there's also no need to notify or ask me for approval.  ;)

Really makes me enthusiastic seeing all the development lately.. looking forward to my comeback.  :P
Re: SS2 Unified & Revamped .mis mods v1.14
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So do I, pal. :)
Re: SS2 Unified & Revamped .mis mods v1.14
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You know, I think that's what I like best about this site? If you post with a question, people actually read it and discuss what might be going on, even if the mod in question is old enough to be 'obsolete'.
Anyway, yeah, if I decide to run through again I'll try to remember to grab the latest versions of everything and read the forums about how to install it properly - more than likely that'll fix what few troubles I'm having.

Also, dunno if I ever have, but I'd like to toss a quick 'thanks!' out to the guys who put this together - even the ones who "just" bundle stuff together so it's compatible. That's more work that -I've- put into this game, so don't forget that even those of us who only post when we're having trouble do appreciate that work.

674053970ceaavulchor

Re: SS2 Unified & Revamped .mis mods v1.14
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So ADaoB 030 has been around for quite some time now.  Can someone please update this with the latest version of ADaoB?  There are some fairly significant updates, and I'm really eager to give this game another playthrough (its been over a decade for me) but I really want the ability to control spawns so I can take my time and appreciate different aspects of the game.
Re: SS2 Unified & Revamped .mis mods v1.14
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Your wish has been mine as well for long but at this time I am convinced that the SCP project is going to supersede ADaoB and a new version of the SS2 Unified & Revamped .mis mods should rather be made compatible with it instead.

674053970d1cavulchor

Re: SS2 Unified & Revamped .mis mods v1.14
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Maybe I'll hold off until that big project is finished up.  I won't enjoy this game the way I want to until these are finished up.  I'm not able to enjoy it like I did when I was a teenager and it was first released.  I'm looking for a different type of playthrough, one full of mystery and suspense, but also of accomplishment and breathing easy.  I can have that experience that I want to badly once spawning can be disabled, but still have all the benefits of the community patches, fixes, rebalancing, and graphical updates.

Too bad, too, because I was really loving how the game looks now and how it responds after installing all of the mods recommended over on GOG by Voodoo.

674053970d344voodoo47

Re: SS2 Unified & Revamped .mis mods v1.14
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this means someone would have to take SCP once it comes out, and reimplement all the changes from this mod. you are probably going to wait a very long time.
Re: SS2 Unified & Revamped .mis mods v1.14
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vulchor, you might find interesting what Kolya wrote about respawning here:

https://www.systemshock.org/index.php/topic,12.0.html

I am fiercely against respawning as game design (an opinion that started quite a debate here: http://www.ttlg.com/forums/showthread.php?t=128913) but most fans would say that respawning in System Shock 2 is an inseparable factor which contributes heavily to the success of the game itself.

Re: SS2 Unified & Revamped .mis mods v1.14
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I guess there are no plans for this modification to be updated with SCP?

If it's really menial work (just boring but easy) I might volunteer if some kind soul might give me right pointers (never modded SS2 but have some experience with Final Fantasy VII, Knights of the Old Republic and Baldur's Gate modding), otherwise I guess that people like me, vulchor, itsonlydanny and others will just have to settle for the no_spawn in the user.cfg file...

674053970d7e9voodoo47

Re: SS2 Unified & Revamped .mis mods v1.14
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if you mean the original author(s), no, probably not.

if it's just retouching the levels, then yeah, that's grunt work, as long as you can fire up the editor and load a level, know how to move objects and modify their props, fix textures and brushes, and reprocess once everything is done, you are set and ready (rule of thumb is that if I can do it, pretty much anyone can). the SCP readme/changelog includes about 80% of such level changes, feel free to open it up and start reimplementing.

the gamesys is a completely different thing though - the changes were extensive, and the changelog is a mess. I could post it I suppose, so you would be able to import the most important fixes.

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