6746881dd323d

6746881dd4dcc
1 Guest is here.
 

Topic: SS2tool 6.0 dml fixup pack (test) Read 10625 times  

6746881dd56e5voodoo47

6746881dd5752
//the pack is now included in ss2tool 6.0, anyone wanting to try it out just needs to patch up with the tool.

so, as mentioned earlier, the next version of SS2tool will include a dml fixup pack that will correct the worst bugs, broken functionality, and object misplacements on the orig maps. basically, this would be SCP should have it been released one year ago, minus the level geometry and texture fixes (those cannot be done via dml).

however, due to the amount of copy-pasting involved, I would really like some veteran player(s) to run through the fixed game, making sure that nothing important got broken along the way. you would have to run through the entire von Braun (Rickenbacker and the rest are not done yet), taking notes of anything that looks misplaced, broken or strange (when compared to the unpatched game). obviously, you need to know the game quite well to be able to do that (for example, you should be able to notice that the worm piles have been fixed right away).

so, any volunteers?


//instructions:

- either drop the files directly into the SS2 root folder (overwrite old files), or run as a mod with the lowest priority.
- for best results, use just SHTUP and no other mods (SHTUP makes some problems easier to spot).
- look around for stuff that floats, or sinks into the ground, drifts off walls, has obviously incorrect orientation, makes incorrect sounds etc.
- take extra care when observing scripted and plot events.
- make sure to make a hard save before the start of each level (that means at the end of the previous level).
- SS2 2.43 required!

//example pics of issues added;
« Last Edit: 01. October 2014, 19:04:40 by voodoo47 »
6746881dd59ab
I think we should just put them into the misdml download of SS2Tool 5.1 and see what happens. There, volunteers.

6746881dd5a51voodoo47

6746881dd5aa1
so no to the semi-public test?
6746881dd5ba7
Oh, I'll probably will still do that with SS2Tool v6, but there's no need to tie this to the DMLs. SS2Tool 5.1 downloads them already.

6746881dd5c69voodoo47

6746881dd5cb7
I don't think we are on the same page here - I'm talking about  the latest, full, v2.43 only dml pack. I think it could use a bit of stress testing before being included into the tool.

6746881dd5de9Denhonator

6746881dd5e20
Is it any help if I, who has completed the game only once and played half-way through on top of that is a volunteer? I could probably finish the game within this week and report any clearly broken things
6746881dd6254
I don't think we are on the same page here - I'm talking about  the latest, full, v2.43 only dml pack. I think it could use a bit of stress testing before being included into the tool.
I was just saying that we could install these DMLs via the currently released SS2Tool 5.1. There's no technical reason speaking against it, as SS2Tool 5.1 already installs the latest new dark version. I made this suggestion in case you could not find enough volunteers. And because I personally believe that crowd-testing mods is fine. In fact it's the least people can do to test and report on all the stuff they get here for free. 

But if you want to run a test before integration with any SS2Tool version, then that's fine with me too of course.

6746881dd639dvoodoo47

6746881dd63f6
you would have to modify it to wipe out the old dmls in the root though. anyway, if no one volunteers within the next three days, we can do that - the pack should be complete by then (half rick1 is done, rick2 and 3 are tiny, shodan as well, so it's botm and I'm done).


now where is that purist guy that was crying out rivers of tears in the SCP topic when you need him, this is what you wanted, come and get it.
6746881dd6727
you would have to modify it to wipe out the old dmls in the root though.
Well that would require an updated version, but yeah, sure, why not.
You do have one volunteer tho.
* Kolya points up

6746881dd67f6voodoo47

6746881dd6852
hey, when did that post get over there. ok, will send him the VB pack.

6746881dd6b6aYankee Clipper

6746881dd6bc2
now where is that purist guy that was crying out rivers of tears in the SCP topic when you need him, this is what you wanted, come and get it.

I suspect you are directing this at me, so I must say I think I have been misunderstood. I am no purist; I think mods are great. I am not even against what I would call rebalancing mods. I just think that it would be preferable for bug fixing and / or texture improving mods be available without the rebalancing baked in, so to speak. That way, if I (or anyone else) doesn't really care for the way the rebalancing comes out, the bug and texture fixing would still available on their own. But, we have gone round and round on that issue, so I don't imagine anything productive will come from rehashing it again.

I would like to volunteer to test drive your latest tool. I'd be happy to put it through its paces.

6746881dd6cafvoodoo47

6746881dd6d03
I wasn't all serious in that post you know, and I'm fully aware of everything we have been talking about in the SCP topic. you have a pm - if you hit anything weird, just drop a screenshot (minimap enabled) and a short description here.
« Last Edit: 03. September 2014, 14:13:31 by voodoo47 »

6746881dd6e06Yankee Clipper

6746881dd6e5e
I don't think it should matter, but is there any reason not to run other mods? This is the setup I am planning on going with:

6746881dd6f47voodoo47

6746881dd6f9b
higher risk of running into an unrelated issue.

6746881dd7057Denhonator

6746881dd70dc
Would I be correct to say those which affect any objects in the world should be disabled?

6746881dd71b8voodoo47

6746881dd720a
not necessarily. for example, the fixed objects are not a bad idea, as the object model issues will be removed, so they won't distract you from the real issues. but Rebirth, flora overhaul and similar are best avoided.

6746881dd74cevoodoo47

6746881dd7520
debris works that way, but the second one is a good catch.

//you missed the lights right above the bench though - check them out to see a good example of a dml mishap (not a big one, but still there).
« Last Edit: 04. September 2014, 21:07:44 by voodoo47 »

6746881dd7600DenhonatorAtWork

6746881dd7664
What do you mean with the lights? I want to know so it'll be easier to spot things in future
Posting from work, but I am the same guy :P

6746881dd7749voodoo47

6746881dd779e
view them from sides, they sink into the walls a bit (result of me copy-pasting the old position values, not the fixed ones).

6746881dd7a3dSystem Shocked

6746881dd7a9a
..... //you missed the lights right above the bench though - check them out to see a good example of a dml mishap (not a big one, but still there).

For future reference for other such instances, could you please post a screenshot showing these "sinking lights".

6746881dd7b63voodoo47

6746881dd7bb6
on a mobile connection for the moment, will post some examples once I get back to my main machine.
Acknowledged by: System Shocked

6746881dd7c75Denhonator

6746881dd7ccb
So is it that all incorrect collision mapping is not DML related? I could walk through some stuff again

6746881dd7db5voodoo47

6746881dd7e0a
yeah, it's virtually impossible to make falling debris look good, Dark physics are just too simple. good thing is that unless you go full bananas shooting every object in the game this is not too noticeable.
1 Guest is here.
My god, those bloom settings. They're turning all the orange textures red.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6746881dd8fd2