6741e9a71898d

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Topic: SS2tool 6.0 dml fixup pack (test)
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6741e9a71a417ZylonBane

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The Dark engine only supports sphere collision models for physics objects. Thus the eternal clipping issues with anything that isn't a sphere. You can have elongated physics objects either clip into walls, or float above the floor.

6741e9a71a664voodoo47

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what he said.

added example pics to the first post - a light slightly sinking into the wall, a sign having z issues because of being too close to the wall, and a corpse floating too high and sinking into the floor.

6741e9a71a84aDenhonator

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Oh man, finished the game and failed to find anything more. I don't have the sharpest eyes, but at least there's nothing too radical then.
That ending though. Why doesn't the story continue? Not that it has anything to do with this :P

6741e9a71a9b5voodoo47

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here I could say that I'm simply that good, but as you did not have the rick1 dml which currently has over 1000 lines, we will have to settle at you not having the sharpest eyes.

but you were able to finish the game, so nothing important got broken along the way, and that's good.

6741e9a71aaeenullvoids

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If you're still looking for volunteers, I was just about to start a new playthrough when I found this thread, and I'd be happy to look for bugs along the way.

6741e9a71ac13voodoo47

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sure - I'll just finish up the Many and I'll send you a pm.

//done and sent. took a while to get the teeth jumping room into a workable state.
« Last Edit: 14. September 2014, 20:51:25 by voodoo47 »

6741e9a71b094nullvoids

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I played up to the beginning of Ops today using only this mod and SHTUP.  It's been a while since I last played the game, so I don't quite remember which of this stuff is normal for vanilla, so I apologize if these things are common knowledge. But here's what I found:
  • When going through the bulkhead from Medical to Science, the door on the Science side is open when the level loads, closes immediately, and then opens again when I go through it, which is a little strange-looking.
  • Same with elevator doors - when I arrive at a level, the door is usually open and quickly closes, and then I have to open it again.
  • I managed to get myself trapped behind this surgical unit in Engineering, to the point where I was unable to move at all and had to reload.  It's the one in the little security room right before the bulkhead leading to the cargo bays. Image: http://i.imgur.com/PxC47dw.jpg
  • During the dreamlike sequence where the Many talks to you, the spiders clip through the, uh, sphincter thing. Image: http://i.imgur.com/JFv7eso.png
  • A corpse on the top level of Carbo Bay 1B appears to be floating a little off the ground.  Image: http://i.imgur.com/s9KYG0S.png
  • I got the same message from the Many twice - the one that says "Life grows within the womb of these walls, life that has never seen the surface of the Earth."  Both times I was near environmental regulators on Hydroponics.  I believe they were the one in Sector A and the one in the icy cryogenics area, although I don't remember for sure.
I'll post any other anomalies I run into when I get through the rest of the game.

6741e9a71b2d6voodoo47

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- moving the medbed a bit should fix it, but yeah, you can get stuck at certain places if you try really hard, it's how the engine rolls.
- I know about the spider, it's something you will have to live with - potential fixes have to much potential to actually get the spider stuck. a bit of clipping is a small price to pay, if that can be avoided.
- the corpse is indeed a bit floaty, I'll probably try to reposition it (it's virtually impossible to get them looking 100% right, so as long as they are not floating 3 feet above the ground, I consider them good enough in most cases).
- the thing with the main elevator doors is a known issue/feature, no known fix for now (it's basically how things work, time stopping once you leave a level).
- some Many messages indeed play more than once, no fixes were made in this particular area, so whatever you hear should be identical to vanilla.


not quite sure about the bulkhead between medical and science, any chance you could upload a youtube video?
« Last Edit: 15. September 2014, 11:13:13 by voodoo47 »

6741e9a71b5a0voodoo47

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ah, that door. that's expected. anyway, you've got a bigger problem - I've just realized that I didn't include nvscript in your particular pack (the bulkhead doors still have the black blocking planes visible). get it here and drop the osm file to the folder with the dmls.

6741e9a71b71cnullvoids

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I'm not totally sure what you mean by black blocking planes, but I put NVScript.osm in my DataPermMods folder and it looks the same as far as I can tell.  Am I missing something? Image: http://i.imgur.com/JM6FJ3M.jpg

6741e9a71b874voodoo47

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yes, nothing will change for the levels you have already visited, but in all the new ones that weird vertical black flat thing right in the middle of the door should be gone. like this;

6741e9a71ba30nullvoids

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Ah, got it.  The doors on new levels look like yours now.
Another nitpicky thing I found: on the Command B level, the marker for my location on the minimap is a little bit above where it should be, sometimes showing up outside the hallways altogether  Image: http://i.imgur.com/xuYyUW1.jpg

6741e9a71bb6fvoodoo47

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yeah I know, the map is a bit off on some levels. I may fix it in the future - as long as it's dml fixable (no idea at the moment).

6741e9a71bc9dnullvoids

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Well, I just finished the game and didn't see any other issues.  Whatever details I may have missed, I can at least confirm that there's nothing glaringly broken, at least that I could find.

6741e9a71bdcavoodoo47

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ok, and thanks. the "gold" package (last level included) has been made available to Kolya, so anyone using ss2tool v6.0 will be able to install it (as soon as the package is added to the online repository).
« Last Edit: 16. September 2014, 13:24:44 by voodoo47 »
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That will be around 22:00 UTC.

//Done.
« Last Edit: 16. September 2014, 21:12:02 by Kolya »

6741e9a71c2c7ZylonBane

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Why the hell is this lunatic taking low-res screenshots and scaling them up to 1920x1080?

6741e9a71c419voodoo47

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we might never know. or care.

the first one is a valid report though - will fix (gurney 459, rec1 //now fixed). no idea what is going on the second one. also, I find the choice of AI mods and bloom settings rather.. poor.
« Last Edit: 02. October 2014, 17:47:02 by voodoo47 »

6741e9a71c60fmiracle.flame

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How come I have stumbled on this (pretty accidentally) only now when I'm half-way through my SS2 comeback. There should have been Yellow-Redlights flashing and pointing me from all sides.  :orly:

Okay just kidding...  :P Now if this project is not just one step from finalizing it would be my pleasure to start one more time and lend a hand with my puritanism.

6741e9a71c777voodoo47

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sure, just patch up with the beta tool, the dmls will be installed automatically. but do check the root folder for old dmls, if found, delete them.
6741e9a71c8f7
I already removed the root DMLs.
Acknowledged by: voodoo47
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