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Topic: SS2 Community Patch (SCP) Beta 7
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68423eee63d05sarge945

Re: SS2 Community Patch (SCP) Beta 6
68423eee63d71
Uh... WHY? You can just copy the SS2 folder from old to new machine and everything will work perfectly.

Or just stick them on Google drive. Or even one drive which comes preinstalled for the optimum laziness

68423eee63ea0ZylonBane

Re: SS2 Community Patch (SCP) Beta 6
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I'm pretty sure you can't run games from Google Drive.

68423eee63fd9sarge945

Re: SS2 Community Patch (SCP) Beta 6
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Who said anything about running the game from Google Drive?

Just copy your SS2 install to it, then you have everything, and copy it back on your new device.

Or just copy the config/mods folder/saves to gdrive and copy them out later.

Although, since google drive files are also stored locally, you can easily run a game from it, so you're wrong anyway.

68423eee64113ZylonBane

Re: SS2 Community Patch (SCP) Beta 6
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[FACEPALM]

The point of my above post was that there's no reason to reinstall SS2 from scratch. The how one transfers over an existing install is irrelevant to that point. Thumb drive, network storage, null modem cable... who cares? Copying is copying.

That being said, doing a fresh copy just before setting up a new machine would be preferable because it would be the most up-to-date.

68423eee6423dsarge945

Re: SS2 Community Patch (SCP) Beta 6
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Well, most people don't really use thumb drives these days, and transferring from one computer to another may be difficult for some, especially with how each new version of windows de-emphasises home networking in favour of cloud everything, so many of the wizards and setup instructions are missing or buried in submenus.

So I recommended Google Drive as an "easy" way to do a network transfer from one PC to another.

Yes, the current state of tech illiteracy is literally that bad.
Re: SS2 Community Patch (SCP) Beta 6
68423eee64535
I have my own ftp running full-time for two decades, for that exact purpose. I just got very used to the modern attutudes towards keeping saves and configs within the steam cloud. It's still a question for me, while the majority of games, even ancient ones, could use the steam cloud, why SS2 isn't one of them? Hope it will be when the SS2EE is out. I've always dreamed of the system which would do the migration from one place to another seamlessly, with little to no need to copy and tune up something manually. Because I've had enough.

I'm greatly thankful for the work you all keep doing, especially voodoo47,  ZB and Kolya.


"You are lazy to have a copy of this game and download, unpack and put that copy back on another computer when you suddenly need to run the game" — yeah, also I'm lazy to use stairs while there's an elevator, lazy to go by walk while there's a public transport. Lazy to produce my own crops and meat for food — I use stores. And I'm lazy to keep a copy of SS2 in case I forget shoud I put SCP on the top or on the bottom of the list. But now I'm gonna make one.

68423eee647a4sarge945

Re: SS2 Community Patch (SCP) Beta 6
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It's still a question for me, while the majority of games, even ancient ones, could use the steam cloud, why SS2 isn't one of them? Hope it will be when the SS2EE is out.

Pure laziness/incompetence.

Setting up Steam Auto-Cloud is trivially easy

Literally all they have to do is specify which files/folders to back up, and Steam handles the rest.

Acknowledged by: Valet2

68423eee648a5ZylonBane

Re: SS2 Community Patch (SCP) Beta 6
68423eee648f7
They're probably holding back cloud saves as a value-add for Enhanced Ediiton.
Acknowledged by: Valet2

68423eee64afdsarge945

Re: SS2 Community Patch (SCP) Beta 6
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They're probably holding back cloud saves as a value-add for Enhanced Ediiton.

I'll bet 30 nanites that cloud saves will be advertised directly on the store page as one of the features of the Enhanced Edition.

68423eee64fb9CyrusVonNox2001

Re: SS2 Community Patch (SCP) Beta 6
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ZylonBane
I may be remembering this wrong, but on my recent playthrough, I noticed the game was weirdly bright. I remember the game being darker. I had to turn the gamma down to get it more like I remember it. Is this an intentional change on the part of the mod? Does this have to do with NewDark? Or am I just remembering the game wrong?

68423eee651f9ZylonBane

Re: SS2 Community Patch (SCP) Beta 6
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Lord only knows what you're remembering. The only concrete response I can make to your vague complaint is that SCP uses 24-bit lightmaps, as opposed to the original 16-bit lightmaps. The makes the lighting more smooth and less blotchy. Sometimes this results in areas being darker or brighter, depending on how the rounding errors went in the original lighting. It does NOT result in the entire game being significantly brighter.

68423eee6556bCyrusVonNox2001

Re: SS2 Community Patch (SCP) Beta 6
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I also remember the annelid healing organ being slightly smaller and translucent, though my load order could be messed up.

Here it is currently.

SS2_Vaxquis_VintageSongRemake
Vurt's Hi-Res Space v1.1
SHTUP-ND beta 2
Four Hundred v21U
RealSG_1.06
SCP_beta6

68423eee659d7voodoo47

Re: SS2 Community Patch (SCP) Beta 6
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smaller no, but it indeed was translucent at some point (with mods), a mistake that was corrected quite a while ago.

SHTUP right above SCP, btw.

68423eee65f00ZylonBane

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SCP updated to Beta 7. If you use SHTUP, requires SHTUP-ND Beta 3 or higher. Here's the new stuff from the readme (spoilers ahoy):

Gameplay and Major Changes
● Reverted ADaOB nerfs to armor-piercing and anti-personnel vulnerabilities.
● Changed shotgun pellet projectiles to 8 (was 12, inherited from ADaOB; originally 6 in vanilla).
● Changed shotgun pellet spread to 250 (was 150, inherited from ADaOB; originally 400 in vanilla)
● Pistol now has a slight amount amount of side-to-side kickback.
● Armors now protect against electrical damage.
● Annelids now vulnerable to electrical damage.
● Psycho-Reflective Screen psi power no longer protects player from fall damage (this was originally a power called Featherfall).
● Neural Toxin Blocker psi power now also nullifies the negative side effects of smoking and drinking.
● AIs no longer follow the player around while the Photonic Redirection psi power is active.
● Psi reavers can no longer shoot at you after being killed.
● Fixed issue introduced in Beta 6 with armors and psi shields no longer protecting against annelid bites.
● Fixed prox grenades launched in Contact mode not inheriting damage multipliers when impacting an enemy.
● Fixed Many goo sometimes interfering with frobbing objects laying on top of it.
● Fixed shuttle doors in space station level sometimes freezing.
● Fixed items in main elevator disappearing when using maintenance hatch to travel between Med/Sci and Engineering.
● SHODAN boss fight floor zappers now deactivated when SHODAN defeated.

Cosmetic Changes
● Laser pistol, stasis field generator, viral proliferator, and annelid launcher now display shot name in the ammo HUD.
● EMP rifle in overcharge mode now plays a charging sound and beep since the time between shots has been increased.
● Dynamic light from firing pistol, assault rifle, and shotgun now yellowish instead of pure white.
● Turrets no longer display “Hack turret” when attacked from too far away to hack the turret.
● Researchable items no longer display inventory tooltips before they’ve been researched.
● Ceramic mugs with the TriOptimum logo now display the logo on the inventory icon when picked up.
● Cylindrical science tubes now display a description when looked at.
● Power cell terminals no longer show HUD brackets after power cell inserted.
● Shooting robots and turrets with ballistic weapons now produces sparks on impact.
● Impact effects now displayed when slug turrets shoot AIs.
● Enhanced visual effects when killing grubs.
● Grub corpse bits no longer come to rest in improbable orientations.
● Chemicals now make a sound when used for research.
● Trainers and OS upgrade machines now make a sound when they open.
● Hackable crate lights now turn from red to green when crate opened.
● Med bed keys no longer cast permanent shadows in their original locations.
● Fixed z-fighting in explosions between the smoke and animated bitmap effects.
● Fixed delayed appearance of muzzle flash when pistol or assault rifle fired point-blank into wall.
● Fixed compatibility issue with mods that change the sample rate of the in-game music.
● Fixed rendering issue on rec deck mall countertop on some video cards.
● Fixed animated light from radiation leaks in Engineering not deactivating after coolant tubes flushed.
● Fixed wrong texture on some Ops deck wall consoles.
● Fixed music playing prematurely in Where Am I? level.
● Added ambient sound to Hydroponics deck environmental regulators (was originally planned but never fully implemented).
● Optimized some of the larger sound files to be much smaller.
● Picking up the first wrench at the start of the game will now display a training message for equipping it (Newbie mode only).
● Rec deck conference room now has a rec deck themed sign, instead of using the Command deck themed sign.
● Various fixed models.
● Various corrections to physics sizes.
● Various automap improvements.
● Various tweaks and fixes to the text strings.
Acknowledged by 3 members: Chandlermaki, gobbins, tiphares4

68423eee66039voodoo47

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● BotM now has proper enviro spawning (was always there but only activated after the player entered the boss chamber).

there, I did something! added a thing people don't like very much to a level people don't like very much! go me!

68423eee66573tiphares4

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ZylonBane
● Exterior structure visible from Command Control windows is not visible from shuttle bay. //fixed, added additional terrain so view from below doesn't look strange


yes....... YESSSSSSSSSSSSSSSSSSSS!!! OH MY GODDDDDD! :V

{alt}


edit: there should be some beer incoming by that voodoo-person! thank you for all the work!! Thank you all!!
« Last Edit: 02. April 2025, 14:40:32 by tiphares4 »

68423eee66838sarge945

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● Reverted ADaOB nerfs to armor-piercing and anti-personnel vulnerabilities.

Why though? This was one of the better changes in ADaoB. Now Standard weapons are EVEN MORE overpowered!

68423eee6693dZylonBane

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By what insane troll logic are you concluding that reverting to vanilla values makes something more powerful than vanilla?

68423eee66bbbPyornkrachzark

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ZylonBane
Thank you for this new release of SCP, now I feel compelled to play again :-)
« Last Edit: 02. April 2025, 22:26:45 by Pyornkrachzark »

68423eee66f3fsarge945

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By what insane troll logic are you concluding that reverting to vanilla values makes something more powerful than vanilla?

At what point in my post did I state that they were more powerful than vanilla? Sometimes I feel like you're being deliberately dense just to score some fake internet points in a game where you're the only one keeping score.

I said that reverting ADaoB's changes to them makes them even more overpowered (ie more overpowered than the previous version of SCP) - now they are almost as overpowered as they were in vanilla.

Standard Weapons (esp the Assault Rifle) are the most powerful weapon class in SCP b6 by a significant margin. Even if you don't think so, surely we can agree that they are on-par with everything else at the very least? Reverting these values just pushes them up even further and makes everything else far less viable, even more so than it was before. In SCP b6 the endgame was already trivial, and the Assault Rifle could easily one-shot most if not every enemy, except maybe Rumblers and Psi Reavers, which take about 3 shots. Given that Standard ammo is plentiful, the end-game ends up being an absolute joke as a result. If you're going to buff a weapon class, buff Exotic.

What was the reason for this change? Was it purely done because it's trying to be closer to Vanilla, or was there some lore/immersion reason for this?

If it was done to make the mod more vanilla. Cool. Now revert all the other gameplay changes and become a true patch mod so that other modders can build gameplay changes on top. If not, why this change specifically when it's so utterly detrimental to the experience?
« Last Edit: 03. April 2025, 00:55:55 by sarge945 »

68423eee671fcZylonBane

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We reverted the ADaOB change to vulnerabilities because a huge aspect of SS2's gunplay is choosing the appropriate damage type for the enemy you're facing, and the ADaOB change weakened that. Armor-piercing should be devastating against bots. Anti-personnel should mutilate soft targets. This is balanced by those ammo types being more rare than standard bullets.

That being said, note that ADaOB also changed the stim damage multipliers for assault rifle shots from 10 to 8. The way the math works out, this means that at Standard 6, the required level to use the assault rifle, the base damage values are:
- Pistol: 7
- AR: 8
Yeah, if the AR was nerfed any more, it would actually be weaker than the pistol.

So in the current configuration, with max stats, research, Sharpshooter, and anti-personnel ammo, the AR can take down a rumbler in four shots. In vanilla this takes three shots. That's a 33% increase in number of shots required. This was considered an acceptable level of nerfing for our objective to make the AR less overpowered. With a stats stack of doom like the aforementioned, not being overpowered at all would be a disappointment for players. SS2 is an RPG after all, and becoming overpowered in an RPG is part of the appeal.

Also, remember, SCP IS NOT SS2 FOR EXPERTS. You are an expert-- a fact you're prone to disregarding. For normal players, no part of SS2 is "trivial". It has its reputation as a brutally difficult game for a reason.
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Just wanted to add my congratulations for the release of Beta 7.

Thanks!

68423eee6a79fZylonBane

68423eee6a814
Hmmm. Just discovered that with Tinker, a max-everything pistol can take down a rumbler in four shots too.

Maybe nerfing the pistol a bit actually is a good idea.

68423eee6a8f8sarge945

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And they called me insane when I pointed out exactly how this exact problem would happen by using the Vanilla values...

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