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Topic: SS2 Community Patch (SCP) Beta 6
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67311e3902c09ZylonBane

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Oh that's interesting. Turns out if you save a mission in the editor while music is playing, it will save that state in the mission file itself. It will then think that music is already playing when you encounter the music trigger in normal gameplay, so it won't do anything.

Medsci2, eng2, and rick1 had this issue. They've now been fixed. Since broken music triggers are kind of a big deal, I've updated Beta 6 with the corrected maps.
Acknowledged by: Chandlermaki

67311e3902fa3sarge945

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I remember ops4 sometimes having music not playing very often in Beta 4 and 5, but it might be a vanilla issue? Related?
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*lowers head in shame due to not updating any translations in time*

Oh that's interesting. Turns out if you save a mission in the editor while music is playing, it will save that state in the mission file itself. It will then think that music is already playing when you encounter the music trigger in normal gameplay, so it won't do anything.

Medsci2, eng2, and rick1 had this issue. They've now been fixed. Since broken music triggers are kind of a big deal, I've updated Beta 6 with the corrected maps.
Hey, that sounds very familiar to a similar issue I reported back for beta 5. Good thing this has been improved.

67311e39037b0ZylonBane

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I remember ops4 sometimes having music not playing very often in Beta 4 and 5, but it might be a vanilla issue? Related?
Not related at all. Ops4 just has peculiar music trigger placement.
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Thanks for this, lads.

Other than RealSG, if I download any other mods/missions/etc, will they be compatible with SCP v6?

67311e3904377voodoo47

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pretty sure the RSD stuff will need a tweak or two. apart from that, whatever already was b5 ready should work ok with b6 too.

67311e39046ebRoSoDude

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Hopefully I'll find some time to check in the next week or two...
Acknowledged by: voodoo47
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pretty sure the RSD stuff will need a tweak or two. apart from that, whatever already was b5 ready should work ok with b6 too.

I didn't play SCP 5 (I meant to, but real life has been really hectic this year...), is the compatibility the same as for SCP 4?

67311e3904b4cvoodoo47

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no, there is a lot of changes between b4 and b5, remember, they are like.. 5 years apart? so mods that change how the game works created for b4 that are not updated accordingly will probably have problems.

most mods will be fine though, as they usually don't do anything too complex. as mentioned, I'm only aware of the RSD mods right now.
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Right, OK. I will redownload and install the mods and missions that I want (install them into a new SS2 installation, and with SCP 6, of course), and will post if I have any problems.

Thanks.
Acknowledged by: voodoo47

67311e3904f76sarge945

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Hopefully I'll find some time to check in the next week or two...

lmofa 🤣
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A couple of things I have noticed about the forum web pages now SCP 6 is here:

1. On the S​HTUP-ND page (https://www.systemshock.org/index.php?topic=22) it says:

"The current version of S​HTUP-ND is Beta 2. This release incorporates Olfred's Fixed Objects v14, so there is no need to install both."

so shouldn't Olfred's Fixed Objects be taken off the Recommended Mods list (https://www.systemshock.org/index.php?topic=4447.0) ?






2. You might want to delete the web page at:

https://www.systemshock.org/index.php?topic=9225.msg114313#msg114313

as it seems redundant, and confused me a little when I was searching for:

https://www.systemshock.org/index.php?topic=9662.msg114503#msg114503

67311e3905316ZylonBane

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Are you calling forum posts "web pages"?

And are you seriously suggesting that people delete the dev threads from Engineering when a project is released as a completed mod?

67311e390542fvoodoo47

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some people might not want to load SCP, and then it's highly recommended to load Fixed Objects (so the mod will stay on the list). loading both will not cause issues.

67311e39055aaZylonBane

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SHTUP also incorporates Fixed Objects. So really, the only use case for Fixed Objects as a standalone mod is for people who want to improve the graphics, but only a little bit.

67311e39056aevoodoo47

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and, judging by the download count, that is pretty much everyone.

67311e39057d2ZylonBane

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...because it's on the recommended mods list, so people who don't know any better probably think they have to download it or their objects won't be fixed.

67311e3905937ZylonBane

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I wonder if anyone has found the easter egg added to the final level yet. It's been there since Beta 5.

67311e3905a5fvoodoo47

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it took me a while to find it. so not very many, probably.

67311e3905b92ZylonBane

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Maybe we should have a contest. First person who finds it (without using DromEd), wins the people's ovation and fame forever.

67311e3905d65CyrusVonNox2001

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There was something else I noticed. It's not as big as the music triggers, but it cought my attention nonetheless. In system admin in Ops B there is a pit with a ladder and some nanites and cyber modules at the bottom, as you enter the pit damaging gas or steam is released and Xerxes makes an announcement about poety readings. Interestingly, the Xerxes announcement didnt play in my latest playthrough, and I stayed down there and moved around a bit, but it wouldn't play.

67311e3905f68sarge945

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I guess the poetry reading was cancelled

67311e390605aZylonBane

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The same Xerxes message is triggered elsewhere.

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That means 2014 must never has existed then...Does that makes sense, Zoe?
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