673ff8b085e4c

673ff8b086eb6
4 Guests are here.
 

Topic: SS2 Community Patch (SCP) Beta 6
Page: « 1 2 [3] 4 ... 6 »
Read 365950 times  

673ff8b0877d4ZylonBane

673ff8b087835
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

673ff8b087a95sarge945

673ff8b087aec
I remember ops4 sometimes having music not playing very often in Beta 4 and 5, but it might be a vanilla issue? Related?
673ff8b087ef7
*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.

673ff8b08809bZylonBane

673ff8b0880ed
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.
673ff8b088236
Thanks for this, lads.

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

673ff8b08832dvoodoo47

673ff8b088378
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.

673ff8b088534RoSoDude

673ff8b088582
Hopefully I'll find some time to check in the next week or two...
Acknowledged by: voodoo47
673ff8b0887df
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?

673ff8b0888acvoodoo47

673ff8b0888f8
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.
673ff8b0889e9
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

673ff8b088bbdsarge945

673ff8b088c0c
Hopefully I'll find some time to check in the next week or two...

lmofa 🤣
673ff8b088de3
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

673ff8b088e8aZylonBane

673ff8b088ed5
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?

673ff8b088f7fvoodoo47

673ff8b089010
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.

673ff8b0890c0ZylonBane

673ff8b08910b
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.

673ff8b089197voodoo47

673ff8b0891e1
and, judging by the download count, that is pretty much everyone.

673ff8b089289ZylonBane

673ff8b0892d6
...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.

673ff8b08936bZylonBane

673ff8b0893b7
I wonder if anyone has found the easter egg added to the final level yet. It's been there since Beta 5.

673ff8b089460voodoo47

673ff8b0894b4
it took me a while to find it. so not very many, probably.

673ff8b089559ZylonBane

673ff8b0895a4
Maybe we should have a contest. First person who finds it (without using DromEd), wins the people's ovation and fame forever.

673ff8b089715CyrusVonNox2001

673ff8b089762
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.

673ff8b0898b5sarge945

673ff8b0898ff
I guess the poetry reading was cancelled

673ff8b089983ZylonBane

673ff8b0899cf
The same Xerxes message is triggered elsewhere.

Your name:
This box must be left blank:

Trioptimum executive Edward ____ (Fill in the last name):
4 Guests are here.
Oh mein Roboter, mit Onyxaugen.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
673ff8b08a766