66ee36fc07d3e

66ee36fc0849d
3 Guests are here.
 

Topic: SS2 Community Patch (SCP) Beta 6
Page: « 1 2 [3] 4 5 »
Read 353347 times  

66ee36fc08c69ZylonBane

66ee36fc08cc9
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

66ee36fc08ee7sarge945

66ee36fc08f4d
I remember ops4 sometimes having music not playing very often in Beta 4 and 5, but it might be a vanilla issue? Related?
66ee36fc09338
*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.

66ee36fc094e6ZylonBane

66ee36fc09534
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.
66ee36fc0967b
Thanks for this, lads.

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

66ee36fc09772voodoo47

66ee36fc097d3
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.

66ee36fc099a5RoSoDude

66ee36fc099f3
Hopefully I'll find some time to check in the next week or two...
Acknowledged by: voodoo47
66ee36fc09c0c
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?

66ee36fc09ce1voodoo47

66ee36fc09d2c
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.
66ee36fc09e1f
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

66ee36fc09ff2sarge945

66ee36fc0a041
Hopefully I'll find some time to check in the next week or two...

lmofa 🤣
66ee36fc0a219
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

66ee36fc0a2c6ZylonBane

66ee36fc0a311
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?

66ee36fc0a3b2voodoo47

66ee36fc0a3fc
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.

66ee36fc0a49aZylonBane

66ee36fc0a4e4
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.

66ee36fc0a56avoodoo47

66ee36fc0a5b5
and, judging by the download count, that is pretty much everyone.

66ee36fc0a653ZylonBane

66ee36fc0a69e
...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.

66ee36fc0a72fZylonBane

66ee36fc0a778
I wonder if anyone has found the easter egg added to the final level yet. It's been there since Beta 5.

66ee36fc0a817voodoo47

66ee36fc0a869
it took me a while to find it. so not very many, probably.

66ee36fc0a901ZylonBane

66ee36fc0a94b
Maybe we should have a contest. First person who finds it (without using DromEd), wins the people's ovation and fame forever.

66ee36fc0aa7cCyrusVonNox2001

66ee36fc0aad0
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.

66ee36fc0ac1csarge945

66ee36fc0ac65
I guess the poetry reading was cancelled

66ee36fc0ace9ZylonBane

66ee36fc0ad35
The same Xerxes message is triggered elsewhere.

Your name:
This box must be left blank:

TriOptimum counter-terrorism consultant Rebecca ____ (Fill in the last name):
3 Guests are here.
...but I’m sure you know best
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
66ee36fc0bbcf