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//also, psiamp is redundant as it's part of Tacticool complete anyway, SCP should always have the lowest priority, and vurt's Flora needs to be higher than SHTUP. check the mod guide and fix the priorities, or you may encounter visual anomalies.
: PID: 3688: CPU: arch=x86-64 , fam=586 , cpus=4: SIMD: SSE=3 , 3DNow=0: OS Version: 6.1.7601 Service Pack 1: Desktop resolution: 1680 x 1050: Virtual desktop resolution: 1680 x 1050: -----------------------------------------------------------: CWD: C:\Spiele\System Shock 2: -----------------------------------------------------------: App Version: System Shock 2 Patch Final 2.43: --------------------- misc config -------------------------: resname_base .\+.\Data+.\Data\res: load_path .\+.\misdml+.\Data: script_module_path .\+.\Data: movie_path .\cutscenes+.\Data\cutscenes: mod_path .\DMM\vurt_flora+.\DMM\SHTUP-ND_beta0+.\DMM\obj_fixes_v09+.\DMM\AccFam_18+.\DMM\Bloome+.\DMM\no_lazer_droid+.\DMM\droid_casket+.\DMM\SS2_rebirth_v03a+.\DMM\Tacticool_complete_v1.03+.\DMM\vurt_organics+.\DMM\Vaxquis_Song+.\DMM\SCP_beta1+.\patch_ext: language english: game_screen_size 1680 1050: game_screen_depth 32: game_screen_flags 45: game_full_screen 1: screen_size 640,480: screen_depth 16: game_hardware 1: single_display_mode 2: ui_scale_mode 2: use_d3d_display: framerate_cap 100.0: SlowFrame 4: SlowFrameUI 10: force_32bit: force_32bit_textures: mipmap_mode 2: lm_mipmap_mode 0: lm_init_texmem 2: lm_filter_margin 1: disable_lightmap_aniso: tex_edge_padding 2: alpha_test_as_opaque: multisampletype 8: d3d_disp_enable_distortionfx: sfx_device 4: sfx_channels 48: sfx_vol_music -497: sfx_vol_2d 0: sfx_vol_3d 0: sfx_mixer_timeout 200: game shock: obj_min -6144: obj_max 2560: max_refs 10240: gui_font fonts\mainfont: enhanced_sky 1: skip_intro: crop_movies: new_mantle: z_far 512: render_weapon_particles: legacy_force_match_unrefs 0: shock_single_bind_set: shock_quicksave_slot 13: shock_autosave_slot 14: edit_screen_depth 16: -----------------------------------------------------------: Enumerating D3D9 adapters (1)...: Adapter 0: device name: \\.\DISPLAY1: driver : aticfx32.dll: descr : AMD Radeon HD 6900 Series: driver ver : 0x00080011-000A0535: vendor id : 0x00001002: device id : 0x00006718: subsys id : 0xE182174B: device guid: D7B71EE2-2458-11CF-CE71-88C1BEC2: desktop res: 1680 x 1050: Modes: 640 x 480 x 16: 720 x 480 x 16: 720 x 576 x 16: 800 x 600 x 16: 1024 x 768 x 16: 1280 x 720 x 16: 1280 x 768 x 16: 1280 x 800 x 16: 1280 x 960 x 16: 1280 x 1024 x 16: 1360 x 768 x 16: 1360 x 1024 x 16: 1366 x 768 x 16: 1400 x 1050 x 16: 1440 x 900 x 16: 1600 x 900 x 16: 1600 x 1200 x 16: 1680 x 1050 x 16: 640 x 480 x 32: 720 x 480 x 32: 720 x 576 x 32: 800 x 600 x 32: 1024 x 768 x 32: 1280 x 720 x 32: 1280 x 768 x 32: 1280 x 800 x 32: 1280 x 960 x 32: 1280 x 1024 x 32: 1360 x 768 x 32: 1360 x 1024 x 32: 1366 x 768 x 32: 1400 x 1050 x 32: 1440 x 900 x 32: 1600 x 900 x 32: 1600 x 1200 x 32: 1680 x 1050 x 32: Device Validation: validated ok, device added (0, E390000): Enumeration done: OpenAL Init...: OpenAL32.dll: 6.14.357.25: wrap_oal.dll: 2.2.0.7: Default device: Generic Software: Enumerating devices without validation...: Device: Generic Software: Device: ASUS Xonar Essence STX Audio Device: found 2 unvalidated device(s): Opening default OpenAL device "Generic Software"...: Device 0 (default): name : Generic Software: version : 1.1: version str: 1.1: vendor : Creative Labs Inc.: renderer : Software: 3D sources : 248: 2D sources : 8: EFX : 1: EAX2 : 1: EAX3 : 0: EAX4 : 0: EAX5 : 0: occlusion : 1: XRAM : 0: Opened device 'Generic Software': EAX reverb support enabled: occlusion support enabled: D3DProvider: Enumerating adapter 0 modes: 640 x 480 x 16: 720 x 480 x 16: 720 x 576 x 16: 800 x 600 x 16: 1024 x 768 x 16: 1280 x 720 x 16: 1280 x 768 x 16: 1280 x 800 x 16: 1280 x 960 x 16: 1280 x 1024 x 16: 1360 x 768 x 16: 1360 x 1024 x 16: 1366 x 768 x 16: 1400 x 1050 x 16: 1440 x 900 x 16: 1600 x 900 x 16: 1600 x 1200 x 16: 1680 x 1050 x 16: 640 x 480 x 32: 720 x 480 x 32: 720 x 576 x 32: 800 x 600 x 32: 1024 x 768 x 32: 1280 x 720 x 32: 1280 x 768 x 32: 1280 x 800 x 32: 1280 x 960 x 32: 1280 x 1024 x 32: 1360 x 768 x 32: 1360 x 1024 x 32: 1366 x 768 x 32: 1400 x 1050 x 32: 1440 x 900 x 32: 1600 x 900 x 32: 1600 x 1200 x 32: 1680 x 1050 x 32: D3DProvider: Enumeration done: sw framerate cap requested (10000 us): D3DProvider StartMode: smode 1680x1050x32 ; mode 640x480x32 (5 9 0 2D) ; 2d_surf_mode: 0: CreateDevice: res = D3D_OK ; 1680x1050 fmt=35 zfmt=75 cnt=1 ms=8 swap=1 fs=1 hz=0 pres=1 flags=2: Loaded script module "NVScript": Loaded script module "NVScript": Loaded script module "nvscript": Loaded script module "allobjs": sw framerate cap requested (10000 us): D3DProvider StartMode: smode 1680x1050x32 ; mode 1680x1050x32 (7 9 1 3D) ; 2d_surf_mode: 3: sw framerate cap requested (10000 us): D3DProvider StartMode: smode 1680x1050x32 ; mode 640x480x32 (5 9 1 2D) ; 2d_surf_mode: 0: sw framerate cap requested (10000 us): D3DProvider StartMode: smode 1680x1050x32 ; mode 1680x1050x32 (7 9 1 3D) ; 2d_surf_mode: 3: sw framerate cap requested (10000 us): D3DProvider StartMode: smode 1680x1050x32 ; mode 640x480x32 (5 9 1 2D) ; 2d_surf_mode: 0
Your crystal shard has an ambient sound?
you wanted to fix the Ops cutscene but the corpses still do not align with the ghosts and the gunshot sounds are out of sync.
But my biggest gripe is that the gun shot sound is heard after the first corpse bends over.
Anyway, I'll probably post the first part of my notes when reaching Rickenbacker. Might still make it in time for v2.
It's a self-hypnotic defect in the R-grade implant, not a freaking camcorder.
yeah, I always considered the audio and video imperfections/distortions part of the play.better be fast.
- I don't like the laser impact effects (laser turrets, security bots), they look like someone throwing a water balloon filled with dyed water at you.
- All in all, the game "felt" a little bit easier than before (played on Hard). I don't think I ever ended up with so much ammunition and medkits than I did now.
Could be my imagniation, but when it comes to things like the Many boss fight, I'd like it better if you made it harder than giving the player an "I win" button. The reaver brains for example are completely superflous now.
- Related to that, fixing some of the more dumber exploits of the game should be well within the scope of SCP. Crouchwrenching the midwifes comes to mind here.
- If I'm not mistaken, you didn't include the new earth sky. Why? It's a nice skybox.
- Lonely turret in MedSci1 is frobbable through the glass window
- I might be remembering this incorrectly but aren't the two med bays in MedSci2 (first one in the lower section near turret and two monkeys, second one in the QBR room) not working in vanilla SS2?
The particle count is pretty much the same as in vanilla SS2 when the player shoots a wall with a laser pistol. It's just on all energy weapons now so you notice it more. And IMHO particles that appear to respect gravity look much better than the old particles that just shoot out in a straight line and then suddenly disappear.
Since you claim the grenades are weaker, and the pistol and assault rifle were in fact nerfed, I have no explanation for this.
Killing the brain was always the win button. There was never any reason to hang out in the brain chamber once the brain is dead. The only change is a little much-deserved peace and quiet now that you've won.
Not possible. AI collision detection is based on its head sphere and torso sphere. There is no "legs" sphere.
Because SCP isn't a texture upgrade mod.
Is it actually frobbable, or does it just highlight? If it just highlights, there's nothing we can do about that. It's just how the engine works.
Note that some maps are only available "stripped", and thus any texture scale/orientation issues cannot be fixed.
d3d_disp_2d_surf_mode <0 - 3> only works in combination with "use_d3d_display", sets the method in which the 2D overlay (HUD) is handled, default is 3 (hardware based 2D rendering and 3D rendering in editor). Using the default HW method should significantly increase performance related to 2D/HUD drawing, especially at higher resolutions. If there are problems with garbled HUD texts and "d3d_disp_force_rgba_atex" doesn't help, then it may be solved by changing this to mode 0, 1 or 2. 0: software rendering (normal method for SW rendering) 1: software rendering (alternative method which probably ends up doing the same thing as 0) 2: software rendering (alternative method using lockable dynamic vidmem texture) 3: HW rendering (recommended/default)
99.99% related to wine/graphics drivers. try a different surf mode (add in cam_ext.cfg);
Thing is, it can sometimes be a little bit tricky to get into the brain chute, especially with high agility, as one tends to overshoot and land on the other side. I've more than once been blasted to death by the reavers when that happened. If the ascend was too slow and the chamber was already filled with enemies, I usually tended to the brains first. That is not needed anymore.