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ok, bunch of questions - does Secmod fix all the unbreakable and improperly modified guns scattered throughout the levels? does it fix the improper physics on the wormpiles? does it add extra monster spawnpoints?
StimSource -1522 "Standard Impact"{ Intensity 35 Propagator Radius { Life { "Flags" None "Period" 1 "Max Firings" 1 "Intensity Slope" 0.00 } Shape { "Radius" 6.50 "Flags" Line of Sight (raycast) "Dispersion" None } }}
it just pops the three target range targets into existence. why dml? because sometimes I lie to scratch my left ear with my right foot.also, container still on -1967 and -1543, but I'm guessing there is no easy way of getting rid of it (they will display the search container message after being killed, even if they really shouldn't. not a big deal either way).anyway, I'll be popping my notes from that LP into this post, adding info as necessary.-hydro1 grenade hybrid silent-hydro1 rumber holds card in weird way-hydro2 water lilies look weird-shybrid near ops2 upg units silent?-shard research instant?-ops2 steam trap broken?-tons of pyro screaming, even grubs-medbed toxin fix from SCP?-hydro2 guy with blood on glass above the egg corridor sorting issues-destroying aircon debris looks bad-total protodroid explosion immunity for no reason? https://youtu.be/5hWd6kXw_po?t=4156-maybe place the last os upgrade station on rick1, SCP stylealso, attaching the standalone fix for the pyro object grunts, but I'm not yet sure whether this should be integrated into the mod - on one hand, having it in would help people who have manual installs, on the other, any update of the fix means repacking Secmod and releasing a new version. so testing purposes only, for the time being.
I think I'll know how to fix a few of those. anyway;- smartgun having no 3d rotating hud model (possibly other custom guns as well?) https://youtu.be/i_CC13cvd5w?t=718speaking of guns, has the cycling been fixed in the latest gamesys? lets not forget about that one.