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Topic: SS2 TF's Secmod 3
Page: « 1 ... 17 [18] 19 ... 46 »
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66f98fbab22ccWho dat

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Hey TF, did you remove the blood texture from the wrench, because mine doesn't have it. Is that normal or no?

66f98fbab26abThiefsieFool

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Blood appears in stages as you fight with it.
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Hang on, there's a laser pistol before Engineering?  :stroke:
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I'm not sure about Secmod, but you can have one as starter weapon if you take energy pew pew as skill during training years.
Acknowledged by: Nameless Voice
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Yeah, I know... but I swear, I explore up and down everywhere I go and I miss a laser pistol?

Also, now that I remembered to ask, how exactly is the loot randomized? There are a couple security crates (one in the beginning of Med/Sci and one after the surgical station in before the crew sector) that seem to never have anything in them, but I HAVE found stuff in them before. Further, there have been crates where I've found nothing in them and then later on, I'll start a new game and there'll be something in there. Did Zygo's randomizer influence you or something?
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You can also smuggle a laser pistol out of training.

I think loot in crates was always random?

66f98fbab2f3bvoodoo47

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in Secmod? yes, I believe so. not in vanilla though - in vanilla, only corpse loot is randomized.

66f98fbab309dNameless Voice

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Pretty sure SecMod (and SCP) fix the exploit that lets you smuggle items out of training.

66f98fbab3198voodoo47

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the exploit worked in SCP last time I've checked.

66f98fbab331fZylonBane

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Yup. I don't know how to prevent that.
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And why would you, it is in line with a cyberspace hacker story and plain awesome when you find out.

66f98fbab3556ZylonBane

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Because objects in cyberspace don't physically exist.

It actually makes no damn sense that the Earth training map has the player literally walking into cyberspace instead of using a helmet or terminal, but since it's training I assume Irrational was trying to make the whole thing as intuitively obvious possible.
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Oh I know that of course. But I thought we had had enough discussions about how most of the game isn't exactly realistic.
As if one couldn't make up some scifi mumbo jumbo how the player managed to manipulate the booth to pull matter from energy.

66f98fbab3ab0ThiefsieFool

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Yeah, I know... but I swear, I explore up and down everywhere I go and I miss a laser pistol?

Also, now that I remembered to ask, how exactly is the loot randomized? There are a couple security crates (one in the beginning of Med/Sci and one after the surgical station in before the crew sector) that seem to never have anything in them, but I HAVE found stuff in them before. Further, there have been crates where I've found nothing in them and then later on, I'll start a new game and there'll be something in there. Did Zygo's randomizer influence you or something?
I just added a little randomization to keep it fresh, by putting specific loot tables on some containers, so it's all pretty controlled.

66f98fbab3c9aThiefsieFool

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I keep forgetting but I should get around to releasing or doing something about a little something called BioSecmod, roughly the Bioshock version of this mod which is sadly not near as extensive but still deep enough to merit the name (stuff like Vita Chambers using up money is already huge)

I just need to contact some hackers or something because while the mod is pretty great the "delivery system" for it is still just terrible, not only do you need to setup a bunch of files, edit in a keybind manually, but you also need to press that key whenever you load a new level (from transitions or savegames).
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Don't get me wrong - I absolutely love the randomization. In fact, I was wondering if you could apply that to most containers.

66f98fbab3efevoodoo47

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hey TF, looks like people want to use DML stub mods with Secmod - I don't really mind adding Secmod support to those few stub mods that exist, but some tweaks will be needed on the Secmod side as well (having an uniquely named gamesys, and adding a DML archetype with ten DML1-10 subarchetypes, to be precise). let me know whether you care.

66f98fbab3ff2ThiefsieFool

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Doesn't sound too terrible, I'll do it for the next update.

66f98fbab413evoodoo47

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'kay - see the attached picture. plus that unique gamesys name (ex. set_gamesys secshock2.gam on each map). also one more thing I would wholeheartedly recommend - a unique fingerprint quest for all Secmod maps (ex. quest_create_mis secmod,1), might come really handy one day.
[dml_stubs.jpg expired]
« Last Edit: 23. January 2017, 09:14:11 by voodoo47 »
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Okay, seriously... where is that laser pistol? I'm on Ops and still haven't found one... and these robots are getting on my nerves on Impossible.

66f98fbab4355voodoo47

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also, earth and rick1 maps are saved in an already simmed state.

66f98fbab47d3ThiefsieFool

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Okay, seriously... where is that laser pistol? I'm on Ops and still haven't found one... and these robots are getting on my nerves on Impossible.
Dunno. I can't exactly fire up the editor at work and tell you for certain. Didn't you at least find the plasma gun in Hydro to tide you over?

also, earth and rick1 maps are saved in an already simmed state.

I know about rick1 at least, and went through a lot of work to make it work properly without having to redo the level.
But I didn't know about earth, and wonder if that's what breaks multiplayer. (although the problems are when you enter Eng from what I remember)

66f98fbab494bvoodoo47

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hard to tell, but if the players are able to get through earth + station, and sync in medsci1, then I would say no - I don't think it's possible for bad stuff from a simmed level to somehow stick to the player and follow him around.

though you can never be sure with Dark - you could consider redoing the earth level, shouldn't be a too big task considering its size (and I don't think there were too many Secmod additions on this particular level).
« Last Edit: 23. January 2017, 13:23:44 by voodoo47 »

66f98fbab4a76voodoo47

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Assassin screwed up when Rebirth installed (loads the Rebirth texture, but vanilla model, as its model name is assassin2 instead of assassin). the Rebirth assassin model (assassin.bin, assassin.cal) needs to be added to the Secmod_RebirthPatch, and renamed to assassin2.bin and assassin2.cal to fix this.
« Last Edit: 26. January 2017, 09:33:32 by voodoo47 »
Acknowledged by: ThiefsieFool

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