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Topic: SS2 TF's Secmod 3
Page: « 1 ... 22 [23] 24 ... 46 »
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66fa1bfed0671sarge945

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The problem is that SecMod and SCP are both widely divergent.
There are just way too many changes in both of them to easily copy all of the fixes from one into the other.

That's what I was afraid of :(
Acknowledged by: System

66fa1bfed0912voodoo47

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that reminds me, Secmod 3.2 with unique gamesys name and a few suggested fixes from the last couple of pages maybe? let me see whether I can link all the relevant bits;

https://www.systemshock.org/index.php?topic=7153.msg109304#msg109304 (Secmod_RebirthPatch needs update)
https://www.systemshock.org/index.php?topic=7153.msg109263#msg109263 (DML stubs need to be added)
https://www.systemshock.org/index.php?topic=7153.msg109977#msg109977 (faulty resources need to be removed)
https://www.systemshock.org/index.php?topic=7153.msg115948#msg115948 (few bugs and additions)
https://www.systemshock.org/index.php?topic=7153.msg115928#msg115928 (ditto)
« Last Edit: 20. July 2018, 12:18:29 by voodoo47 »

66fa1bfed0bfbThiefsieFool

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I'm not even sure what state the upcoming update is in anymore, since I'm so busy trying to change jobs and working on other projects.

Should just check it for bugs then put up the gamesys and the rest of the files so the latest version is available and can be used to apply all these patches and whatnot, because I don't know when I can get back to working on this mod seriously.

66fa1bfed0d3evoodoo47

Re: Modifying weapon stats
66fa1bfed0d8d
the stuff I linked is pretty easy, and I could do it, but I try to avoid sticking fingers into other people's work unless it's already abandoned. also, it's up to you whether you want to integrate some stuff from the dmlfix into the full build, like the shotgun muzzle flash I've jury-rigged there (the dml is documented fairly well).

would also recommend adding a qvar identifier to all the maps to allow easy fingerprinting, Secmod=1 or something like that.
66fa1bfed0f28
Hey, downloaded this mod, the rebirth compatibility and the dml thingy, I read the description, but I can't tell what loadorder to have, I don't want to mess anything up here.

I did play a little with this loadorder in the image i have attached, but the wire puzzles were very... picky. sometimes clicking wont move the wire at all.

OH, and is exotic weapons category gone? or hidden at the start? i cannot see it in the list.
[Secmod load order questionmark.png expired]
« Last Edit: 12. September 2018, 02:10:13 by dda50 »

66fa1bfed1000voodoo47

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would move the Secmod_RebirthPatch right above Rebirth just to be sure, and add Secmod_RebirthPatch_RealSG right above that, but looking good otherwise. just make sure to not unpause SCP by accident. also, Rebirth has been updated to 5a, might as well upgrade while at it (delete 5 completely, add 5a).

also, manually delete the following (faulty) models from Secmod\obj:
Code: [Select]
bay1
bay2
confer
crap
crewsign
hydsign
offic
tram
upper
66fa1bfed130f
would move the Secmod_RebirthPatch right above Rebirth just to be sure, and add Secmod_RebirthPatch_RealSG right above that, but looking good otherwise. just make sure to not unpause SCP by accident. also, Rebirth has been updated to 5a, might as well upgrade while at it (delete 5 completely, add 5a).


Alright, moved them around, downloaded the realsg patch, got 5a, merged the dml fix and deleted those obj items you mentioned, how does this look?

Oh and has the crystal shard's damage been altered? an osmium wrench at standard 4 does more than my shard at exotic 3.
[New secmod loadorder.png expired]
« Last Edit: 17. September 2018, 02:59:46 by dda50 »

66fa1bfed13d5voodoo47

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mods looking good, the shard damage thing will have to be answered by TF.

also, feel free to let us know if you find something that doesn't look right, it's not like I've ironed all the stuff out perfectly.

66fa1bfed14deThiefsieFool

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Is it a big difference? I'm not surprised the crafted wrench is doing better there but it shouldn't be a big difference.
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It wasn't insanely massive, both took the same ammount of swings, just one left the hybrid at 5% while the other was about 10 or 12 %.

66fa1bfed16baThiefsieFool

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Sounds about right, try an osmium pool cue sometimes btw, the extra range is nice / feels different.

66fa1bfed181bhemebond

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 :cthulhu: The Feedback Loop puzzle is still failing. Would a copy of the ops save file help find the issue?

66fa1bfed190eThiefsieFool

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I guess so, it's not like there's anything else.

66fa1bfed1abfhemebond

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I've attached an archive with the saves from dda50 who is doing a streamed playthrough on Twitch https://www.twitch.tv/dda50

 :cthulhu: dda50 was also unable to research the annelid weapon from the Recreation crew quarters. Right-clicking flashed the research screen and then stopped the research as if it had been suspended, showing there was no research in progress. It can be researched if you have the skill, but it doesn't tell you the level requirements like it should.
[secmod3_save_puzzle.7z expired]
« Last Edit: 18. September 2018, 11:33:00 by hemebond »
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Is Secmod still being updated? What about that 3.2 version?
I'd love to play SS2 again with a new version of secmod.
But based on the last couple of pages here - it doesn't seem there is any stable new version.

66fa1bfed1d63ThiefsieFool

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I'm working on a full game project right now and seriously considering starting others including a game similar to SS2, so I just can't justify maintaining this mod all that much anymore, it's up to you guys now.
I'll put up a patch with the latest files I had lying around for the mod, which are some small .gam changes/bugfixes and some updated lighting for Hydro4.

https://www.youtube.com/watch?v=HDvOKvD-wzU
Acknowledged by 4 members: Nameless Voice, Marvin, System, hemebond

66fa1bfed1e93Just a Number

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Is anybody going to maintain this project any longer? Made such great improvements.

66fa1bfed1f86Just a Number

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Is anybody maintaining this project any longer? Made such great improvements to the game.

66fa1bfed209evoodoo47

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I'll probably merge all the small patches and fixes available in the first topic and a couple of other posts once TF says he's done with the mod for the time being (and that it's ok to do so).

66fa1bfed2374Just a Number

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I'm working on a full game project right now and seriously considering starting others including a game similar to SS2, so I just can't justify maintaining this mod all that much anymore, it's up to you guys now.
I'll put up a patch with the latest files I had lying around for the mod, which are some small .gam changes/bugfixes and some updated lighting for Hydro4.

https://www.youtube.com/watch?v=HDvOKvD-wzU
Here's your permission(:

66fa1bfed249aThiefsieFool

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Yeah, you have my permission to do anything with the mod, I guess if people want to make serious balance changes then we can just discuss them here or in PMs, but it's not really a big deal.
Acknowledged by: voodoo47

66fa1bfed25efCRACKBABYONDRUGS

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Great mod, been playing it with hard mode. 8)
Problems with finding the athletics card on the Recreation deck. It was on the body of a crew member on the second level of the crew quarters. This mod wasn't seemingly supposed to change item locations and only keypad codes. If somebody has a hint or answer would be thankful. Been stuck on this one for some time now.

66fa1bfed26f2voodoo47

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you need to post a save if you want us to find its exact location.

66fa1bfed27e6CRACKBABYONDRUGS

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What do you exactly mean with that. Should I post a save file?

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