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Topic: SS2 TF's Secmod 3
Page: « 1 ... 27 [28] 29 ... 46 »
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674412c05d62e
It looks like that

https://imgur.com/a/gjM7Ow3

Totally pitch black in random places. I don't think this is how it should looks, game without mod looks normal. Only on Third Hydro level it looks like that. I try changing resolution, and it stays the same.
« Last Edit: 18. March 2020, 19:55:30 by Moderator »

674412c05d751voodoo47

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*sigh*

I was hoping I would get away with this, guess not - to make it short, some things didn't go as planned when I've relit the levels to 32bit. I'll have to think about what to do with this, but it's not something that can be fixed easily, so don't expect a patch anytime soon. you'll just have to tolerate the dark areas for the time being.
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Well, I deal with worst things in game anyways. Mod works perfectly otherways, and it let me experience my second favorite game of all time in a new way, so thank you for that :)

674412c05d9c9ZylonBane

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It looks like you just relit hydro with light brushes filtered out (or not reconstructed, depending on the state of SecMod's version of that map).

674412c05daf6voodoo47

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yeah. and I'm afraid that they have been gone for a while now - the notion of going back to some Secmod2 version of the map is not something I'm looking forward to. //nope, this is almost all on me, fortunately.

as mentioned, will have to dig around to find out what would be the best way out of this.
« Last Edit: 26. March 2020, 20:58:33 by voodoo47 »

674412c05dbeaZylonBane

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Multibrushes! Copy only the light brushes from a version of the map that still had them.

674412c05dd9evoodoo47

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I'm aware those exist, but I didn't get to sailing those particular waters just yet.

but it looks like I'll have a lot of free time on my hands soon - I think hiring new people is off the schedule for the next couple of months pretty much everywhere, so an excellent opportunity to dive into all sorts of things.

assuming that little cough I currently have is not going to implode my lungs in the next week or two - considering my secluded (un)lifestyle and general avoidance of everything real people related, I have to admit it would be a hilarious way to go.
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If it's a dry cough and you develop a fever, check in the SCP maps you've been working on.
Acknowledged by: Chandlermaki

674412c05e00evoodoo47

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of course. you're not getting my shoes though.
Acknowledged by: Kolya
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Is there any posibility for you to upload previous version of the mod, without that 32bit lighting?

674412c05e239voodoo47

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3.2 is still ok - now attached to the first post again. good news is that means only a small rollback will be required to fix this, so pretty sure I'll get to it in a couple of weeks.

your current playthrough is not salvageable though (theoretically, you could try loading your 3.2.1 save into 3.2, maybe it won't break completely, but this is not recommended), you can either finish the game playing 3.2.1, start a new game now with 3.2, or wait and start a new game with 3.2.2 once it's out.
674412c05e395
Thanks for help, now its working properly, in previous version :)
I have one more question, when I use a grenade from inventory, and also from hotkey, it get consumed instead of thrown. Is there any way to fix this?

674412c05e56dThe Knock

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Hey, I'm new here so go easy on me.

I tried to use version 3.2 of Secmod but the game just loads up to the main menu without any of the buttons and then crashes to desktop. While version 3.2.1 works fine, the overly dark Hydroponics level just drives me nuts even with the maxed out gamma.

How do I solve this?

674412c05e8d7voodoo47

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3.2 of Secmod but the game just loads up to the main menu without any of the buttons and then crashes to desktop
I see no way how this could be happening - are you patched up, and has 3.2 been extracted properly? anyway, grabbing shydro2.mis from 3.2 and using it in 3.2.1 should work. maybe.

going to unscrew this soon, before weekend hopefully (still contemplating whether I should fix those bloody rick2 inverted turrets properly, or just duct tape them to not fall apart and call it good - as with the shard hybrid, the issue is annoyingly impossible to fix without moving a lot of stuff around).

674412c05e9e9The Knock

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The only thing in the 3.2 file I got here was a file labeled "intrface". I'm not sure how that works out.

674412c05eae4The Knock

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Alright, I realized that I did a goof and something went wonky with unzipping the file. Your fix worked and it's not unbearably dark anymore.

Thanks!

674412c05ec50voodoo47

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ok, 3.2.2 is up - everything should be unscrewed as much as possible, meaning it has all the fixes from 3.2.1 (and a few more) and proper 32bit lighting wherever possible (brush lights are already lost on medsci2, eng1 and ops4, those will have to be multibrushed in later). the rick2 inverted turrets turn properly, but will simply blow up when destroyed, leaving no corpse to repair, but not doing anything that would kill the game, so good enough for the time being. to be fixed properly later (curse you, inverted turrets).

3.2.1 saves should work, it also should be ok to unzip 3.2.2 into a 3.2.1 folder and overwrite.

674412c05ed96Witness

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I'm really enjoying this mod, it adds a lot to the game.  I did notice a small bug or two.
Laser rapier and Viral Proliferator still say they require 4 weapon skill when they need 3 (BTW I love this change, makes these two so much more useful)
Crystal Shard Hybrids Shards are invisible when they're holding them, and they have no name/description.
Flamer fuel has a nasty habit of getting stuck in the top of the replicators, meaning you can't pick it up.

None of these are hugely serious, but I thought I'd mention them anyway.

674412c05eeb6voodoo47

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first one is a simple string fix, and will check the fuel canister (probably just a question of tweaking its physdims a bit), but do elaborate on the shard hybrid - quickly retested (both vanilla and Rebirth model), and everything seems fine (the shard does not have a description while still attached to the AI model, this is intentional/not a problem).

674412c05efd2Witness

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Basically I just see them running around waving an empty hand at me.  They can still hit me, although they seem to whiff a fair amount of the time.  As for mods, I've got all the recommended stuff from the newbie thread, minus SCP and plus Secmod of course.  Maybe a bad install on my part?  I could try and send you a save or something if it would help.

674412c05f0ccvoodoo47

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ok, post your ss2bmm.log and ss2.log (both should be in your SS2 folder).

you are missing the Secmod Rebirth patch, most likely (download attached to the first post).

674412c05f269Witness

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Okay, here you go.  I do have the rebirth patch in, maybe I put it in the wrong place?

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