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Topic: SS2 TF's Secmod 3
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67414a692412dvoodoo47

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to continue, the thing is that the OM fixup dmls are still getting applied - as Secmod maps are close enough to the OMs, this is mostly a good thing. however, there are exceptions where this can cause trouble, and the cheap hypo would be a good example.

so, just like with SCP, a moment will come where letting the OM fixup dmls in will stop being desirable - and as a fairly big update is being put together anyway, I'm thinking that moment might be here.

that unfortunately means going through the dmls (the misdml folder), and sucking in all the desirable fixes.

67414a692442bThiefsieFool

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Definitely sounds like the right thing to do, even if we don't get all the desirable fixes in right away.

Also what was up with that replicator? I don't remember what needed fixing there originally.

67414a6924534voodoo47

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cig prices have been tweaked to prevent exploits. buuut Secmod changes what the replicator sells, so instead of more expensive cigs, you get a cheap hypo.

I'll see whether I can find the least tedious way of doing this.

67414a6924627voodoo47

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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?

67414a69248abThiefsieFool

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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?
I'm pretty sure it changes the special guns, I used the Adaob guide on what weapons to revert. Special modded weapons were added as a counterbalance. In fact, there should probably be even more.

Wormpiles and extra monster spawnpoints I don't think so, the ecologies shouldn't be changed except the monster types which have changed to sometimes spawn the new monster types.

67414a69249bevoodoo47

67414a6924a0a
ok, will kick the gun stuff out of the dmls then (leaving the piles for now). the spawns is good news - guess that one visible spawn I've seen the LPer witness was just that one edge case scenario when the player turns the corner a millisecond after the Raycast check didn't register anyone and thus fired the spawn (1208 medsci1).

67414a6924a98ThiefsieFool

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huh, minimum distance to the player could probably be boosted on a few of those.

67414a6924ba2ThiefsieFool

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in other news, armors will now all list their resistances in the item description

Acknowledged by: hemebond

67414a6924d12voodoo47

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I think PlrDist is pretty much useless, as it's like 3 DUs, and Farthest is absolutely forbidden, as it makes Raycast not work (the only instance where you want Farthest and not Raycast is that bot that comes to mess you up right after the ops3 canteen ghost massacre scene in SCP), so not much you can do there. not too important, edge case scenarios will always exist.

also, watching the LP, the runfast implant seems quite op.
« Last Edit: 12. November 2020, 23:57:44 by voodoo47 »
Acknowledged by: ThiefsieFool

67414a6924f70voodoo47

67414a6924fc2
crunching through the gamesys stuff, trying to pick things that definitely should be hard-fixed by editing the gamesys;

-script duplication on -183 (also, shouldn't the "swarm" script be a part of this?)
-script duplication on -1967 (also, shouldn't be a container)
-script duplication on -1543 (also, shouldn't be a container)
-the Goo Drop -3418 needs NVStartUnrotated
-disruption grenade, while fixed, deals a ton more damage that vanilla (fixed). intentional? vanilla setup:
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
    }
  }
}

attaching the cleaned up dml package, all the screwery should hopefully be gone (few duplicates left in the gamesys, but those should be harmless). left some questionable stuff in shocksec.gam.dml as well, I think they're good bugfixes, but do check whether you want them, just ctrl+F secmod! to get to them. the magic stuff that spawns the ops4 gun range targets is still there are well (see -3146 in shocksec.gam.dml, and add range targets in ops4.mis.dml, those should probably just get hard edited into the level).

random note - Bullet Casings scattered throughout the levels need to have the DeleteState prop removed, else they disappear after a few seconds.
[secmod misdml.7z expired]
« Last Edit: 21. August 2020, 22:08:10 by voodoo47 »

67414a69250e2ThiefsieFool

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Okay, all the gamesys stuff is in. The reason for the lack of swarm script is all it does is kill the swarm after 20 seconds, the swarms in Secmod die from a delete tweq instead so that they go away 5 seconds sooner.
Grenade damage buff is definitely intended, they are more rare to compensate for the increased power, and some monsters are tougher.
Not sure what the gun range targets stuff is about so I'll leave that alone for now.

Attaching the new gam and the updated gamesys dml, I didn't have to remove much, mostly some gun balance stuff which the mod already takes care of.

[shocksec.gam.dml expired]
[shocksec.GAM expired]

67414a6925349voodoo47

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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 style

also, 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.
[targats.jpg expired]
[burn fix.7z expired]
« Last Edit: 22. August 2020, 19:22:26 by voodoo47 »

67414a6925894ThiefsieFool

67414a69258f0
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 style

also, 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.

for the issues
- supposed to ambush probably
- doubt it can be attached better
- no idea how to fix
- probably ambush again
- shard research time was set to 1 for testing reasons or something? should be 2700 like in vanilla, you can set that on -28
- low damage absorbed by hazard suit
- we should find out why this was not a problem in vanilla, or where it comes from
- i don't think toxin removal should be added, you can research improved detox hypos instead so you need less of them, so it's unnecessary balance
- no idea how to fix
- good enough for me
- absorbed by crafted hazard suit, see pic above which refers to it

pyro object grunts should probably be integrated if it's stable.
Acknowledged by: voodoo47

67414a69259a5ThiefsieFool

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hydro4.mis less ugly and easier to climb out of the water puzzle area
[HYDRO4.mis expired]

67414a6925adevoodoo47

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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=718

speaking of guns, has the cycling been fixed in the latest gamesys? lets not forget about that one.

67414a6925dc9ThiefsieFool

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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=718

speaking of guns, has the cycling been fixed in the latest gamesys? lets not forget about that one.
it should be just the smartgun since it's imported as a mesh and not as a model, to allow a higher polycount

dunno how you fix cycling

67414a6925efbvoodoo47

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checked, but I have to admit I have no idea either - all I have is a simple note "this needs to be fixed in the gamesys". lets hope someone will know.

confirming the shard, just a fraction of a second to research, and no chemicals required. note that was the shard of a shard hybrid, that might play a role (seeing a lot of NVscripting in the args, and they seem difficulty/research related).

67414a6925ff1ThiefsieFool

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I'll give you a new gamesys soon, currently fixing some problems with old scripts, stock and custom alike.
Acknowledged by: voodoo47

67414a6926108voodoo47

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something odd going on with the proliferator, no 3d hud model either, and research not starting at all? https://youtu.be/i_CC13cvd5w?t=1236

67414a692621dThiefsieFool

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no idea why it doesn't show a 3d model there, it does later into the game

the research is a vanilla thing, as soon as it starts it asks for a chemical, that happened before what you see in the video
Acknowledged by: voodoo47

67414a6926350voodoo47

67414a69263a1
also, cleaned up the Rebirth stuff in the first post.

//and it turns out just a little map tweak is needed to allow Secmod RealSG addons to get integrated into their regular counterparts. will do that once 3.2.4 is up.

//need to check whether the proliferator research really requires both chems.

//oops, I think I need to correct the transmitter code notes.

//the smartgun inventory icon too large, and very dark/hard to see.
« Last Edit: 23. August 2020, 21:51:13 by voodoo47 »

67414a6926455ThiefsieFool

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wew that icon was supposed to be dealt with a long time ago. if someone wants to touch this up feel free. looks pretty good though.



[icons.zip expired]

67414a692654evoodoo47

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hrmmph.. not sure whether it's an improvement. not exactly a texture guy you see.
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67414a6926693ZylonBane

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Isn't the vanilla assault rifle icon also pretty dark?

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