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Topic: SS2 TF's Secmod 3
Page: « 1 ... 32 [33] 34 ... 46 »
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67417de432c89voodoo47

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yes, but it's nowhere near the current smartgun icon - that one is just a dark stick covered with darkness in the dark (with one of its ends sticking out of the inventory).
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hrmmph.. not sure whether it's an improvement. not exactly a texture guy you see.

What image size did you use there @voodoo47 ?

Also: The original too dark icon looks nothing like the one from the archive.

67417de433177voodoo47

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TF shared the source files, I'd guess? the original dark icon is what you get in the current Secmod. tried to clean up my previous attempt, it's slightly better.
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67417de43335fvoodoo47

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better, probably.
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Can we use a PNG with alpha channel there?

Here's a slightly darker longer version without the weird white highlights. Still a gif though.
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« Last Edit: 24. August 2020, 20:36:38 by Kolya »

67417de433586voodoo47

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yeah, I'd consider this one as good to go. pngs with alpha will work as well.
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Ah it's good enough. Too late to do a png version anyway.

67417de433780voodoo47

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I think you'll still have to do the jammed version, so..

67417de4338dcZylonBane

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Note that the vanilla ranged weapon icons are all oriented pointing down, with their top on the left. I see no reason why the Secmod weapon icons should be different.
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Mirroring it horizontal and vertical is no problem. And IIRC jammed guns just have a decal that says "JAMMED". Should be easy.
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It seems that inserting Toxin A into the recirculation unit in the maintenance shaft last will softlock the game as it never counts the objective done.
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Flipped and jammed
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67417de433cf2voodoo47

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a jammed weapon should be quite a bit brighter.

also, speaking of smartgun, the muzzle flash is not completely spot on, and the hud select box is completely off. maybe something Olfred could have a look at?
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Brightened marmelade gun
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67417de433eecvoodoo47

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I'm voodoo47, and I approve this icon (set).
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Acknowledged by: ThiefsieFool

67417de4344b7ThiefsieFool

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Nice work, guys, Kolya especially, the icon looks much better now and fits in too.

It seems that inserting Toxin A into the recirculation unit in the maintenance shaft last will softlock the game as it never counts the objective done.
Where did this happen? Strangely enough in Lotaeri's run he does precisely this and there are no problems.
https://www.youtube.com/playlist?list=PL9bRdWouNEWQn5Wvq03k8MOrOSuLRx-Ol
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Thats strange... It didn't work for me. I get modules for inserting it in but the objective stays incomplete.  There ARE only 4 regulators, right?

67417de434904ThiefsieFool

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Thats strange... It didn't work for me. I get modules for inserting it in but the objective stays incomplete.  There ARE only 4 regulators, right?
Four in the base game, one extra in the mod custom level.

67417de434a49ThiefsieFool

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Pretty awesome moment here with the rumbler, adding just one motion to the frustrated motions set sure paid off
https://youtu.be/0ep4_x0zAT0?list=PL9bRdWouNEWQn5Wvq03k8MOrOSuLRx-Ol&t=491

67417de434ce9voodoo47

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I get modules for inserting it in but the objective stays incomplete.
if you are dead sure you got them all, share a save.
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Four in the base game, one extra in the mod custom level.

I thought there would be 4 because in the notes it still says to insert it into 4 regulators, guess I'll have to find out where I dropped that extra vial.

On an unrelated note the cigarette visuals still play even when you try to consume it at 1hp.

67417de43516cThiefsieFool

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Strange, the NOTES.STR I have has :
Note_3_3:"Place Toxin-A in all 5 Environmental Regulators."
Either that didn't make it into the archive or it's not hooked up properly if it did, I remember string files being weird. We need to fix it anyway.

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