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Topic: SS2 TF's Secmod 3
Page: « 1 ... 34 [35] 36 ... 46 »
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6742c2671b985ThiefsieFool

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Well anyway, only one thing needs to be done on SSHODAN.mis, remove script NVRelayTrap9 from object 1701.
Acknowledged by: voodoo47

6742c2671bb2fvoodoo47

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yeah, as I have saved the maps with 2.48 after the relight, you definitely don't want to be using anything older than that (I also make sure no other mods are loaded when editing maps, better safe than sorry).

I'd just create a new clean SS2 install with the tool, it will set the editor up for you (you might want to bump the resolution up though, especially if you have a nice big monitor. see edit_screen_size in user.cfg).

6742c2671bc31ThiefsieFool

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I'll set that up, I also checked the SCP version of OPS4 (it has the target practice dummies) and I can't find the object IDs you mentioned.

6742c2671bd0evoodoo47

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you mean the prison scene? very sure the ids are correct.
[dyingog.jpg expired]

6742c2671bddeThiefsieFool

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Okay, looks like I downloaded SCP beta2 by mistake.
Acknowledged by: voodoo47

6742c2671bebevoodoo47

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I'm planning to fix a few map issues tomorrow, ok to grab the latest mis files or are you working on some?

6742c2671bfeeThiefsieFool

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Might as well give you all the files for the update now. The map changes I was talking about are all done, though I still need you to remove NVRelayTrap9 from obj 1701 in SSHODAN, I didn't mess around with that anymore.

As for DMLs, the shocksec.gam.dml I linked earlier should be enough, along with the change to fix the replicator in REC3. Might need to look through the other mission dmls to see if there's more replicator changes that could cause issues.
[secmod update.zip expired]

6742c2671c0dcvoodoo47

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ok.

the conflicting replicator changes have all been removed in the modified dml package I've shared earlier.

6742c2671c24dvoodoo47

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few notes;

-hydro1 hybrid 1442 set to deaf and silent. this is a bit weird when fighting it, but looks intentional, so leaving alone.
-hydro1 rumbler 1242 looks better when its keycard attachment is set to always use joint rotation. will set it so unless there are objections.
-ops2 hybrid 74 and 86 set to silent. if the idea is to make them sneaky, they should ideally lose the metaprop once attacked or alerted - fighting silent AIs is weird.

also, noticed the use message when trying to yank the rumbler card away, so this had to be done.

https://www.youtube.com/watch?v=VJbAb_4ypDc
part of me was tempted to just sneak it into the dml.
« Last Edit: 06. September 2020, 21:34:42 by voodoo47 »
Acknowledged by: ThiefsieFool

6742c2671c5f8ThiefsieFool

6742c2671c64d
few notes;

-hydro1 hybrid 1442 set to deaf and silent. this is a bit weird when fighting it, but looks intentional, so leaving alone.
-hydro1 rumbler 1242 looks better when its keycard attachment is set to always use joint rotation. will set it so unless there are objections.
-ops2 hybrid 74 and 86 set to silent. if the idea is to make them sneaky, they should ideally lose the metaprop once attacked or alerted - fighting silent AIs is weird.

also, noticed the use message when trying to yank the rumbler card away, so this had to be done.

https://www.youtube.com/watch?v=VJbAb_4ypDc
part of me was tempted to just sneak it into the dml.
I remember trying to un-quiet AIs like that with an alert response, for alert level 3, but it didn't work so I just left it alone. Could be looked at again or forced with custom script if necessary.

That rumbler thing is hilarious, maybe we can use it for a blooper reel or something. Also try getting him to jump in the water and drown while you're there. You're in an immersive sim after all.

6742c2671c765voodoo47

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the un-silence code is actually very simple;
Code: [Select]
NVMetaTrap5On=null; NVMetaTrap5Off="Alertness"; NVMetaTrap5Meta="Silent";this will make the AI audible again when bothered. I think I'll pop it into the dmls wherever I can - unless you want me to leave it alone (you maybe only want them audible after seeing the player).

but can't make the friggin' lilies render completely correctly with vurt's Flora loaded, and I don't know why, despite checking everything multiple times. it's not a big deal, as it's just a very minor anomaly (the stalks being a bit too dark when underwater), but it annoys me to no end.

6742c2671c86fThiefsieFool

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I think they should become loud only when the fight has started, the message would be something like "StartAttack" or "AIModeChange".

Doubt you could fix those lilies without something brutal like splitting the object in two so the stalks can have different properties.

6742c2671c9d5voodoo47

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ok, I'll leave the silent AIs alone (but StartAttack does seem to work nicely. tempted to set it up in the gamesys.dml, but don't know, it may be a bit too much to apply it globally. hmm.. as far as I can tell, it could live comfortably on -164, where the timewarp cancel after death fix already resides. the only question is, is NVMetaTrap5 ok to use = no conflicts? //yes, did a full export, NVMetaTrap5 is not used by the Secmod gamesys at all. so if you are ok with this, I'll pop the code to shocksec.gam.dml). the lilies do work properly in vanilla and SCP though. somehow.

//oh, I know what's up - Secmod's hydro2 map filename is shydro2.mis, not hydro2.mis, that means the Flora hydro2.mis.dml is not getting applied. will have to be added to the Flora mod to fix. so all's good.
« Last Edit: 07. September 2020, 19:09:39 by voodoo47 »

6742c2671ccf4ThiefsieFool

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ok, I'll leave the silent AIs alone (but StartAttack does seem to work nicely. tempted to set it up in the gamesys.dml, but don't know, it may be a bit too much to apply it globally. hmm.. as far as I can tell, it could live comfortably on -164, where the timewarp cancel after death fix already resides. the only question is, is NVMetaTrap5 ok to use = no conflicts? //yes, did a full export, NVMetaTrap5 is not used by the Secmod gamesys at all. so if you are ok with this, I'll pop the code to shocksec.gam.dml). the lilies do work properly in vanilla and SCP though. somehow.

//oh, I know what's up - Secmod's hydro2 map filename is shydro2.mis, not hydro2.mis, that means the Flora hydro2.mis.dml is not getting applied. will have to be added to the Flora mod to fix. so all's good.
Yep, that should be fine.
Acknowledged by: voodoo47

6742c2671cec0voodoo47

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ok, done with everything I could fix (pretty much all the small issues posted since page32), and attaching. the required tool update is already deployed, but I would really like to wait and see what NV will say about that Rick Radbox not spawning issue before attaching 3.2.4 to the fist post and making it official. feel free to poke around the package in the meantime, maybe you'll catch something I didn't (for example, AIs being able to crawl inside the Command tram while you are messing around the puzzle is 100% annoying, and them dying inside the tram looks really bad. maybe them just politely waiting outside is better. also, the readme needs to be updated).

I did fake-run through the game up to Rick, no show stoppers as far as I can tell.
[SECMOD3.2.4rtm.7z expired]
Acknowledged by: ThiefsieFool

6742c2671cfdeThiefsieFool

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What's the Rick Radbox stuff about?
True, the readme is going to need some serious work so it conveys what is going on in this mod in a succint fashion, something like a very brief list of everything new since 1.0 and not just the last big update, same goes for the thread itself.

6742c2671d0f8voodoo47

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something's up with the dml/NVscript setup on rick1 button 497, which is supposed to pop two Radboxes into existence, but for some reason spawns just one. I can work around it, but knowing what actually is up would be preferable.

6742c2671d1d5ThiefsieFool

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What are rad boxes though? Is it supposed to radiate you slightly?
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same goes for the thread itself.
Update it all you like, just don't start a new thread for the new version. You'd lose all google fu.

6742c2671d59bvoodoo47

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Radboxes display the radiation status (lethal/safe), I've added two to the overhauled Rick torpedo room setup.

6742c2671d8b5ThiefsieFool

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Update it all you like, just don't start a new thread for the new version. You'd lose all google fu.

Agreed on that.

Radboxes display the radiation status (lethal/safe), I've added two to the overhauled Rick torpedo room setup.
Right, I guess I can ping NV to check it out.

6742c2671da9fvoodoo47

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ah, almost forgot - doesn't seem like the prison event minimod has been integrated. I can pop it in, assuming you don't want to modify it in any way.

//ah, now I remember - the minimod actually doesn't work with Secmod, the hybrid pops into a squatting positions after the scene ends. never figured out why.
« Last Edit: 10. September 2020, 21:55:48 by voodoo47 »

6742c2671dbd3voodoo47

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ok, the tool should start to deploy an updated NVscript osm soon, so unless you want to play around with the prison event, things should be ready to go as far as 3.2.4 is concerned, meaning nothing to add from my side (but would recommend adding the newest NVscript to the package before attaching it to the first post).
« Last Edit: 11. September 2020, 07:57:36 by voodoo47 »
Acknowledged by: Nameless Voice

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