673f31cd2ed4b

673f31cd3015e
2 Guests are here.
 

Topic: SS2 TF's Secmod 3 Read 212421 times  

673f31cd312f6ThiefsieFool

673f31cd31360
°gamesys °mis °weapon °mesh °texture °motion °obj °string °sound °veteran °DML



-----------------------------WHATS NEW IN 3.0

- An entire new level has been added to the Hydroponics Deck, it is accessible through the Maintenance Access visible on the map and must be completed in order to finish Hydro
   - an Oxygen Meter has been added to the interface to serve you in this level and others
   - there's some tips at the bottom of the readme if you have trouble with this level..

- SS1 style Wire Puzzles have been added throughout the game (you can break and recreate the correct combination to use the circuit as a button repeatedly)

- Headshots have been added, they are possible only with the modified Sharpshooter OS upgrade

- Even more OS upgrades have been buffed, including Pack Rat (adds extra strength) and Power Psi (damage enemies as soon as you touch them)

- Many new sequences, scares and events added to the levels

- Modifications interface and balance improved, 3 modifications can be applied in total, a few special pre-modified weapons can be found

- Reduced size of weapon clips, making it so you actually reload in combat and want to increase clip capacity with mods

- Overall improved balance, functionality and looks, difficulty is also better with Easy being much easier than before
    - Localized Pyro makes you immune to Protocol Droids again, the power is balanced in cost/duration instead

- Restored the Many cutscene in Engineering, it is now skippable via right-click

- Expanded "crafting" system with new combinations

- Added stuff that was always supposed to be in the mod, like hacked keypad graphics, crate opening animation and the Natural Selection Smartgun model

..

- Deck name displayed when you first enter a deck, same tech as the mission year texts

- Changed codes in several areas of the game, read the logs' text carefully

- If you're looking for a card in Recreation, it's on a window sill

- Multiplayer is still not fixed, I recommend sticking to singleplayer

- Upscaling the UI or playing at a low resolution can lead to custom UI panels (like the one for gun mods) being obscured

- It's best to have Secmod active with the lowest priority under other graphical mods like SHTUP/Rebirth

- NewDark v2.45+ is required

- Blue Mod Manager recommended

- Needs SS2tool 26feb2023 update, you need to repatch with the tool if you are running anything older.

-----------------------------

- Secmod_RealSG is a Secmod compatible version of RealSG. Load it as a standalone mod.

- Secmod_Rebirth_RealSG is a Secmod with Rebirth compatible version of RealSG. Load it as a standalone mod.
« Last Edit: 30. May 2023, 06:49:37 by ThiefsieFool »
Acknowledged by 3 members: Nameless Voice, ThiefsieFool, hemebond

673f31cd3153evoodoo47

673f31cd315a2
*SCP raises a small angry fist.*

oy ZB, now we'll have to go steal more stuff.
Acknowledged by 2 members: Nameless Voice, ThiefsieFool
673f31cd31c03
- Modifications interface and balance improved, 3 mods can be applied in total...

 :awesome:
Acknowledged by: ThiefsieFool
673f31cd31de2
Awesome! Thanks TF! 

*loads up SecMod3*
...
*dies*

:carnage:

673f31cd31f18remyabel

673f31cd31f77
Wow this update is insanely impressive.

The hacking mini-game is a cool throwback to SS1.

The wrench look and animation is AWESOME. I'm also in love with the pistol. Unsure if this is a bug or intentional, but the blood on the wrench is a nice touch.

The scripted events with the hybrids are a nice touch. I found the hybrid with the battery to be hilarious.

Sometimes the mouse doesn't work right in the menus (it doesn't "register" a click and the cursor "twitches".)

Edit: wrench seems to clip through terrain.

Shotgun does splash damage now?  :happyjoy:

Minor oversight: the shotgun you find in med sci is loaded with 6 bullets.
« Last Edit: 25. October 2014, 04:50:32 by remyabel »

673f31cd320c3voodoo47

673f31cd3211e
I gave it a quick run, had BIG issues killing the first worms with the new wrench animation. will double check later.

//ok, important note - the maps are not compatible with ss2tool 6.0 dml set, but the maps are close enough to the originals to pass the dml fingerprinting and the game will load them. so the user needs to either delete the misdml folder, run Secmod as FM, or a qvar "scplevel" with a value of "1" needs to be added to all the maps.

also, shattered glass shards spin way too much, and the wrench animation feels odd at times. and while the mechanics are impressive (read: f*cking impressive), there was no upgrade to the lighting (still 16bit - feels like a bit of a waste), and no touches to (bad) texturing and (bad) obj placement. I have to say that after running around the silky smooth SCP maps for the last couple of months, seeing all the unfixed stuff again was a harsh experience.
« Last Edit: 24. October 2014, 18:00:38 by voodoo47 »

673f31cd32254Nameless Voice

673f31cd322a5
A lot of the SecMod maps are still stripped - it might be possible to copy over the terrain brushes from SCP once it's released.

673f31cd32395voodoo47

673f31cd323e5
that would also allow carving of proper niches for wall drawers - they look quite weird sticking out of the walls.

also, that overcharged laspistol model absolutely needs to go to the full Tacticool package - TF, hope you won't mind.

673f31cd32495remyabel

673f31cd324f2
Hm I believe I may have run into a glitch. I frobbed the battery off of the hybrid rather than looting it from his inventory. After going to the recharger, I noticed the battery isn't in my inventory.
Acknowledged by: ThiefsieFool

673f31cd325c0Witness

673f31cd3260e
Just started a new playthrough, will let you know if I find any bugs.  One question, did you add something to the roof of the shop in the intro area?  It looks like there's a crate up there, but I can't figure out how to get there :(

673f31cd326b5remyabel

673f31cd32700
For anyone who's wondering, this appears to be the crate he's talking about.
[crate.png expired]

673f31cd32798Witness

673f31cd3280d
Yep, that's the one.  Sigh, if only this was Deus Ex, I could get up there easy.  Parkour in the Dark engine is tricky.

673f31cd329c2remyabel

673f31cd32a14
Also managed to find this strange unfinished(?) area.

Anyway, here's the rooftop. It appears to be unchanged (from the last update.)

Had no idea you could push the sign off the roof.
[interesting.png expired]
[rooftop.png expired]
[sign.png expired]
« Last Edit: 24. October 2014, 22:28:46 by remyabel »

673f31cd32a9dvoodoo47

673f31cd32ae8
yeah, earth has quite a few of those.
673f31cd32c51
Yummy... 8)

I think SecMod 3 ought to have its own thread.

...or at least be updated on the OP.
« Last Edit: 24. October 2014, 23:57:26 by Vae »

673f31cd32eeaThiefsieFool

673f31cd32f3b
Thanks for the feedback, guys, will make a proper new thread as soon as some bugs are ironed out.
Here's a patch that should solve a) vanishing battery b) clipping wrench

[secmod patch.rar expired]

673f31cd34f3bThiefsieFool

673f31cd34fa2
I gave it a quick run, had BIG issues killing the first worms with the new wrench animation. will double check later.

//ok, important note - the maps are not compatible with ss2tool 6.0 dml set, but the maps are close enough to the originals to pass the dml fingerprinting and the game will load them. so the user needs to either delete the misdml folder, run Secmod as FM, or a qvar "scplevel" with a value of "1" needs to be added to all the maps.

also, shattered glass shards spin way too much, and the wrench animation feels odd at times. and while the mechanics are impressive (read: f*cking impressive), there was no upgrade to the lighting (still 16bit - feels like a bit of a waste), and no touches to (bad) texturing and (bad) obj placement. I have to say that after running around the silky smooth SCP maps for the last couple of months, seeing all the unfixed stuff again was a harsh experience.

I'm confused about what actually happens with the DML thing, are the DMLs applied or not?
I actually did relight some levels with reconstruct_lights where I could easily see if things got weird, but nothing as early as Medsci/Eng.

Wow this update is insanely impressive.

The hacking mini-game is a cool throwback to SS1.

The wrench look and animation is AWESOME. I'm also in love with the pistol. Unsure if this is a bug or intentional, but the blood on the wrench is a nice touch.

The scripted events with the hybrids are a nice touch. I found the hybrid with the battery to be hilarious.

Sometimes the mouse doesn't work right in the menus (it doesn't "register" a click and the cursor "twitches".)

Edit: wrench seems to clip through terrain.

Shotgun does splash damage now?  :happyjoy:

Minor oversight: the shotgun you find in med sci is loaded with 6 bullets.
Nope, no splash except when firing pellets, just like the original game.
Also thanks, I did fix the 6 shell shotgun now but it didn't make it into the patch here, will be in the next which should be soon.

673f31cd35081voodoo47

673f31cd350d1
basically, anyone who has patched up with ss2tool 6.0 beta will not be able to run Secmod properly - the dmls will load, but they will break stuff, as the map changes are too extensive. you need to prevent them from loading - adding that qvar will tell the engine to reject all dmls made for the orig missions.

673f31cd35183ThiefsieFool

673f31cd351d5
Ah, I guess I'll be adding those qvars, I'd like to see a list of the changes though (couldn't find one right away, or extract the dmls from ss2tool without running it) I have some vague hope that they might not break anything after all and can be left alone.

673f31cd35295voodoo47

673f31cd352f5
the funny thing is that they would probably work fine for almost everything, just not the bulkhead doors. the dmls will prevent them from opening as soon as medsci2 (the dmls assign NVDoorStartsOpen script and Open Position 0.1 to the bulkhead doors to get rid of the visible blocking plane on the orig maps).

hmm, one moment, let me try something.
673f31cd353e9
Wouldn't SecMod3 just need nvscript.osm then?

And while we're on this, wouldn't it be best to distribute nvscript.osm centrally?

673f31cd35489voodoo47

673f31cd354d9
ok, turns out you can actually write a dml that counters the (part of the) OM dml that you don't want. TF, can you tell me which bulkhead door have had that opening animation added?

Your name:
This box must be left blank:

Replicator restrictions are in place for the good of whom?:
2 Guests are here.
The Party rules your mind.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
673f31cd3621c