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Topic: SS2 TF's Secmod 3
Page: « 1 2 [3] 4 ... 46 »
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Hey ThiefsieFool,

I've looked into the animation thing a bit more.
Apparently the script I use to convert the motion files into the shock format isn't working quite well for arm animations. (Bipeds and other stuff is fine). So as for now I can't get the animation I created into SS2.

I didn't know about the trigger stuff so I've looked into that to maybe get it working that way. But somehow, changing the trigger did nothing for me.

I'm sorry for the bad news, but I can't help you out there :(

673fb7aa9e09eWitness

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Not sure if anyone else has mentioned this, but the Value-Rep machine in the Navy training simulator seems to have a broken texture.

673fb7aa9e3c2ThiefsieFool

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That's okay, I managed to edit the triggers with Weyoun's motion editor after all.

I actually wasn't able to fix the bug in this pic with the tram, changing around render orders leads to either objects inside the tram not being rendered or objects outside the tram not being rendered http://www.kachalka.com/images/xb3trb0u71b0rvxfu2oj.png

Here's another quick patch, includes the previous one
[secmod patch 2.rar expired]

673fb7aa9e7deThiefsieFool

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Is the wrench clipping less bad than before?
And that black screen isn't a bug, it lights up with a tech texture when you solve the puzzle.
Acknowledged by: remyabel

673fb7aa9eb3dremyabel

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Monkey fell over dead after approaching the sparks. I think it's because it clipped with the terrain or something. A similar thing happened in medisci crew quarters where I leaned over a door. The hybrid whacked me from behind and I died instantly.

Battery looted from turret doesn't have broken texture. (and it disappears from inventory randomly)

This guy floating in the way he does doesn't look intentional.
[dead with healthbar.png expired]
[battery.png expired]
[broken lift.png expired]
« Last Edit: 28. October 2014, 11:52:39 by remyabel »

673fb7aa9ec97voodoo47

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second screen is caused by the OM dml. will post a fixup dml later today.
« Last Edit: 28. October 2014, 12:10:20 by voodoo47 »

673fb7aa9f114ThiefsieFool

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Not sure what's up with the monkey, it seems alive? And what did the hybrid do exactly?
About the battery, that's a "empty battery", and you can get either that one or a broken battery as loot sometimes.
The normal lifecycle of batteries is: use normal battery -> get broken battery -> repair the battery to get an empty batter -> recharge the battery to get a normal battery
I assume you used a recharger so the empty battery got turned into a normal battery and added to the stack, making it dissapear.

System: the cyber mesh armor is hidden for now as it's buggy, it's in the readme

673fb7aa9f53cremyabel

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Not sure what's up with the monkey, it seems alive? And what did the hybrid do exactly?

It had a healthbar but I could loot its body and not damage it. As for the hybrid, I was leaning out into the hallway to ambush the hybrid but it surprised me from behind. I think it clipped me into the door or something.

About the battery, that's a "empty battery", and you can get either that one or a broken battery as loot sometimes.
The normal lifecycle of batteries is: use normal battery -> get broken battery -> repair the battery to get an empty batter -> recharge the battery to get a normal battery
I assume you used a recharger so the empty battery got turned into a normal battery and added to the stack, making it dissapear.

That's what I figured, but the tooltip is confusing. Also I think the battery disappearing bug is a holdover from SECMOD2. Sometimes for example the hybrid organ disappears as well, unless I'm imagining things.

673fb7aa9f65fvoodoo47

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fix for the floating eng2 corpse - as always, will only work if applied before entering the level for the first time. drop to the Secmod folder.

673fb7aa9f7afSystem Shocked

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Are these three files, reflected in the OP, still needed, or have fixes been incorporated into SecMod 3? If so, maybe the Rebirth Patch should be renamed.

* Tacticool_WRENCH_fix.rar
* Secmod_TC_Laser_Pistol_fix.zip
* SS2_TF_Secmod2_RebirthPatch.7z
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* SS2_TF_Secmod2_RebirthPatch.7z
in SecMod better it will be SS2 Pop's Difficulty and Enhancement Mod XD


[dump201410290617110.png expired]

673fb7aa9fce0ThiefsieFool

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Are these three files, reflected in the OP, still needed, or have fixes been incorporated into SecMod 3? If so, maybe the Rebirth Patch should be renamed.

* Tacticool_WRENCH_fix.rar
* Secmod_TC_Laser_Pistol_fix.zip
* SS2_TF_Secmod2_RebirthPatch.7z
The Tacticool stuff should not be needed because I decided to include Tacticool in the mod (I do various weapons hacks and it's just too annoying to maintain them for two versions of the weapons)
The Rebirth patch should stay there, because Rebirth is _not_ included.
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The Tacticool stuff should not be needed because I decided to include Tacticool in the mod (I do various weapons hacks and it's just too annoying to maintain them for two versions of the weapons)
The Rebirth patch should stay there, because Rebirth is _not_ included.

Nice. What can you do for R&R&R's EMP Rifle, given that there are three variations? It's certainly worthy of consideration.

673fb7aaa01eeThiefsieFool

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Doesn't look bad but it's not to my taste really.
Still, I recall some guy made a more compatible version of that rifle for this mod (while musing about not actually liking the mod, weird post) https://www.systemshock.org/index.php?topic=1247.msg55374#msg55374

673fb7aaa033fWitness

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Oh, I don't have to use the TC patches anymore?  Nice!  Also, I've noticed a lot of people mentioning the SS2Tool 6 beta here.  I think I used the old 5.1 version when I set up my game, is that going to cause problems with SecMod?

Finally, what's the best way to take screenshots in game to report visual bugs with?  I found another one in the second section of medsci, in the monkey dissection room, but I'm not sure how to get a screen cap of it to post.

673fb7aaa046cvoodoo47

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no, 5.1 shouldn't cause any problems, it's actually the dmls included in ss2tool 6.0beta that can cause issues (still, they should fix much more than break).

as for reporting issues, just make sure the minimap is enabled, hit printscreen and look in the screenshots folder. and maybe circle the issue and save the image as jpg before uploading.
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@TF: It would be nice to have the SecMod3 download in a first post. If the other downloads from post #0 here aren't needed for SecMod3, we could actually split this thread at the SecMod3 release and mark the 2.8 part of the thread obsolete, as we once did with the beta, right?

673fb7aaa073dThiefsieFool

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Hm, I think I'll just make a new thread using that post as a base, I just want a few more issues resolved before that big step.

For example I discovered the AR does not get extra damage as you buff your Standard skill from 4 (the new requirement) to 6, and this bug was probably in since the very first version of the mod. Worse, I can't figure out why this happens.
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About the wrench, did you create new models using bsp.exe?
Sometimes the *.cal file produced by it causes some clipping errors.

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