66f9009ed30f7

66f9009ed3919
6 Guests are here.
 

Topic: SS2 TF's Secmod 3
Page: « 1 ... 12 [13] 14 ... 46 »
Read 189007 times  

66f9009ed40bdvoodoo47

66f9009ed413c
not really a texture guy, but yeah, non-power of two textures are better off gone. Shocked should display the offending stuff when loading the map(s).

it would also be nice to get rid of the broken objects that don't work with SHTUP-ND (I was digging around a bit and seem like Secmod includes a bunch of vanilla objects for no apparent reason, and that they have been modified in some inappropriate way that breaks the hires textures) - I think just merging in the fixed objects pack into Secmod (and overwriting) should do the trick (SCP does this as well). //no, this will not help, as some of those objects are not in the fixed objects pack.
« Last Edit: 05. January 2016, 13:14:49 by voodoo47 »

66f9009ed43cbThiefsieFool

66f9009ed4422
Fixed those textures, get this attachment and put them in mesh/txt16, let me know if this removes the crashes and also if the smartgun's texture still looks alright with these changes

removed attachment, get latest secmod for updated textures
« Last Edit: 12. January 2016, 07:45:09 by ThiefsieFool »

66f9009ed44d1Unicron

66f9009ed4523
That did it!  Thank you so much!  I can't thank you enough!
66f9009ed47a7
24bit PNGs
If these work as well, I'll gladly add them to the mod.

66f9009ed48bfNameless Voice

66f9009ed490f
I'm just going to point out that the 24-bit PNG zip is much bigger.
66f9009ed49f9
I know. That's why I expressly said it's 24 bits PNGs. Possibly 8bit PNGs would be enough.

66f9009ed4aa0ThiefsieFool

66f9009ed4aeb
They're 621k compared to 1.2m for bitmaps so it is an improvement, a higher concern right now is if the new resized textures look distorted or not in-game, haven't been able to check that yet
66f9009ed4be4
Coll mod good work. But i have 1 problem. My game crash all time when i go under the water in the new map. I can go only 1 time under the water. If i go a 2nd time, crash all time.. Any idea please ?

66f9009ed4caaThiefsieFool

66f9009ed4cff
Do you see an oxygen meter when going in the water? Maybe you don't have the latest Newdark installed.

66f9009ed4db2ThiefsieFool

66f9009ed4e00
version 3.16 is up, smartgun has fixed PNG textures now, fixing the crash bug on Rec, I've also disabled the flamethrower's muzzle flame since it can crash on the latest Newdark sometimes

66f9009ed5030voodoo47

66f9009ed5084
Any idea please ?
posting your shock2.log and crash.dmp (both in your SS2 folder, zip them up, upload to some online storage and post the link) would be a good start.

66f9009ed5234voodoo47

66f9009ed5284
argh, knew I forgot something - TF, I know that you also do a bunch of shenanigans with the shotgun hybrid so its shotgun would get properly  removed once the player loots it, so you'll probably want to grab the fixed model that makes this look less buggy.

you also should nab the good stuff from SCP, like the shotgun/shotgun hybrid muzzle flashes (if you haven't already - I have to admit that I didn't check the last few Secmod versions).


//had a quick look, and you already have muzzle flashes, but not the fixed hybrid model. also, I would really, really recommend relighting the levels into 32bit. also, one completely optional thing - consider adding the (SCP/vanilla SS2tool patched) gamesys dml stubs, so that dml stub mods would be Secmod compatible.


//the transparent (SHTUP-ND) sign problem is still there (removing Secmod tram.bin fixes it. also, the sneaky evil thing here is that you need to go into the game mode to actually see the issue).
[still_transparent.jpg expired]
« Last Edit: 11. January 2016, 21:12:31 by Kolya »

66f9009ed531avoodoo47

66f9009ed5365
also, is the hydro2 map correct? seems to be just a clone of hydro1.

66f9009ed5453ThiefsieFool

66f9009ed54a0
- does removing the tram.bin fix the thing where you can't see objects from inside the tram, or is it something else? that's what I would most hope is fixable, not sure what that window floating in mid-air is
- with regards to relighting, I would, I'm just not sure if there are levels where relying on reconstruct_lights changes the lighting too much (most secmod levels are stripped)
- hydro2 is not used, secmod used shydro2.mis and sshodan.mis since forever to prevent .DIF files from altering the levels
66f9009ed56f2
Do you see an oxygen meter when going in the water? Maybe you don't have the latest Newdark installed.

No i will try it ! Thank you for your quick answers :)

66f9009ed5c5bvoodoo47

66f9009ed5cb1
- does removing the tram.bin fix the thing where you can't see objects from inside the tram, or is it something else? that's what I would most hope is fixable, not sure what that window floating in mid-air is
eh, should have circled the problem red. it's not about the tram, it's about the tram sign (its model name is tram.bin), I'm pointing my crosshair on it. Secmod includes a modified model of it, which (as mentioned by ZB) has been edited in a way that slightly breaks it, and it will show as a disappearing bluish slab if SHTUP-ND is loaded. I know about three sign textures that display this behavior, and there is probably more. would recommend kicking all unnecessary object models out of Secmod (unless the model edit is something that is needed for Secmod to work properly).
- with regards to relighting, I would, I'm just not sure if there are levels where relying on reconstruct_lights changes the lighting too much (most secmod levels are stripped)
I wouldn't be too afraid - the benefits should outweigh the potential risk of the lighting not looking 100% correct at a few places.
- hydro2 is not used, secmod used shydro2.mis and sshodan.mis since forever to prevent .DIF files from altering the levels
I see. this means that the standard SS2tool fixup dmls will not get applied, but that's not a big deal.

66f9009ed5d9cUnicron

66f9009ed5df0
Can someone help me with a segment of the actual game? 

I'm at recreation and I just don't know what to do.  I can't advance any further.  I got to the center elevator in the big room but there's no way to open the door.

66f9009ed5ea8ThiefsieFool

66f9009ed5ef5
You just need to activate the transmitter with the code you get from looking at wall art

66f9009ed5f9bZylonBane

66f9009ed5fe6
So you looked at the notes and there were no pending goals?
Acknowledged by: Colonel SFF

66f9009ed608eUnicron

66f9009ed60da
I did, but it just says to find the transmitter.  I don't even know where to begin to look.

66f9009ed6193ThiefsieFool

66f9009ed61e4
It's in the basketball court in Athletics, there should be at least one audio log to mention this, kind of a flimsy connection but I'll take it over "Now would you kindly head on over to the basketball court, ..."

66f9009ed6339code371

66f9009ed6386
I faced with some issue.. When the hybrid runs at you and you move backward - He doesn't attack you until you stops, very annoying! When i deactivate Secmod to compare it with the original game, i found that hybrids do about the same, but after some seconds they trying to walked around the side to attack you, so it doesn't metter if you stops or not when moving backward, they 100% trying to attack you during running at you. Is there any way to fix their behavior in secmod? It's just not interesting to play, becouse they do not present any danger to you(((

I also figure out that AlyaMod 2 doesnt have this issue.
« Last Edit: 13. March 2016, 12:09:09 by code371 »

66f9009ed6462code371

Acknowledged by: callum13117

Your name:
This box must be left blank:

Look at you, hacker: a ____ creature of meat and bone!  (Fill in the missing word):
6 Guests are here.
Amazing views and what a wonderful city.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
66f9009ed7354