673fe77bc2f15

673fe77bc41df
3 Guests are here.
 

Topic: SS2 additional Ops prison event Read 3010 times  

673fe77bc4814voodoo47

673fe77bc4874
this is slightly experimental, but seems to be working ok as far as I can tell - so, this dml mod grabs some unused assets and adds a small scripted event to the Ops prison.

install using the modmanager (priority does not matter), and note that while you don't need to start a new game, you will have to use a save where you didn't enter ops4 yet for this to work.

feel free to comment/report issues.


//now live as a SCP minimod
« Last Edit: 01. November 2017, 13:58:48 by voodoo47 »

673fe77bc493avoodoo47

673fe77bc4989
update - now the event should trigger appropriately no matter how the player enters the prison. as far as I can tell, this now has production quality, so I'll leave it here for a couple of days and then move it to the mods subforum.

again, comments are welcome.
« Last Edit: 09. December 2014, 00:19:49 by voodoo47 »
673fe77bc4c08
A video or a short description would be nice.

673fe77bc4cabvoodoo47

673fe77bc4cf4
anything beyond "a scripted event in the prison" would spoil the surprise. just go there, and something should happen, something very obvious.
673fe77bc4dd8
I haven't even had the time to try SCP yet. :(

673fe77bc4ea0voodoo47

673fe77bc4eea
you could always add first_level ops4.mis to your cam.cfg, start a new game, use the ubermensch cheat and then just run around the bad guys right to the prison.
673fe77bc50c0

Secmod 3 bug

Secmod 3 -->Arcaniac Graphics Reduxed v2.1 bug


[Secmod 3 bug1.jpg expired]
[Secmod 3 bug.jpg expired]
[Secmod 3 bug2.jpg expired]
[Secmod 3 ,Arcaniac Graphics Reduxed v2 ,1 bug.jpg expired]
[Secmod 3 -Arcaniac Graphics Reduxed v2,1 bug.jpg expired]

673fe77bc5188voodoo47

673fe77bc51d4
that's obviously not supposed to happen (I have tried both vanilla and SCP, works fine there). for the moment, consider Secmod not compatible.

also, make sure you are running the latest version of the prison mod, the first one might be buggy (though I still can't imagine it causing such odd model deformation).

673fe77bc560cvoodoo47

673fe77bc5673
create the motions, and I'll make it an official dancing prison hybrid casatShock mod.
« Last Edit: 25. October 2017, 17:39:29 by voodoo47 »

673fe77bc5763voodoo47

673fe77bc57af
confirming, the mod does not work properly with Secmod. I have no idea why. the hybrid should be playing dead, but isn't. must be something on the Secmod hybrid archetype, something that is preventing him to assume the dead2 pose, and also forcing him into the squatting position once he dies.
« Last Edit: 09. December 2014, 18:43:14 by voodoo47 »

673fe77bc58f4Chandlermaki

673fe77bc5942
It isn't working properly with my installation, either. I'm just using SCP and the Hybrid appears to animate properly, but is too high up like in unn_atrophos' picture.

673fe77bc5a1evoodoo47

673fe77bc5a68
can you share a(n auto) save from the beginning of the level?

just for the record, the squatting position always happens for me with Secmod, but never with vanilla or SCP.


//found the reason. unfortunately, fixing it will break the end of the sequence, so I will have to think of an alternate way of ending it. never a free lunch with the Dark..
« Last Edit: 18. December 2014, 00:30:34 by voodoo47 »

673fe77bc5bb3voodoo47

673fe77bc5bfd
ok, the attached dml should cure the squatting position problem. the end of the sequence will be broken, but I need to be sure the squatting position bug is gone for good before working on this any further. the startpoint has been moved to the prison, so basically, all you need to do is enter ops4 from ops2 and you can test right away (as before, it must be your very first visit to ops4, or the dml will not load properly).

//edit: just realized that I can fix the end relatively easily, and while this will not be perfect (I'd like him to be alive and actually die, right now he is basically a zombie, not really alive and not really dying), for all practical purposes, this just needs to work reliably and not cause issues, and test2 should do exactly that. at the moment, it seems to work perfectly (tried vanilla, SCP and Secmod), but I'll wait for confirmations before moving to the mods subforum, so test and let me know, would you kindly.

//also, one thing I'm not decided on - would this work better with the hybrid model, or the regular (original) crewmember model?
« Last Edit: 18. December 2014, 09:55:00 by voodoo47 »
673fe77bc6073
so, no comments?
Secmod3

winXP it's not working sound

win8, win8.1, win10 Works

673fe77bc6128voodoo47

673fe77bc6177
all I can say is that it works on my xp machine.
673fe77bc627f
SECMOD3.1999
[Ops4.jpg expired]

673fe77bc6360voodoo47

673fe77bc63ab
well yes, that's why this mod is in Engineering - it's experimental, unfinished, and might not work properly.

but I now finally know what that last thing I always forget before a SCP build is releasedâ„¢ is as far as beta3 is concerned - wanted to add a few stubs to the SCP ops4 map so this would would work properly as a SCP minimod. so SCP 1.0 it is, then.

673fe77bc6476voodoo47

673fe77bc64c6
yaay, an update - pros: should finally work, cons: SCP beta3 only. to test, you need to load the mod before entering ops4 for the first time, and enter it - note that you will be spawned right above the prison.
3 Guests are here.
Cyberspace is her world, and you a worthless intruder.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
673fe77bc7418