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Topic: SS2 Christine FM1: Ponterbee Station V5
Page: « 1 ... 12 [13] 14 ... 16 »
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681eee74ed18dvoodoo47

Re: SS2 Christine FM1: Ponterbee Station V3
681eee74ed1ea
ah, I see - the NewDark addon is meant as a patch, so extract it to the Ponterbee folder and overwrite.

681eee74ed3ceJackafur

Re: SS2 Christine FM1: Ponterbee Station V3
681eee74ed428
ah, I see - the NewDark addon is meant as a patch, so extract it to the Ponterbee folder and overwrite.
ah ok. thanks. sorry if I was being a total idiot.

681eee74ed4cevoodoo47

Re: SS2 Christine FM1: Ponterbee Station V3
681eee74ed520
well, it's not explicitly stated anywhere. maybe it should.

681eee74ed5cdJackafur

Re: SS2 Christine FM1: Ponterbee Station V3
681eee74ed61d
ok now i have a new pretty minor problem. When I place markers I cant remove them. This seems to only happen in ponterbee and not the main game. Any ideas?

681eee74ed723voodoo47

Re: SS2 Christine FM1: Ponterbee Station V3
681eee74ed775
well yes, as the vanilla way of removing navmarkers is to select them on the map and press del, things won't work on levels that have no map. so currently, it's either not placing navmarkers or tolerating them forever.

I will have to check and export the SCP frob navmarker to delete functionality to fix this.


//add this to your gamesys.dml (SS2\patch_ext\)
Code: [Select]
// nav markers should be removable by frobbing
+ObjProp -4560 "FrobInfo"
{
"World Action" Delete
}
+ObjProp -4560 "HUDSelect"
{
"" True
}
+ObjProp -4560 "HUDUse"
{
"" DefaultUse
}
+ObjProp -4560 "MapText"
{
"" A nav marker.
}
« Last Edit: 02. October 2017, 07:32:51 by voodoo47 »

681eee74eda17Jackafur

Re: SS2 Christine FM1: Ponterbee Station V3
681eee74eda6d
well yes, as the vanilla way of removing navmarkers is to select them on the map and press del, things won't work on levels that have no map. so currently, it's either not placing navmarkers or tolerating them forever.

I will have to check and export the SCP frob navmarker to delete functionality to fix this.


//add this to your gamesys.dml (SS2\patch_ext\)
Code: [Select]
// nav markers should be removable by frobbing
+ObjProp -4560 "FrobInfo"
{
"World Action" Delete
}
+ObjProp -4560 "HUDSelect"
{
"" True
}
+ObjProp -4560 "HUDUse"
{
"" DefaultUse
}
+ObjProp -4560 "MapText"
{
"" A nav marker.
}

thanks alot man. works great.

681eee74edb1bvoodoo47

Re: SS2 Christine FM1: Ponterbee Station V3
681eee74edb6c
actually, lets be safe and move the code from gamesys.dml to cshock2.gam.dml (in the Ponterbee folder), that will make it activate just for the fan mission.

681eee74edc3aNollo300

Re: SS2 Christine FM1: Ponterbee Station V3
681eee74edc8b
I was so disappointed when I finished SS2, you know that feeling when you are sure that no other game will get to this level of greatness... thank you to keep me playing my favorite game of all time, I didn't expect my first fan mission to be so good.

Keep on the good work! ( Sorry for my English I'm french lool  ... )
Re: SS2 Christine FM1: Ponterbee Station V3
681eee74edd9c
I'm new to modding this game but how in the hell do you get these custom missions to even work? I can't find anything that explains how to do it step by step, they all  assume you know what you're doing. I can't get this to work and I really want to play some modded missions.

681eee74ede39voodoo47

Re: SS2 Christine FM1: Ponterbee Station V3
681eee74ede89
tried the "Read before installing fan missions" thing stickied at the top of this subforum?

681eee74ee0b9unn_atropos

Re: SS2 Christine FM1: Ponterbee Station V3
681eee74ee10e
An article about Christine's FMs on pcgamer.com.
Re: SS2 Christine FM1: Ponterbee Station V3
681eee74ee209
hello everyone i istall mod and it go good but i have one little problem grunts with shotguns are invisible and i cant kill them any clue ?

681eee74ee2dfvoodoo47

Re: SS2 Christine FM1: Ponterbee Station V3
681eee74ee330
the mission needs to be loaded via the FMsel loader for everything to work properly.

basically, you should:
-activate Fixed objects, SHTUP-ND and the RealSG mods with the mod manager
-extract the mission into its own folder inside the FMs folder
« Last Edit: 22. February 2020, 21:29:26 by voodoo47 »
Re: SS2 Christine FM1: Ponterbee Station V4
681eee74ee4d1
Christine has updated her Ponterbee mission to version 4. See the first post.
Re: SS2 Christine FM1: Ponterbee Station V4
681eee74ee62c
So, after finishing the base game again, I think it's time to give another shot to the FMs. Do anybody known if this version 4 of Ponterbee incorporates the halved respawn rates adjusted by voodoo47 in 12th September 2017 (there is a message here in this thread) ? I had to stop playing the FM after a while because respawn was quite absurd and would not like to get to that point again.

Also, I'm running the FM with all these mods loaded in Blue Mod Manager. Apparently it runs without problems, but should I expect problems later?

Thanks in advance!
[ss2.jpg expired]
Re: SS2 Christine FM1: Ponterbee Station V4
681eee74ee778
Ok, it seems that the FM still has the same respawn rate. I remember that it was just annoying in the first level, but became unplayable later. I noticed that there are a lot of items to loot also, so I wonder if the FM is supposed to be like this (enemies everywhere, all the time).

Well, since I would not play like this, I ask if you know where should I use the "no_spawn" or "lower_spawn_min" lines? I tried to put both in shock.cfg in the main folder and in FM.cfg in Pointerbee folder, but did not seem to work. Or do I need to start a new game or change levels for this to start to work? Any help would be appreciated.

681eee74ee993Christine

Re: SS2 Christine FM1: Ponterbee Station V4
681eee74ee9fd
The spawn still needs some fixing , but it is much lower than in V3. You should have enemies everywhere. (personally, I like a high spawn rate)

I don't know, how "no_spawn" works, I never tried this. 


 
Re: SS2 Christine FM1: Ponterbee Station V4
681eee74eeba3
After looking around for a while, I saw that I can tweak respawns with the Ecology script in ShockEd. I guess increasing Period is what I want. I don't mind that there are many creatures in the level, just that they did not respawn in a matter of seconds. Only problem is that I cannot find the current values to tweak. Where in ShockED can I find the values for the whole level?

Also found that the problem with the no_respawn option and the like is simply because the game isn't reading my user.cfg file. I tested both in the base game and FM, changing the first option, cash_bonus. No effect at all. I don't understand why the game isn't reading the file. I make a clean GOG installation a few days ago and the only changes I made were the patches and mods suggested in this community (and they worked fine), and installing the FM afterwards.

It's intriguing that something that looks relatively simple is so difficult to do. Kudos to the people that make FMs and mods, because it's a lot of work...
Re: SS2 Christine FM1: Ponterbee Station V4
681eee74eee4c
The spawn still needs some fixing , but it is much lower than in V3. You should have enemies everywhere. (personally, I like a high spawn rate)

I don't know, how "no_spawn" works, I never tried this. 


 

Thanks for the answer, I was writting the previous reply while you answered. Could you say how I can tweak the respawn, or it's too difficult for a beginner? I understand the choice of having many respawns, but right now I have respawns around me each 0:30-1:00. This makes the gameplay slow and, well, a bit boring and repetitive. The FM looks amazing overall, but I don't think I can play this way.

681eee74efbfcChristine

Re: SS2 Christine FM1: Ponterbee Station V4
681eee74efc58
Only problem is that I cannot find the current values to tweak. Where in ShockED can I find the values for the whole level?

Unfortually, there aren't values for the whole level. There are some Ecology-marker placed in every level with the settings.
The time in medsci is set to 360/420 sec, but doesn't seem to work correct. (I have fixed it for the next version, but need time for other changes and testing)

I could try to write dml files for you.(not sure, if it works, I'm not really familar with dml files)
« Last Edit: 07. April 2020, 08:05:01 by Christine »

681eee74efd0fvoodoo47

Re: SS2 Christine FM1: Ponterbee Station V4
681eee74efd62
might be some flags missing, I'll check later today.

681eee74efe28Christine

Re: SS2 Christine FM1: Ponterbee Station V4
681eee74efe7c
That's the problem with the missing script number (I fixed it in the Nightwalker, but in the recent Version of Ponterbee it is still wrong).

I thought about writing a dml file with increasing the time and removing the "selfmarker" , to have less spawn points. Would that help?

681eee74eff68voodoo47

Re: SS2 Christine FM1: Ponterbee Station V4
681eee74effbc
iirc, the time period only works if the entire eco chain has the same ecotype flag, so if that's missing, yeah, dml fixing it would help (you can also set some spawnpoints to only be allowed in the editor, that will explode them once a regular game is started, if you think you have too many. removing selfmarkers will also do that, but watch out, it's not possible to just dml remove one flag, you need to set all the appropriate flags in the dml, and that will overwrite whatever is on the marker).

681eee74f007aChristine

Re: SS2 Christine FM1: Ponterbee Station V4
681eee74f00cf
And if I set the ecology-marker to rendertype "Editor only" it would remove the hole spawn?

I'm not sure, what fbr wants. Reducing the spawn or removing it complete?

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