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Topic: SS2 rec deck reunification test Read 2042 times  

6743401d07414ZylonBane

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I've always wondered if it was possible merge the three maps that make up SS2's recreation deck into a single map. Today I finally wasted a few hours attempting to answer that question. Verdict: It is! Barely!

https://www.youtube.com/watch?v=ddpx7wvvLsQ

Attached is the result of this experiment. While it's possible to load this in DromEd (2.44 or higher) and run around, it's in pretty bad shape. It won't optimize, and it's full of errors and scrambled data, like two room brushes that think they're physics objects. This is based on the SCP maps, so it requires the SCP gamesys (included) and assets (not included).  Without the assets there will be a few missing objects and textures.

The three maps fit together pretty much perfectly. The only problem area is from the mall bathroom back to the central crew quarters. They added a short hallway from the bathroom, probably to accommodate the locked doors there.



Note that there will never be any merged maps in SCP, for the simple reason that SS2 only supports a single automap page per mission file. A shame, because running around all of rec deck without any load screens is pretty cool.

6743401d0776cantimatter_16

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It optimizes now.

There were a lot of unsnapped brushes. I'm ultimately not sure if I got it to optimize because I cleaned up some of the brushwork, or because I moved the whole level closer to 0,0,0.

6743401d07907ZylonBane

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Impressive! When I tried to optimize it I had to snap a bunch of stuff, fix some brushes that were rotated to like 89.9997, and move a whole section by 0.5 units. And even after it optimized, there were a few areas riddled with circular cell reference errors. So I gave up on it.

6743401d07a66Chandlermaki

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That's... actually really cool.

Do all the quest objectives, etc. work with the level being this way?

6743401d07b9eZylonBane

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I didn't even try. I'd be surprised if everything was working. At the very least there's one locked door missing because there wasn't room for it between the mall and the crew quarters. Most other locked doors I set unlocked so I would be free to run around the level.

IMHO the best thing to come out of this was discovering the broken, previously-never-heard-in-game, trigger for the audio log in the garden (45-second mark in the video above).
Acknowledged by: Chandlermaki

6743401d07e60citadel

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IMHO the best thing to come out of this was discovering the broken, previously-never-heard-in-game, trigger for the audio log in the garden (45-second mark in the video above).

Are you sure about that trigger? I am pretty sure I heard it before and I remember it because of that "another-another-another" part -- but then again, who knows which run on which version it was. And if not just when browsing the resource archives.
Nice talking to myself. And nice work anyway :)
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Are you sure about that trigger? I am pretty sure I heard it before and I remember it because of that "another-another-another" part -- but then again, who knows which run on which version it was. And if not just when browsing the resource archives.
Nice talking to myself. And nice work anyway :)

i was just about to write the same. Not sure if i've heard it by browsing the files..

And as for the topic, thats pretty freakin cool . Would be cool to change the bulkheads to have closed doors and then let them close behind you and open in front of you when frobbing that bulkhead switch.
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