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Topic: [Obsolete] SS2 Community Patch (SCP) Beta 4
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Re: SS2 Community Patch (SCP) Beta 5
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My point is that lights do fail after a certain number of hours, as found elsewhere.
The type of lighting that is used throughout the ship does have a high number of hours before they fail. So it's very likely that almost all lights which are broken have been put in that state through outer force. Either directly or by their power supply.
So all areas which are void of destruction would also have perfectly fine lights.
Acknowledged by: JML

674374608695fZylonBane

Re: SS2 Community Patch (SCP) Beta 5
6743746086aac
I get this error when I put this in the mod manager. I tried using just this and removing all other mods.

[attachment removed]
« Last Edit: 10. January 2020, 20:37:33 by Moderator »

6743746086ba8voodoo47

Re: SS2 Community Patch (SCP) Beta 5
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well, clearly something went sideways - post your ss2.log and we'll see (found in your SS2 folder).
Re: SS2 Community Patch (SCP) Beta 5
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I got it fixed. Redownloaded the tool and the beta 4 patch and reinstalled the game.

6743746086d5dvoodoo47

Re: SS2 Community Patch (SCP) Beta 5
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must have been some old install if it was missing the script. well, at least we know the warning screen works.

6743746086e4fZylonBane

Re: SS2 Community Patch (SCP) Beta 5
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Huzzah! I wasn't sure that would ever actually get activated.

I guess as long as there are people who take vertical pictures of horizontal screens, there will be screwed-up SS2 installs to catch.
Acknowledged by: JML
Re: SS2 Community Patch (SCP) Beta 5
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From the Readme:
The Spatially Aware OS upgrade now displays the position of all enemies on the automap, in addition to filling in the automap. Filling in the automap was always pretty much useless even to first-time players, so maybe now people might be tempted to pick it.
Wow, that sounds like a lot of work and a huge change. Congratulations to get this working.
Have you considered that it could potentially take a lot of horror out of this game when you know there's a monster waiting around the next corner. I don't know if Irrational would have implemented such a big O/S upgrade.
Maybe a SCP minimod would be a better choice? Don't go too nuts, just because you can ;)

Edit: Is there a way to change this into only showing enemies you have visuals on atm and enemies that you lost visuals on as a non-moving blinking point for a few seconds on the automap and then remove it if visuals cannot be restored within let's say somewhat like 5-10 seconds? Like a radar before it rescans the area.
« Last Edit: 20. December 2017, 04:29:47 by JML »
Re: SS2 Community Patch (SCP) Beta 5
6743746087370
One compromise could be scanning only for enemies with a certain alert level. Much easier to code, too.
Acknowledged by: JML

6743746087425voodoo47

Re: SS2 Community Patch (SCP) Beta 5
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it's basically an os upgrade version of the enemy detect psi skill - considering how useless the original upgrade is, and how rare os upgrades are, not at all overpowered, I'd say.

67437460877b0ZylonBane

Re: SS2 Community Patch (SCP) Beta 5
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Wow, that sounds like a lot of work and a huge change. Congratulations to get this working.
It was hardly any work at all. Making any object appear on the automap is trivial. You just add a property to it, or its archetype. It would have been barely any more work to also show which way enemies are facing, and to color code them by creature type, but that would have been overpowered.
Re: SS2 Community Patch (SCP) Beta 5
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So, are there plans for a Beta 5, or is SCP now (for all intent and purposes) complete? I only ask because I've been waiting for SCP to be 'finished' (what does that even mean in 2018 with our focus on Games/Software as a Service/Early Access, anyway?) before I start my first playthrough of SS2 since 2011.

6743746087a1fvoodoo47

Re: SS2 Community Patch (SCP) Beta 5
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I think it's very safe to say that with the wormheart and wormskin scripts redone in beta4, all the big bugs have been squashed. however that doesn't mean SCP is done, there are many more things that can be/will be tweaked, minor stuff that can be fixed (see the tracker) - pretty sure we can be doing this for another half a decade and still not be finished.

to make it short, go play it now, then come back later, and play it again once the next update is out.
Acknowledged by: JML
Re: SS2 Community Patch (SCP) Beta 5
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I hadn't played SS2 for a while and at first thought the voices of the ghosts defects in the R-grade unit were added by this.

6743746087bf4voodoo47

Re: SS2 Community Patch (SCP) Beta 5
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pretty sure we didn't add any audio effects on the ghosts.

6743746087cb3ZylonBane

Re: SS2 Community Patch (SCP) Beta 5
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I think he means he doesn't remember the ghosts having voices at all. Which is pretty amazing.
Re: SS2 Community Patch (SCP) Beta 5
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That's indeed what I meant. It seemed very out of place to me; I think I played something else with silent ghosts recently, and I was thinking of that.
Re: SS2 Community Patch (SCP) Beta 5
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I have a sick fully modded SS2 build ! But there was a long time ago, before SCP beta 1, there was a mod which added reflection maps to cryotubes, and I just can't find it again ! maybe it was a part of ADAOB and was removed, reflective cryotubes looked amazing ! If only I could restore it...
Re: SS2 Community Patch (SCP) Beta 5
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Damn I forgot to ask, sorry for doubleposting, SCP beta 4 seems to be conflicting with Crion's Impossible Difficulty MP, what should I do, Disable SCP and leave only Crion's Impossible Difficulty MP ? the opposite ? I'm looking to organize a coop with friends

6743746088082voodoo47

Re: SS2 Community Patch (SCP) Beta 5
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whatever you want, but you can only have one active.
Re: SS2 Community Patch (SCP) Beta 5
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okay so either high quality colored lightmaps or impossible difficulty ^^ unless it is possible to have the great looking lightmaps/colors outside of SCP ? by the way, the extra room where you fight the mutated / psi scientist at level 6 command deck is really cool !

6743746088265voodoo47

Re: SS2 Community Patch (SCP) Beta 5
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yes, as mentioned, it's one or the other. take your pick.

67437460884f9ZylonBane

Re: SS2 Community Patch (SCP) Beta 5
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by the way, the extra room where you fight the mutated / psi scientist at level 6 command deck is really cool !
Did you just call Korenchkin a scientist?  O_o

674374608863bvoodoo47

Re: SS2 Community Patch (SCP) Beta 5
67437460886c3
well he's old and has a russian accent, so he must be a nuclear physicist, right?

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