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Topic: [Obsolete] SS2 Community Patch (SCP) Beta 1
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67441170ec323Drone-Dragon

Re: Re: SS2 Community Patch (SCP) Beta 1
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Okay, did a fresh install again using New Dark 2.43 and as far as I can tell 2.43 applied as it should AND is actually working with the SCP as it should. The only thing I can tell that could have gone wrong was simply a bad install. :zen:

It really sounds like a local problem, I didn't have to do anything special either. One thing I could imagine going wrong is: If you had NewDark 2.42 before and then ran the Update function of SS2Tool beta 6 (instead of Clean Install), it will ignore all config files. So NewDark 2.43 configs would not get updated.

Thanks Kolya. I'm not sure if this was the problem, but the next fresh install helped anyway, so thanks for at least offering help :heart:...unlike some people.

67441170ec5dcvoodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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but he is right you know - SCP requires 2.43, and as long as you patch up your install with ss2tool (6.0 or 5.x - K was kind enough to fix the older tool so now everything works properly) and drop the mod into DataPermMods, or use the modmanager to load it, it will just work, as long as you don't misplace the files.

if you have a manually created install, well, you need to know your way around Dark enough to be able to make it work manually.
Re: Re: SS2 Community Patch (SCP) Beta 1
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now what someone should do is realease a pack of the best compatible mods

67441170ec967System Shocked

Re: Re: SS2 Community Patch (SCP) Beta 1
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now what someone should do is realease a pack of the best compatible mods

YEAH baby, where do I sign up ! ! ! (I'm sure it's coming, after a period of experimentation).

67441170eca84remyabel

Re: Re: SS2 Community Patch (SCP) Beta 1
67441170ecad4
The last thing we need is a repack. We already have enough of those floating around the internet and they generate several issues, including getting permission, solving compatibility issues, quickly becoming outdated and so on and so on.
Acknowledged by: Kolya
Re: Re: SS2 Community Patch (SCP) Beta 1
67441170ecedb
now what someone should do is realease a pack of the best compatible mods
https://www.systemshock.org/index.php?topic=7116.msg79054#msg79054
 :rolleyes:

67441170ed041voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
67441170ed096
yeah, uber modpacks are evil, for reasons already mentioned. for a list of recommended mods, see the second post of this topic - setting up 13 mods via the modmanager is 5 minutes of work which will ensure everything will work as it should. a small price to pay.

just for the record, creating an ubermodpack from those 13 mods is almost impossible, because of dml overwrites, so if you see someone posting a "hey, I made a new modpack from the SCP recommended mods" topic on steam or wherever, please tell him to go eff himself, as he is offering a broken product.
« Last Edit: 02. November 2014, 16:10:40 by voodoo47 »

67441170ed1ddZylonBane

Re: Re: SS2 Community Patch (SCP) Beta 1
67441170ed230
Although, I'm not sure what the purpose is of enabling the Black Egg mod, since SHTUP-ND overwrites that with an animated black egg texture of its own. At least I hope it does.

67441170ed300voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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nope, the hipoly egg is not loading the new texture. will fix in a moment - but this is exactly what I was talking about, those using the modmanager will just have to download black egg 1.01 and load it, those with ubermodpacks are screwed.

67441170ed5d8remyabel

Re: Re: SS2 Community Patch (SCP) Beta 1
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That mod manager is deprecated. Secondly, it looks like you have a bunch of mods that are not going to be compatible. Seriously, just follow voodoo47's screenshot.

67441170ed6c1voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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apparently the big red "not compatible" message is not clear enough, so modified accordingly.

just for fun, where the heck did you manage to grab it?
Re: Re: SS2 Community Patch (SCP) Beta 1
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apparently the big red "not compatible" message is not clear enough, so modified accordingly.

just for fun, where the heck did you manage to grab it?

obviously i didn't mean to play the game with all this shit loaded, i know it would eventually crash on me. there's only a few mods compatible anyway, which is quite sad.
as for ss2mm, i got it off here about 3-4 yrs ago. did a quite nice setup back then and never touched ss2 ever since.
Re: Re: SS2 Community Patch (SCP) Beta 1
67441170eda89
tried ss2bmm earlier today. bitch removed an entry from my cam_mod.ini as soon as i started it...
..dude...

67441170edb67voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
67441170edbb1
well that's kind of the point of the manager, it will manage the cam_mod.ini for you. the current version will disable the default modfolders, to make sure anything lurking there will not interfere. trust me, VERY desirable.

anyway, start off from here, if that won't get you running as you want, post a separate topic on the Helpdesk.

67441170edc38OmegaDEATH

Re: Re: SS2 Community Patch (SCP) Beta 1
67441170edc80
I don't touch mod managers.
Copy pasta skills ftw

67441170edd81ZylonBane

Re: Re: SS2 Community Patch (SCP) Beta 1
67441170eddca
Any future issue-reporting posts (not including installation issues) should go in the SCP issue-reporting thread.

67441170edfdfvoodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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I don't touch mod managers.
Copy pasta skills ftw
sure thing - as mentioned before, if you know your way around the Dark, you can tweak everything manually, but for most people, setting up 10+ mods in cam_mod.ini manually without screwing something up is next to impossible. BMM is simple and useful, and I'm going to say that anyone NOT using it is on his own.

67441170ee178redrain85

Re: Re: SS2 Community Patch (SCP) Beta 1
67441170ee1c8
Been waiting for this.  Now I get to play someone else's mod, after working marathon hours the last three weeks to update a mod I worked on.  I need to get away from it for a while.  You get sick of looking at your own stuff.  I'm sure ZB and voodoo need a well-deserved break, as well.  At least for a little while.

67441170ee252voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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nope, no rest for the wicked.

67441170ee346remyabel

Re: Re: SS2 Community Patch (SCP) Beta 1
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The great thing about the new lightning is that you no longer have to crank up the gamma to actually be able to see. Plus it looks great in the dark.
Re: Re: SS2 Community Patch (SCP) Beta 1
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so, now we finally play the game?


also, adding a list of suggested mods, with (hopefully) properly set up priorities.

Hi :)

I'm using gog version. Use ss2 tool and patch it with success. Did use gog patch too, but before ss2toll.
Here's my mod list.
Image: http://i.imgur.com/Hn12efV.jpg

What i don't understand is accordingly to "newbie guide":

1. Vurt's Flora Overhaul (updated plant life)
2. Vurt's Space Textures (for nice window views) ???

1. Why don't you use Space textures? Or they part of some other mod?
I can't see the difference when mod is activated and when is not. Same universe all the way.

This pictures are taken without Vurt's Space Textures , but even with mod activated are same thing
Image: http://i.imgur.com/YJuiyMr.jpg

Image: http://i.imgur.com/rzqEgzM.jpg


2. SS2 Four Hundred (AccFam_18 & obj_400_SCP_1.01) https://www.systemshock.org/index.php?topic=4240.0

I notice that floors have better textures then mine:

Image: http://i.imgur.com/wwsnOWU.jpg

Image: http://i.imgur.com/sDdsWtu.jpg

I just started game and this pictures are taken in Chun Lo Station, so could someone take their pics of Chun Loo so that i can compare?

3. Earth dynamic sky

Do you use this mod https://www.systemshock.org/index.php?topic=4281.0https://www.systemshock.org/index.php?topic=4281.0 ?

67441170ee8a0voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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as far as I can see, everything is working properly.

//yeah, with SHTUP-ND, the extra hires space is not really necessary. removed from the guide.
« Last Edit: 03. November 2014, 01:26:47 by voodoo47 »
Re: Re: SS2 Community Patch (SCP) Beta 1
67441170eea23
this engine is a total asshole when it comes to mod installing. just take a look at how any id/valve-made engine - plus any respective sourceport - manages mods/addons. it's a joke in comparison. also stability is non-existent really. but you guys are amazing, i wish to see you head over to kickstarter, buy the brand and port the whole game to unreal or something.

btw
http://www.moddb.com/games/citadel
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