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Topic: [Obsolete] SS2 Community Patch (SCP) Beta 1
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674010e1115c0Drone-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.

674010e111826voodoo47

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

674010e111b52System 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).

674010e111c63remyabel

Re: Re: SS2 Community Patch (SCP) Beta 1
674010e111cb0
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internet and they generate several issues, including getting permission, solving compatibility issues, quickly becoming outdated and so on and so on.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
674010e1120c9
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:

674010e1121c1voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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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 »

674010e11231bZylonBane

Re: Re: SS2 Community Patch (SCP) Beta 1
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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.

674010e112536voodoo47

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.

674010e1128b1remyabel

Re: Re: SS2 Community Patch (SCP) Beta 1
674010e1128fe
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.

674010e1129bavoodoo47

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
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tried ss2bmm earlier today. bitch removed an entry from my cam_mod.ini as soon as i started it...
..dude...

674010e112f3dvoodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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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.

674010e113019OmegaDEATH

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

674010e113129ZylonBane

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

674010e1133d6voodoo47

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.

674010e11358fredrain85

Re: Re: SS2 Community Patch (SCP) Beta 1
674010e1135db
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.

674010e113664voodoo47

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

674010e11376dremyabel

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 ?

674010e113d9dvoodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
674010e113df0
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
674010e113f45
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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