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Topic: [Obsolete] SS2 Community Patch (SCP) Beta 1
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6740b947992a9remyabel

Re: Re: SS2 Community Patch (SCP) Beta 1
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Anyone willing to spill the beans on where this easter egg is?

I'll give you a strong hint. What's one thing you can mantle that you couldn't mantle before?
Re: Re: SS2 Community Patch (SCP) Beta 1
6740b947995cd
I'll give you a strong hint. What's one thing you can mantle that you couldn't mantle before?

The tram? Doesn't really seem to be anything there. Never have really been a person who's good at finding secrets :(

6740b9479966fremyabel

Re: Re: SS2 Community Patch (SCP) Beta 1
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No, but mantling the railing by the tram is a good way to get electrocuted.
Re: Re: SS2 Community Patch (SCP) Beta 1
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Hmm, I'm coming up empty handed here. Got any riddles disguised as hints? ;)

6740b9479990bvoodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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the level ain't that big. just go round round round.

6740b94799a09remyabel

Re: Re: SS2 Community Patch (SCP) Beta 1
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Haiku format:

Gee I'm so hungry
When will my food get here?
I want something cheap
Re: Re: SS2 Community Patch (SCP) Beta 1
6740b94799b4b
Found it, at least I think I did :D
Re: Re: SS2 Community Patch (SCP) Beta 1
6740b94799d1d
Wahoo! Thanks, guys! I am sure it has been worth the wait.

From the readme:

ADaOB grenade rebalancing. See the included ADaOB readme for details on how the grenade damage system was reworked. Reverting these changes would be a huge amount of work, so we’re leaving it in for now to see if anyone minds.

If you are looking for feedback: I really do mind. It changes a lot of things and diverges from the designers' intent. The cure seems worse than the disease.

All the weapons should scale with skill, modify, research and (in the case of ranged weapons) sharpshooter. If there is a bug doubling the some of those bonuses for the grenade launcher that can't be fixed, OK then. Maybe there is another solution and maybe there isn't, but I think leaving it alond is less unbalancing and truer to the game's design than the grenade launcher reaching its full potential at skill rank 1. ADaOB also nerfed the EMP rifle to make the EMP grenades more competitive, as I understand it.

6740b94799e3cFeldark

Re: Re: SS2 Community Patch (SCP) Beta 1
6740b94799e86
In the newbie modding guide (thank you for that, by the way) why does it suggest not using Vurt's Biomatter and GrubPodSlimey? GrubPodVanilla is OK, right?

What about Vurt's other mods? Are they incompatible or redundant? https://www.systemshock.org/index.php?topic=3099.0

I was also looking at the Eldron psi amp: https://www.systemshock.org/index.php?topic=82.0

Thanks.
Re: Re: SS2 Community Patch (SCP) Beta 1
6740b94799fa6
The Psi amp is included in the Tacticool Complete mod. Biomatter and the slimey pod doesn't fit to well in the game, but that comes down to taste.
About Vurt's other mods, you see in the post that you are linking to that there are newer posts for  those mods.
Water is here: https://www.systemshock.org/index.php?topic=4167.0
Re: Re: SS2 Community Patch (SCP) Beta 1
6740b9479a192
I don't think that the psi amp is in tacticool complete, at least it shouldn't be there, completely different authors.

@Feldark: You can of course use the psi amp and the slimey grub pod.
It is a newbie guide, not a complete guide. Things are made as simple as possible in it. But it also contains the express invitation to experiment. The fact that you're asking these questions shows that you're growing beyond newbieness. :)
Re: Re: SS2 Community Patch (SCP) Beta 1
6740b9479a556
I always thought it would be nice if we had a comprehensive mod list with (at least) the mod's name, a short description, a link to a bunch of very short reviews from the community, release/update date, download count and maybe a review score, with the option to order said list. Unfortunately that would probably be a hell of a lot of work for Kolya.

Edit: https://www.systemshock.org/index.php?action=search2&search=%27%C2%B0recommended%27
While we're at it, could a moderator update the tags? Vurt's Flora Overhaul is missing. And RocketMan's droid could be added. And what's ZB's vague health bar mod doing there?!
« Last Edit: 11. November 2014, 09:49:28 by Marvin »

6740b9479a6cavoodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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Tacticool complete includes the psi amp, for the sake of convenience. all authors are credited.

yeah, vurt's biomatter and slimeypod are straying from the original concept (slimeypod slightly, biomatter significantly), but you are always free to try out anything you like of course. also do note that if you are using SHTUP-ND (and you really should), you already are using an upgraded set of biomatter.

as for the rest of vurt's mods, feel free to experiment, but do note that some of them are unfinished and may cause visual and other anomalies (the linked hires water types need to be sorted out for example, some have texture scale and animation rate issues). basically, if you go out of the recommended mod set that's in the mod guide,  you are on your own, and any other mods you add might make the game look better, or worse, and may, or may not cause (visual) issues, which may, or may not be noticeable. they definitely shouldn't break the game and make it unplayable though.

we are in the process of checking everything out, but it's going slowly (tags will be updated as well).

6740b9479a9daYankee Clipper

Re: Re: SS2 Community Patch (SCP) Beta 1
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Edit: https://www.systemshock.org/index.php?action=search2&search=%27%C2%B0recommended%27
While we're at it, could a moderator update the tags? Vurt's Flora Overhaul is missing. And RocketMan's droid could be added. And what's ZB's vague health bar mod doing there?!

If I'm not mistaken, any author of a mod can put whatever tags he wants on his own mod. Rocketman failed to "recommend" his own mod, and so it isn't.
Re: Re: SS2 Community Patch (SCP) Beta 1
6740b9479aca8
If I'm not mistaken, any author of a mod can put whatever tags he wants on his own mod. Rocketman failed to "recommend" his own mod, and so it isn't.

In all previous instances, the recommended tag was added at a later stage when it was deemed worthy by community consensus. SCP is the only exception I know, for rather obvious reasons.

6740b9479b0b0RocketMan

Re: Re: SS2 Community Patch (SCP) Beta 1
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If I'm not mistaken, any author of a mod can put whatever tags he wants on his own mod. Rocketman failed to "recommend" his own mod, and so it isn't.

2 reasons for that:  1) I have no clue how to use tags and 2) The idea of recommending my own mod (or one I managed heavily) seemed unethical.

6740b9479b2b4Nameless Voice

Re: Re: SS2 Community Patch (SCP) Beta 1
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I thought I left in at least one FEP on Impossible after tweaking the latest version of ADaOB.  Can't remember where now, though.

We really didn't fix the grenade launcher damage scaling?
I think I have a script that would let you fix the buggy grenade launcher modification that caused it to give doubled damage.
« Last Edit: 11. November 2014, 17:10:05 by Nameless Voice »

6740b9479b3dfYankee Clipper

Re: Re: SS2 Community Patch (SCP) Beta 1
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There was an extra ICE Pick that hadn't existed in the vanilla that was added to the Many level. That one shows up on impossible. I couldn't find any FEDs on impossible, though. I went through all the levels with ShockEd and used the "Generate Report" tool to look for all the devices., But, maybe I missed one.

6740b9479b4feYankee Clipper

Re: Re: SS2 Community Patch (SCP) Beta 1
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@RocketMan

I agree! But, is it true that the community is somehow involved in turning a mod into a "Recommended" one? Or, alternatively, are the moderators bestowing the tag on mods that they feel are worthy?

6740b9479b678Yankee Clipper

Re: Re: SS2 Community Patch (SCP) Beta 1
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Wouldn't it be a script that allows the damage bonus for the modifications? I recall reading somewhere that the error was that the first upgrade gives a %110 bump instead of a 10% one. After the 2nd upgrade, the total bonus is %125 instead of %25. Also, there is an error with the bonuses not being applied to disruption grenades at all. All that is with the vanilla game, of course. I know Straylight did a lot of tweaking to the launcher and ammo, and perhaps you guys have as well since then, so I don't know where things stand now. I keep blowing myself up with the damn thing whenever I try to use it anyway (&^%*&^$% spiders), so I rarely play with it.


6740b9479b77bNameless Voice

Re: Re: SS2 Community Patch (SCP) Beta 1
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Yes, that's it.
Straylight couldn't fix the script for grenade launcher modification, so if I understand correctly he removed the skill-based and modification-based scaling entirely.
Re: Re: SS2 Community Patch (SCP) Beta 1
6740b9479b8d0
The "recommended" tag was a precursor to what is now the newbie modding guide list.
Currently it serves no purpose and will be removed eventually.

//Done
« Last Edit: 11. November 2014, 17:54:00 by Kolya »
Re: Re: SS2 Community Patch (SCP) Beta 1
6740b9479bb30
The "recommended" tag was a precursor to what is now the newbie modding guide list.
Currently it serves no purpose and will be removed eventually.

//Done
I didn'T expect that.
Re: Re: SS2 Community Patch (SCP) Beta 1
6740b9479bca7
Possibly because you thought that tag was some sort of rating. But the logic behind it was the following: Only newbies will need a recommendation (or a newbie modding guide now). Everyone who is beyond newbie can test mods and decide for themselves.

And that is how it should be, to avoid conformity in mod content, to instigate cooperation instead of rivalry, to get people to actually engage in this community instead of simply grazing it for a "best of"-collection, to give every mod author a fair chance and to force people (if necessary) to think and decide for themselves. That's why there will be no sort of rating system or score list or anything similar here ever. I know it's inconvenient. It's not gonna change.
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