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SS2 TF's Secmod 2.8
Read 41621 times
Nameless Voice
Re: SS2 TF's Secmod 2.1
19. August 2008, 00:40:21
ReplyQuoteReport#25

I thought we'd fixed that...
ThiefsieFool
Re: SS2 TF's Secmod 2.1
19. August 2008, 01:09:26
ReplyQuoteReport#26

         :wtfu::wtfu:            :wtfu::wtfu:



 :wtfu::wtfu::wtfu::wtfu::wtfu::wtfu::wtfu::wtfu::wtfu::wtfu:
:wtfu:
:wtfu:
:wtfu:
:wtfu:
:wtfu:
:wtfu:
:wtfu:
 :wtfu::wtfu::wtfu::wtfu::wtfu::wtfu::wtfu::wtfu::wtfu::wtfu:
Kiiiiid
Re: SS2 TF's Secmod 2.1
19. August 2008, 06:35:30
ReplyQuoteReport#27

Cut that shit out!

also, kidmystik here, too lazy to sign in :P
Rainalkar
Re: SS2 TF's Secmod 2.1
19. August 2008, 07:30:27
ReplyQuoteReport#28

NV, what was the cause of the issue?
ThiefsieFool
Re: SS2 TF's Secmod 2.1
19. August 2008, 07:54:00
ReplyQuoteReport#29

there's going to be something that disables the script that causes the desync for multiplayer only if we can't find any solution soon, singleplayer's on the menu til then

Cut that shit out!

also, kidmystik here, too lazy to sign in :P

out
Rainalkar
Re: SS2 TF's Secmod 2.1
19. August 2008, 11:45:36
ReplyQuoteReport#30

I'm interested, what could possibly cause this? In AlyaMod there was a crash caused by not being able to move when selecting spawn type, but works fine otherwise. I did plenty of changes in medsci1.mis and never had problems with multiplayer, so I presume it has to have something to do with gamesys? What do you mean when you say that something disables the script that causes desynch, that doesn't really make sense.
Salk
Re: SS2 TF's Secmod 2.1
19. August 2008, 13:26:43
ReplyQuoteReport#31

miracle.freak,

this mod is not compatible with your Unified & Revamped .mis mods v1.13, right?
Rainalkar
Re: SS2 TF's Secmod 2.1
19. August 2008, 13:31:03
ReplyQuoteReport#32

No, it isn't. Or any other gamesys mod.
Nameless Voice
Re: SS2 TF's Secmod 2.1
19. August 2008, 13:38:10
ReplyQuoteReport#33

One of the custom scripts is causing the desync.  I thought we'd fixed it, but apparently not.

Salk: No, definitely not.  I don't understand why you'd want to?  The SecMod maps should have all issues fixed, plus more not covered in the other mods.
Salk
Re: SS2 TF's Secmod 2.1
19. August 2008, 16:23:52
ReplyQuoteReport#34

Nameless Voice,

miracle.freak's Unified & Revamped .mis mods v1.13 has this:

"Added another mode selection - WormOnly. It will make all the random spawns produce annelid worms (grubs) only. This will make it more realistic so big monsters would not pop-up out of nowhere on already cleaned deck and still having some fun."

which I consider very neat.

Are you suggesting anyway that all the rest the abovementioned Mod offers is superceded by SecMod 2.1?

I never play the game nor I ever even tried to install it so I gladly take all the help/advices you want to give me! :-)
m3450
Re: SS2 TF's Secmod 2.1
19. August 2008, 17:10:38
ReplyQuoteReport#35

I've been playing this mod all the way up to deck 3. My biggest complaint is how slow the hybrids are when fighting me. I find myself easily killing them as they swing so slow. It would help if they were harder to kill if you decide not to change spawn rates. They die in 1 or 2 hits with a wrench. Spawning is a bit low and that makes it easy even in single player... but there are a few times where something big is spawned occasionally.So I'm a bit worried if I play this multi it'll be to easy. I know everyone has different tastes but I prefer playing ss2 multi and I know that you cant please everyone. I'm playing as marines going standard weapons. I find myself having barely enough ammo which is a good thing ;) and I also think the ammo laying around is just perfect. in all 3 decks so far I've only had maybe 20 Armor piercing rounds. which is a decent amount... but it's really the only thing that is very effective on bots and turrets. Slugs are good but not as powerful. I loved the blue radiation very cool and reminds me of the pictures of ss2 before the final release. Over all I really like it and There is a lot more I have to explore like the new weapons, hacking, modifying... etc. Thanks once again,
m3450
Nameless Voice
Re: SS2 TF's Secmod 2.1
19. August 2008, 17:20:08
ReplyQuoteReport#36

Salk:  Both of those mods change the game completely, SecMod more so than any other.  Most of the fixes from Miracle Freak's mod (e.g. the stuff from ADaOB) should be in SecMod2.

Are you saying you've never played SS2 before?  Then you should play it first without any mods, most especially not something which changes the game as much as SecMod.

m3450: I really hope that's sarcasm.  From my brief testing (admittedly in multiplayer/impossible as I was trying to find a bug in multiplayer), the hybrids swung and moved so fast in SecMod that they looked ridiculous at that speed.
ThiefsieFool
Re: SS2 TF's Secmod 2.1
19. August 2008, 17:22:14
ReplyQuoteReport#37


No problem, also if you want tougher, faster enemies you should pick a higher difficulty, multiplayer is already set to be like the highest difficulty, which is quite hard; we just need to sort out this desync bug.
m3450
Re: SS2 TF's Secmod 2.1
19. August 2008, 18:08:48
ReplyQuoteReport#38

Haha, Nameless Voice I'm being serious. Maybe I'm just used to Alya mod or pops mod where they swing super fast. It's hard but you just have to run circles around them. In Secmod.. They swing very slow and don't move as fast as well as die in 1 or 2 hits from a wrench. I am playing the single player on Impossible. Again, I'm not trying to insult you or the mod. I was just surprised that they were much easier than I thought. I had heard from someone *cough* rainalker *cough cough* that It was super hard. and when I think about it I also find it rather easy to go through at least so far up to deck 3 having saved the majority of my cybermodels :P The biggest challenge that I have already commented on is how little ammo is there. I like that a lot since I'm going standard weapons. Right now I'm down to 4 armor piercing rounds and 6 pellets :(. oh ya, and my wrench haha
m3450
Re: SS2 TF's Secmod 2.1
19. August 2008, 18:15:44
ReplyQuoteReport#39

Was the access card to Sector A moved? I cannot find it for some reason
ThiefsieFool
Re: SS2 TF's Secmod 2.1
19. August 2008, 18:31:03
ReplyQuoteReport#40

box in front of the sector C door
m3450
Re: SS2 TF's Secmod 2.1
19. August 2008, 18:33:25
ReplyQuoteReport#41

Bah. I knew something was not right. Part of the mod worked and part of it didn't. I had already re copied the mod into the ss2 folder and nothing had changed. But I did it a 2nd time today and now all of a sudden everything is a lot harder and there are some more special effects. My apologies everyone.
m3450
Re: SS2 TF's Secmod 2.1
19. August 2008, 20:00:36
ReplyQuoteReport#42

My game crashes every minute or 2 probably because of the special effects from the scripts. damn ss2 for never working properly :)
Rainalkar
Re: SS2 TF's Secmod 2.1
19. August 2008, 20:22:38
ReplyQuoteReport#43

I had heard from someone *cough* rainalker *cough cough* that It was super hard.

Nope, Rainalkar said that SecMod1 was too easy for him :), and that from what he read in SecMod's2 readme it would seem this has been "rectified".
Nameless Voice
Re: SS2 TF's Secmod 2.1
19. August 2008, 21:09:19
ReplyQuoteReport#44

My game crashes every minute or 2 probably because of the special effects from the scripts. damn ss2 for never working properly :)

The first thing to do, when something goes wrong, is to find some scripts to blame it on. :rolleyesgreen:

A crash every minute or two sounds more like a hyperthreading / dual core issue.
johnnythewolf
Re: SS2 TF's Secmod 2.1
19. August 2008, 21:20:50
ReplyQuoteReport#45

At last! Time to reinstall SS2...

BTW, what about SHTUP? According to SS2MM, it's not compatible with your mod.
ThiefsieFool
Re: SS2 TF's Secmod 2.1
19. August 2008, 21:38:43
ReplyQuoteReport#46

That's because Secmod has custom objects of its own, simply activate SHTUP first and Secmod second.
Kolya
Re: SS2 TF's Secmod 2.1
19. August 2008, 21:40:58
ReplyQuoteReport#47

SS2MM gives out a conflict message (appropiately) when files are overlapping. It doesn't mean the mods are incompatible. Use some common sense. SHTUP is 'merely' a texture upgrade. There's not much it could be incompatible with. Activate Secmod after SHTUP and you'll be fine.

EDIT: tf beat me to it
m3450
Re: SS2 TF's Secmod 2.1
19. August 2008, 23:11:09
ReplyQuoteReport#48

The first thing to do, when something goes wrong, is to find some scripts to blame it on. :rolleyesgreen:

A crash every minute or two sounds more like a hyperthreading / dual core issue.
     Don't take everything so personally. mhmm never had a single problem with crashing before this mod... oh so you know all about my pc huh? care to give me more details? What is that one program called again? ss2 talls? ss2 teels? oh right. ss2 tools. gotcha. you know the one that fixes hyperthreading issues. you should know you obviously know everything about my pc.
Salk
Re: SS2 TF's Secmod 2.1
20. August 2008, 05:20:35
ReplyQuoteReport#49

Salk:  Both of those mods change the game completely, SecMod more so than any other.  Most of the fixes from Miracle Freak's mod (e.g. the stuff from ADaOB) should be in SecMod2.

Are you saying you've never played SS2 before?  Then you should play it first without any mods, most especially not something which changes the game as much as SecMod.

Well, I do thank you for your advice but I will not follow it because I can't know if I am ever going to play the game more than once (most likely not - I have great games in queue waiting to be played) and I strongly believe in offering myself the best experience that a modded game can give so I am surely going to install some mods.

It's just a matter of making a selection here but I hope that miracle.freak will help me with it again.
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