| cC
|
You can only disable them with control panels (there are 3 of them) using hack skill or ice-picks. They are in colums around room. Other way of harming shodan is jump to platform under shodan's head (you can jump through shields) and then start to shoot it.
If I remember right you can shoot shields and they should disappear but only for a short time.
|
|
|
| Zygo
|
2) A bug in the way SS2 handle memory for graphics - it's freeing the memory for the cursors while it's still using it, causing a crash.
It may be fixable by just optimising the level- if you play through ShockEd the bug is still evident if you reload the level after, but it is fixed if played through SShock2.exe (or at least both the levels I tried it with that had the problem consistently were "fixed" by optimising and it appeared to be a consistent fix, and since they're 50% larger than any of the native SS2 levels I'd hope it would work). Sadly most of the LGS levels don't have optimisation applied as are so things like replicators will tend to get stuffed up by it but if fixing the memory issue proves a problem it may be worth doing.
|
|
|
| Nameless Voice
|
The thing is, I optimised all the missions when I reprocessed them after applying the high-resolution textures.
|
|
|
| Rainalkar
|
Do you mean optimise or portalize? Because you advised me not to optimise original levels, and I've seen for myself that that may cause bugs in architecture (unreachable pod from the bridge to the Many due to the invisible wall).
|
|
|
| Nameless Voice
|
I'm fairly sure I optimised them anyway, regardless of my own advice.
|
|
|
| Zygo
|
That's weird, it definitely fixes it for me, though I haven't tested it on adaob. I tested it on the CCP levels which are 11mb+ optimised and I would have thought would have higher texture usage even given all the animated 256x shemp textures in adaob. Guess it probably isn't a consistent thing so doesn't have a consistent fix then.
|
|
|
| RocketMan
|
Hey guys...dunno what's on the priority list for the next update or when that'll be but I'd like to formally request changing the locations of the projectile point of origin for all weapons where it's currently dead center in the screen. I know that the potential for different weapon mods makes it so that no point of origin will be perfect for all of them but I think the effect on the gamer could be markedly improved if the location were, at the very least, shifted to the right a bit so that it's in the general vicinity of where the weapon is expected to be. Considering how quickly some of these weapons fire, I don't think it will be possible for a player to figure out that the location isn't perfect but the way it is now I can sure tell that it's way off when the shots come from the center of the screen with the weapon a good 20% to the right.
|
|
|
| ThiefsieFool
|
NV and I sort of did this for the laser pistol, but it was just an effect drawn afterwards, the projectile itself was launched normally It would suck for slow-moving projectiles because you'd have to calculate the right trajectory in advance with a fake instant projectile then launch the real projectile on that trajectory, and it'd be really strange because this trajectory would change all the time as you moved your crosshair over objects that were closer/further, but the actual gun itself won't move at all, it'll just fire in random directions
|
|
|
| RocketMan
|
Oh crap I see what you mean....so do you suggest any way of improving the current situation at all or can nothing be done outside of what you've described? (which I'm assuming is far more trouble than it's worth)
|
|
|
| Nameless Voice
|
Well, there's always this solution: 
|
|
|
| Enchantermon
|
Heh. SSDOOM. 
|
|
|
| RocketMan
|
Gives new meaning to "crotch rocket"
|
|
|
| Mr Rayford
|
So bullets come from the center while the gun is held to the side?
I never noticed that in all of my 10+ play throughs.
|
|
|
| ZylonBane
|
Well, the standard weapon models do put the muzzle practically at the center of the screen anyway.
|
|
|
| Enchantermon
|
Gives new meaning to "crotch rocket"

|
|
|
| Zodiac
|
In case noone mentioned it, I'm sorry if I'm repeating it, but ADaoB v0.3.0 conflicts with Tacticool Pistol replacement (both versions) and SHTUP 6.
|
|
|
| Baz_uk
|
Hi, Just thought I give some quick feedback on my experience using this mod for the first time. Quick history - I have used a few mods just to improve graphics and used to manually install these without mod manager. Had to manually patch for no CD, multi processor fix, DDfix etc. Anyway, I saw this mod and decided to give it a shot as I like what it changes/fixes and improves on  So I uninstalled my current SS2 and installed a fresh from CD to new directory, ran the install tool and mod manager this time (alot easier) and popped a few mods in, mainly being just texture pack, a few weapons, and this mod. I have a pretty good understanding of how mods work and am especially very cautious of SS2 mods due to a slight glitch causing so many problems. Needless to say i am very confident I have done everything correctly and have never had any problems before and I have completed SS2 many many times (cool game)  Anyway, to my point, I started playing the game and all seemed ok, except I hit my first ever glitch when hacking, I was trying a hack and had to reset a few times, then suddenly I could not left click to select any nodes? I reloaded, still same problem, exit game, restart etc, still no joy, so loaded from previous save. This worked. I then continued and all seemed ok, then hit my next problem, everytime I selected the repair tool, it turned into the keycard icon, it crashed the game if I tried to use it. Reloading etc still had no fix, except when I exit an area. (I read somewhere recently this could be fault with the way SS2 handles textures?) It never used to happen before, only difference this time is this mod and using mod manager and tool. Then things got iffy, I found my right click worked fine, but when in the inventory, I could not right click to use items or select them to fix or modify etc. If I came out of inventory, right click worked fine? Again reading did not fix this. I found if I 'reset' my control scheme it worked again. I have never changed any control buttons, just loaded the default FPS one. After this I then found I could not drop item from my inventory? It seems to me that most of my problems seem control related, buttons not working or dragging items etc not functioning like they should? I suspect the only unrelated problem is the memory issue or something with the inventory items turning into keycards when selected. So dont know if these are any bugs with this mod...or if I have messed something up, but as stated above, I am really really careful what I am doing and only ever use mods that improve graphics and nothing else...except this mod, which is a first for me. However, I am also using mod and tool to make everything compatible, when I used to do it manually. So has anybody else come along these problems, I read alot of these forums and have not seen anything like this before? DOH - sorry about long post, I always ramble on, I just like to give as much info as possible. So any ideas?
|
|
|
| Nameless Voice
|
The button issue sounds a bit like the Broken Use/Shoot Mode bug. The keycard icon crash is unfortunately a known bug in ADaOB v0.3.0.
|
|
|
| Baz_uk
|
Hi, Thanks for response. I Agree it does sound like the use/shoot mode bug, but I dont think it is. Its just doing other odd things. Also I applied the bug fix tool from the SS2 tool for this problem. I have been able to work around it so far by fiddling about. Anyway, I shall keep monitoring the problem - maybe it will just go away  Thanks for confirming keycard icon crash, at least I know this is a bug. Best of luck in finding and fixing it. I really appreciate all the work SS2 community members have put into this game to make it better and stay playable and updated.
|
|
|
| hazardic
|
when i played shock with this mod, i noticed than some of decks (med, engineering, hydro and ops) have inclusion of SHEMP - and some not. is it planning to do in future? or if not - please tell me where to get tools for editing mis files? i think i can to include hi-res tech anims by myself=)
|
|
|
| RocketMan
|
You need to download the ShockED toolkit from this site under the System Shock 2 category. Run ShockED and open the .mis file there. If you need any technical support regarding how to properly incorporate SHEMP textures, you can consult Nameless Voice.
Also I don't believe it's possible to update ALL of the tech screens due to limitations in the map files that we have available to us for this game...someone else might be able to explain this better.
|
|
|
| Nameless Voice
|
The missions that don't have SHEMP textures are stripped. We don't have the brush data so they cannot be retextured.
|
|
|
| hazardic
|
The missions that don't have SHEMP textures are stripped. We don't have the brush data so they cannot be retextured.
i' m sorry, how could i understand term "stripped"?)) u mean that due some restrictions some mis files cannot be updated and what could be done - is already done? am i right?=))
|
|
|
| Rainalkar
|
Stripped missions are those that lack the "blueprints" for architecture. Because of that, we can't change the terrain.
|
|
|
| hazardic
|
Stripped missions are those that lack the "blueprints" for architecture. Because of that, we can't change the terrain.
got it! so as i understand - all current mis files with SHEMP support are rebuild from these blueprints? and only part of them is available?
|
|
|
|