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Kolya
SS2 HiTorque's complete Med/Sci changes
29. December 2004, 01:50:36
ReplyQuoteReport#0

Tags: °mis °object °texture °SS2
QUICK GUIDE: Install Straylight's ADAOB mod. Unpack into the folder DataPermanentMods in your mod-ready installation of SS2. Or change the file extension to .SS2MOD to use with the SS2 Modmanager.

The text below is taken from several posts by HiTorque written on WugglesUnlimited (RIP) at the time he made some very impressive modifications for the MedSci-level that I have gathered in this single Mod. Most notably these are some stunning (transparent) glass pane doors and (the previously leftout) body lockers for the MedSci morgue which add perfectly to this place.
Note that HiTorque made his Mod compatible to Straylight's ADAOB mod. To play with both mods you should install ADAOB first. Zombe's Mod Manager will complain about the mods being incompatible when activating HiTorque's Mod then but this can be safely ignored. Remember to start a new game to make this mod work. Note that this mod adds nanites, cyber modules and other goodies which are not part of the original gameplay.



The links to digitalnugget.com below (Wuggles Unlimited domain) are dead now.

Quote
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This archive contains the missing Rec Deck Sign "Casino" that goes along with the "Mall", "Theater", and "Athletics" signs.

To use it, drop the .bin file in your existing sshock\Obj folder and the .pcx in your Obj\txt16 folder or see the TTLG forums for instuctions on making your SS2 install mod ready. You will then need to add the sign to Object Hierarchy...signs>ship areas>rec signs, giving it a shape property of "cr_cas" (to point to our newly installed model) and save your gamesys.

Hi-Torque 3-20-04

Shock On!


-------------------------------

This archive contains five MedSci Signs available in Dromed in the Object Hierarchy under ...Signs>Ship Areas>MedSci Signs that were previusly unusable due to various errors.

Four of the signs match the look and theme of the ones used in Eng, Rec, Ops, and (unused) Hydro. Also included is the "Cryo Storage" floor arrow.

To use the signs simply drop the .bin files into you existing Sshock2\Obj folder or see the TTLG forums for directions on how to make your SS2 folder mod ready. You will of course have to use Dromed to place them :)

Many grateful thanks to Mike P. for his kind assistance. I would have never figured it out without his help.

Hi-Torque 3-20-04

Shock On!


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This file contains a modified version of the medsci1 level. To use it, first rename your exsisting medsci1 level, and copy the included mis file into your sshock2 directory.

What else may be needed:

1.My modified gamesys file which is at: http://www.digitalnugget.com/mbbs2/forums/thread-view.asp?tid=241&posts=1

2.G'len's Computer pack: http://www.digitalnugget.com/mbbs2/forums/thread-view.asp?tid=113&posts=1. Look for Comp.zip

Whats new:

1. I originally started editing with Dromed to increase the number of weapons and ammo available during multiplay. Yes I know the purists among you are outraged, but its all for fun right? So, numerous weapons and ammo are now liberally strewn about.

2. The new door and sign models discussed here: http://www.ttlg.com/forums/showthread.php?s=&threadid=80693, are inplace.

3. The unused morgue body drawers have been used to complete the morgue.

I will also (if anyone is interested) upload my other levels.

Shock On!

Hi-Torque 4-30-04


------------------------------


[Updated] First, three new doors, glass pane versions of both Med and Sci doors made from the previously unused Hydro door models and a standard door featuring the double circle/vb logo. The custom textures are of course up to SHTUPs standards. I was somewhat afraid the the model was buggy, but after replacing nearly all the doors in medsci1, I can find no errors. These doors are quite lovely IMHO as they are translucent and show off the Dark Engines capabilites to great effect.

To use them, drop the bin files in your (mod ready) SS2 Obj folder, and the pcx's in your obj\txt16 folder. You will then need to add the appropriate properties to the new models in your gamesys via Dromed.

Second, Wuggles suggested that I upload my modifed gamesys (updated 5/21/04 to reflect newest signs and doors). So Ive included it to, but be aware of the following:

1. All of the new and fixed signs (see here: http://www.digitalnugget.com/mbbs2/forums/thread-view.asp?tid=194&posts=1 ) are included, Physical>Decorative>Signs>Alpha Signs>Ship Areas>MedSci Signs.

2. Both of the doors are included, Physical>Terrain>Doors>
3. The unused morgue body lockers (see here: http://www.digitalnugget.com/mbbs2/forums/thread-view.asp?tid=194&posts=1 ) are included, Functional>Usable Containers>Morgue...

3. Ive installed Straylights Gamesys fixes.

As I add more objects, I'll update this gamesys file.

Finally, a custom medsci1 level which has been modified to include the new doors (among other things). You can find the level here: http://www.digitalnugget.com/crap/Hi_Torque_medsci1.rar

Edited by Hi-Torque 5/21/2004 6:37 AM

--------------

This archive contains seven new signs. Two Rec Deck signs, "Lounge" and "Obs Deck" that go along with the "Mall", "Theater", and "Athletics" signs. And five new Med/Sci signs, "Lounge","Morgue","Dining (to go alonge with those cool unused morgue body drawer models in objs.crf) and two storage signs similar to the ones used on Eng and Hydro.

To use them, drop the .bin files in your existing sshock\Obj folder and the .pcxs in your Obj\txt16 folder or see the TTLG forums for instuctions on making your SS2 install mod ready. You will then need to add the signs to Object Hierarchy...signs>ship areas>rec signs and the same for Med/Sci. Note the the "cr_lou" and "cr_obs" models use an updated cr_cas.pcx texture, the same one used for the "Casino" sign previously released.

Hi-Torque 5-21-04

Shock On!
Chandlermaki
Re: SS2 HiTorque's complete Med/Sci changes
09. February 2008, 22:56:30
ReplyQuoteReport#1

Wow! I gotta say, this mod is one of my favorites!
The new transparent doors are the best!
Liam
Re: SS2 HiTorque's complete Med/Sci changes
30. April 2008, 19:16:07
ReplyQuoteReport#2

Kolya this is just the most fantasktec mod on this web. It just adds a great improvemt the the 1st part of the 1st level of :)  SYSTEM SHOCK 2. Great work Kolya. Are you thcking of more mods what change the levels of SYSTEM SHOCK 2.  :) ;) :thumbwink:[img]Kolya.jbp
neoendedsmith
Re: SS2 HiTorque's complete Med/Sci changes
18. December 2008, 19:34:49
ReplyQuoteReport#3

Koyla, does this supposed wonderful mod have any incompatibilites with ADaob v.0.2.9 or Arcaniac Graphics v.2.0 since this mod is from 2004?  When you used it, where there any bugs or graphical glitches you experienced?

Thank you Koyla!!
neoendedsmith
Re: SS2 HiTorque's complete Med/Sci changes
19. December 2008, 03:34:57
ReplyQuoteReport#4

Nevermid Koyla, I don't want to use this mod right now because it had "shock.gam" in it and it gives me much more cyber modules, nanites and such...not what I want cuz I'm playing it fresh.
honor
Re: SS2 HiTorque's complete Med/Sci changes
03. February 2010, 05:24:54
ReplyQuoteReport#5

I love it but the amount of items laying around is just to much to the point where its not even close to a challenge on even impossible difficulties. Maybe take the amount of items down a couple notches and i'll reinstall it.
Widget
Re: SS2 HiTorque's complete Med/Sci changes
11. February 2010, 17:14:17
ReplyQuoteReport#6

This mod is, functionally, a "trainer". If you want the graphical improvements but not the advantages then maybe just don't pick them up?  :weird:
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