Posted by: voodoo47
« on: 13. March 2024, 14:08:05 »this reminded me - yeah, being able to modify fonts in some way that's not THAT wouldn't be bad.
Meh, modern games have a hundred times as many asset files as SS2.
Meh, modern games have a hundred times as many asset files as SS2.
Meh, modern games have a hundred times as many asset files as SS2.And having massive amounts of .bin's in the one obj folder
Why not just dynamically change the Self Illumination property to change the emission brightness? Much easier than fighting with frame-based animation sequences. And smoother, too.
The only real downside of using model-based animation is that there's no mechanism for pre-caching all the models, so animations can be a bit stuttery the first time they play. Well, it's no worse than shader compilation stutter, and most gamers seem willing to put up with that.
Oh, and there's no native support for model animation sequences longer than 4 or 5 frames. You have to either chain together multiple objects with corpse links, or use a script to manually switch models.
Great, first Join2, now you. Is it National Go Off Your Meds Week or something?This is the last time I'm gonna bother making suggestions for SCP because it's just pointless.
I think the elevator button is due to emission changes through the animation, which I'd also like to see more control over.
Since you're already looking into making some of the underlying features more extendible, can you have a look at adding some of the stuff from my newdark wishlist?
It will go a long way to ensuring mod compatibility going forward.
https://www.systemshock.org/index.php?topic=12296.msg148823#msg148823
Using frame-based animation also allows precise control over easing, which joint-based animation does not.
This is getting out of hand. You know you can use the Joints system to create smooth animations with a single bin model.
Jointed elevator button from Secmod which is publicly available. It's not hard.
Post action in action. I've been trying to parse archetypes for the relevant information so it's completely compatible with anything, but it might have to go into args along with a new script, so far this part of the shotgun is a predefine/exception in the script itself.
edit: and yeah I know, muzzleflash got janked at some point.
Hmm...
It would be super useful if there was some way to override only specific strings in a string file, instead of having to all-or-nothing replace the entire thing.
the original AI mesh tools are pita to work with, or so I have heard.
no, it's SCPb4 maps relit in the editor. and yes, I know this because I can see the SCP texture offsets on the screenshots.
Almost none of the props under the Decorative branch of the hierarchy are marked as immobile. They probably considered it too much of a pain in the ass at the time to sort through all the hundreds of props to individually determine which ones would and would not be movable in-game.
But regarding the crates specifically, in the vanilla maps some of those crates are actually movable, like the ones on rick3. So setting all of them to cast shadows would be bad.
Why are you asking about this anyway? I thought EE was going to use the vanilla maps, with SCP thrown in as the "improved" option.