SS2 FM The Minstrel (by The Pixie)

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664889141eab0
voodoo47Quote
ok, some rough edges are still left, but the really bad, game breaking stuff should all be gone with the 1.03beta patch (replacing the 1.02 hotfix attached to the first post);

Code:
1.03 changelog;

-slowed all ecologies down 4 times (see earth.mis.dml)
-nacelle flux button (1340) audio setup fixed up a bit (see earth.mis.dml)
-disabled illogical audio responses on some objects (see earth.mis.dml)
-broken email will no longer be received right before the mission ends (see earth.mis.dml)
-set the secdoors to opened to make sure the hybrids will pathfind and open them. the dml closes them again before the game starts, this makes sure the setup works properly without having to change the door status each time the level needs to be reprocessed (see earth.mis.dml)
-goal notes now make more sense
-no more Polito barks when receiving CMs
-fixed some obj positions and textures
-replicator 2227 no longer sells broken objects
-fixed heading of some teleported AIs
-fixed pathfinding in the starting area
-should now be much more difficult to screw up quests (should not be possible to do them out of intended order anymore)
-emails and logs grammar fixed (ZylonBane, and System Shocked)
-tweaked the animated screens to work nicely with SHTUP-ND
-tweaked the AI paths near the nacelle, the AIs should not get stuck now. not as often, anyway
-mission made ready for the new voiceovers

also, this is required for the new voiceovers to work properly (not all were playing in 1.02). mission restart required.
664889141ebfc
voodoo47Quote
1.03beta2 patch is up - with this, I believe I have reached the intended level of fixup and polish (as far as the mission itself is concerned), meaning I have no current plans to fix it more unless something really game breaking pops up.

right after the new resources are all available (still missing a bunch of voiceovers and models), full 1.03 will be made available.
664889141ecdd
voodoo47Quote
yeah right. beta3 attached;

Code:
-removed the rogue props from card slots so they would work properly again (see earth.mis.dml)
-reset physdims of all lockers
-fixed the destroyable grate setup (grate was supposed to crash down after receiving damage, not just disappear, but the flinder object was not set up properly. see earth.mis.dml)
-breakable fan will now also flinderize into its debris version, mirroring the destroyable grate
-made the flickering lights much less epileptic (see earth.mis.dml)
-tweaked physdims of all pipes in the secret passage to be much less annoying
-girl in stasis will no longer identify in hud as searchable corpse
-chips now float on water
-cigs add one psi point when smoked
-added the missing cryotube door to the player's cryotube.

mission restart required, probably.
664889141ed88
krist2Quote
Great work voodoo47 :D
Acknowledged by: Kolya
664889141ef42
voodoo47Quote
beta4 attached. this should be the final 1.03 release, minus three models and three logs which are not available yet (all currently available voice overs are now included, some were slightly tweaked).

-made sure the custom door texture is not getting overriden when using SHTUP
-tweaked the vent fan debris a bit more (should hopefully look less stupid when falling down and settling on the ground)
-added an alternate, thiefy way into the secure area, so one doesn't have to wait for the hybrids to open the secdoors (also useful should they bug out for whatever reason)
-navigation console made not hud selectable (was apparently part of a quest that didn't make it into the release version)

//looking at Vegoraptor's LP, yeah, the ending will need a little cleanup. ah well..
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