6648a0ccd6d31

6648a0ccd752d
1 Guest is here.
 

Topic: SS2 Community Patch (SCP) Beta 5
Page: « 1 [2]
Read 334252 times  

6648a0ccd7d36
Wow! This is fantastic news, thanks so much to everyone involved (both with SCP and the compatible mods). I'm looking forwards to personally finding the differences/improvements over SCP beta 4 (which was already brilliant, of course).
6648a0ccd85a5
So there's a line in the Beta 5 readme:This could probably do with some explanation.[...]
Doesn't that mean that all QA and balancing was done with this bug in mind?
If I understand correctly, the ecology always spawns a timer in its constructor regardless of the population limit, and the constructor is always called on loading a level. While this hurts save scummers most, it also guarantees starting a spawn timer when traversing levels. So the population would always quickly increase when traversing levels, which is most important during backtracking.

I think that's a rather natural way of doing respawning without going overboard. Fixing the bug might automatically neuter the respawning to such a degree that it becomes meaningless, which is definitely not wanted, at least not on higher difficulties. Have you thought of a way to fix the bug while keeping the difficulty intact - in a way that makes sense?

6648a0ccd8752ZylonBane

6648a0ccd87a8
You might want to re-read the italicized part of my explanation.

6648a0ccd89f6NeilHoward17

6648a0ccd8a45
Just finished a SCP 5 playthrough, was brilliant, a standard mods should be measured against, you deserve all the praise. :)

6648a0ccd8df2ZylonBane

6648a0ccd8e47
Fun fact: The Hydro deck air recirculators were supposed to have their own unique ambient sound. There's a schema for it and everything:
Quote by amb_hyd.sch:
schema air_recirc_lp
archetype AMB_HYDRO
volume -500
mono_loop 0 0
recirclp
But the audio file for it, recirclp.wav, is missing from the CRFs.

6648a0ccd9159sarge945

6648a0ccd91c3
When inserting the toxin a, we can hear a sound of it sucking air in before screams are heard,

I'm assuming here (and it's a big assumption) that there was originally that sound without the screams on repeat. So it would suck in air constantly and when you add the toxin A it does it's usual routine and the many don't like it.

Based on that wild speculation, it would also make sense for them to remove it at the last second because it was probably quite annoying.

I have absolutely nothing to base any of this on, though.

6648a0ccd929aZylonBane

6648a0ccd92f0
Unlikely that they would have outright deleted the sound, since SND.CRF is full of unused sounds. Also unlikely that the sound was annoying, because SS2's sound design is awesome.

6648a0ccd974atiphares4

6648a0ccd97a4
I dont want to spam or get on the nerves, but i want to throw 2 cents in   :)

I'm assuming here (and it's a big assumption) that there was originally that sound without the screams on repeat. So it would suck in air constantly

I think this is right assumption

So it would be possible to reconstruct that missing soundfile by extracting that hissing air sound minus the screams   :)

It would make so much sense, since those enviromental-air-regulator-units seem to be operational before inserting vials - also gameplay-wise it would be easier for players to spot them when getting in vicinity + more atmosphere in true sense of word   :3

It would be gameplay enrichment by making use of ss2's wonderful audio aspects for not only spotting enemies.



i've noticed you can blow up the toilets now..   oO'                             💕
« Last Edit: 11. January 2024, 07:06:21 by tiphares4 »
6648a0ccd9931
SCP is definitely one of the best fan-made mods ever made, and really does turn this already classic and unique but sometimes rough game into a much more polished and enjoyable experience. Thanks, ZB, and everyone else involved.

Have any of SS2's developers ever commented on SCP? Have they ever discussed the things that they intended to include in the game but where instead forced to abandon due to lack of time or system resources? Did they ever say what they wish they had done differently? For such a complicated game, I would expect that there were some interesting ideas for the game that had to be abandoned or significantly changed to get the game finished and out the door.
Acknowledged by: tiphares4
6648a0ccd9aaa
Looks like the unpowered armor defense has been reduced to +10 instead of +20, and localized pyrokinesis negates protocol explosion damage again? Didn't see either of these listed in the patch notes but I appreciate the changes.

6648a0ccd9d0dZylonBane

6648a0ccd9d60
localized pyrokinesis negates protocol explosion damage again?
Of course not. That would be silly.
6648a0ccda2b8
ZylonBane
The Readme mentions several "minimods" that can be enabled, but there is zero information on how to do so. SCP appears as a single entry in DMM and there is no configuration menu. Can someone provide some clarity on this?

6648a0ccda37fvoodoo47

6648a0ccda3d3
you download the minimod and load it in the mod manager, business as usual. the only difference is that you have to have SCP already loaded for the minimod to actually work.

6648a0ccda495ZylonBane

6648a0ccda4e6
And they're linked to in the first post of the very thread you're responding to.

Your name:
This box must be left blank:

Look at you, hacker: a pathetic creature of ____ and bone!  (Fill in the missing word):
1 Guest is here.
Live like a Windjammer.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6648a0ccda674