6648cd4fba9b3

6648cd4fbae6d
1 Guest is here.
 

6648cd4fbb5a6voodoo47

6648cd4fbb638
Tags: °dml °SS2

I've just realized that this can be done completely via dml, and without any custom SCP resources, so here goes, this hackjob minimod™ will add sound effects to the Medsci2 security closet forcefield, and will also allow you to re-enable the forcefield by hacking the logon console again - you can turn it off and on infinite amount of times. best loaded with a mod manager (priority shouldn't matter).

Note: will work with any medsci2 map, but you also need to either have a SS2Tool patched SS2 install.

https://www.youtube.com/watch?v=nJUzbWKQNxg


also, this is not a serious (or very useful, for that matter) mod, just something I've came up with while working on SCP, and as I was able to make it work, it seemed like a waste to just throw it out of the window. so have fun spending your nanites.
« Last Edit: 31. August 2017, 10:08:35 by voodoo47 »
6648cd4fbb899
It's nice to have some audio feedback for that hack. Although for a standalone mod the effect seems too small. Still interesting to see what's possible via DML.
6648cd4fbbbbc
Maybe voodoo47 can make a modpackage with everything he came up with but didn't made it into SCP
Could be called "voodoo47s tidbits which he wanted in SCP but ZylonBane said no"

6648cd4fbbc7dvoodoo47

6648cd4fbbccc
not much to share at the moment, most of the stuff gets discarded before it's actually usable. also, I just want SCP to play nicely, and for that purpose, ZB's quality check is required, as I tend to take things a bit too far sometimes.

6648cd4fbbd63voodoo47

6648cd4fbbdaf
updated to autoload NVscript (requires SS2 v2.43). also, got 9 downloads up to this point, yaay.

6648cd4fbc22fsarge945

6648cd4fbc286
Since this thread has been necro'd, I do think the activation/deactivation sounds should be added to SCP, in all cases where a forcefield is activated/deactivated, either by a console (like in the original mod) or by the map itself. The forcefields in medsci1 covering the broken windows in cryo come to mind, as they are effectively silent, as are the big forcefields in the rickenbacker.

A quiet "hum" type sound on all forcefields would also work to make us think they are actually active and are more than just an impassable animated texture. Maybe a slightly different hum for the psy-forcefields made by Corenchkin and psi abilities, etc, as well.

I think the best thing would be if we walk into them, they glow a little bit and make a sound, similar to the combine forcefields in HL2, as this makes the (otherwise difficult to see) forcefield texture more noticeable. It modernises the game a little bit and is hopefully not too hard to implement.

Also, random question, why does SS2 seem to have 2 completely random, unrelated forcefield styles? It has the blue bars as seen in medsci1, and it has the small dots as seem in medsci2.

One other random question. All forcefields in the game effectively act like walls, and block your path like a normal wall would. Except the one in the rickenbacker, which instantly kills you when you touch it. Maybe something could be added to the map, just a small non-gameplay changing detail, to make this forcefield look "broken", to explain why it kills you when the others don't?

Should I add this to the google docs file for SCP changes?

6648cd4fbc33dvoodoo47

6648cd4fbc392
all the forcefield stuff has been thought through and considered, and the current situation is the result, so no need.

6648cd4fbc496GuyFawkesGaming

6648cd4fbc4e5
Recently started a new game with this one just for fun but it doesn't seem to be working.

6648cd4fbc57bvoodoo47

6648cd4fbc5c7
if you are patched with the tool, and activated mod before entering medsci2, then it should work.

6648cd4fbc67cGuyFawkesGaming

6648cd4fbc6c8
I run the SS2Tool and it downloaded a new update, but still no bueno. The force field did make an electrical-zappy sound when I deactivated it this time, don't remember it making any noise last time. However the terminal's still not rehackable.

6648cd4fbc75avoodoo47

6648cd4fbc7ae
aha, I think this actually is vanilla only. so no SCP.

6648cd4fbc871GuyFawkesGaming

6648cd4fbc8c4
damn, that's too bad. it's not a major mod like 400 or even the rebalancing mini mods so it wont really effect my playthrough. still I hope you can work your magic on it like you did to Repairman and the Big Droid mods when you get around to it.

6648cd4fbc98avoodoo47

6648cd4fbca27
add this to the dml;
Code: [Select]
//SCP compatibility fix
-Link 1803 1676 "HackingLink"
-Link 1803 1634 "HackingLink"
remember, you will have to enter medsci2 for the first time after the edit for the new dml to load.
« Last Edit: 03. May 2022, 08:37:16 by voodoo47 »

6648cd4fbcaf1GuyFawkesGaming

6648cd4fbcb49
Confirmed working, Thanks Voodoo!  :thumb:
You know I noticed in your OP you mention SCP; was this just designed for an older version?

6648cd4fbcbfcvoodoo47

6648cd4fbcc50
probably. the thing that makes it NOT work has been added in beta3 or 4 (one-time use panels becoming unfrobable after use).

Your name:
This box must be left blank:

In which year was System Shock 2 released:
1 Guest is here.
Aborted project. Does nothing.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6648cd4fbcd77