6647e5c286d03

6647e5c287a04
1 Guest is here.
 

6647e5c288319voodoo47

6647e5c28838b
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 »
6647e5c288579
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.
6647e5c28889b
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"

6647e5c288952voodoo47

6647e5c2889a2
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.

6647e5c288a3bvoodoo47

6647e5c288a8d
updated to autoload NVscript (requires SS2 v2.43). also, got 9 downloads up to this point, yaay.

6647e5c288eb8sarge945

6647e5c288f0e
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?

6647e5c288fbevoodoo47

6647e5c289018
all the forcefield stuff has been thought through and considered, and the current situation is the result, so no need.

6647e5c28912eGuyFawkesGaming

6647e5c289185
Recently started a new game with this one just for fun but it doesn't seem to be working.

6647e5c289221voodoo47

6647e5c28926d
if you are patched with the tool, and activated mod before entering medsci2, then it should work.

6647e5c28931bGuyFawkesGaming

6647e5c28936b
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.

6647e5c2893f3voodoo47

6647e5c28943d
aha, I think this actually is vanilla only. so no SCP.

6647e5c2894efGuyFawkesGaming

6647e5c28958a
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.

6647e5c289680voodoo47

6647e5c2896df
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 »

6647e5c28979bGuyFawkesGaming

6647e5c2897e8
Confirmed working, Thanks Voodoo!  :thumb:
You know I noticed in your OP you mention SCP; was this just designed for an older version?

6647e5c28988dvoodoo47

6647e5c2898ed
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:

An evil mega-corporation with 3 branches:
1 Guest is here.
You are a rebel, I like you.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6647e5c289a51