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Topic Summary

Posted by: Marvin
« on: 02. November 2015, 07:22:12 »

yes. now where is GMDX v8?
In the hands of very lazy testers, it seems.  :happyjoy:
Posted by: Join2
« on: 02. November 2015, 04:57:57 »

No. I wasn't being serious.
I've got a modeler now anyhow. No skills in animation unfortunately but at least helmets are getting done.
Posted by: Djant
« on: 02. November 2015, 01:58:05 »

Close to Christmas most likely. A Santa hat replacement mod is a possibility  :happyjoy:

Will you contact Olfred or Rocketman to make a Santa hat for everyone?
Posted by: Join2
« on: 02. November 2015, 00:50:30 »

now where is GMDX v8?

Close to Christmas most likely. A Santa hat replacement mod is a possibility  :happyjoy:

Congrats with SCP release 2. I'll use it for my next playthrough. Secmod 4 for the one after that.
Posted by: voodoo47
« on: 01. November 2015, 14:25:10 »

the dml dark passenger is pretty satisfied for the moment, so I don't think I'll be adding the ghostly pumpkins anytime soon. also, there are no free empty archetypes left, so I would have to redo a large part of the mod to be more efficient and free one up - I have vastly underestimated just how many archetypes would be required for this mod, and had to pull some quite crazy NVscript stuff to be able to make do with the 10 currently available.
The pumpkin of a turret in medsci seemed to be turned on it's side.
I have decided that it's a feature.
Dark.
yes. now where is GMDX v8?
Posted by: Olfred
« on: 01. November 2015, 00:11:23 »

pretty sure Olfred's fix was an easy one
3 minutes, top.

Here's some quick "ghostly" texture.
Posted by: ZylonBane
« on: 01. November 2015, 00:02:36 »

no worries, the resources were readily available long time ago, NVscript as well (though the latest version is pretty new)
...and isn't working on my install.
Posted by: Join2
« on: 01. November 2015, 00:01:16 »

Ah, so we can EXPECT SCP Release 2 soon then.

 Where is System Shocked anyway, he's been awfully quiet for a little while.
Posted by: voodoo47
« on: 31. October 2015, 23:59:09 »

no worries, the resources were readily available long time ago, NVscript as well (though the latest version is pretty new), pretty sure Olfred's fix was an easy one, and the last one is there because I've probably forgotten about someone who has helped me out with something.

mod took about a day, but have been testing it for the last three, together with SCP.


//also, a very tiny silent update, as Diego was not receiving his pumpkin.
Posted by: Join2
« on: 31. October 2015, 23:44:30 »

Credits:
-The Watcher (resources)
-Nameless Voice (NVscript)
-Olfred (last minute Shodan pumpkin fix)
-the rest of the systemshock.org (and TTLG) crew (various)

Ah, what lovely talent wasted on a dumb joke mod.
Just semi-kidding, I'm sure it took all but a few hours to make this.

Happy Halloween.

...why is it that SS.org only seems to get festive at Halloween, none of the other holidays? Dark.
Posted by: Kolya
« on: 31. October 2015, 22:15:26 »

It's a fun mod although I feel the pumpkins should be filled with a bright yellow texture instead of being hollow. Or heads need to roll.
The pumpkin of a turret in medsci seemed to be turned on it's side.
[dump004.jpg expired]
Posted by: voodoo47
« on: 31. October 2015, 20:45:50 »

yeah I'm really tired. maybe I'll do it later. though technically, their pumpkins are on their corpses, so apparitions wouldn't have them, as pumpkins have no souls.
Posted by: ZylonBane
« on: 31. October 2015, 20:41:55 »

Just make it grayscale?
Posted by: voodoo47
« on: 31. October 2015, 20:06:51 »

ehh.. yes (the true reason is that I would need a ghostly pumpkin texture, and I suck at textures).
Posted by: Yankee Clipper
« on: 31. October 2015, 20:01:47 »

The apparitions are non-pumpkin head. They must have died before the pumpkin head epidemic hit.
Posted by: voodoo47
« on: 31. October 2015, 19:49:05 »

yeah, 5.3 will receive critical updates for some time.
My SS2 box is still XP for reasons and stuff. :)
that makes two of us. if it works don't fix it, right?
Posted by: Yankee Clipper
« on: 31. October 2015, 19:44:46 »

I didn't know that 5.3 was still being updated, so good to know.

My SS2 box is still XP for reasons and stuff. :)

Thanks for the file.
Posted by: voodoo47
« on: 31. October 2015, 19:41:48 »

also, tool 5.3 has been updated with the files (right, K?) and can be used as well if you have a xp machine.
Posted by: Kolya
« on: 31. October 2015, 19:37:17 »

The tool only updates configs on a clean install. I won't ask why your "SS2 box is XP".
Posted by: Yankee Clipper
« on: 31. October 2015, 19:35:27 »

My SS2 box is XP, so the tool will no longer run on it. Plus, the tool updates config files, which is a pain to go back and re-edit.
Posted by: Kolya
« on: 31. October 2015, 19:32:58 »

Is there anyway to get the latest shock2.gam without SS2tool?
Sure, but why?
Posted by: icemann
« on: 31. October 2015, 19:22:28 »

Awesome stuff :).

Now to make Xerxes sing Halloween songs.
Posted by: Yankee Clipper
« on: 31. October 2015, 19:20:01 »

Is there anyway to get the latest shock2.gam without SS2tool?
Posted by: Kolya
« on: 31. October 2015, 19:00:28 »

Eh, just had to do a clean install with SS2Tool. It was an old game. Works now. :pumpkinhead:
Posted by: voodoo47
« on: 31. October 2015, 18:55:50 »

as long as you are SS2tool patched (today), it will work, I've tried on a clean install to be 100% sure. it needs NVscript (SS2tool will autoload), and that updated shock2.gam, that's all. make sure you don't have any other shock2.gam stuck inbetween (SCP beta1, for example).


good call on the filename length.
Posted by: Kolya
« on: 31. October 2015, 18:40:13 »

Data\shock2.gam gets updated.
I'll shorten the mod name.  //Done
However the mod doesn't seem to work for me. :(
Posted by: Yankee Clipper
« on: 31. October 2015, 18:30:24 »

What resources get updated?

Also, folder size is too long. I know it is easily shortened, but I thought there was an effort to have the mod names be compliant.
Posted by: voodoo47
« on: 31. October 2015, 18:05:06 »

you need to update with the latest SS2tool TODAY (31oct2015 or later) so the required resources are updated properly. if you have patched on an earlier date, things will not work. run the tool and choose "update", that should fix it.
Posted by: Djant
« on: 31. October 2015, 17:11:12 »

I installed it and activated it using the Blue Mod Manager, but the pumpkins don't show up. I tried first in a save game, and then from a new game. The Mod Manager shows it as a replacement and DML mod, and no other mod was active.
Posted by: voodoo47
« on: 29. October 2015, 21:43:52 »

Tags: °DML stub °object °SS2

Happy Halloween - everyone gets a pumpkin head. Hybrids get a pumpkin and spiders get a pumpkin and monkeys get a pumpkin and reavers get a pumpkin and robots get a pumpkin and cyborgs get a pumpkin and even worms get a tiny pumpkin. Pumpkins for everyone!

Install:
-just like any other SS2 mod (modmanager is required). If you are using Rebirth, extract the Rebirth patch into the Pumpkin mod and overwrite those two files. Will work for both vanilla SS2 (MUST be patched with a 31oct2015 or later release of SS2Tool to have the latest resources) and SCP. Should work on a game in progress, but starting a new game is mildly recommended. It may, or may not work properly in multiplayer. Rename shock2.gam.dml to shocksec.gam.dml if using Secmod (3.2+, untested).

Credits:
-The Watcher (resources)
-Nameless Voice (NVscript)
-Olfred (last minute Shodan pumpkin fix)
-the rest of the systemshock.org (and TTLG) crew (various)

Notes: the mod has received only minimal testing - there may be a couple of pumpkins missing, or maybe too many at some places. also, this is a DML stub mod, that means it's not compatible with all other DML stub mods.
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