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Topic Summary

Posted by: voodoo47
« on: 09. March 2017, 09:53:40 »

feel free to remove the tag, or invent a different one if you think the current one doesn't fit.
Posted by: Kolya
« on: 08. March 2017, 22:14:11 »

I think the comments where people thought the game was unwinnable turned out to be because of false assumptions about how the mod works (ie user error). And while this mod is unfinished, that only means it does nothing in the later levels. Which leaves untested compatibility. Oh well.
Posted by: voodoo47
« on: 08. March 2017, 18:32:49 »

it's unfinished, unupdated and its compatibility with the latest stuff has not been checked, and it seems like it can get the game into an unwinnable state, therefore the obsolete = use at your own risk tag.
Posted by: Kolya
« on: 08. March 2017, 12:33:00 »

@voodoo47 Do you know of any particular reason why this is tagged as obsolete? Has the behaviour been integrated into a newer mod that I'm not aware of?
Posted by: Kolya
« on: 02. March 2015, 23:42:07 »

It's only unfinished in the sense that not all levels were done though. The ones that are there work fine by themselves.
Posted by: voodoo47
« on: 02. March 2015, 21:30:29 »

the randomizer only contains modified levels, so it should in theory work with vanilla, ADaoB, and even SCP. you are welcome to try.

do note that it's unfinished and abandoned, so no one really knows how well will it work.
Posted by: krokots
« on: 02. March 2015, 21:17:51 »

I guess that not using ADaOB at all doesn't change Zygo's Randomizer behaviour? The only version available to download is the "ADaoB29 compatibile".
Posted by: Goodshot
« on: 24. February 2015, 09:35:32 »

Hi Zygo!

Greetings from Finland.  I just want to thank You for your  Great randomiser mod (it really wakes old game up) :)
If you have time, please continue your great work.

We have tried LAN Multiplayer with my friend several times, but the bulkheads (area loadings) causes gamecrash too many times, hope that somebody will fix SS2 MP some day -.-

sorry about my english  :paranoid:
Posted by: OneofTheMany
« on: 20. April 2014, 13:07:03 »

Understood. Think I'll pass then.
Posted by: voodoo47
« on: 20. April 2014, 12:58:02 »

not fully, so there will be anomalies.
Posted by: OneofTheMany
« on: 20. April 2014, 12:32:58 »

I'm sorry for necro, but is the ADaOB version working with the ADaOB v030?
Posted by: ToBeardOrNotToBeard
« on: 03. January 2013, 16:44:32 »

Can't find hydro A or D cards anywhere... been looking for the past 4 hours :/ Help? :P
Posted by: Ken
« on: 08. October 2009, 22:09:25 »

Aha! Just what I needed Kolya, optimism. Can't wait to co-op my younger brother. Yeah I'm sending him my .gam, mesh, snd, etc. It just might work.

Ah ZYGO. The decompression event? I tested it. It doesn't affect you if you are crouching, but as soon as you stand, ARRGH. Just like in real life! :)    (It's still scary as shit.)
Thanks for adding that feature. We always made fun of Sholito screaming to get out when there was no danger...
Does it start the timer as soon as you begin or after you get through the vent shaft? Never just stood there, you see... Oh, and the routine where it doesn't spawn a wrench but the debris destroys that metal blocking the ladder? You got cool points for that one.
Posted by: Kolya
« on: 08. October 2009, 07:59:28 »

The gam files aren't different if you are both using the same mod(s) and object placement should be synced between the players anyway. My tip is simply to try it.
Posted by: Ken
« on: 08. October 2009, 00:51:37 »

Is it possible to use this for Multiplayer? I'm guessing you've never tried it... and I'm guess the different .gams might produce separate results for each player and cause chaos... :(

If it is impossible, could you explain how you created the deadly decompression sequence? I would love to use that for our game.
Posted by: Barbach
« on: 24. September 2008, 13:45:29 »

Well now let's go for a randomizer that moves key items at reachable random places, and generates random codes for doors (dynamic update of the audio log text)

Errrm, sounds like a lot of work :D
Posted by: miracle.flame
« on: 20. July 2008, 08:53:08 »

here you go then...
as always.. ADaoB first, then this mod




[attachment added to the first post ~Kolya]
Posted by: Zygo
« on: 15. July 2008, 10:05:59 »

If you want to, feel free.
Posted by: miracle.flame
« on: 22. June 2008, 11:26:18 »

Zygo if you want I could enhance your files to be ADaoB 0.2.9. compatibile
Posted by: Zygo
« on: 25. April 2008, 23:42:19 »

Using the ADAOB gamesys with the randomiser levels ought, theoretically to be OK as I added most of Straylight's in level fixes to my missions. However, that was with an older ADAOB version, and the more gamesys changes are implemented in the ADAOB gamesys the more scope there is for problems to arise. As such using the two together is very much a 'use at your own risk' venture.
Posted by: Silencer150
« on: 24. April 2008, 13:52:19 »

That isn't how the randomisation works, there are three copies- one under the bench, one under the detached plating, one in the normal place. It can't spawn outside the immediate area (it's also the same situation with the access cards, they are all pre-placed and accessible in all cases as gotchas suck). The only way they can be lost is if two triggers fire at exactly the same time. This could happen, but the chance is around 1 in 500,000.
Yeah, I realized afterwards that I was doing something wrong, and it turns out Kolya was right.  But thanks for the heads up.
Sorry, I cannot get this to replicate at all, running through the first section of eng six times. There was a problem which could cause these symptoms but I fixed it ages ago, and even when it did occur it was not a persistent error like the one you're describing.
It probably has to do with my running SS2 on a dated system.  The game does have a temporary framerate delay every time the randomizer is spawning items on a fresh level load, but it never becomes so severe as when I start Engineering.  On subsequent restarts of the game (as in starting from a new game entirely) the problem may not occur.  I was able to replicate it once by doing just that: starting a new game and running straight to Engineering.

In games in which this problem has occurred, if I load the savegame on Med/Sci right before entering Engineering for the first time, the problem replicates every single time.  In games in which the problem does NOT occur in the first place, reloading Engineering causes no problems at all.

Ok, identified this and fixed it. She makes herself vulnerable when her scripted sequence ends, so if she hangs in the air she will never finish it. I couldn't get the midwife to hang in the air, but I made it vulnerable as soon as it teleports so it will be killable if it happens again.
OK thanks.

I've decided to reinstall System Shock 2 so I did with ADaoB and Zygo's Randomizer but the fact is SS2Mod Manager displays a warning about some conflict between the mods.

Too bad :/
I think this question has already been addressed, but you can use your discretion when it comes to mod conflicts.  I use those two mods together all the time and I don't believe they should conflict, as they alter different parts of the game.  What you mostly need to watch out for are two mods that change the gamesys (the shock.gam file) or two mods that affect the same models.
Posted by: Barbach
« on: 19. April 2008, 14:05:25 »

I've decided to reinstall System Shock 2 so I did with ADaoB and Zygo's Randomizer but the fact is SS2Mod Manager displays a warning about some conflict between the mods.

Too bad :/
Posted by: Zygo
« on: 16. April 2008, 23:09:07 »

The first time I tried this mod, it must have randomized outside the airlock door, which meant there was no power cell to be found in the immediate area.  In other words I was trapped, and with the decompression on my tail, I was dead within seconds.

That isn't how the randomisation works, there are three copies- one under the bench, one under the detached plating, one in the normal place. It can't spawn outside the immediate area (it's also the same situation with the access cards, they are all pre-placed and accessible in all cases as gotchas suck). The only way they can be lost is if two triggers fire at exactly the same time. This could happen, but the chance is around 1 in 500,000.

Upon entering the Engineering level for the first time, the game completely locks up after a few seconds.  It appears that it's trying to spawn all the random items but doesn't have enough space, so after a huge drop in framerate, the game slows to one frame every few minutes.  In other words, it stops completely.  I toggled the mod off and the problem went away when I reentered Engineering.
Sorry, I cannot get this to replicate at all, running through the first section of eng six times. There was a problem which could cause these symptoms but I fixed it ages ago, and even when it did occur it was not a persistent error like the one you're describing.

This has happened a couple of times already: a completely indestructible midwife spawns and hangs in midair until you attack her.
Ok, identified this and fixed it. She makes herself vulnerable when her scripted sequence ends, so if she hangs in the air she will never finish it. I couldn't get the midwife to hang in the air, but I made it vulnerable as soon as it teleports so it will be killable if it happens again.
Posted by: Chandlermaki
« on: 14. April 2008, 21:32:24 »

Thats awesome! I'm so getting this...
Posted by: Kolya
« on: 14. April 2008, 21:11:14 »

True, Zygoptera's Randomiser has a countdown for decompression. It's a tight race and you die pretty soon afterwards.
Posted by: Chandlermaki
« on: 14. April 2008, 20:32:43 »



One of the mods I'm using, which I believe to be this one, causes the decompression to actually start to damage you in Cryo Recovery A if you don't escape fast enough. 
Sounds cool. What mod is that? O.O
Posted by: Silencer150
« on: 30. March 2008, 21:14:43 »

Thanks.

Another bug to report.  Upon entering the Engineering level for the first time, the game completely locks up after a few seconds.  It appears that it's trying to spawn all the random items but doesn't have enough space, so after a huge drop in framerate, the game slows to one frame every few minutes.  In other words, it stops completely.  I toggled the mod off and the problem went away when I reentered Engineering.

I'm pretty sure it didn't happen during my last playthrough, but now it happens every single time I try to enter Engineering with the Randomizer mod active.  I checked the thread on TTLG and I suspect it's related to that bug someone discovered, where the spawn point at the beginning of Engineering continues to spit out items after you pick the first one up.  Would anyone know how to remedy this?

ETA: There's another bug that has to do with the Hydro2 map.  This time I know I had already renamed the HYDRO2.DIF file, so it's not interfering with the game anymore.  In the northeast section of Hydro B, after The Many threatens you not to touch their eggs, a cyborg midwife is supposed to spawn in the small passage halfway down the north hall and attack you.  This has happened a couple of times already: a completely indestructible midwife spawns and hangs in midair until you attack her.  It makes this section unplayable to have a midwife you can't kill constantly blasting you with laser bolts, and I know the problem went away when I deactivated the mod.
Posted by: miracle.flame
« on: 27. March 2008, 07:44:52 »

Make sure you have the file hydro2.dif renamed to something else or put somewhere else so it doesn't interfere with the game.
Posted by: Silencer150
« on: 26. March 2008, 17:56:13 »

OK I was unable to get the same problem to happen, thankfully.  This time the battery appeared either in its normal place, or under the bench.

Anyway, I was able to play up to when I first entered Hydroponics, and then I ran into an unusual glitch.  In the area above Environmental Regulator ACR2 in Hydroponics B, there will normally be normally a pipe hybrid and a shotgun hybrid patrolling.  However when I reached that area (after playing through the rest of the level no less) the two hybrids appeared to have been spawned incorrectly.  They resembled clumps of limbs with a weapon sticking out, that could only rotate in place in midair.  I would have taken a screenshot, but the game crashed immediately afterwards, and every time I tried to re-enter Hydroponics B/C from a previous savegame on MedSci to see if it would happen again.  The culprit appears to be this mod, because the problem went away when I uninstalled it.  :confused:

Here's the best screenshot I could get.  I tried to brighten it up so you could see the problem, but this is as close as I could get to the hybrids before the game crashed.  That dark clump floating in midair is a malformed hybrid.

Image: http://img390.imageshack.us/img390/9946/spawnbugoe5.jpg
Posted by: Silencer150
« on: 25. March 2008, 08:20:56 »

All right, I'll have to try it again.  Of course, I'm probably not going to be able to duplicate the same problem as before, not that I would want to.  For the record, I did look everywhere, or at least everywhere that I could before the decompression started to hurt me and I had to run.  Regardless, there's no way back into the vent shaft that drops you into the recharger room, so I did pretty much get stuck.  :sweat:

I'll give Zygo's mod another go on my next play through.
Posted by: Kolya
« on: 25. March 2008, 02:28:52 »

And this major issue keeps you from doing so? Sheeeesh.
Besides even though it's been a while since I played this mod, knowing Zygo and all, I'm pretty sure the battery is reachable wherever it happens to be. Maybe you should look harder.
Posted by: Silencer150
« on: 25. March 2008, 02:18:57 »

OK major problem I've discovered.

One of the mods I'm using, which I believe to be this one, causes the decompression to actually start to damage you in Cryo Recovery A if you don't escape fast enough.  While this is a cool feature to add, and more realistic than in the original game, there's just one catch.  The power cell placement is randomized!  The first time I tried this mod, it must have randomized outside the airlock door, which meant there was no power cell to be found in the immediate area.  In other words I was trapped, and with the decompression on my tail, I was dead within seconds.

I think you should include power cells in the category of mandatory items that should not be randomized, or at least make sure that their locations are limited to places that are realistically reachable.  For example, there's also that power cell that grants access to the Medical sector.  It would not be fair to have it randomize inside the locked maintenance room that you aren't supposed to know the code to yet.

I hope you can address this soon, because I was really looking forward to playing through with this mod.
Posted by: Zygo
« on: 02. February 2008, 00:55:31 »

To clarify, theoretically at least Random ought to be compatible with any gamesys mod, unless it does genuinely funky stuff to objects. I added most of the mis file fixes from ADAOB into Random as well so it ought to theoretically be compatible with it.

Practically though, I would expect some problems, though hopefully nothing game breaking.

I am still working on this BTW, though progress has been slow, not least because I hate all the testing it requires- I reckon I'd spend more than six times as long testing as actually adding stuff and it just gets worse the more I change. I'm trying to get rec and ops done in one go, and will hopefully have Spawn Control fully integrated too. No ETA though.

And you should NOT hide mandatory items (especially keycards) in security crates.
Er, agreed. I didn't think I'd done this anywhere. If anyone can tell me where this occurs I will fix it, as it is a mistake. I'll also have a look into the camera and the pistol issues, though I've never encountered them myself.
Posted by: Kolya
« on: 22. December 2007, 16:23:25 »

Straylight is a mod author. Does this mod work with him? Possibly.

As for the question whether this mod works with ADaoB: I remember that Zygo said it should be compatible. You should activate the Randomiser after ADaoB.
Note: This will only work /mostly/. Some of ADaoB's fixes will break. Also random stuff may happen. You asked for it.
 
Posted by: wcarnation
« on: 17. December 2007, 15:57:47 »

Does this work with Straylight?
Posted by: Rainalkar
« on: 12. December 2007, 13:39:43 »

I haven't checked on top of wall screens. Feed you soon, thx

edit: found it, on top of the comp :)
Posted by: johnnythewolf
« on: 12. December 2007, 12:50:22 »

Search again. Unless it was in a security crate that you inadvertly triggered the explosion, it's there somewhere. Have you checked behind computers and on top of wall screens?
Posted by: Rainalkar
« on: 12. December 2007, 09:54:47 »

I am playing with POP's difficulty and Zygo's random mods (among else). I can't find R&D card anywhere. I searched twice Med, Sci, and Crew, hacked every crate... Nothing. Can this happen, or am I missing something?
Posted by: johnnythewolf
« on: 12. September 2007, 13:10:00 »

My god! Have you tried playing this mod on Impossible? It's really, really intense...

Chased by an arachnid in the decompressing cryogenics sector, ambushed by a shotgun hybrid in the upgrade terminal room, low on ammo and nanites (making the QBRM useless if you're not careful enough), unable to find any working gun in the Science sector, ambushed by six pipe hybrids near the entrance to ENG B... This mod is pure greatness.

However, some of the destroyed cameras are still acting like they were working (they can spot you and go on alert mode, but they don't set off the alarm). Also, I found a pistol (I think it was in a random sec crate on Med) that, once modified, can chamber 30+ bullets!!!

And you should NOT hide mandatory items (especially keycards) in security crates.

Posted by: Kolya
« on: 11. July 2007, 23:44:59 »

If you never played this mod before, now's the time. This is one of my personal favourite mods. I unified it into one mod now, wrote a mod.ini for it and did some testing regarding motiondb.ini. It copies fine with the current version of the Modmanager.

Zygoptera continue this!  :rambo: :thumbwink:
Posted by: Zygo
« on: 26. July 2005, 04:14:18 »

The one thing the motiondb.bin fixes which may be readily noticeable is that midwives can now hit a crouched target (it does other things too, but you'd have to know what they were to really notice). It didn't really seem sensible to distribute it separately since its changes are pretty minor.
Posted by: Grifman
« on: 23. July 2005, 01:13:09 »

Thanks!
Posted by: Kolya
« on: 23. July 2005, 01:00:28 »

According to Zygoptera's description at TTLG the motiondb.bin file fixes some motion oddities.Probably on the hybrids.I can't tell you what the changes are exactly. It is optional anyway.
Thanks for spreading the word! :)

Kolya
Posted by: Grifman
« on: 22. July 2005, 23:38:46 »

Thanks for the quick response.  But do I really need the motionbd.bin file?  It seemed like it was optional from the mod description.  And what does it do anyway, I couldn't tell that either.

And thanks for this great site and hosting everything.  It's much appreciated and I've let alot of my friends know of this place.  Thanks.
Posted by: Kolya
« on: 22. July 2005, 11:15:30 »

This happens when you use a mod with the modmanager that has no included INI-file. The mod will work anyway. But as Zygoptera said, you will have to manually backup the motiondb.bin in your SS2-install-dir and put the one from the archive in it's place.
That's a shortcoming of the Modmanager which has yet to be figured out.

Kolya
Posted by: Grifman
« on: 22. July 2005, 03:45:13 »

I changed the extension to .ss2mod and used Zombie's fantastic mod manger.  It's now in the mod manager, but the MM says "This mod was not a ss2mod - therefore it could happen that it won't work exactly as the aouthor of the mod had in mind".  Any reason why?  It seems be in the right place.  Also the MM won't show the details from it's Readme file either, unlike the other mods.  Any idea what is going on?  Anyone else use this with the Mod Manager?  Thanks.
Posted by: Zygo
« on: 06. July 2005, 05:24:56 »

Tags: °mis °veteran °SS2 °obsolete
(As discussed on TTLG.)

This modification is based on the original levels of SS2. The current unified version (univ103) randomises item and monster placement as well as other factors in the levels: Med/Sci, Engineering, Hydroponics.

It is very strongly recommended that you play this mod from a new game. Using old save games may cause corruption of the saves and cause the game itself to crash.

This mod is not made by, nor is it supported by Looking Glass Systems, Eidos Interactive, Irrational Games or Electronic Arts.
Supplied as is, use at your own risk.

Previous downloads:
* RandomME103.zip (6377.5 KB - downloaded 580 times.)
* Random_H_100.zip (3078.94 KB - downloaded 340 times.)
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