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Topic Summary

Posted by: kal
« on: 16. March 2024, 08:16:25 »

Stingm
Found it! I'm a bit disappointed because I was banging my head against this secret expecting story details or audio logs ¯\_(ツ)_/¯

Anyways I'm happy now that I've 100 precented this so I can move on to nightwalker
Posted by: Stingm
« on: 16. March 2024, 03:36:56 »

Yes you are. Search up those stairs for a semi hidden area. Its there but sometimes hard to see. Look behind bushes etc.
Posted by: kal
« on: 16. March 2024, 01:58:04 »

Christine
Are you referring to the little lab area below the garden stairs? Because I searched around that place before and couldn't find any use for Garret's code, am I missing something?
Posted by: Christine
« on: 15. March 2024, 16:56:38 »

Thank you  :)

Look in the garden section, near some Pine Trees
Posted by: kal
« on: 15. March 2024, 16:44:45 »

just finished this, damn great mod

does anyone know where to find Garret's secret? its the only side quest I didn't complete
Posted by: voodoo47
« on: 18. September 2022, 20:34:48 »

well yes, it's not up to par with the best Thief FMs VOs, but it does the job. definitely better than quite a few vanilla SS1 emails/logs, some of those really are just random people from the office pretending to voiceact.

hey Carl the coffee guy, you wanna have your voice in a game?
Posted by: Jules
« on: 18. September 2022, 20:08:40 »

voodoo47Perhaps I'm just spoiled! I remember playing The Nameless Mod for Deus Ex and being in awe at how good the voice acting was in it. As for the remade SHODAN VOs - yeah, I've actually played the FM with those. They're obviously excellent.
Posted by: voodoo47
« on: 18. September 2022, 19:53:18 »

the only VOs that were really hard to listen to as far as I'm concerned were the Shodan clips, you just cannot have proper Shodan without Terri. the rest is fine, if we consider the vanilla clips 10/10 then they are in the 7-9 range.

anyway, the Shodan VOs we can fix now.
Posted by: Jules
« on: 18. September 2022, 19:05:55 »

Marvelous work on this FM. I understand that making a proper FM for SS2 is pretty hard when compared to Thief, given how the kind of game flow that games like SS2 or DX require is best suited to a lengthier experience than what you'd get with your average Thief mission. The community might not have made a lot of FMs over the years, but most of the ones we've got are very good.

My only complaint is the voice acting, which I've found to be very out of tune with the rest of the experience. I understand that this is fan work so that I shouldn't expect professional voice acting, but I couldn't help but feel the disconnection between how on par with LGS' original work the level design was and how amateur the voice logs sounded. Still, this is a minor complaint compared to how well done everything else was. I look forward to playing the rest of the series!
Posted by: SinsD
« on: 21. May 2022, 02:15:14 »

Such a good fan mission
Posted by: ZylonBane
« on: 17. May 2022, 19:33:19 »

Posted by: voodoo47
« on: 17. May 2022, 17:55:10 »

no problem

no problem
Posted by: Stefano
« on: 17. May 2022, 16:13:21 »

ChristineThanks a lot for your input, good to know, I'll pay more attention then
Posted by: Stefano
« on: 17. May 2022, 16:12:49 »

voodoo47Thanks a lot for your input, good to know, I'll pay more attention then
Posted by: Christine
« on: 17. May 2022, 05:11:00 »

It never happend to me, but one of my betatesters had this bug one time with cyber moduls.
I don't believe it is associated with the recycler. I'm using the recycler very, very often, but never had this problem. :thinking:
Posted by: voodoo47
« on: 16. May 2022, 19:34:12 »

this is a known SS2 bug (the stack reducer), not related to the fan mission. the only thing you can do is load a save before it happened, or alternatively, spawn enough nanites/other items to compensate.
Posted by: Stefano
« on: 16. May 2022, 17:59:48 »

ChristineFirst of all, kudos to Ponterbee Station (v5), very high level of design, interaction and depth. I'm currently playing Nightwalker (v3) and, despite just getting started, it seems to be just as fabulous.
I wanted to report a (possible) bug that I found in Ponterbee Station, namely the fact that all the Nanites have completely disappeared (I had over 2000). I believe it is associated with the Recycler, as it happened to me after a few uses (20-30) of the same. Fortunately I had a not too old save (20' of game?). I reloaded and just dropped the Recycler from the inventory. No anomalies occurred in the rest of the game.
I don't know if it's a known problem or if it was a case.
Thank you very much,
Stefano
Posted by: voodoo47
« on: 11. May 2022, 22:24:14 »

my thoughts exactly. to the toolmobile!
Posted by: ZylonBane
« on: 11. May 2022, 22:19:16 »

Ehhhh, it's not like it hurts anything being included in the base distro.
Posted by: voodoo47
« on: 11. May 2022, 21:11:10 »

well I wasn't the one unhappy about the current situation, now was I. anyway, if you don't want me to do that, then I'm perfectly ok with leaving things as they are now - whoever will end up with no skyboxes will be shown the error of their ways and pointed to SHTUP.
Posted by: ZylonBane
« on: 11. May 2022, 20:29:55 »

Oh god what have I done.
Posted by: voodoo47
« on: 11. May 2022, 19:54:53 »

hadn't thought of that - which is odd, because I've already done it in the past (extra model in the tool resources to make sure priorities work properly). yeah, that is a perfectly workable solution, will push the skybox into the tool (that will suffice).
Posted by: ZylonBane
« on: 11. May 2022, 19:06:06 »

There's a nuclear option: Include SCP's lo-res station skybox in the GOG/Steam/SS2Tool build. So it essentially becomes a vanilla asset.
Posted by: voodoo47
« on: 11. May 2022, 06:27:49 »

that will work because SCP is getting loaded as a mod. basically, this is an edge case scenario where you are semi-screwed no matter what you do, afaik, there are 3 options here;

1) leave the original lowres custom skyboxes active. the result is lowres skyboxes at all times
2) take the hires station skybox from SHTUP and include it with the FM. hires skyboxes, but taking a chunk of SHTUP and placing it into the FM. potential SHTUP update will not be reflected
3) don't include any skybox in the FM. SHTUP skybox will be loaded, but no skybox if SHTUP is not active

choose your poison.
Posted by: ZylonBane
« on: 11. May 2022, 05:04:47 »

You're ignoring the third option: Do exactly what SCP does to work fine with or without SHTUP.
Posted by: voodoo47
« on: 06. May 2022, 18:15:37 »

iirc, doing anything else would break things even more because of the way FM/mod priorities work - cannot include the original lowres skyboxes in the FM res because they would override the mod skyboxes, if skyboxes are not included AND there is no skybox mod active then the skyboxes will be broken/missing.

will check again, maybe I have missed something. //right, the skybox with earth is needed. so it's either including SHTUP-ND earth skybox in the FM which is not how things should be handled, or just make the mod a requirement. not great, but lesser of the two evils, imho.
Posted by: ZylonBane
« on: 06. May 2022, 17:08:14 »

There should not have been a choice to make. SHTUP is designed to upgrade the vanilla missions, so if RttUNN just used the vanilla skyboxes, it would be fine with or without SHTUP. The only custom skybox SHTUP adds is the space-with-Earth skybox for use in SCP, but SCP also works fine without SHTUP.
Posted by: voodoo47
« on: 06. May 2022, 16:17:05 »

yeah, but it's been updated, and I had to make a choice, either nice skyboxes, or no SHTUP-ND dependency. I went with nice skyboxes.
Posted by: ZylonBane
« on: 06. May 2022, 15:18:07 »

(for example, if you run the RttUNN mission without it, skyboxes will be completely broken).
What? How did that happen? SHTUP-ND didn't even exist when RttUNN was created.
Posted by: voodoo47
« on: 06. May 2022, 12:29:13 »

you do need 2.48, but unless you have downloaded an old NewDark package from the internet and applied it manually to your SS2 install, then you already are running 2.48 (GOG and steam both use 2.48 at the moment, and if you apply the tool to your cd install you will end up with 2.48 as well). not using SHTUP-ND will not prevent you from running the fan mission, but some objects and/or textures may not look correct (for example, if you run the RttUNN mission without it, skyboxes will be completely broken).
Posted by: ....................
« on: 06. May 2022, 12:22:33 »

ChristineI don't know if it's just like this for me, but I don't need NewDark 2.48 or SHTUP-ND to run the mod. I just dropped it in .wine/drive_c/GOG Games/System Shock 2/z (z being a directory I created for SS2 mods.) Then I installed and ran the mod in FMSel.
Posted by: Berathraben
« on: 01. March 2022, 02:47:51 »

I can work my way through the texts and see if I spot any more. If I do I will report them here.
Posted by: voodoo47
« on: 28. February 2022, 21:48:28 »

yeah, all issues should be reported here. Christine can fix them, or maybe I will. you want to check the rest of the texts?
Posted by: Berathraben
« on: 28. February 2022, 20:58:41 »

Not sure if this is the right place to report errors. I found a spelling error in the written text in Level 02.STR

It is a minor misspelling of irrelevant in SHODAN's log

EmailName1:"SHODAN 21.Nov.26\nre: Welcome...\n"
EmailPortrait1:"Shodan"
EmailIcon1:"ShodIcon"
EmailText1:"Welcome to MY space station... insect! I hope you had a comfortable flight? I don't know who you are or why you are here... but that's irrelevent because in a few hours I will have cleansed this station of all humanoid contamination... Have a nice stay!\n"
Posted by: Christine
« on: 11. June 2020, 17:47:04 »

I have updated Ponterbee Station to Version 5.
The spawn is working now like it should, I hope you'll like it.  :)

Kolya has updated the first post  :thumb:
Posted by: Christine
« on: 08. April 2020, 10:36:34 »

Thank you  :thumb:

I allready have fixed it for the next Version and added some more SPC goodies (waterreflections, even the watersection in medsci looks cool now, that is such a wonderfull effect  :thumb: ). But I need some time until I release it. Working on the update for Polaris (and after this I will test Ponterbee again)
Posted by: voodoo47
« on: 08. April 2020, 10:17:52 »

done. though this is a fix more than anything, so merging it in sometime in the future is probably advisable.
Posted by: Christine
« on: 08. April 2020, 10:13:05 »

No, I just want to add the dml.7zip as a separate file to the first post for the players who want a lower spawn.



Posted by: voodoo47
« on: 08. April 2020, 10:00:33 »

you want the dmls to be merged into the FM archive?
Posted by: Christine
« on: 08. April 2020, 09:51:35 »

I tried to add the 7zip to the first post, but get a message that the file size is too large.   XD

I guess Kolya can do it.
Posted by: fbr
« on: 07. April 2020, 22:12:02 »

After playing through most of the FM, I think the respawn rate is now spot on. I never managed to clear an area and then relax, there was always somebody lurking around. However, it did not "punish" exploration and make me enjoy more the greatly constructed levels (really nice job with the mall, BTW). It feels how I mentioned before, somewhat higher than the base game. Even if you decide to not include this in the FMs, it would be nice to have it available as an option. I guess many players would enjoy the game more like this. So, thank you very much for this!
Posted by: Christine
« on: 07. April 2020, 15:39:29 »

I also reduced the spawn-points. (just for the dml files, not sure if I make it in the next Update, I have to test it first)

All marker that belongs together need the same EcoType Number to work right.
I just learned it while I updated the Nightwalker (thanks to Voodoo), in the NightwalkerV3 it is fixed.
I will do it in Polaris, Holiday and Ponterbee too.
Posted by: voodoo47
« on: 07. April 2020, 15:34:45 »

in short, they are text files you can use to apply properties to objects without using the editor. great for mods and quick patches.
Posted by: fbr
« on: 07. April 2020, 15:14:11 »

Thanks Christine, it looks way better now. May I ask what exactly the DMLs do, in case I need to tweak another of your FMs? I saw the files, but did not understand what they changed. I managed to understand superficially how Ecologies work in ShockED, and the ones in Ponterbee were supposed to work fine. In fact, the respawn times and rates were lower than in the base game (comparing to MedSci1, which is already a quite "empty" level).
Posted by: voodoo47
« on: 07. April 2020, 14:16:02 »

a dml will (also) get applied as long as the map has not been visited yet.
Posted by: Christine
« on: 07. April 2020, 13:37:08 »

I wrote some dml files, this should fix the spawn.
unzip the 7zip in your Ponterbee folder and start a new game.

If it's still too much spawn, let me know, I'll write no-spawns-dmls
[Ponterbee-Spawn-Fix.7z expired]
Posted by: fbr
« on: 07. April 2020, 12:01:28 »

pretty sure he'd be fine with some spawning, he just doesn't want to bash an endless hybrid flood with the wrench. as far as I can tell, the first level of Nightwalker hits the spot right now - just enough spawning to keep the player on their toes, without being annoying to the point of the player just giving up and running past the spawns to the other level, "ain't nobody got time for that".

This is exactly the point. Respawns are important for the game, and I even think the base game could have a slightly higher rate. However, between having too much and none spawns, I would choose the second (playing with less action is better than not playing at all).
Posted by: voodoo47
« on: 07. April 2020, 09:18:11 »

yes, setting difficulty/permit to 0 will remove the object when the game exe is used (the object will be editor only, basically). doing this on the ecology object would indeed kill the entire setup, I'm guessing.

pretty sure he'd be fine with some spawning, he just doesn't want to bash an endless hybrid flood with the wrench. as far as I can tell, the first level of Nightwalker hits the spot right now - just enough spawning to keep the player on their toes, without being annoying to the point of the player just giving up and running past the spawns to the other level, "ain't nobody got time for that".
Posted by: Christine
« on: 07. April 2020, 09:08:56 »

And if I set the ecology-marker to rendertype "Editor only" it would remove the hole spawn?

I'm not sure, what fbr wants. Reducing the spawn or removing it complete?
Posted by: voodoo47
« on: 07. April 2020, 08:47:48 »

iirc, the time period only works if the entire eco chain has the same ecotype flag, so if that's missing, yeah, dml fixing it would help (you can also set some spawnpoints to only be allowed in the editor, that will explode them once a regular game is started, if you think you have too many. removing selfmarkers will also do that, but watch out, it's not possible to just dml remove one flag, you need to set all the appropriate flags in the dml, and that will overwrite whatever is on the marker).
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