6647021c8b827

6647021c8bd90
1 Guest is here.
 

6647021c8c46fvoodoo47

6647021c8c4e4
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 »
6647021c8c6f3
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.
6647021c8c9cd
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"

6647021c8ca9cvoodoo47

6647021c8caed
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.

6647021c8cb8dvoodoo47

6647021c8cbe2
updated to autoload NVscript (requires SS2 v2.43). also, got 9 downloads up to this point, yaay.

6647021c8d00bsarge945

6647021c8d067
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?

6647021c8d11cvoodoo47

6647021c8d16c
all the forcefield stuff has been thought through and considered, and the current situation is the result, so no need.

6647021c8d277GuyFawkesGaming

6647021c8d2ce
Recently started a new game with this one just for fun but it doesn't seem to be working.

6647021c8d3a1voodoo47

6647021c8d3ef
if you are patched with the tool, and activated mod before entering medsci2, then it should work.

6647021c8d4a1GuyFawkesGaming

6647021c8d4ed
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.

6647021c8d577voodoo47

6647021c8d5c1
aha, I think this actually is vanilla only. so no SCP.

6647021c8d676GuyFawkesGaming

6647021c8d6cb
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.

6647021c8d792voodoo47

6647021c8d7df
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 »

6647021c8d886GuyFawkesGaming

6647021c8d8d1
Confirmed working, Thanks Voodoo!  :thumb:
You know I noticed in your OP you mention SCP; was this just designed for an older version?

6647021c8d96avoodoo47

6647021c8d9bd
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:

Look at you, hacker: a ____ creature of meat and bone!  (Fill in the missing word):
1 Guest is here.
Oh, good. The cats are fighting again.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6647021c8dac2