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Topic: SS2 DeSpawn
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Read 23038 times  

664ad0acf09beYankee Clipper

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I thought about fingerprinting, but that would mean that those who wanted to use it with a fan mission would be unable to. While those who wish to use the fan mission without the mod can merely deactivate the mod.

664ad0acf0ca8voodoo47

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as you are modifying the concretes, the mod will be useless for any FM (meaning, it won't stop any spawns as the obj ids will be different). the thing is, if you are extra (un)lucky, you can end up modifying a FM quest concrete object in a way that would render the player unable to progress. therefore, all mission dmls meant for the vanilla game (and its close derivates, such as SCP) should be fingerprinted to lower such a chance to 0.

you know what happens if you say things like "the chance (of bad stuff happening) is minimal, I think we should be good", right? also, there is a really nice extension to this law in Starship Troopers (the book), if memory serves.
« Last Edit: 17. March 2015, 09:35:21 by voodoo47 »

664ad0acf0e1bYankee Clipper

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You convinced me. I'll update.
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Permanent mod.

Thanks, Yankee Clipper!

664ad0acf1074Yankee Clipper

664ad0acf117eYankee Clipper

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@Salk: ;) I like little projects to distract me from time to time. Please let me know if there are any bugs or oddities.

664ad0acf1266voodoo47

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watch out, rec2 dml has an error, FINGERPRINT is missing. also, no dmls for command and beyond?
« Last Edit: 19. March 2015, 09:50:18 by voodoo47 »

664ad0acf136fYankee Clipper

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I was surprised to find that there are no respawners on either the command or rickenbacher levels, so nothing for a dml to do. There is a dml for the many.

664ad0acf145fYankee Clipper

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v1.02 has been posted. Fingerprint blocks have been updated so the mod will work with either vanilla or SCP.

664ad0acf156fvoodoo47

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I'm very sure there are respawn points on command and rick. (hilight_obj_type -976, I can see five on command1 at this very moment. example obj 1315, connected to ecology 1314).

664ad0acf16e8Yankee Clipper

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Those ecologies use DirectMonsterGen, meaning they are alarm ecologies, at least according to Kolya's tutorial:

The Ecology has to be SwitchLinked to a marker or trap with the TrapSpawn script on it. DirectMonsterGen (for alarm ecologies) and RandMonsterGen (for normal ecologies) are traps set up like this with different default flags. While the Ecology determines the timing, it is the monster generator that determines what is spawned.

664ad0acf17ecYankee Clipper

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Hmm.. there is no camera connected to ecology 1314. Instead, 2 directmonstergens. I wonder if it's a bug.

664ad0acf1907voodoo47

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check the ecology, definitely set to spawn randomly, and not after an alarm. just one of those LGS/IG "lol lets do stuff in a nonstandard way, this will definitely NOT ruin someones day 15 years later" things.

664ad0acf1a2dYankee Clipper

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They did it the way they say you are supposed to do it for all the other levels and then didn't follow protocol for the command and rickenbacher levels. Sounds like whoever worked those levels didn't so much decide to do it another way, they just had their head up their ass.

664ad0acf1c0cYankee Clipper

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Updated to v1.1.

Now includes Command and Rickenbacker levels.

664ad0acf2087System Shocked

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Updated to v1.1. Now includes Command and Rickenbacker levels.

It might be a good idea to add this update note to the OP.

664ad0acf2199VanZant

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Should I put this before or after SCP Beta 1 in the mod manager? Thank you.

664ad0acf228cvoodoo47

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in this case, the priority doesn't matter.

664ad0acf23b5VanZant

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Thanks Voodoo. Got this game on sale last week and I finally got myself to install it. The atmosphere alone creeps me out and I haven't seen an enemy yet. Taking baby steps hehe.. This mod will help for the quiet time to enjoy the other half of the game. Explore, search for stuff, and breath calmly. Thanks Yankee.

664ad0acf24efVanZant

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Forgot to add the video companion to my post.

https://www.youtube.com/watch?v=rCxR__N0_is

Where would vanilla SS2 stand in the quiet time meter?

664ad0acf292cZylonBane

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This mod will help for the quiet time to enjoy the other half of the game. Explore, search for stuff, and breath calmly.
If you can breathe calmly while playing SS2, you're playing it wrong.

I mean, sure, if you're a wuss who can't handle full-strength SS2, I guess it's better than not playing it at all. But then don't go telling people you've played SS2, because you haven't. You've played a weaksauce, watered-down, decaf imitation. SS2 is supposed to wear you down. It is supposed to stress you out. You are supposed to be motivated to run, and hide, and cower in the dark, and learn the few areas that are completely safe. Quiet time in SS2 isn't handed to you, it's earned.

664ad0acf2a64VanZant

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Alright, you convinced me to skip this mod. I just had the feeling the difficulty was meant for multiplayer mode.

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