664b3154ae8b6

Page: « 1 [2] 3 »
664b3154aeeb6
1 Guest is here.
 

Topic: SS2 DeSpawn
Page: « 1 [2] 3 »
Read 23094 times  

664b3154af5b8Yankee Clipper

664b3154af62b
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.

664b3154af8d2voodoo47

664b3154af928
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 »

664b3154af9cfYankee Clipper

664b3154afa1f
You convinced me. I'll update.
664b3154afb60
Permanent mod.

Thanks, Yankee Clipper!

664b3154afbe7Yankee Clipper

664b3154afd44Yankee Clipper

664b3154afda0
@Salk: ;) I like little projects to distract me from time to time. Please let me know if there are any bugs or oddities.

664b3154afe5bvoodoo47

664b3154afec1
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 »

664b3154aff72Yankee Clipper

664b3154affbf
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.

664b3154b0062Yankee Clipper

664b3154b00b2
v1.02 has been posted. Fingerprint blocks have been updated so the mod will work with either vanilla or SCP.

664b3154b016cvoodoo47

664b3154b01c1
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).

664b3154b02f2Yankee Clipper

664b3154b0347
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.

664b3154b03eaYankee Clipper

664b3154b043e
Hmm.. there is no camera connected to ecology 1314. Instead, 2 directmonstergens. I wonder if it's a bug.

664b3154b0503voodoo47

664b3154b0555
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.

664b3154b061fYankee Clipper

664b3154b06bb
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.

664b3154b085cYankee Clipper

664b3154b08ab
Updated to v1.1.

Now includes Command and Rickenbacker levels.

664b3154b0c55System Shocked

664b3154b0ca8
Updated to v1.1. Now includes Command and Rickenbacker levels.

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

664b3154b0d42VanZant

664b3154b0d9a
Should I put this before or after SCP Beta 1 in the mod manager? Thank you.

664b3154b0e29voodoo47

664b3154b0e75
in this case, the priority doesn't matter.

664b3154b0f2eVanZant

664b3154b0f79
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.

664b3154b1048VanZant

664b3154b1095
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?

664b3154b13c7ZylonBane

664b3154b141f
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.

664b3154b14caVanZant

664b3154b1518
Alright, you convinced me to skip this mod. I just had the feeling the difficulty was meant for multiplayer mode.

Your name:
This box must be left blank:

Name the AI in System Shock 2 that shares its name with a Persian king:
1 Guest is here.
We get dirty, and the world stays clean.
Page: « 1 [2] 3 »
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
664b3154b1685