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Topic Summary

Posted by: sarge945
« on: 09. January 2024, 11:16:33 »

Yeah it wasn't SCP. In the randomiser that particular trap can have spiders, assassin's or protocol droids, and they're all deadly.
Posted by: voodoo47
« on: 08. January 2024, 20:44:39 »

hmmm, in that particular situation, I probably wouldn't mind.
Posted by: ZylonBane
« on: 08. January 2024, 20:15:28 »

SCP absolutely did not turn any spiders into assassins.
Posted by: RoSoDude
« on: 08. January 2024, 18:37:03 »

That change made by scp by switching those annelid-spiders for assassins in that trap on Ops is also on point

Didn't you say you're running Sarge's Randomizer? I don't think SCP swapped the spider out for an assassin, I think that was enemy randomization.

Glad you're enjoying the addon regardless!
Posted by: tiphares4
« on: 08. January 2024, 17:08:40 »

''Miri, so far our work with the late model assassin cyborgs has gone remarkably well. I hope things with that son of bitch Diego never come to that, but it is comforting to know we're not nearly as defenseless as the UNN storm troopers might think. The only glitch we've encountered is with the upgraded laser rapiers... the poor things keep severing parts of themselves. We're trying to get the bugs fixed... ''


Ooohhhh, it's so amazing!   WHHEEEEEEEEEEEEEEEWWWWWWWWWWW   25 years later this feature is finally complete. That change made by scp by switching those annelid-spiders for assassins in that trap on Ops is also on point, perfectly after finding Korenchkin's log.

Recorded screenshot approx 0.02 seconds before death:
Posted by: RoSoDude
« on: 02. January 2024, 23:43:24 »

From my brief overview of SCP Beta 5's object hierarchy I think Scary Monsters and Rapier Assassin are still fully compatible.

[I am currently working on updating SS2-RSD, which has a few things broken with the SCP update]
Posted by: tiphares4
« on: 02. January 2024, 18:04:28 »

oh yes, i will do next time, i'm sorry..   :/
Posted by: Marvin
« on: 02. January 2024, 18:00:10 »

It should generally be compatible.
You should never "throw away" crashes just like that. Save games, logs, and crash dumps (which can be extended) can be used by mod makers to find the cause of a bug.
Posted by: tiphares4
« on: 02. January 2024, 17:22:34 »

Hello, are scary monster & rapier assassin mod already compatible with SCP Beta 5 by any chance?

I still didn't have the pleasure of encountering any now finally full-armed & full-fledged assassin cyborg yet alas, although it seems to be one of the most exciting mods for me so far - having huge anticipation for it 

I've tried it with ss2 scp beta 4 version some time ago - but i had around 40 other mods installed & despite deactivating most or all of them it always crashed when i finally arrived in ops  : /
Posted by: AT-anonymous_access
« on: 23. October 2023, 21:01:31 »

Roger that, thanks for clarifying and for a great mod either way. Makes such a difference to the overall experience, even if a hybrid here or a cyborg there manage to squeeze a cheap elbow shot over my meta-wishful-thinking barriers haha ;)
Posted by: RoSoDude
« on: 23. October 2023, 04:43:42 »

ps should add that they do so when their arm animations go past the barrier when they stand against it, I think, so not sure if that's this mod or just vanilla behaviour.

It will occasionally happen sometimes, should be much less often than before though. I set all of those enemies Sarge mentioned to fire projectiles from their elbow instead of their wrist, which looks virtually the same from the player's perspective but cuts down on 95% of cases where enemies blatantly shoot through objects, particularly Metacreative Barrier. I tested all of those enemies and for the most part they're getting blocked, there are a few angles (particularly if you cast the barrier so they're already partially inside it) where they'll manage to fire through anyway.

The thing to note about this vanilla issue is that the joint doesn't even need to make it to the other side of the object to fire through it, it just has to be inside the object at all. So if a Maintenance droid in the Cargo Bays has its arm slightly into a crate, the projectile will go right through the crate and hit you.
Posted by: sarge945
« on: 22. October 2023, 23:43:50 »

I believe @RoSoDude attempted to fix many of those with this mod, though.

-Fixed Big Droids, Shotgun Hybrids, Grenade Hybrids, Midwives, and Cyborg Assassins firing through objects (e.g. Cargo Bay crates, Metacreative Barrier)

Vanilla issue or not, this is a bug.
Posted by: voodoo47
« on: 22. October 2023, 23:30:24 »

yes, monsters pushing their appendages through a solid object, getting the firing joint to the other side and harm the player with projectiles even though they shouldn't be able to is a vanilla issue.
Posted by: AT-anonymo
« on: 22. October 2023, 23:24:27 »

ps should add that they do so when their arm animations go past the barrier when they stand against it, I think, so not sure if that's this mod or just vanilla behaviour.
Posted by: AT-anonymous_access
« on: 22. October 2023, 20:19:30 »

hey there, love everything but just to report that cyborg assassins are still definitely shooting through the metacreative barrier, driving me nuts ;)
Posted by: voodoo47
« on: 30. July 2023, 20:23:41 »

indeed it is. anyway, removed the old versions and moved their download counts to the latest zip.
Posted by: RoSoDude
« on: 30. July 2023, 20:09:29 »

Yeah, scripts are now attached via metaprops so should be compatible with Pistol Hybrid.

As for the old versions, if you want to move the download count for previous versions to 1.03 and delete them, that's fine by me.

Assassin Rapier is not really compatible with Rebirth, as stated in the mod post. You can use them together, but you'll get the Rebirth skin weirdly fitted over the original assassin mesh.
Posted by: voodoo47
« on: 30. July 2023, 17:41:54 »

almost forgot - @RoSoDude time to kill the Pistol Hybrid compatibility dml, right?

also, any reason why the old versions are still attached to the first post? usually you'd want to get rid of the old stuff so people would not download it by mistake.

also, the assassin rapier addition probably makes the mod not quite compatible with Rebirth, but oh well.
Posted by: sarge945
« on: 02. May 2023, 12:17:42 »

Now we just need an optional module to replace all the Rumbler animations with that adorable hop from the command2 cutscene
Posted by: tiphares4
« on: 06. April 2023, 22:39:33 »

RoSoDude
Wowwww, cool   :)   System Shock 2 is becoming more & more complete - which was already a piece of art before; you guys are wizards...


Ever going back to 'vanilla' experience is absolutely unthinkable now for me.
Posted by: RoSoDude
« on: 06. April 2023, 19:35:06 »

Update v1.03 is finally here. There are some improvements to the Cyborg Assassin, Cyborg Midwife, and Rumbler AI behaviors, but the main addition is support for a new Assassin Rapier module that, as the name suggests, equips Cyborg Assassins with a Laser Rapier.

https://www.youtube.com/watch?v=yZ0I4HKP0HU

Everything that's new:
-Fixed Big Droids, Shotgun Hybrids, Grenade Hybrids, Midwives, and Cyborg Assassins firing through objects (e.g. Cargo Bay crates, Metacreative Barrier)
-Fixed Turrets failing to hit the player at point blank range
-Laser Turret projectiles are 25% slower
-Rick Turret projectiles are 33% slower
-Monkey backstep goes 100% further
-Fixed Midwife melee swipes being unable to hit crouching players
-Midwife melee swipes are 25->33% faster
-Midwife slap attack is slightly less likely than other attacks
-Midwife pain stagger is 11->25% faster
-Midwife backstep is 25->43% faster and goes 20% further
-Midwife sidestep is 11% faster and goes 20% further
-Midwife combat walk is 25% faster
-Cyborg Assassin pain stagger is 43->82% faster
-Cyborg Assassin backstep is 16->25% faster and goes 60% further
-Baby Spider leap now counts as an attack on the descent
-Baby Spider leap attack is more likely to occur
-Baby Spider melee swipes are 33% faster
-Baby Spider run is 100% faster
-Rumbler combo attacks are slightly less likely
-Rumbler melee swipes are 11% faster
-Rumbler backstep/frontstep are 54% faster and go 100% further
-Rumbler has a chance to sidestep or frontstep instead of backstepping
-Rumbler pain stagger is 54% faster
-Rumbler has a chance of dodging in any direction instead of staggering on hit
-Rumbler search actions are 11% faster
-Added support for Assassin Rapier module
Posted by: RoSoDude
« on: 11. September 2022, 20:42:28 »

voodoo47
It is for the current version. It will be fixed in the next version, I'll try to clean it up and release soon.
Posted by: voodoo47
« on: 01. September 2022, 20:39:07 »

@RoSoDude is this fix still necessary?
Scary Monster AI mod compatibility fix here
Posted by: code371
« on: 24. July 2022, 15:31:32 »

RoSoDude Have no idea wehre to start, rn found myself too old for that kind of stuff  :tearsofjoy: Any help? How to compile?
Posted by: RoSoDude
« on: 24. July 2022, 07:07:44 »

@sarge945  I never got around to trying Secmod, so no opinion on it overall. Had features worth cribbing and I appreciate the effort that went into it. Aso, for the record, Scary Monsters is barely a DML mods, 90% of it is MotionDB changes.

@code371 I recall reading your mamy posts about the backpedal exploit from way back in 2016 when I was searching for ways to solve it myself! The backpedal exploit is due to an oversight in the engine AI code where enemies calculate the player will be out of range of an attack due to the player's current velocity. My understanding is that Alyamod simply bandaided the problem by massively increasing hybrid movement/anim speed such that they would overtake the player on the sides and attack more frequently. I fixed it in Scary Monsters by scripting the AI desired melee range to temporarily increase by up to 10x while the player is actually in range so that they attack rather than running at the player forever. This part of Scary Monsters can be manually applied to Secmod if one desires, requiring only a little bit of DML legwork. The rest of the mod is incompatible because Secmod comes with its own MotionDB package with other enemy moveset/behavior changes.

If you want to tweak enemies to be faster/more aggressive, you can compile your own edited MotionDB package using the motion schemas files I provide in the mod archive as a starting point, adjusting individual attack/movement animations to be faster. If you're not looking to delve into how that all works, you can also slap a global modifier to animation speeds that would make hybrids or other enemies do everything faster. Look for the Creature/Time Warp property.
Posted by: sarge945
« on: 23. July 2022, 16:38:28 »

Here is my video comparison of AI behavior - vanilla vs AlyaMod, from 2017:

https://www.youtube.com/watch?v=9bBljkCAfwM

Somehow hearing the Hybrids taunt in a language I don't understand makes it extra creepy...

So... thank you again with the mod, it great! I'll give it a try, but also.. i just want to ask you, can you made even "more scary version" to be simillar with AlyaMod implimentation like on my video? Will be great for true hardplay!

What specific AlyaMod behaviour do you think would improve the mod? Also keep in mind, as this is a DML-based mod (not gamesys), the amount of things that can be done are limited.

Btw: it seems like your mod doesnt work with SecMod

Hmm, maybe @RoSoDude should look into that. I don't think he's much of a fan of Secmod, though
Posted by: code371
« on: 22. July 2022, 20:24:09 »

Thank you for this mod. It was also implemented in AlyaMod 2 and 3, (even better in my personal opinion and taste), but there was no standalone mod, i disliked many other things in AlyaMod especcially randomizer so i called authtor to make a standalone version but with no luck.. the development was closed forever.

Here is my video comparison of AI behavior - vanilla vs AlyaMod, from 2017:

https://www.youtube.com/watch?v=9bBljkCAfwM

As you can see, the hybrids even more powerfull and challengeing, i remember how i played with this mod.. was so scary, it made me check every sigle corner and the fight with one or two hybrids was a real WAR, i liked that a lot.

So... thank you again with the mod, it great! I'll give it a try, but also.. i just want to ask you, can you made even "more scary version" to be simillar with AlyaMod implimentation like on my video? Will be great for true hardplay!

Btw: it seems like your mod doesnt work with SecMod
Posted by: RoSoDude
« on: 11. June 2022, 18:26:20 »

Yeah I actually helped someone set up the monster chase fix script on their install of Secmod when I was developing the first version of Scary Monsters, so I can confirm that it works with a little adjustment.

For most of the mod, though, you'd have to manually merge the motion schemas, but I don't think Secmod's are open source like mine. Secmod has its own additions and overhauls to the motion database as well (to accomplish its many AI overhauls).
Posted by: voodoo47
« on: 11. June 2022, 07:50:20 »

hmm.. the scripting is done in squirrel, so making it work shouldn't be a big deal - you just need to make sure you are not stepping on the Secmod scripts already assigned to the archetypes.
Posted by: boggle
« on: 11. June 2022, 07:33:08 »

Great mod. Now if only it could come to secmod...that'd be a dream!
Posted by: Deu sex
« on: 22. May 2022, 15:34:18 »

Oh this is cool! I'm going to be patient and wait for the thing and not try to tweak things myself though haha
Posted by: voodoo47
« on: 22. May 2022, 11:08:47 »

yes, but this is not a problem in this scenario, as you only need to slap one script onto the archetype and nothings else, script priority or inheritance is of no importance here.
Posted by: RoSoDude
« on: 22. May 2022, 11:03:22 »

Yeah I already did that in a development version of Scary Monsters that I'm just sitting on, but thanks for the reminder and fix for anyone else in the meantime.

One limitation to the metaproperty script assignment approach, by the way, is that it doesn't work if the archetype is set to not inherit parent scripts (not a problem for any monsters).
Posted by: voodoo47
« on: 22. May 2022, 10:55:25 »

attaching a better/permanent fix for the Pistol Hybrid mod compatibility - it moves the rsd script from the OG-Pipe archetype (as the script slots are already fully populated when the Pistol Hybrid mod is active) to a dedicated dml created metaprop, which is then assigned to the OG-Pipe archetype, allowing all the scripts to be active at the same time. editor checked, all seems to be working well, but thorough ingame testing is recommended. replace the original Scary AI gamesys to activate. //download removed, the fix is now part of the mod.

I'm thinking if assigning just one script to an archetype, always use a dml created metaprop to not overwrite the script slots on the archetype as far as future modding goes.


@RoSoDude feel free to include the gamesys in the archive and/or modify further.
Posted by: JDoran
« on: 16. February 2021, 21:04:50 »

Now that I think about it, making a trigger that slays any AI that touches it would probably be pretty easy.

I bet you were twiddling your moustache as you typed that - you sound like a pantomime villain!
Posted by: Sir_Figs
« on: 16. February 2021, 18:29:56 »

Ha, too casual so I don't know what's vanilla and otherwise and don't know how things are programmed in. Ran into it again - but after with the knowledge, I used it to trap a Secmod-sonic-speed spider in the tracks to help prevent respawns and save ammo... though several trips later there were more respawns again, seems like the spider died/disappeared or moved far away. At least cyborgs seem to stay in their rightful place at the bridge end.

On the mod itself, it was great - in particular, got bonked several times by grenade hybrids and had to move away from melee-ing spiders with their new nightmare leap. Was more apt to shoot things in general instead of trying to melee.
Posted by: ZylonBane
« on: 16. February 2021, 03:47:17 »

Now that I think about it, making a trigger that slays any AI that touches it would probably be pretty easy.
Posted by: voodoo47
« on: 13. February 2021, 09:12:14 »

duct taping an AI damage dealing object to both ends of the tram worked pretty ok, though I didn't quite manage to place them in a way that would prevent AIs from killing themselves just by getting too close to the tram when the player sits inside of the tram at the station.
Posted by: sarge945
« on: 13. February 2021, 03:17:49 »

Rule #1 of software development:

If you touch thing X, which is tangentially related to thing y, and then thing y breaks, you're responsible even if you did nothing.

It's a stupid rule, but that's how people see things.
Posted by: ZylonBane
« on: 12. February 2021, 20:16:03 »

It would be easy to throw pathfinding blockers across the tram boarding platforms for SCP, but that would prevent AIs from chasing you onto the tram.

Just killing AIs that fall on the tracks would be the best solution, but as far as I can tell, AIs don't receive contact stims from terrain textures. There might be another way to do it.
Posted by: RoSoDude
« on: 12. February 2021, 19:50:05 »

I don't think it should be related to anything I did -- speeding up motions doesn't make the AI go any farther (each run cycle covers a set distance), it just makes them do it faster. All of my changes to the Cyborg Assassin fall in the regime of speed increases.

I tried spawning some Cyborg Assassins in and around the tram and one or two got stuck on the tracks, which should be able to happen regardless of the mod. Just buggy collision behavior in Dark, whatcha gonna do.
Posted by: Sir_Figs
« on: 12. February 2021, 15:25:01 »

When I had SCP, Rebalanced Skills and Disciplines, and this mod (V1.00), the cyborg assassins glitched/clipped through the tram, possibly due to the melee behaviour (did not happen with just SCP/vanilla recently but that was just one run each). Unfortunately I don't have any save/screenshot, and I don't know if it was actually the melee behaviour.

In any case, one clipped halfway through the tram at the first end and I was able to defeat its upper torso, but another one clipped through entirely at the other end (bridge end), and was forever stuck outside of the tram.
Posted by: RoSoDude
« on: 11. February 2021, 09:18:26 »

Updated to v1.02. Made an error with the Cyborg Assassin in the last version. While it can sometimes feel cheap, disabling their ability to attack up close breaks them in some areas and makes them overall too easy to deal with. So I reverted that and also made them just a tad faster overall. New from v1.01:

-Reverted Cyborg Assassins never attacking the player in melee range (back to very low chances)
-Cyborg Assasssin run is 14% faster
-Cyborg Assassin backstep is 11->16% faster
Posted by: RoSoDude
« on: 05. February 2021, 04:46:41 »

Updated to v1.01. Decided to extend the chase fix to other enemies with melee attacks (Spiders, Monkeys, Midwives) since the backpedal exploit can still present problems with them. Also made Spiders more aggressive and Cyborg Assassins a bit more slippery. New from v1.00:

-Fixed Spiders, Monkeys, and Midwives refusing to attack backpedaling players in melee
   -Enemies now always attempt to attack once in melee range regardless of player speed
   -Accompanying changes to desired attack range
-Monkey run is 23% faster
-Midwife pain stagger is 11% faster
-Cyborg Assassin immediately turns to attack after fleeing instead of fidgeting
-Cyborg Assassin no longer occasionally attacks in melee range
-Cyborg Assassin walk/sidestep (rare) is 25% faster
-Spider leap attack is more likely to occur
-Spider no longer freezes in place instead of attacking
-Spider melee swipes are 33% faster
-Spider run is 33% faster

Couple other points:
  • I thought to check if ZylonBane's Enemy Health Randomizer is compatible since I figured it also overrides monster script slots. Not to worry -- they override different areas, so they can be used together in any order
  • I've decided to include the edited motions (\motions\*.mi) and motion schemas (\mschema\*.moc) for other modders to use; however only the compiled motiondb.bin is functional
  • I looked into the "Leads Target" field for ranged enemies. Turns out Cyborg Assassins and Psi Reavers already use it. I'm still debating whether I like it on the Cyborg Midwife, particularly since its introduction is a very long range encounter where leading would cause its shots to be very off. She's still quite dangerous already at close range, but maybe I'll script some variance for it depending on range
  • I experimented with some crude fixes for melee enemies stupidly standing in place when the player gains any height on them, but it was very unstable and led to crashing, so shelved for now. May return to it later

EDIT: video demo
https://www.youtube.com/watch?v=5HboW7PDs1w
Posted by: voodoo47
« on: 27. January 2021, 19:54:36 »

I think I may have mixed up things here, so ignore unless someone else pitches in.
Posted by: RoSoDude
« on: 27. January 2021, 19:30:39 »

What about the motion schemas? That's where I edit the timescale of various motions, and from my brief testing placing my edited files in the \mschema\ folder doesn't do anything. So I think I still need to include a motiondb.bin file.

EDIT: no dice on putting the edited *.mi files in \MOTIONS\ either. Tested Arachnightmare and leap move is no longer counting as a jump attack.
Posted by: voodoo47
« on: 27. January 2021, 10:41:57 »

quick note - iirc, no need to repack edited motions back into motiondb.bin, if you place the edited *.mi and *.mc files into a \MOTIONS folder, they should load and override whatever motiondb.bin the game is currently loading.

this (not including a full motiondb.bin with the mod) should lessen the chances of conflicts happening.
Posted by: Join2
« on: 24. January 2021, 22:43:40 »

Nice work from my boi RoSo.
Posted by: ZylonBane
« on: 23. January 2021, 17:53:02 »

Psi Reavers are already plenty lethal in terms of raw combat ability. Their shots are fast and do a ton of damage.

Something like Midwife shots, OTOH, could really benefit from leading, since they're so slow they basically never hit you unless you're standing still.
Posted by: RoSoDude
« on: 23. January 2021, 17:46:33 »

We're talking both about Psi Reavers being unthreatening and also enemies not leading shots -- it would make a lot of sense to me if Psi Reavers were the one enemy (or one of few enemies) that led their projectile shots. After all, they're supposed to be advanced intelligences, and it also suits their gameplay design. They're all encountered in locations where you want to be on the move, and making it require better timing to dodge their projectiles would definitely amp up the threat (meanwhile, making a Monkey or Assault Droid lead shots could make them easier to dodge, as you could bait it out in a direction and then swap movement keys, which is easy to do against such slow projectiles).
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