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[Obsolete] SS2 Unified & Revamped .mis mods v1.14
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[Obsolete] SS2 Unified & Revamped .mis mods v1.14
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Kyle
#24
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25. June 2008, 01:43:27
Re: SS2 Unified & Revamped .mis mods v1.12
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Well it's a direct copy of the game from my harddrive to my roommates computer, so I don't see how that could happen, but I'll try a fresh install and reactivate all the mods to see if it fixes it.
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Rainalkar
#25
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25. June 2008, 07:50:44
Re: SS2 Unified & Revamped .mis mods v1.12
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This bug happens because you have a gamesys in which you don't have the new transparent doors defined. In other words, you rewrote the shock2.gam from uarmm with some other gamesys.
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miracle.flame
#26
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03. August 2008, 09:06:26
Re: SS2 Unified & Revamped .mis mods v1.13
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update 1.12 -> 1.13:
* critical fix of invisible doors, morgue drawers, signs (sorry guys, don't know how and when did all the objects disappeared - it should be fixed for all of you now)
* fixed MultiPlayer crash at cubes selection
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mk
#27
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30. October 2008, 02:23:21
Re: SS2 Unified & Revamped .mis mods v1.13
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Testing this out on a clean install with no additional mods. I've found I cannot open the inventory of shotgun hybrids after I've killed them. Is this intentional?
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miracle.flame
#28
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30. October 2008, 08:59:41
Re: SS2 Unified & Revamped .mis mods v1.14
66493940aa793
fixed.. see 1st post
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mk
#29
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30. October 2008, 10:29:03
Re: SS2 Unified & Revamped .mis mods v1.14
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Thank you for the quick response!
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Outsider
#30
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02. March 2009, 14:17:48
Re: SS2 Unified & Revamped .mis mods v1.14
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I'm a bit confused. This one combines ADaob (?) with some other mods and is MP compatible plus it's up to date, right?
So wouldn't it make more sense to pin this one instead of Adaob?
I mean why install each mod separately when you can just install this collection?
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Rainalkar
#31
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02. March 2009, 17:06:17
Re: SS2 Unified & Revamped .mis mods v1.14
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Adaob is also compatible with MP.
The main reason is that adaob is very close to original ss2 with just bugs and fixes implemented. But yes, Miracle's work is just as good as adaob (in fact, it was built from it), and they are interchangable, with the spawn option (I believe) the major change.
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Kolya
#32
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10. March 2009, 10:52:22
Re: SS2 Unified & Revamped .mis mods v1.14
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Quote by Outsider:
I mean why install each mod separately when you can just install this collection?
Because not everyone wants all these mods. For those who do there's UARMM.
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The Black Devil
#33
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30. March 2009, 13:47:48
Re: SS2 Unified & Revamped .mis mods v1.14
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I know I'll sound greedy (Thats how I am) but could you update this to have the Secmod
included?
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miracle.flame
#34
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30. March 2009, 14:01:32
Re: SS2 Unified & Revamped .mis mods v1.14
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couldn't
EDIT:
In fact that didn't sound greedy at all... other things come to mind first.
But let's not make harsh judgements.
First.. Say exactly which features from this mod do you miss in Secmod?
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Last Edit: 30. March 2009, 14:17:28 by miracle.freak
»
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The black devil
#35
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30. March 2009, 14:52:13
Re: SS2 Unified & Revamped .mis mods v1.14
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All the features... To tell the truth I never actually tried it, I'm playing with the UARMM mod and its soooo good!
Hybrids breaking their guns, the catches of destorying secuity cameras and all those things from the Secmod, I mean why can't you make them both work!? If so, it'd make the gameplay experience better than ever!
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Salk
#36
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01. June 2009, 09:07:42
Re: SS2 Unified & Revamped .mis mods v1.14
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Will this nice mod be updated to incorporate ADaoB 0.30?
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miracle.flame
#37
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01. June 2009, 09:10:40
Re: SS2 Unified & Revamped .mis mods v1.14
66493940ab431
hopefully
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Salk
#38
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02. June 2009, 07:23:45
Re: SS2 Unified & Revamped .mis mods v1.14
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Thanks!
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predo
#39
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04. June 2009, 22:20:16
Re: SS2 Unified & Revamped .mis mods v1.14
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hello there...
nice mod, but i have those strange 5 red boxes around my crosshair when im entereing the VB...every mod has been disactivated and so on...is it a bug or a videocard error?
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miracle.flame
#40
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04. June 2009, 22:24:35
Re: SS2 Unified & Revamped .mis mods v1.14
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it's a feature lol
UPDATE: but check your videocard just in case... maybe some artifacts from overclocking
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predo
#41
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04. June 2009, 22:34:21
Re: SS2 Unified & Revamped .mis mods v1.14
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nice feature then^^
edit: videocard never has been overclocked. when i deactivate the mod it works again.
that means you also have no idea then?
bummer.
thx for help anyway
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miracle.flame
#42
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04. June 2009, 22:36:26
Re: SS2 Unified & Revamped .mis mods v1.14
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Yes... select desired spawn mode by right-clicking the respective cube
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predo
#43
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04. June 2009, 22:38:09
Re: SS2 Unified & Revamped .mis mods v1.14
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that...was...so...
head--->table
thx for helping a
noob
idiot
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miracle.flame
#44
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04. June 2009, 22:41:01
Re: SS2 Unified & Revamped .mis mods v1.14
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good night anyway.. I'm well amused
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predo
#45
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04. June 2009, 22:44:19
Re: SS2 Unified & Revamped .mis mods v1.14
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so im glad that i´ve sweeten your night
good night too
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Salk
#46
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04. August 2009, 04:23:48
Re: SS2 Unified & Revamped .mis mods v1.14
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Hey, miracle.freak!
Are there some unexpected difficulties incorporating adaob 0.30 into UARMM or it's just a low priority?
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tedward
#47
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28. August 2009, 22:36:43
Re: SS2 Unified & Revamped .mis mods v1.14
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I'm planning a LAN with SS2, and I've been scurrying around the site collecting some choice mods. This mod has Straylight ADaoB 2.9, but the current version is 3.0. If I install this mod mod first (using mod manager), then install the new straylight will it work?
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A hard-to-resist proposition, surely?
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