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Topic: SS2 Community Patch (SCP) Beta 6
Page: « 1 [2] 3 ... 5 »
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Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a365c
Wow! This is fantastic news, thanks so much to everyone involved (both with SCP and the compatible mods). I'm looking forwards to personally finding the differences/improvements over SCP beta 4 (which was already brilliant, of course).
Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a3cf1
So there's a line in the Beta 5 readme:This could probably do with some explanation.[...]
Doesn't that mean that all QA and balancing was done with this bug in mind?
If I understand correctly, the ecology always spawns a timer in its constructor regardless of the population limit, and the constructor is always called on loading a level. While this hurts save scummers most, it also guarantees starting a spawn timer when traversing levels. So the population would always quickly increase when traversing levels, which is most important during backtracking.

I think that's a rather natural way of doing respawning without going overboard. Fixing the bug might automatically neuter the respawning to such a degree that it becomes meaningless, which is definitely not wanted, at least not on higher difficulties. Have you thought of a way to fix the bug while keeping the difficulty intact - in a way that makes sense?

66edf3d4a3df8ZylonBane

Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a3e4b
You might want to re-read the italicized part of my explanation.

66edf3d4a3f4fvoodoo47

Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a3f9f
to answer the question - yes.

66edf3d4a40a3NeilHoward17

Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a40f1
Just finished a SCP 5 playthrough, was brilliant, a standard mods should be measured against, you deserve all the praise. :)

66edf3d4a418cvoodoo47

Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a41dc
b5 is 99% ZB.

66edf3d4a4264ZylonBane

Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a42af
Mostly the bones and fingernails.

66edf3d4a44a5ZylonBane

Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a4512
Fun fact: The Hydro deck air recirculators were supposed to have their own unique ambient sound. There's a schema for it and everything:
Quote by amb_hyd.sch:
schema air_recirc_lp
archetype AMB_HYDRO
volume -500
mono_loop 0 0
recirclp
But the audio file for it, recirclp.wav, is missing from the CRFs.

66edf3d4a47a1sarge945

Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a47f3
When inserting the toxin a, we can hear a sound of it sucking air in before screams are heard,

I'm assuming here (and it's a big assumption) that there was originally that sound without the screams on repeat. So it would suck in air constantly and when you add the toxin A it does it's usual routine and the many don't like it.

Based on that wild speculation, it would also make sense for them to remove it at the last second because it was probably quite annoying.

I have absolutely nothing to base any of this on, though.

66edf3d4a48a0ZylonBane

Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a48ed
Unlikely that they would have outright deleted the sound, since SND.CRF is full of unused sounds. Also unlikely that the sound was annoying, because SS2's sound design is awesome.

66edf3d4a4c7ftiphares4

Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a4cd7
I dont want to spam or get on the nerves, but i want to throw 2 cents in   :)

I'm assuming here (and it's a big assumption) that there was originally that sound without the screams on repeat. So it would suck in air constantly

I think this is right assumption

So it would be possible to reconstruct that missing soundfile by extracting that hissing air sound minus the screams   :)

It would make so much sense, since those enviromental-air-regulator-units seem to be operational before inserting vials - also gameplay-wise it would be easier for players to spot them when getting in vicinity + more atmosphere in true sense of word   :3

It would be gameplay enrichment by making use of ss2's wonderful audio aspects for not only spotting enemies.



i've noticed you can blow up the toilets now..   oO'                             💕
« Last Edit: 11. January 2024, 07:06:21 by tiphares4 »
Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a4e42
SCP is definitely one of the best fan-made mods ever made, and really does turn this already classic and unique but sometimes rough game into a much more polished and enjoyable experience. Thanks, ZB, and everyone else involved.

Have any of SS2's developers ever commented on SCP? Have they ever discussed the things that they intended to include in the game but where instead forced to abandon due to lack of time or system resources? Did they ever say what they wish they had done differently? For such a complicated game, I would expect that there were some interesting ideas for the game that had to be abandoned or significantly changed to get the game finished and out the door.
Acknowledged by: tiphares4
Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a4fac
Looks like the unpowered armor defense has been reduced to +10 instead of +20, and localized pyrokinesis negates protocol explosion damage again? Didn't see either of these listed in the patch notes but I appreciate the changes.

66edf3d4a51b3ZylonBane

Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a5204
localized pyrokinesis negates protocol explosion damage again?
Of course not. That would be silly.
Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a564d
ZylonBane
The Readme mentions several "minimods" that can be enabled, but there is zero information on how to do so. SCP appears as a single entry in DMM and there is no configuration menu. Can someone provide some clarity on this?

66edf3d4a56favoodoo47

Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a574f
you download the minimod and load it in the mod manager, business as usual. the only difference is that you have to have SCP already loaded for the minimod to actually work.

66edf3d4a57eaZylonBane

Re: SS2 Community Patch (SCP) Beta 5
66edf3d4a5841
And they're linked to in the first post of the very thread you're responding to.

66edf3d4a58c9ZylonBane

Acknowledged by: voodoo47

66edf3d4a59eevoodoo47

66edf3d4a5a3a
yet another voodoo47 did almost nothing release. oh well, I'll go hammer on some minimods and translations.

make sure to update RealSG to 1.06 if you are running b6.

66edf3d4a5ad0ZylonBane

66edf3d4a5b1d
Hey, you increased the respawning a bunch. I'm pinning all that on you if anyone complains.

66edf3d4a5bf2voodoo47

66edf3d4a5c3f
that's why I said almost. and I balanced it, the lazy spawners receiving a little kick and the crazy ones a small cooldown.

but sure, send 'em my way. *connects fingertips*
66edf3d4a5d87
Thanks Zylonbane and voodoo for your good work. I've been looking forward to this.

66edf3d4a5e28ZylonBane

66edf3d4a5e74
Just a reminder to anyone who's using this with 400 and SHTUP, it requires 400 21U and SHTUP-ND beta 2 for full compatibility.

66edf3d4a5fa4CyrusVonNox2001

66edf3d4a6023
I'm happy for the new update. However, the music trigger in Med/Sci 2 is still broken. Is there any way I could fix it with notepad or something or is it buried deep within the game? Has someone else made a mini patch to fix the trigger?

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