665c690acc2f9

665c690accdfd
4 Guests are here.
 

Topic: SS2 TF's Secmod 3 Read 141920 times  

665c690acdb7eThiefsieFool

665c690acdc0c
°gamesys °mis °weapon °mesh °texture °motion °obj °string °sound °veteran °DML



-----------------------------WHATS NEW IN 3.0

- An entire new level has been added to the Hydroponics Deck, it is accessible through the Maintenance Access visible on the map and must be completed in order to finish Hydro
   - an Oxygen Meter has been added to the interface to serve you in this level and others
   - there's some tips at the bottom of the readme if you have trouble with this level..

- SS1 style Wire Puzzles have been added throughout the game (you can break and recreate the correct combination to use the circuit as a button repeatedly)

- Headshots have been added, they are possible only with the modified Sharpshooter OS upgrade

- Even more OS upgrades have been buffed, including Pack Rat (adds extra strength) and Power Psi (damage enemies as soon as you touch them)

- Many new sequences, scares and events added to the levels

- Modifications interface and balance improved, 3 modifications can be applied in total, a few special pre-modified weapons can be found

- Reduced size of weapon clips, making it so you actually reload in combat and want to increase clip capacity with mods

- Overall improved balance, functionality and looks, difficulty is also better with Easy being much easier than before
    - Localized Pyro makes you immune to Protocol Droids again, the power is balanced in cost/duration instead

- Restored the Many cutscene in Engineering, it is now skippable via right-click

- Expanded "crafting" system with new combinations

- Added stuff that was always supposed to be in the mod, like hacked keypad graphics, crate opening animation and the Natural Selection Smartgun model

..

- Deck name displayed when you first enter a deck, same tech as the mission year texts

- Changed codes in several areas of the game, read the logs' text carefully

- If you're looking for a card in Recreation, it's on a window sill

- Multiplayer is still not fixed, I recommend sticking to singleplayer

- Upscaling the UI or playing at a low resolution can lead to custom UI panels (like the one for gun mods) being obscured

- It's best to have Secmod active with the lowest priority under other graphical mods like SHTUP/Rebirth

- NewDark v2.45+ is required

- Blue Mod Manager recommended

- Needs SS2tool 26feb2023 update, you need to repatch with the tool if you are running anything older.

-----------------------------

- Secmod_RealSG is a Secmod compatible version of RealSG. Load it as a standalone mod.

- Secmod_Rebirth_RealSG is a Secmod with Rebirth compatible version of RealSG. Load it as a standalone mod.
« Last Edit: 30. May 2023, 06:49:37 by ThiefsieFool »
Acknowledged by 3 members: Nameless Voice, ThiefsieFool, hemebond

665c690acdddavoodoo47

665c690acde2f
*SCP raises a small angry fist.*

oy ZB, now we'll have to go steal more stuff.
Acknowledged by 2 members: Nameless Voice, ThiefsieFool
665c690ace3b6
- Modifications interface and balance improved, 3 mods can be applied in total...

 :awesome:
Acknowledged by: ThiefsieFool
665c690ace514
Awesome! Thanks TF! 

*loads up SecMod3*
...
*dies*

:carnage:

665c690ace639remyabel

665c690ace690
Wow this update is insanely impressive.

The hacking mini-game is a cool throwback to SS1.

The wrench look and animation is AWESOME. I'm also in love with the pistol. Unsure if this is a bug or intentional, but the blood on the wrench is a nice touch.

The scripted events with the hybrids are a nice touch. I found the hybrid with the battery to be hilarious.

Sometimes the mouse doesn't work right in the menus (it doesn't "register" a click and the cursor "twitches".)

Edit: wrench seems to clip through terrain.

Shotgun does splash damage now?  :happyjoy:

Minor oversight: the shotgun you find in med sci is loaded with 6 bullets.
« Last Edit: 25. October 2014, 04:50:32 by remyabel »

665c690ace7bavoodoo47

665c690ace80e
I gave it a quick run, had BIG issues killing the first worms with the new wrench animation. will double check later.

//ok, important note - the maps are not compatible with ss2tool 6.0 dml set, but the maps are close enough to the originals to pass the dml fingerprinting and the game will load them. so the user needs to either delete the misdml folder, run Secmod as FM, or a qvar "scplevel" with a value of "1" needs to be added to all the maps.

also, shattered glass shards spin way too much, and the wrench animation feels odd at times. and while the mechanics are impressive (read: f*cking impressive), there was no upgrade to the lighting (still 16bit - feels like a bit of a waste), and no touches to (bad) texturing and (bad) obj placement. I have to say that after running around the silky smooth SCP maps for the last couple of months, seeing all the unfixed stuff again was a harsh experience.
« Last Edit: 24. October 2014, 18:00:38 by voodoo47 »

665c690ace908Nameless Voice

665c690ace95a
A lot of the SecMod maps are still stripped - it might be possible to copy over the terrain brushes from SCP once it's released.

665c690acea07voodoo47

665c690acea52
that would also allow carving of proper niches for wall drawers - they look quite weird sticking out of the walls.

also, that overcharged laspistol model absolutely needs to go to the full Tacticool package - TF, hope you won't mind.

665c690aceaf3remyabel

665c690aceb44
Hm I believe I may have run into a glitch. I frobbed the battery off of the hybrid rather than looting it from his inventory. After going to the recharger, I noticed the battery isn't in my inventory.
Acknowledged by: ThiefsieFool

665c690acec47Witness

665c690acec95
Just started a new playthrough, will let you know if I find any bugs.  One question, did you add something to the roof of the shop in the intro area?  It looks like there's a crate up there, but I can't figure out how to get there :(

665c690aced3cremyabel

665c690aced87
For anyone who's wondering, this appears to be the crate he's talking about.
[crate.png expired]

665c690acee1dWitness

665c690acee6d
Yep, that's the one.  Sigh, if only this was Deus Ex, I could get up there easy.  Parkour in the Dark engine is tricky.

665c690acf001remyabel

665c690acf051
Also managed to find this strange unfinished(?) area.

Anyway, here's the rooftop. It appears to be unchanged (from the last update.)

Had no idea you could push the sign off the roof.
[interesting.png expired]
[rooftop.png expired]
[sign.png expired]
« Last Edit: 24. October 2014, 22:28:46 by remyabel »

665c690acf0d9voodoo47

665c690acf129
yeah, earth has quite a few of those.
665c690acf275
Yummy... 8)

I think SecMod 3 ought to have its own thread.

...or at least be updated on the OP.
« Last Edit: 24. October 2014, 23:57:26 by Vae »

665c690acf4e6ThiefsieFool

665c690acf532
Thanks for the feedback, guys, will make a proper new thread as soon as some bugs are ironed out.
Here's a patch that should solve a) vanishing battery b) clipping wrench

[secmod patch.rar expired]

665c690acfb9dThiefsieFool

665c690acfbfe
I gave it a quick run, had BIG issues killing the first worms with the new wrench animation. will double check later.

//ok, important note - the maps are not compatible with ss2tool 6.0 dml set, but the maps are close enough to the originals to pass the dml fingerprinting and the game will load them. so the user needs to either delete the misdml folder, run Secmod as FM, or a qvar "scplevel" with a value of "1" needs to be added to all the maps.

also, shattered glass shards spin way too much, and the wrench animation feels odd at times. and while the mechanics are impressive (read: f*cking impressive), there was no upgrade to the lighting (still 16bit - feels like a bit of a waste), and no touches to (bad) texturing and (bad) obj placement. I have to say that after running around the silky smooth SCP maps for the last couple of months, seeing all the unfixed stuff again was a harsh experience.

I'm confused about what actually happens with the DML thing, are the DMLs applied or not?
I actually did relight some levels with reconstruct_lights where I could easily see if things got weird, but nothing as early as Medsci/Eng.

Wow this update is insanely impressive.

The hacking mini-game is a cool throwback to SS1.

The wrench look and animation is AWESOME. I'm also in love with the pistol. Unsure if this is a bug or intentional, but the blood on the wrench is a nice touch.

The scripted events with the hybrids are a nice touch. I found the hybrid with the battery to be hilarious.

Sometimes the mouse doesn't work right in the menus (it doesn't "register" a click and the cursor "twitches".)

Edit: wrench seems to clip through terrain.

Shotgun does splash damage now?  :happyjoy:

Minor oversight: the shotgun you find in med sci is loaded with 6 bullets.
Nope, no splash except when firing pellets, just like the original game.
Also thanks, I did fix the 6 shell shotgun now but it didn't make it into the patch here, will be in the next which should be soon.

665c690acfcd4voodoo47

665c690acfd21
basically, anyone who has patched up with ss2tool 6.0 beta will not be able to run Secmod properly - the dmls will load, but they will break stuff, as the map changes are too extensive. you need to prevent them from loading - adding that qvar will tell the engine to reject all dmls made for the orig missions.

665c690acfdd0ThiefsieFool

665c690acfe22
Ah, I guess I'll be adding those qvars, I'd like to see a list of the changes though (couldn't find one right away, or extract the dmls from ss2tool without running it) I have some vague hope that they might not break anything after all and can be left alone.

665c690acfee0voodoo47

665c690acff2b
the funny thing is that they would probably work fine for almost everything, just not the bulkhead doors. the dmls will prevent them from opening as soon as medsci2 (the dmls assign NVDoorStartsOpen script and Open Position 0.1 to the bulkhead doors to get rid of the visible blocking plane on the orig maps).

hmm, one moment, let me try something.
665c690ad000d
Wouldn't SecMod3 just need nvscript.osm then?

And while we're on this, wouldn't it be best to distribute nvscript.osm centrally?

665c690ad00abvoodoo47

665c690ad0113
ok, turns out you can actually write a dml that counters the (part of the) OM dml that you don't want. TF, can you tell me which bulkhead door have had that opening animation added?

Your name:
This box must be left blank:

An evil mega-corporation with 3 branches:
4 Guests are here.
They can be hunted they can be killed.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
665c690ad0226