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Topic Summary

Posted by: sarge945
« on: 28. May 2024, 22:45:25 »

if you load the level directly in DromEd and summon the appropriate security card, it will refuse to allow you through, with SHODAN demanding you "remove the foul black eggs."

Much to my extreme annoyance, I might add.
Posted by: ZylonBane
« on: 28. May 2024, 22:27:03 »

And another thing-- If you try to leave the first Rickenbacker deck without having reversed gravity, SHODAN will stop you, but she will not stop you if you haven't completed the black eggs quest, which is a bit of Mandela Effect thing for me, because I always remembered her stopping me for that too.

I figure she really should stop you, because there is zero reason for players to want to skip ahead and clear out the next deck, then backtrack to finish off the eggs. If you try to leave the inverted deck without having destroyed all the eggs, SHODAN will stop you then.

My guess as to why it allows you to leave the first deck with black eggs still intact is that maybe the quest initially had black eggs across all three Rickenbacker decks. Supporting this theory is that the security door on the bridge has a check for this quest being complete. This check is normally impossible to fail (because the previous deck already checks it), but if you load the level directly in DromEd and summon the appropriate security card, it will refuse to allow you through, with SHODAN demanding you "remove the foul black eggs."
Posted by: voodoo47
« on: 28. May 2024, 18:48:15 »

same here, but this would be quite a big change in the mechanics, so probably best avoided.
Posted by: ZylonBane
« on: 28. May 2024, 18:15:15 »

Ever since I first played SS2, it's irritated me that once you step on some worms or get bitten by a spider, you either hope you have some anti-toxin hypos, or you WILL die, eventually. Unlike radiation poisoning, which ironically decays quite quickly.

SCP makes this somewhat less harsh by fixing medbeds to remove toxins, but it still feels kind of absurd that a finite amount of toxin can theoretically deal an infinite amount of damage, since you can just run around indefinitely while poisoned, consuming healing items to keep it from killing you.

So I wonder if it would be a good change to make toxins decay.
Posted by: sarge945
« on: 24. May 2024, 16:44:54 »

AA and motion blur are now a function of the eyes, not the gpu.

Don't say this too loud, or Nvidia will patent it and their next cards will contain an exclusive chip that stabs you in the eye repeatedly until your vision is below a certain threshold. Then a year later AMD will release an open source version that will be better in every way but which nobody will use.
Posted by: voodoo47
« on: 24. May 2024, 08:22:21 »

most of the people here are nearing their fifties. AA and motion blur are now a function of the eyes, not the gpu.
Posted by: sarge945
« on: 23. May 2024, 23:08:45 »

You seem to have a confused notion of what "AA" is.

Nah, modern temporal AA is a blurry mess.

https://www.youtube.com/watch?v=YEtX_Z7zZSY

You probably haven't played many recent AAA games (I don't blame you) so probably haven't seen this in action, but it's really awful.
Posted by: ZylonBane
« on: 23. May 2024, 17:38:48 »

You seem to have a confused notion of what "AA" is.
Posted by: sarge945
« on: 23. May 2024, 16:00:15 »

When are you adding tons of bloom (Bloome??) and horrible blurry AA that makes it impossible to see 3 feet in front of you?

It's not a truly modern experience without these "features"
Posted by: voodoo47
« on: 19. May 2024, 21:41:17 »

heh. that actually made me smile.
Posted by: ZylonBane
« on: 19. May 2024, 20:39:23 »

Hold on, I'm going to tweak the tint until you LOVE IT.
Posted by: voodoo47
« on: 19. May 2024, 16:55:30 »

it's okay.
Posted by: ZylonBane
« on: 19. May 2024, 16:31:44 »

Tried adding a green glow to the Many goo drops just to see how it looked and... I kind of like it? Gives sort of a bioluminescence vibe that the BotM is otherwise lacking. And since the goo drop emitters even in vanilla already have some self-illumination, it's not a total ass-pull.

https://www.youtube.com/watch?v=94Z8jIDsWmc
Posted by: ZylonBane
« on: 07. May 2024, 21:24:38 »

ACCOMPLISHMENT UNLEASHED: CHAPEAU PRO A-GO-GO
Bananas is pleased with your hat-collecting ways. You shall have a place in his regime as Chief of Hats.
Posted by: voodoo47
« on: 07. May 2024, 20:42:38 »

bleh. no.
Posted by: ZylonBane
« on: 07. May 2024, 18:46:33 »

I'm currently toying with the idea of having some sort of pseudo-achievement popup if the player manages to find all the crew caps, but I can't decide if that would be:
A) A good idea.
B) Some Night Dive Skully-grade self-indulgent bullshit.

I mean we've already shoehorned two pretty massive easter eggs into this thing. Might be best to quit while we're ahead.

For context, crew cap objects were added in Beta 5, to give a little lore grounding between the two different styles of crew AI models, the older of which wear caps, and the newer ones which do not. So as to not get too silly with them, only one was added per deck, and one on the Rickenbacker.
Posted by: Nameless Voice
« on: 04. May 2024, 23:54:45 »

I knew that there was an original bug where you could use Soma Transfer to kill the brain without destroying the stars...  but this thing? No.
Posted by: ZylonBane
« on: 04. May 2024, 23:13:12 »

At first I thought I'd messed up the new Soma Drain script. Nope, original behavior.
Posted by: voodoo47
« on: 04. May 2024, 22:22:56 »

told you we are here forever.
Posted by: ZylonBane
« on: 04. May 2024, 21:28:06 »

How have I never heard of this glitch before?

https://www.youtube.com/watch?v=QaN7FBjfL_0
Posted by: sarge945
« on: 01. May 2024, 11:44:46 »

Is "you should be able to drain eggs" some sort of euphemism? It somehow sounds dirty.
Posted by: voodoo47
« on: 01. May 2024, 08:04:24 »

yes, you should be able to drain eggs, they definitely are organic. and not friendly.
Posted by: ZylonBane
« on: 01. May 2024, 01:05:04 »

Oh lord, I just noticed the Eggs archetype has a receptron on it to abort DrainStim, but it doesn't work, because Irrational left No Max unchecked.

So Soma Drain was never supposed to work on eggs... but for the last 20+ years it HAS worked on eggs... so SCP should probably go with precedent over intent here.
Posted by: ZylonBane
« on: 30. April 2024, 20:06:08 »

Yeah, links and receptrons have had move up / down buttons for years now.
Posted by: Nameless Voice
« on: 30. April 2024, 17:00:33 »

I didn't even know you could re-arrange them (is that something new in NewDark?) - I'd just edit both and change them to do what the other is doing.

Preventing it from draining more health than it has would need scripts though.
Posted by: ZylonBane
« on: 30. April 2024, 16:33:53 »

It should... but should I? Also trying to swap them produces a dialog I've never seen before about regenerating indexes which automatically terrifies me.

Another fun fact, you can actually get more HP out of a target with Soma Drain than it has, because it just grants you a flat HP amount based on your psi stat. Maybe RSD RSD fixes this, I don't know.
Posted by: Nameless Voice
« on: 30. April 2024, 16:11:43 »

Swapping the order of the two receptrons in the vulnerability metaprop should fix that.
Posted by: ZylonBane
« on: 30. April 2024, 15:49:11 »

Fun Fact: Soma Drain will kill eggs, but won't give you any HP from them. This is because it works by sending two signals to the target: "subtract target HP", then "add player HP". But when eggs die, the egg object is deleted, so nothing exists to receive the second signal. Oops.
Posted by: tiphares4
« on: 27. April 2024, 02:22:03 »

Posted by: ZylonBane
« on: 25. April 2024, 06:17:36 »

Now possible to mod in background music for the Body of the Many, should you choose to do so.
https://www.youtube.com/watch?v=Bp8weHk0eNU
Who among you can come up with an actually appropriate track for such a setting?
Posted by: ZylonBane
« on: 23. April 2024, 17:23:30 »

That's actually handled by a different subsystem. The frob-handling module displays "...picked up", then calls the add-to-inventory function in the inventory handler, which spits it back out into the world if there's no room.

I suppose the picked-up message is more informative than the no-room message, since it tells you what you tried to pick up.
Posted by: Nameless Voice
« on: 23. April 2024, 17:06:52 »

Plus, I suspect people would miss that "Items dropped" prompt.
Posted by: ZylonBane
« on: 23. April 2024, 15:53:11 »

Item pickup is an engine-level function.
Posted by: voodoo47
« on: 23. April 2024, 15:50:02 »

let me guess, squirrel it up so it would say No room in inventory instead?
Posted by: ZylonBane
« on: 23. April 2024, 15:06:30 »

Also, not really a bug, but in misc.str there's a string definition, InvFull:"No room in inventory." But it's never used. If you try to pick up something with a full inventory it still displays "Whatever picked up.", followed immediately by Betty saying "Item dropped."
Posted by: voodoo47
« on: 23. April 2024, 07:49:45 »

yeah, that rings a bell.
Posted by: ZylonBane
« on: 23. April 2024, 05:02:44 »

Just noticed a fun little bug that got faithfully translated over to the Squirrel version of the ecology script: If you're spotted by a camera, then run around getting spotted by other cameras during the security alert, when the alert ends only the camera that initiated the alert will be reset. All the other cameras will be stuck in high alert mode for... a while.
Posted by: voodoo47
« on: 17. April 2024, 18:39:57 »

at one point I was thinking this may be hinting your chances of successfully turning another node, but no, this really is just that horizontal lines are green, and vertical are orange-ish.

still think this does not need a-changing.


the fact the training voice says ice nodes are RED even though they are oh so obviously not annoys me more (but would still leave it alone, probably).
Posted by: JDoran
« on: 17. April 2024, 14:02:01 »

Rarely, but occasionally, I'll see players confused by the fact that in the hack/repair/modify interface, the horizontal and vertical connecting lines are different colors.

I don't think I ever even noticed the difference in colours (I have never been observant - and I wanted to be a detective, when I was a kid...). But I think that orange looks more striking, as in it doesn't look so much like part of the interface, so it could be said to underline the illegal (illegal as in not usual with the interface, because it's a sign of the interface being hacked) action being performed.
Posted by: voodoo47
« on: 16. April 2024, 08:40:13 »

I find the little bastards blowing themselves up sometimes quite enjoyable. would leave it be.
Posted by: sarge945
« on: 16. April 2024, 04:42:05 »

Since monkeys kill themselves SO MUCH with their own shots, I wonder if it would be too much to give them some resistance to their own shots. E.g. give red monkeys resistance to incendiary damage, and blue monkeys resistance to cold damage.

This would be a nerf to cryo/pyro users, would it not?

What if they did a duplicate damage type that everything else had the same resistances to as normal, but they had 100% resistance.



"Backdoor Access Utilised"

*cheesy music starts playing*
Posted by: ZylonBane
« on: 15. April 2024, 03:54:53 »

Since monkeys kill themselves SO MUCH with their own shots, I wonder if it would be too much to give them some resistance to their own shots. E.g. give red monkeys resistance to incendiary damage, and blue monkeys resistance to cold damage.
Posted by: sarge945
« on: 12. April 2024, 02:15:46 »

I've always seen them as dark red
Posted by: ZylonBane
« on: 12. April 2024, 01:54:12 »

The color they picked for ICE nodes is also kind of... not good, IMHO. The manual says they're red, but they're actually brown (#703E09). Orange when brightened. Cant' just make them pure red though, because red on green is a recipe for eye strain.
Posted by: sarge945
« on: 12. April 2024, 01:17:43 »

The standard highlight colour looks more consistent and in-line with the interface, but the orange stands out more.

I would go with the consistent option.
Posted by: ZylonBane
« on: 10. April 2024, 23:59:15 »

Jesus christ what kind of attitude is that towards UX.
Posted by: voodoo47
« on: 10. April 2024, 23:47:44 »

I would leave it be. a bit of confusion is not bad sometimes.
Posted by: ZylonBane
« on: 10. April 2024, 21:34:21 »

Rarely, but occasionally, I'll see players confused by the fact that in the hack/repair/modify interface, the horizontal and vertical connecting lines are different colors.



It's completely reasonable to assume that different colors mean different things. But here, the different colors mean absolutely nothing. They're just two bitmaps, iface/hrmbarv.pcx for the vertical bar, and iface/hrmbarh.pcx for the horizontal bar. The difference is almost certainly a mistake. I'd guess that Irrational was playing around trying to decide which color they liked best, and accidentally shipped it this way.

So in the interests of making this game, that can be confusing and overwhelming for newbies, be a teeny tiny bit less so, I'd like to make these both the same color.

But which color?
Posted by: ZylonBane
« on: 09. April 2024, 14:02:39 »

But of course.
Posted by: Nameless Voice
« on: 09. April 2024, 09:37:34 »

I'd leave the training one alone, as it re-locking allows the player to try hacking it again.
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