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Topic Summary

Posted by: Brig
« on: 09. July 2025, 07:39:07 »

Personally, as a player whose favorite is a Navy build (and modifies the pistol the moment he picks it up) I prefer improved modify it the way it is.

I've adapted my playstyle to delay upgrading my maintenance stats by carrying both the mod "level 1" and "level 1 +" pistols, and using each for their best purpose until the og pistol breaks. It actually works great.
Posted by: voodoo47
« on: 08. July 2025, 19:43:24 »

no, I'm indifferent. hmm.. that's probably even worse.

well, as long as I can fix stuff, nobody really cares.
Posted by: ZylonBane
« on: 08. July 2025, 18:58:04 »

Yes but you hate people.
Posted by: voodoo47
« on: 08. July 2025, 18:45:58 »

I'm in the lets modify the description to make it more apparent and call it good camp. I really like how it currently works, needing to find a new weapon if the current one was not modified fully under the Tinker effects included.
Posted by: ZylonBane
« on: 08. July 2025, 18:25:06 »

Also after some more technical investigation I've determined this isn't actually possible without some deep hacks, because the modify minigame overlay is hard-coded to reject modify attempts at level 2. French-Epstein devices can do it no problem though since they're entirely script-controlled.
Posted by: ZylonBane
« on: 08. July 2025, 14:52:28 »

Since SS2EE25AR became available, I've been seeing so much bitching online about how SCP's enhanced Tinker upgrade (which improves weapon modifications) doesn't make previously-modified weapons magically become better the moment you acquire the Tinker upgrade. This would of course be nonsensical.

But it is true that SS2's weapon mod system is rather opaque about its stat changes, on top of limiting weapons to two "levels" of modification, vs a more free-form system like Deus Ex uses. So once you've leveled up a weapon without Tinker, it's impossible to improve it further after getting Tinker, not due to logic, but just due to how the limited modding system works. It's even possible to have partially-Tinkered weapons, if you mod to level 1, get Tinker, then mod to level 2. What a mess.

So I've been thinking about changing how the improved Tinker works. Instead of making mod levels 1 and 2 better, they would be the same as vanilla, but then Tinker would unlock a mod level 3, which would upgrade a weapon to the same stats that Tinkered level 2 currently does.

I think this adjustment would make the whole thing just generally easier to understand and manage. But it would introduce a mod level that doesn't exist in the standard game. What do y'all think?
Posted by: voodoo47
« on: 02. July 2025, 14:00:40 »

correct, AE issue, they know about it.
Posted by: a51mj12
« on: 02. July 2025, 13:54:31 »

Hello, i just wanted to say that in 25th anniv. edition, some of the doors, on their backside, the texture is mirrored wrongly. I cant remember if it was like that in the original tho. Example are many single doors on the command deck, like in the "romantic" place, the door leading to the four upper floor rooms, just in front of the front desk corner(Also many doors look like their texture is scaled a bit ill, like a bit zoomed in..)
Posted by: ZylonBane
« on: 25. June 2025, 21:59:31 »

Yeah, that was fixed a week ago.
Posted by: Nameless Voice
« on: 25. June 2025, 19:06:10 »

Right, teleporting out of the escape pod and then still ending up in the BotM after a few seconds would feel really bizarre, should disable it there.
Posted by: voodoo47
« on: 25. June 2025, 18:46:03 »

yep, would leave this one alone. there is no reason a psi user wouldn't be able to do that. also you technically can run away from the boss fight, just not back to the part of the level before the big jump. also gives the restored enviro spawning a bit more purpose - you teleport back to the replicator to load up on some medkits? well here's some rumblers for you on your way back to the boss.

that said, teleport probably should be blocked once the player hits the escape pod button on rick3. pod eject mechanism interfering with the psi link frequency when blown or whatever. 
Posted by: Nameless Voice
« on: 25. June 2025, 18:43:13 »

It's not like you can get around it, you still have to go back and fight them later.

I don't like it, feels arbitrarily restrictive for no benefit.

Most people wouldn't even think of doing it anyway, and I see no logical reason why you wouldn't be able to to do it, is the brain jamming teleports for some reason?  It's not like the brain is even a traditional boss fight anyway.  You can just walk out and go back to the pool if you want to, so why can't you go back further?
Posted by: ZylonBane
« on: 25. June 2025, 00:33:40 »

Because it's really weird to be able to nope out of a boss fight. That's why they put that pit before it in the first place.
Posted by: Nameless Voice
« on: 24. June 2025, 23:40:08 »

Currently debating whether, in the Body of the Many, it should be possible to teleport back to before the "point of no return" leading to the boss fight.

Why wouldn't you be able to?  What harm does it do?
Posted by: CyrusVonNox2001
« on: 20. June 2025, 02:42:59 »

I'm in favor of the replicator near the Cyberspace entrance selling Standard or AP bullets, I had to resort to whacking SHODAN with the Crystal Shard to finish the game.
Posted by: ZylonBane
« on: 19. June 2025, 18:37:59 »

Currently debating whether, in the Body of the Many, it should be possible to teleport back to before the "point of no return" leading to the boss fight.
Posted by: CyrusVonNox2001
« on: 17. May 2025, 02:01:36 »

I did experience one other issue, in the shuttle bay part of the Command Deck, the music triggers are a little weird, I went through that entire section without the music beginning and fading away, it never got to the actual music. That track is one of my favorites.
Posted by: eldrone
« on: 16. May 2025, 11:21:35 »

Dark essentially has some things happening to vertices that are outside the screen, it's just part of the renderer.
Posted by: CyrusVonNox2001
« on: 14. May 2025, 04:42:36 »

I did experiment with turning SHTUP, 400, and SCP on and off, apparently the lighting on the rec door wouldn't flicker like that with SCP turned off. I wouldn't be surprised if it's a byproduct of SCP's lighting upgrades. Not saying you're wrong, only hypothesizing as to the reason for it.
Posted by: ZylonBane
« on: 14. May 2025, 01:53:10 »

Indeed, we certainly wood like to fix them.
Posted by: voodoo47
« on: 14. May 2025, 00:40:59 »

would like to axe those, but that's just how things are, Dark is not amazing at lighting large objects.
Posted by: CyrusVonNox2001
« on: 14. May 2025, 00:37:45 »

Hello, I've noticed a weird texture lighting issue on a lumber of objects throughout the game.

These are the ones foremost in my mind, though there are more.
https://youtu.be/sX7XhwiXYWQ
https://youtu.be/EnwHJYVgvc4

Also, if this turns out to be a SS2tool or New Dark issue, let me know.

Thank you.
Posted by: CyrusVonNox2001
« on: 06. May 2025, 04:15:38 »

Hello, just doing a quick bug report.

This texture is misaligned.

Shown here with and without ShTUP and 400. (I feared It might be a texture mod problem so I turned them off and looked again.)
https://imgur.com/a/MD21bxx
https://imgur.com/a/2EDtTb2

Thank you.
Posted by: ZylonBane
« on: 31. March 2025, 22:04:59 »

I have recently realized that all the customized objects in SCP (e.g. keypad status lights, security camera custom lights, etc.) required someone at Night Dive to make remastered variants of those objects.

Sorry dudes.
Posted by: sarge945
« on: 28. March 2025, 09:21:13 »

It was installed as a deliberate tripping hazard, by the very frustrated and underpaid ship-builders at Tri-Optimum who hate their managers.
Posted by: ZylonBane
« on: 28. March 2025, 01:34:56 »

I just can't decide if this door installed six inches up the wall is intentional or not.

Posted by: Null1233
« on: 21. March 2025, 16:04:41 »

Yep that worked, thanks!
Posted by: ZylonBane
« on: 21. March 2025, 14:16:31 »

Just set whatever QBSet object 15 sets, which is completely subject to change between SCP versions.
Posted by: Null1233
« on: 21. March 2025, 12:25:58 »

In the archipelago randomizer mod I am making I am running into an issue with SCP where the mid-game activation error is appearing despite starting the game with SCP.  This seems to happen because I am skipping earth by teleporting the player to one of the career choice tripwires immediately via squirrel.  What is it that SCP needs to not have the mid-game activation error be tripped?
Posted by: eldrone
« on: 23. February 2025, 06:32:25 »

It was an unanticipated interaction with hooks being placed in BotM for modders to add background music. Turns out that if you transition to a new level without explicitly shutting off any currently playing (or just triggered to play) music, Dark will immediately start playing the next level's music.

Anyway, on a different topic...

It's always bugged me that when you destroy the Med/Sci wall consoles, it leaves behind absolutely blank wall, as if the console was never there. To address this, I've come up with a way to spawn a decal on the wall behind consoles when they're destroyed.

https://www.youtube.com/watch?v=dZZ8Fvwn_gQ

The problem is that to do this properly would require unique artwork. What should the wall behind these things look like? Some sort of mounting bracket? Any artistic types out there have any ideas? @eldrone?

Had some many times I was going to do this but didn't want to mess with the regular behaviour 😅
Posted by: ZylonBane
« on: 22. February 2025, 20:32:53 »

I'll start a collection to hire Robb Waters.
Posted by: voodoo47
« on: 22. February 2025, 19:36:52 »

yes, I would say mounting bracket/port.
Posted by: ZylonBane
« on: 22. February 2025, 18:58:39 »

It was an unanticipated interaction with hooks being placed in BotM for modders to add background music. Turns out that if you transition to a new level without explicitly shutting off any currently playing (or just triggered to play) music, Dark will immediately start playing the next level's music.

Anyway, on a different topic...

It's always bugged me that when you destroy the Med/Sci wall consoles, it leaves behind absolutely blank wall, as if the console was never there. To address this, I've come up with a way to spawn a decal on the wall behind consoles when they're destroyed.

https://www.youtube.com/watch?v=dZZ8Fvwn_gQ

The problem is that to do this properly would require unique artwork. What should the wall behind these things look like? Some sort of mounting bracket? Any artistic types out there have any ideas? @eldrone?
Posted by: voodoo47
« on: 20. February 2025, 11:29:06 »

no, just Dark being Dark.
Posted by: sarge945
« on: 20. February 2025, 09:24:17 »

We've figured out what the problem is. It will be fixed in Beta 7.

Was it solar flares?
Posted by: Brig
« on: 20. February 2025, 05:33:20 »

Thank you so much!
Posted by: ZylonBane
« on: 20. February 2025, 02:18:54 »

We've figured out what the problem is. It will be fixed in Beta 7.
Posted by: Brig
« on: 19. February 2025, 20:11:02 »

Good lord, that should've been overridden. I have no idea how that happened.

I am so sorry about this, I don't even know what to say. I've deleted every other save I've had, copy pasted my save0 into a new save slot, and ran it twice to make sure it loads as a BOTM save. And I've also made sure the error I initially reported is still occurring.

I am so sorry about this again.
[save_1.zip expired]
Posted by: ZylonBane
« on: 19. February 2025, 19:34:45 »

That's another Where Am I? save.
Posted by: Brig
« on: 19. February 2025, 17:42:10 »

Sorry about that. Yes, I have a BOTM save file and I've just made sure this one also plays the music.
Posted by: ZylonBane
« on: 19. February 2025, 17:07:52 »

Well, I can confirm that music is indeed playing in that save. Unfortunately there's no way to determine WHY it's playing, since the state of the song engine isn't exposed in the editor.

There's only one song trigger in the entire level, and it's in final boss room, so this is a mystery.

Do you have any saves from the Body of the Many level?
Posted by: Brig
« on: 19. February 2025, 16:44:22 »

I've uploaded a save file with two issues to report.

-Crashed at the loading screen after first run of BOTM, requiring me to start over from the chapter's beginning.
-"Cyberspace" remix played for the entirety of "Where Am I" instead of just the final boss arena

I only have SS2Tool and SCP Beta 6 installed.
Posted by: ZylonBane
« on: 16. February 2025, 16:36:46 »

Anyone else think the ambient rumble sound in Hydroponics A (hydro1.mis) near the environmental regulator is a bit too loud?
Posted by: ZylonBane
« on: 27. January 2025, 03:44:53 »

That's a red assassin though, so it's not a spawn. That one in particular is actually placed in mid-air.
Posted by: sarge945
« on: 27. January 2025, 03:35:23 »

Odd, normally when a character spawns inside the floor, their model is "bumped up" to normal ground level.

I learned this while making the randomiser.

If it's not doing it here, then there's something very wrong
Posted by: ZylonBane
« on: 26. January 2025, 18:07:31 »

It's ashamed of how ugly its character model is.
Posted by: JhonnyG
« on: 26. January 2025, 17:10:54 »

It happened again with that red assassin 436. This time I got a screenshot and a save.

[red436.zip expired]
Posted by: JDoran
« on: 12. January 2025, 22:38:44 »

I like it.
Posted by: Chandlermaki
« on: 11. January 2025, 18:45:57 »

Added a sound to trainers and OS upgrade stations opening. I can't decide if it sounds too low-tech compared to the other sound effects.

https://www.youtube.com/watch?v=7bWQQxNj8MM

Sounds great to me!
Posted by: ZylonBane
« on: 11. January 2025, 16:41:43 »

Added a sound to trainers and OS upgrade stations opening. I can't decide if it sounds too low-tech compared to the other sound effects.

https://www.youtube.com/watch?v=7bWQQxNj8MM
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