66665e54167bc

66665e5416f00
1 Guest is here.
 

66665e54176a4RadicalMaya

66665e5417707
After having gone through the basic tutorial for ShockEd, I am still left with some questions. Basically, all I want to do is remove an annoying blinking light in the security room on engineering (see below) - I was able to remove the light object in the editor and testing it seems fine, but I have no clue how to actually get the game to pick up the change. I tried overwriting the ENG1.MIS file (after making a backup of course) to no avail. I played through to this section again and the damned light is still there.

What am I doing wrong?

66665e5417862voodoo47

66665e54178b5
you are using an old save, most likely. if you make a hard edit to a level (and even a soft/dml edit, for that matter), the level needs to be loaded clean, meaning a save that has been made before you have entered it for the first time.

no need for a hard edit to modify light blinking btw, a dml would work just fine here.
Acknowledged by: RadicalMaya

66665e54179baZylonBane

66665e5417a18
Of all the hundreds of blinking lights in the game, this ONE in particular drives you spare?

66665e5417af3JossiRossi

66665e5417b3d
Could be a test to learn the tools?

66665e541812dRadicalMaya

66665e5418193
voodoo47
Ok, so looking up the identifier for this particular light I see the following:


Using that information I added the following to misdml/eng1.mis.dml:

Code: javascript:void(0);
// remove annoying blinking from light in security room
ObjProp 1252 "Anim Omni Light"
{
    "Mode" smoothly brighten
}

I loaded an earlier save from before engineering (Med/Sci) and went back down the ladder into engineering and the light has still not changed. Suggestions?

Of all the hundreds of blinking lights in the game, this ONE in particular drives you spare?
When I play this game I like to make little safe rooms  :D
But the blinking light drives me spare, yes  :(

Quote by https://steamcommunity.com/sharedfiles/filedetails/?id=1438870595:
Steam Community :: Screenshot :: Home sweet home
66665e5418315
You are not supposed to feel safe in SS2.  ¯\_(ツ)_/¯

66665e54183c7voodoo47

66665e5418418
syntax error.
Code: [Select]
// remove annoying blinking from light in security room
ObjProp 1252 "AnimLight"
{
    "Mode" smoothly brighten
}
Acknowledged by: RadicalMaya

66665e5418672RadicalMaya

66665e54186cb
voodoo47Interesting... so I tried that (again editing SS2/misdml/eng1.mis.dml)

Nope, didn't work. At this point I'm not sure what is more annoying. The light or trying to get this to work :rolleyes:

66665e54187ccvoodoo47

66665e541881c
that is just a code snippet, not a full dml, so if you don't have the header there, it won't work. here is the full code;
Code: [Select]
DML1

ObjProp 1252 "AnimLight"
{
    "Mode" smoothly brighten
}
« Last Edit: 04. February 2021, 23:22:08 by voodoo47 »
Acknowledged by: RadicalMaya

66665e5418a2fRadicalMaya

66665e5418a80
Yes I know the header needs to be there, but there's a lot of other stuff in this file because I'm playing with mods already loaded. Here is the full contents of my misdml/eng1.mis.dml if curious:
https://pastebin.com/qr0bWsuQ

I must not be doing something right with regards to actually loading the changes...
As a simple test, I did this and still could not see the change:
  • rotated this computer pad in ShockEd (see pic below)
  • saved the map to SS2/Data/ENG1.MIS
  • started SS2.exe, loaded a save just before entering this area for the first time



Loads fine, Dr. Polito dialogue starts up, gives you the cyber modules as usual, but the change is not present.

Does it matter if this is the steam version? I would imagine not but I'm confused why NONE of my changes are showing up. Do I need to save something other than the .mis file from inside of ShockEd?

At this point I don't care if it's a hard map edit or dml, I just want to see _something_

66665e5418b5dvoodoo47

66665e5418baa
"area" as in, the entire eng1 level, right? the dml looks good, make sure to place it somewhere the engine can read it though, patch_ext for example. //misdml should also be ok, if you have it there.

if you have SCP active, you won't see the change, as SCP will override it.
« Last Edit: 04. February 2021, 18:17:38 by voodoo47 »
Acknowledged by: RadicalMaya

66665e5418e20RadicalMaya

66665e5418e71
voodoo47
 :what: It was SCP... ok so, noted. Don't use SCP if making changes like this since they get overridden.
That kind of sucks though because I like SCP. Oh well.

66665e5418f82voodoo47

66665e5418ff4
yes and no. you cannot just add stuff to the dml made for the vanilla mission and expect it to activate for SCP (as it's fingerprinted to NOT do that), you will have to make a new one for SCP.

so basically, activate SCP, create a new eng1.mis.dml inside the SCP modfolder (windows needs to be configured to show file extensions, so you wouldn't end up with eng1.mis.dm.txt), and put only this in;
Code: [Select]
DML1

ObjProp 1252 "AnimLight"
{
    "Mode" smoothly brighten
}
that will work for SCP.
Acknowledged by: RadicalMaya

66665e541943fRadicalMaya

66665e541955dvoodoo47

66665e54195a7
yep. you need to figure the basics out.
Acknowledged by: RadicalMaya

66665e5419822sarge945

66665e541986f
You think that's annoying? Try opening the first page of this thread on mobile *shudder*

66665e5419917voodoo47

66665e54199ce
also, if you are getting into SS2 editing, make sure to have at lest two installs - one where you do the editing, and another completely clean one where you test out what you've made.
Acknowledged by: RadicalMaya
66665e5419d91
You think that's annoying? Try opening the first page of this thread on mobile *shudder*

Thanks for making me aware of that problem. It is fixed now.

66665e5419f96sarge945

66665e5419fe5
Thanks for making me aware of that problem. It is fixed now.

Posting bug reports in unrelated threads is my favorite method of reporting them.
1 Guest is here.
You'll get ring and blocking artifacts.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
66665e541d7ba