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Topic: SS2 Laser Rapier illuminate surroundings? Read 1223 times  

665c60ef0274fNeilHoward17

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Am I misremembering? I could have sworn there was a mod that allowed for the Laser sword to illuminate nearby level geometry.

I have installed:

SHTUP-ND_beta1
Four Hundred v20u
SCP_Beta4

All are active, and I've gone through cam_ext to try and find the setting.

Did this feature ever get modded in?

665c60ef02c8cvoodoo47

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trivial to dml add anywhere, in fact, I think I've already dropped the code somewhere around here.

Code: [Select]
// Renderer->LightColor
+ObjProp "Electro Shock" "LightColor"
{
"hue" 0.66
"saturation" 0.80
}
// Renderer->Dynamic Light
+ObjProp "Electro Shock" "SelfLit"
{
"" 150
}
ObjProp "Electro Shock" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Electro Shock" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="SelfLit"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}
add to gamesys.dml or shock2.gam.dml, SS2tool patched install required.
« Last Edit: 13. August 2021, 08:17:34 by voodoo47 »

665c60ef02da3NeilHoward17

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I added the code verbatim into gamesys.dml but right at the bottom, I tested the rapier in a dark spot, no result. Is there somewhere specific in the file it should go?

665c60ef02ea3voodoo47

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no, but already existing concretes need to be fixed as well, as it turns out. updated the code.

665c60ef02fdfNeilHoward17

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updated code worked immediately, thank you very much, Voodoo. :)
Acknowledged by: voodoo47

665c60ef0314dZylonBane

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So is this guy trying to add glowing laser rapiers to SCP... which already has glowing laser rapiers?

665c60ef03242voodoo47

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nope, I assume he is running vanilla (or some obscure gamesys/map mod), and just wants the rapiers to glow, nothing else. people sometimes want to add such tiny bits to their mod loadout.

665c60ef0331cZylonBane

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But in the first post he says he has SCP installed.

665c60ef03403voodoo47

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oh, he does. missed that somehow. so yeah, that's weird - maybe beta4 is missing the self illum prop on one of the concretes? I better check.

665c60ef034f4ZylonBane

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There are concrete laser rapiers in command2 (2179), eng1 (862), hydro2 (1011), hydro3 (102), and ops4 (354). They all have dynamic lighting added.

The hydro3 rapier also has several redundant inherited properties added for some reason.

665c60ef035e3voodoo47

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well, maybe he can tell us what's up.

665c60ef036eaNeilHoward17

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To test the effect, I did use console commands to give myself the rapier, so I never picked up the rapiers Zylon listed above.
« Last Edit: 14. August 2021, 09:23:16 by NeilHoward17 »

665c60ef037f2ZylonBane

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Summoned laser rapiers in SCP also glow. There is no sane reason why you wouldn't have been seeing a glow. DML patches should not be required.

665c60ef0395bNeilHoward17

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I don't know what to tell you, I did the same thing I always do, install ss2tool from here, then scp, shtup-nd, Four Hundred v20u, made sure they were active, and then go, I remembered it because I use the rapier as a make-shift torch like the Dragon's Tooth Sword in Deus Ex.

Adding that line of code Voodoo put up resolved the issue. Everything else seems to be absolutely fine, SCP is definitely running, it's confirmed the moment you get of the tram.

665c60ef03a6evoodoo47

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so basically, you are telling us that SCP beta4 rapiers do not glow. pics? you will have to deactivate the code and load a save made before activating the code.

665c60ef03b94NeilHoward17

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I think I got you guys up for a transient error, my apologies, I just removed the code from gamesys, went into the game, summoned the rapier, and the thing fell to the ground and glowed. I have absolutely no idea why that didn't work first time.

665c60ef03c8cvoodoo47

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well, it's not like the code will make the rapiers glow twice.

665c60ef03e0cNeilHoward17

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I just redid the whole set up like I did before on a fresh reinstall, rapiers are glowing like intended. I'm not sure, I'm running the steam release of SS2, no cloud sync happened as far as I can tell, no conflict warnings from SS2tool. So I think SCP Beta4 is absolutely fine. The caustics of walls near water, level dressing changes, all worked, just for some reason the rapier didn't on the first new game.
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