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Topic: SS2 Straylight ADaOB v0.3.0 Read 530471 times  

665c1d1d6a037Enchantermon

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6a12a
Hah, go ahead, though I'm quite sure I came up with the idea as well, after unloading dropping one of my guns to pick up a hybrid's shotgun and take the shell out before dropping it again and picking my own gun back up, for the umpteenth time.
I know you've heard it several times already, but thank you so much for that. It makes things immensely easier.
Because someone forgot to tick "don't inherit", so they have the Turret script twice!  Will be fixed in the next release.
Ah! That would explain it. Thanks. :thumbwink:

665c1d1d6a2b6weirwood

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6a30e
Hmm. I've reinstalled SS2, and am enjoying the modding advances (new laser pistol is awesome!) made since I last played it (2006), but now I've run into a problem:

I'm in Engineering, and for a bit, I had multiple fully loaded pistols; I decided to unload and ditch some of them, but that apparently somehow broke the game; None of the pistols can now be loaded with normal ammo. They take AP rounds fine, but it's like the game doesn't register that I've got normal rounds in my inventory.

I have  version 0.3.0, as well as the v0.2.8 compatible tacticool pistol replacement. Is this a known issue?

665c1d1d6a443Nameless Voice

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6a49e
What are you using to change ammo?  The "Change ammo" key, or dragging and dropping the ammo onto the pistol?
I haven't heard of or encountered any bugs related to either method before now.

665c1d1d6a543weirwood

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6a5a1
I was using the reload key.

But saving/loading seems to have taken care of it. Still noteworthy, I guess.

665c1d1d6a67dEnchantermon

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6a6cd
Just curious: whose idea was it to have the remote access messages show up at the beginning of Shodan's speech on Deck 4? That was incredibly brilliant.

665c1d1d6a7b9miracle.flame

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6a80f
Straylight was that genius

665c1d1d6a8a0Enchantermon

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6a8f2
Though he may never read it: excellent, Straylight!  :thumbwink:

665c1d1d6a9ecweirwood

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6aa44
Hmm. Is it possible that the new Laser animation somehow doesn't work on SHODAN's shields in the final battle? From what i've looked up there are 6 shields with 140 hp each, and with my fully modded pistols, energy 6 and sharshooter, I should be able to take down a shield in 6 hits, or need 36 total.

Yet, I've been using 3 pistols, and recharged them 2 times with batteries, which means more than 100 shots fired total, but the shields never seemed to go away.

Am I missing something? Do they recharge, perhaps?

I'm going to try again from the savegame, but I thought I'd throw it out here.
Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6abc8
You can only disable them with control panels (there are 3 of them) using hack skill or ice-picks. They are in colums around room. Other way of harming shodan is jump to platform under shodan's head (you can jump through shields) and then start to shoot it.

If I remember right you can shoot shields and they should disappear but only for a short time.
Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6af5e
2) A bug in the way SS2 handle memory for graphics - it's freeing the memory for the cursors while it's still using it, causing a crash.
It may be fixable by just optimising the level- if you play through ShockEd the bug is still evident if you reload the level after, but it is fixed if played through SShock2.exe (or at least both the levels I tried it with that had the problem consistently were "fixed" by optimising and it appeared to be a consistent fix, and since they're 50% larger than any of the native SS2 levels I'd hope it would work).

Sadly most of the LGS levels don't have optimisation applied as are so things like replicators will tend to get stuffed up by it but if fixing the memory issue proves a problem it may be worth doing.

665c1d1d6b02bNameless Voice

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6b0c7
The thing is, I optimised all the missions when I reprocessed them after applying the high-resolution textures.

665c1d1d6b314Rainalkar

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6b372
Do you mean optimise or portalize? Because you advised me not to optimise original levels, and I've seen for myself that that may cause bugs in architecture (unreachable pod from the bridge to the Many due to the invisible wall).

665c1d1d6b416Nameless Voice

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6b466
I'm fairly sure I optimised them anyway, regardless of my own advice.
Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6b57f
That's weird, it definitely fixes it for me, though I haven't tested it on adaob. I tested it on the CCP levels which are 11mb+ optimised and I would have thought would have higher texture usage even given all the animated 256x shemp textures in adaob. Guess it probably isn't a consistent thing so doesn't have a consistent fix then.

665c1d1d6b96cRocketMan

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6b9d1
Hey guys...dunno what's on the priority list for the next update or when that'll be but I'd like to formally request changing the locations of the projectile point of origin for all weapons where it's currently dead center in the screen.  I know that the potential for different weapon mods makes it so that no point of origin will be perfect for all of them but I think the effect on the gamer could be markedly improved if the location were, at the very least, shifted to the right a bit so that it's in the general vicinity of where the weapon is expected to be.  Considering how quickly some of these weapons fire, I don't think it will be possible for a player to figure out that the location isn't perfect but the way it is now I can sure tell that it's way off when the shots come from the center of the screen with the weapon a good 20% to the right.

665c1d1d6bc9bThiefsieFool

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6bcf2
NV and I sort of did this for the laser pistol, but it was just an effect drawn afterwards, the projectile itself was launched normally
It would suck for slow-moving projectiles because you'd have to calculate the right trajectory in advance with a fake instant projectile then launch the real projectile on that trajectory, and it'd be really strange because this trajectory would change all the time as you moved your crosshair over objects that were closer/further, but the actual gun itself won't move at all, it'll just fire in random directions

665c1d1d6bdc2RocketMan

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6be1f
Oh crap I see what you mean....so do you suggest any way of improving the current situation at all or can nothing be done outside of what you've described? (which I'm assuming is far more trouble than it's worth)

665c1d1d6bee2Nameless Voice

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6bf46
Well, there's always this solution:
Image: http://i50.tinypic.com/30a96xk.jpg

665c1d1d6bfe2Enchantermon

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6c069
Heh. SSDOOM. :p

665c1d1d6c110RocketMan

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6c16e
Gives new meaning to "crotch rocket"

665c1d1d6c219Mr Rayford

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6c268
So bullets come from the center while the gun is held to the side?

I never noticed that in all of my 10+ play throughs.

665c1d1d6c36fZylonBane

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6c3d8
Well, the standard weapon models do put the muzzle practically at the center of the screen anyway.

665c1d1d6c606Enchantermon

Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6c667
Gives new meaning to "crotch rocket"
:thumbwink:
Re: SS2 Straylight ADaoB v0.3.0
665c1d1d6c7b0
In case noone mentioned it, I'm sorry if I'm repeating it, but ADaoB v0.3.0 conflicts with Tacticool Pistol replacement (both versions) and SHTUP 6.

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