665b01cd51080

665b01cd520e1
5 Guests are here.
 

Topic: SS2 Four Hundred (400)
Page: « 1 ... 17 [18] 19 20 »
Read 508722 times  

665b01cd52946voodoo47

665b01cd529aa
it has just expired, most likely. a feature I'm not too fond of, actually - basically, if you are inactive for some time, you'll get a warning email, if you miss it, you're out.

665b01cd52b28ZylonBane

665b01cd52b9f
Hmmm. Maybe a separate "400 - SCP Edition" then?

665b01cd52cebvoodoo47

665b01cd52d43
that's slightly less bad, but seeing how many times people mess up when installing RealSG (getting the vanilla version when running Rebirth and vice versa), still not exactly optimal.

as mentioned, I really wouldn't be afraid of just adding that handful of SCP specific files to the main package, calling it v20a or something, and replacing the v20 download completely. no reasonable mod author should have a problem with that - it's not like we are replacing half the textures with pink unicorn and carebear wallpapers.

665b01cd52e20ZylonBane

665b01cd52e6e
My concern is, it's not just additions. For example, the coolant tubes green goo texture should have a directional flow in SCP, because SCP fixes the alignment of all those textures. But 400's version of that texture just kind of floats around, which looks good in vanilla.
Acknowledged by: hemebond

665b01cd52f86voodoo47

665b01cd52fd9
unless the new/fixed texture breaks vanilla somehow, I wouldn't see it as a problem either. most mods I make/maintain are geared towards SCP (as that basically is vanilla but fixed, and you want to work with the most recent/least broken stuff wherever you can), and it would be difficult to see that as a bad thing.

SHTUP-ND works the same way - some places will not look correct with vanilla maps, as they are not textured properly sometimes (not obvious with vanilla textures, but apparent with the hires ones). trying to make the mod work better with broken resources at the expense of the proper ones is a bad idea, I think.
665b01cd53342
Isn't there some DML magic that detects whether it's SCP or not?

665b01cd53456voodoo47

665b01cd534b0
there is, but I don't think we can activate a different set of textures with a dml.

anyway, if I understand correctly, the only problem here is that the already incorrect flow of the textures on vanilla maps will be incorrect in a different way? if that's the case, then again, I see no real problem - vanilla people are already getting tons of unfixed stuff as far as world textures go, one more or one less is not going to make a dent.
« Last Edit: 25. March 2019, 15:54:04 by voodoo47 »

665b01cd53562ZylonBane

665b01cd535b3
Yah, definitely not. DMLs only work with objects, and a select few gamesys properties.

665b01cd538f4hemebond

665b01cd53956
SCP (as that basically is vanilla but fixed
I was under the impression that SCP also made changes to item and weapon placements. Is that not correct?

665b01cd53a17voodoo47

665b01cd53adc
99% no (off the bat, I can remember one exception, or rather, an addition).

665b01cd53bb6ZylonBane

665b01cd53c14
SCP changes the placement of lots of things, but (almost) never very much. Just movement within the same general area to make an object's placement more natural, or more challenging to reach, or to reward exploration.

665b01cd53cebvoodoo47

665b01cd53d3c
if you mean stuff like a bunch of nanites now not stuck in a bench half way, but placed properly next to it, then that's pretty much just a fix. I was thinking more along moving a gun to the other side of the level, and I don't believe that has been done anywhere (there have been a few additions though).

665b01cd53fd2hemebond

665b01cd54033
I was thinking more along moving a gun to the other side of the level
That's what I was thinking of. I've watched a few streams where SCP was being used and, from memory, I thought there were a few weapons moved to earlier parts of the game.

665b01cd54125voodoo47

665b01cd5417f
there are a few extras, but nothing has been moved in that fashion.

anyway, lets get back on track - apart from the rad pipes, any other SCP specific textures that could potentially cause problems on vanilla maps?

665b01cd5442bChristine

665b01cd5447c
I want to ask, if I could use some of the textures from this mod for changes.
I'm working on an update for Ponterbee Station and in the old version I'd change some of the original textures.

665b01cd5454avoodoo47

665b01cd5459d
ACC is gone from the forums, and not sure whether it's possible to contacted him via other means (would check those links in the first post). generally, people are fine with other people reusing their resources as long as proper credit is given.

also, Ponterbee update? nice - maybe check the dml bugfixes, merging them into the new version probably wouldn't be a bad idea.

665b01cd5463bZylonBane

665b01cd54686
Yeah, a Ponterbee Station update in NewDark could get rid of that hackish animated sky on the Colony level and replace it with a proper NewSky.

665b01cd54725voodoo47

665b01cd54770
also, fixing those parts of the geometry that are way, way too tall (and some objects that are placed way too high on the walls) would be great.

665b01cd54839Christine

665b01cd54889
I didn't found a contact adress for ACC.

ZylonBane - but it was the only animated Sky, even Thief1/Gold fM's didn't have one   :D  I set up the NewSky a few days ago...

voodoo47 - I checked the dml files, some of the changes I had already made. For the hybrid/Shotgun-thing: should I include the dml-file?


665b01cd54990voodoo47

665b01cd54a26
you mean RealSG and player shotgun muzzle flashes? don't merge that in I think, with the latest ND release, I should be able to cook up an universal RealSG build that will autodetect vanilla/SCP/Secmod/FMs/whatever and activate all the required bits accordingly (cshock2.gam.dml, lines 67-219, those are some real duct tape and chewing gum shenanigans right there, not something you want saved in your gamesys. feel free to rip the proper setup from SCP if you want proper player shotgun muzzle flashes in your fan missions). I would also omit the snippet that modifies the cig size, I was just playing with that, and didn't really like it in the end.

making the rick turrets corpse properly would be advisable though (again, check the SCP setup). the map fixes are also worthy of a look.
« Last Edit: 27. November 2019, 20:29:21 by voodoo47 »

665b01cd54ad3ZylonBane

665b01cd54b21
Could someone please verify that, when using 400, the purple wall stripes on command2 are present?

665b01cd54baevoodoo47

665b01cd54c00
400 top, vanilla bottom.
[deep_purple.jpg expired]

665b01cd54c91ZylonBane

665b01cd54ce1
Thanks. Apparently I've messed something up in my 400 install.
Acknowledged by: voodoo47

665b01cd54db6ZylonBane

665b01cd54e08
There's a typo in the file Fam/_ACC/MW0004.INC. This line:
Code: [Select]
texture FAM\_ACC\MW004Should read:
Code: [Select]
texture FAM\_ACC\MW0004Not a huge problem since it's for an unused texture, but should be fixed eventually.

Your name:
This box must be left blank:

How can you ____ a perfect, immortal machine? (Fill in the missing word):
5 Guests are here.
Monsters in disguise, wearing bowler hats and old school ties
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
665b01cd553e7