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Topic: SS2 Four Hundred (400)
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Re: SS2 Four Hundred
665c6a036149d
Yes I use the BMM, my question concerns the second sentence of the quote, that in the archive some stuff is missing which "should" "now" be part of SHTUP-ND. Is it?

If I use AccFam and SHTUP-ND and SCP do I need to install the extra archive for SCP-users into the AccFam folder?

Edit: Sorry, I seem to confuse some things here. I think what I was meant to ask is: If I use SHTUP-ND, do I still need the removedContent.rar?

665c6a03616a2voodoo47

Re: SS2 Four Hundred
665c6a03616f7
just load SCP, SHTUP-ND and 400 into the mod manager, activate them, and extract the extra SCP archive into the AccFam folder. the removed content archive contains stuff that was either buggy or had conflicts, and shouldn't be used unless you know exactly what you're doing. to make it short, leave it alone (personally, I'd just remove the download completely so it wouldn't be confusing people, but that's up to ACC).
Acknowledged by: rccc

665c6a036178eSystem Shocked

Re: SS2 Four Hundred
665c6a03617db
ACC, we all really miss you.  :)
Acknowledged by: ACC
Re: SS2 Four Hundred
665c6a03618c6
I'll probably make an installer with multiple options, so everything is in one place. I need to check how to use mods managers though...

665c6a03619abvoodoo47

Re: SS2 Four Hundred
665c6a03619f6
I wouldn't recommend that - it's better to keep all the mods available here in the same format (an archive with a mod folder that needs to be extracted into the DMM folder). having one mod use an installer would only create more confusion, imho.

as mentioned, I'd just merge the SCP fix into the main archive (fixes stuff for SCP, does nothing for vanilla), and get rid of the removed content completely (the only case when it would be of some use is when one would want to install 400 mod, but NOT want to install SHTUP-ND, and that's just nonsense).
Acknowledged by: Kolya
Re: SS2 Four Hundred
665c6a0361b02
Sorry for the (probably) n00b question, but I noticed the art viewers don't seem to fade in and out with a silhouette of shodan anymore. I saw those static textures were located in the removed content.rar. Does that mean they are buggy or unusable as of now? I use BMM if that helps..

665c6a0361bafvoodoo47

Re: SS2 Four Hundred
665c6a0361bf9
they are usable, and you can load them, just don't complain when something won't look right (I think the prisms were visually weird because of some mtl effect? not sure).
Re: SS2 Four Hundred
665c6a0361d4f
I tried extracting the contents of RemovedContent.rar in the same folder as four hundred and also tried loading it separately as it's own mod in BMM, but neither method seems to show the static texture in game. Not sure what I'm doing wrong :/ If it's not something obvious I'm missing then it's no big deal. I have to admit though, noticing shodan on those screens was quite haunting my first time playing.

665c6a0361e60ZylonBane

Re: SS2 Four Hundred
665c6a0361eb2
The art terminal static effects are object textures. 400 is terrain textures. So I don't understand why you're posting about this here.
Re: SS2 Four Hundred
665c6a0361ff3
I apologize if this isn't the right place for my question, would you mind pointing me in the right direction? The only reason I posted here was because the textures in question are from the RemovedContent.rar attached to this thread.

665c6a03621a0voodoo47

Re: SS2 Four Hundred
665c6a0362210
basically, we already have another mod (SHTUP-ND) that updates screen textures, and with textures that are visually right on spot  (so no sense in ACC wasting his time on reinventing the wheel), some of them were causing problems (obj transparency, if memory serves), and they were incomplete (causing some screens to be hires, and others not, something that should be avoided at all costs).

still, those who would want to use the removed stuff for whatever reason are free to do so.

665c6a036230fZylonBane

Re: SS2 Four Hundred
665c6a0362368
Anyone else having trouble with 400 not overriding terrain textures that are also included in SHTUP, even when 400 is given higher priority? I have 400 at the highest priority, but in the Rec deck basketball court, I'm getting the SHTUP floorboards instead of the 400 ones.

665c6a0362450voodoo47

Re: SS2 Four Hundred
665c6a03624a7
I think it's the file extension priority that is messing things up. it can happen.

665c6a03625f2ZylonBane

Re: SS2 Four Hundred
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400 overrides that texture with a MTL file, while SHTUP just uses a PNG. 400 should be winning.

665c6a0362cbfThe_Atomik_Punk!

Re: SS2 Four Hundred
665c6a0362d4a
just load SCP, SHTUP-ND and 400 into the mod manager, activate them, and extract the extra SCP archive into the AccFam folder. the removed content archive contains stuff that was either buggy or had conflicts, and shouldn't be used unless you know exactly what you're doing. to make it short, leave it alone (personally, I'd just remove the download completely so it wouldn't be confusing people, but that's up to ACC).

Hey voodoo47, I used the SS2 newbie modding guide to configure the recommended install of SS2 as laid out in that thread (amazing job on that btw, one and all). My mods are ordered and total the exact same amount as the .jpg of BMM in that thread, but I'm a little confused by the setup of Four Hundred.

The first post in this thread states at the bottom: "SCP users: get the obj_400_scp package (you need to extract the archive to your AccFam folder, it will NOT work if you load it as a standalone mod)..."

How I read that when I setup my install of SS2 was not to unpack the obj_400_SCP1.017z to the DMM folder, but to extract it to the AccFam folder already in my DMM, where I assume it added/overrode certain textures of SCP. This seemed pretty clear to me, but your comment here seems to suggest that 400 be added to the mod manager as a separate entry.

Now, I'm pretty sure my confusion here is due to semantics, where your instruction to install "400" into the mod manager is actually referring to the file named AccFam_18 in the first post in this thread, and not the file named obj_400_SCP1.017z. Please correct me if I'm wrong about anything I've said above, and if I need to modify my installation in order to get Four Hundred working properly with SCP (and all of the other mods).
« Last Edit: 10. November 2015, 16:33:05 by The_Atomik_Punk! »

665c6a03632cdvoodoo47

Re: SS2 Four Hundred
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but to extract it to the AccFam folder already in my DMM
that is the correct way.
Acknowledged by: The_Atomik_Punk!
Re: SS2 Four Hundred
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Update. About 80 new textures...
Acknowledged by 2 members: Colonel SFF, Marvin

665c6a03635f0voodoo47

Re: SS2 Four Hundred
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nice.

but the SCP bonus package hasn't been integrated, I assume?
Re: SS2 Four Hundred
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obj_400_SCP_1.01.7z ? Nope.

665c6a03637dcZylonBane

Re: SS2 Four Hundred
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This is still being updated? Nuts, I had a few suggestions that, uh... I've mostly forgotten by now. Hm.

665c6a0363da8System Shocked

Re: SS2 Four Hundred
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This is still being updated? Nuts, I had a few suggestions that, uh... I've mostly forgotten by now. Hm.

Being a Dev, it's an inexcusable faux pas on your part. The forum indicated that at least one more version would be released.

Post em' when you' got em'.
« Last Edit: 31. December 2015, 20:31:44 by System Shocked »

665c6a0363f7fSystem Shocked

Re: SS2 Four Hundred
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@ ACC,

FABULOUS. A very nice way to end 2015, concerning SS2.  :thumb:  :thumb:

The readme for v19.0 doesn't elaborate on what's been updated. Can you please better specify what's been changed and possibly post some new comparative screenshots?

Are you planning to release further updates in the future?

Many thanks for your long-term sticktoitiveness towards improving SS2 with your tremendous and visually impactful mod!
Re: SS2 Four Hundred
665c6a03641c8
Damn, forgot that "what's next" section in the readme...

What's next: there's still plenty of textures in Recreation (the garden specifically) to do, a few in Operation and a couple in Medsci. The rest is unused ugliness (but it's still on the to-do list). Beside the actual textures, I'm planning to release the base material for common sets of texture (just in case anyone wants to create variations of the original textures and make it look like Four Hundred).

About the new stuff: the hardware circuitry in Command, a few more textures in Hydro, several textures using wires (including the wire mess from Engineering and the Rickenbacker), the common "broken wall" texture... but mostly unused stuff.

I'm replacing the screenshots on the first post...

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