666d4840701f5

Page: « 1 [2] 3 »
666d4840708cd
1 Guest is here.
 

Topic: SS2 DeSpawn
Page: « 1 [2] 3 »
Read 23794 times  

666d484070f4fYankee Clipper

666d484070fc4
I thought about fingerprinting, but that would mean that those who wanted to use it with a fan mission would be unable to. While those who wish to use the fan mission without the mod can merely deactivate the mod.

666d484071210voodoo47

666d48407128e
as you are modifying the concretes, the mod will be useless for any FM (meaning, it won't stop any spawns as the obj ids will be different). the thing is, if you are extra (un)lucky, you can end up modifying a FM quest concrete object in a way that would render the player unable to progress. therefore, all mission dmls meant for the vanilla game (and its close derivates, such as SCP) should be fingerprinted to lower such a chance to 0.

you know what happens if you say things like "the chance (of bad stuff happening) is minimal, I think we should be good", right? also, there is a really nice extension to this law in Starship Troopers (the book), if memory serves.
« Last Edit: 17. March 2015, 09:35:21 by voodoo47 »

666d484071339Yankee Clipper

666d48407138b
You convinced me. I'll update.
666d4840714e1
Permanent mod.

Thanks, Yankee Clipper!

666d484071587Yankee Clipper

666d48407167fYankee Clipper

666d4840716cd
@Salk: ;) I like little projects to distract me from time to time. Please let me know if there are any bugs or oddities.

666d484071763voodoo47

666d4840717b0
watch out, rec2 dml has an error, FINGERPRINT is missing. also, no dmls for command and beyond?
« Last Edit: 19. March 2015, 09:50:18 by voodoo47 »

666d484071865Yankee Clipper

666d4840718b5
I was surprised to find that there are no respawners on either the command or rickenbacher levels, so nothing for a dml to do. There is a dml for the many.

666d484071957Yankee Clipper

666d4840719aa
v1.02 has been posted. Fingerprint blocks have been updated so the mod will work with either vanilla or SCP.

666d484071a5dvoodoo47

666d484071ab7
I'm very sure there are respawn points on command and rick. (hilight_obj_type -976, I can see five on command1 at this very moment. example obj 1315, connected to ecology 1314).

666d484071be6Yankee Clipper

666d484071c3e
Those ecologies use DirectMonsterGen, meaning they are alarm ecologies, at least according to Kolya's tutorial:

The Ecology has to be SwitchLinked to a marker or trap with the TrapSpawn script on it. DirectMonsterGen (for alarm ecologies) and RandMonsterGen (for normal ecologies) are traps set up like this with different default flags. While the Ecology determines the timing, it is the monster generator that determines what is spawned.

666d484071cf6Yankee Clipper

666d484071d48
Hmm.. there is no camera connected to ecology 1314. Instead, 2 directmonstergens. I wonder if it's a bug.

666d484071dfavoodoo47

666d484071e88
check the ecology, definitely set to spawn randomly, and not after an alarm. just one of those LGS/IG "lol lets do stuff in a nonstandard way, this will definitely NOT ruin someones day 15 years later" things.

666d484071f5cYankee Clipper

666d484071fac
They did it the way they say you are supposed to do it for all the other levels and then didn't follow protocol for the command and rickenbacher levels. Sounds like whoever worked those levels didn't so much decide to do it another way, they just had their head up their ass.

666d48407212bYankee Clipper

666d484072178
Updated to v1.1.

Now includes Command and Rickenbacker levels.

666d484072562System Shocked

666d4840725b8
Updated to v1.1. Now includes Command and Rickenbacker levels.

It might be a good idea to add this update note to the OP.

666d484072655VanZant

666d4840726a7
Should I put this before or after SCP Beta 1 in the mod manager? Thank you.

666d484072737voodoo47

666d484072786
in this case, the priority doesn't matter.

666d48407286dVanZant

666d4840728be
Thanks Voodoo. Got this game on sale last week and I finally got myself to install it. The atmosphere alone creeps me out and I haven't seen an enemy yet. Taking baby steps hehe.. This mod will help for the quiet time to enjoy the other half of the game. Explore, search for stuff, and breath calmly. Thanks Yankee.

666d4840729bdVanZant

666d484072a0d
Forgot to add the video companion to my post.

https://www.youtube.com/watch?v=rCxR__N0_is

Where would vanilla SS2 stand in the quiet time meter?

666d484072d6fZylonBane

666d484072dc5
This mod will help for the quiet time to enjoy the other half of the game. Explore, search for stuff, and breath calmly.
If you can breathe calmly while playing SS2, you're playing it wrong.

I mean, sure, if you're a wuss who can't handle full-strength SS2, I guess it's better than not playing it at all. But then don't go telling people you've played SS2, because you haven't. You've played a weaksauce, watered-down, decaf imitation. SS2 is supposed to wear you down. It is supposed to stress you out. You are supposed to be motivated to run, and hide, and cower in the dark, and learn the few areas that are completely safe. Quiet time in SS2 isn't handed to you, it's earned.

666d484072ec6VanZant

666d484072f17
Alright, you convinced me to skip this mod. I just had the feeling the difficulty was meant for multiplayer mode.

Your name:
This box must be left blank:

Look at you, hacker: a ____ creature of meat and bone!  (Fill in the missing word):
1 Guest is here.
" You're not the Messiah, you're a very naughty boy "
Page: « 1 [2] 3 »
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
666d48407672e