666ca7e6015d7

Page: « 1 [2] 3 »
666ca7e601c0c
1 Guest is here.
 

Topic: SS2 DeSpawn
Page: « 1 [2] 3 »
Read 23773 times  

666ca7e6023a9Yankee Clipper

666ca7e60241d
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.

666ca7e602694voodoo47

666ca7e60270c
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 »

666ca7e6027c3Yankee Clipper

666ca7e602814
You convinced me. I'll update.
666ca7e6029df
Permanent mod.

Thanks, Yankee Clipper!

666ca7e602a7dYankee Clipper

666ca7e602b84Yankee Clipper

666ca7e602bd5
@Salk: ;) I like little projects to distract me from time to time. Please let me know if there are any bugs or oddities.

666ca7e602c73voodoo47

666ca7e602cc8
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 »

666ca7e602d75Yankee Clipper

666ca7e602e15
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.

666ca7e602f10Yankee Clipper

666ca7e602f7b
v1.02 has been posted. Fingerprint blocks have been updated so the mod will work with either vanilla or SCP.

666ca7e603053voodoo47

666ca7e6030a9
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).

666ca7e6031f4Yankee Clipper

666ca7e60324e
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.

666ca7e6032ffYankee Clipper

666ca7e60335f
Hmm.. there is no camera connected to ecology 1314. Instead, 2 directmonstergens. I wonder if it's a bug.

666ca7e603418voodoo47

666ca7e603467
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.

666ca7e603528Yankee Clipper

666ca7e60357c
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.

666ca7e603707Yankee Clipper

666ca7e603756
Updated to v1.1.

Now includes Command and Rickenbacker levels.

666ca7e603c4fSystem Shocked

666ca7e603caf
Updated to v1.1. Now includes Command and Rickenbacker levels.

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

666ca7e603d64VanZant

666ca7e603e0d
Should I put this before or after SCP Beta 1 in the mod manager? Thank you.

666ca7e603eb4voodoo47

666ca7e603f22
in this case, the priority doesn't matter.

666ca7e60400bVanZant

666ca7e604060
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.

666ca7e604165VanZant

666ca7e6041c3
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?

666ca7e6045ffZylonBane

666ca7e604663
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.

666ca7e604732VanZant

666ca7e60478c
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:

TriOptimum counter-terrorism consultant Rebecca ____ (Fill in the last name):
1 Guest is here.
You are too far away from that
Page: « 1 [2] 3 »
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
666ca7e6050c2