665baa6b93bc0

665baa6b949be
3 Guests are here.
 

Topic: SS2 Christine FM1: Ponterbee Station V5
Page: « 1 ... 13 [14] 15 »
Read 309653 times  

665baa6b96ed2voodoo47

Re: SS2 Christine FM1: Ponterbee Station V4
665baa6b96f51
yes, setting difficulty/permit to 0 will remove the object when the game exe is used (the object will be editor only, basically). doing this on the ecology object would indeed kill the entire setup, I'm guessing.

pretty sure he'd be fine with some spawning, he just doesn't want to bash an endless hybrid flood with the wrench. as far as I can tell, the first level of Nightwalker hits the spot right now - just enough spawning to keep the player on their toes, without being annoying to the point of the player just giving up and running past the spawns to the other level, "ain't nobody got time for that".
Re: SS2 Christine FM1: Ponterbee Station V4
665baa6b97523
pretty sure he'd be fine with some spawning, he just doesn't want to bash an endless hybrid flood with the wrench. as far as I can tell, the first level of Nightwalker hits the spot right now - just enough spawning to keep the player on their toes, without being annoying to the point of the player just giving up and running past the spawns to the other level, "ain't nobody got time for that".

This is exactly the point. Respawns are important for the game, and I even think the base game could have a slightly higher rate. However, between having too much and none spawns, I would choose the second (playing with less action is better than not playing at all).

665baa6b97955Christine

Re: SS2 Christine FM1: Ponterbee Station V4
665baa6b979ba
I wrote some dml files, this should fix the spawn.
unzip the 7zip in your Ponterbee folder and start a new game.

If it's still too much spawn, let me know, I'll write no-spawns-dmls
[Ponterbee-Spawn-Fix.7z expired]

665baa6b97a74voodoo47

Re: SS2 Christine FM1: Ponterbee Station V4
665baa6b97ace
a dml will (also) get applied as long as the map has not been visited yet.
Re: SS2 Christine FM1: Ponterbee Station V4
665baa6b97c35
Thanks Christine, it looks way better now. May I ask what exactly the DMLs do, in case I need to tweak another of your FMs? I saw the files, but did not understand what they changed. I managed to understand superficially how Ecologies work in ShockED, and the ones in Ponterbee were supposed to work fine. In fact, the respawn times and rates were lower than in the base game (comparing to MedSci1, which is already a quite "empty" level).

665baa6b97cf8voodoo47

Re: SS2 Christine FM1: Ponterbee Station V4
665baa6b97d4e
in short, they are text files you can use to apply properties to objects without using the editor. great for mods and quick patches.

665baa6b97e3cChristine

Re: SS2 Christine FM1: Ponterbee Station V4
665baa6b97e94
I also reduced the spawn-points. (just for the dml files, not sure if I make it in the next Update, I have to test it first)

All marker that belongs together need the same EcoType Number to work right.
I just learned it while I updated the Nightwalker (thanks to Voodoo), in the NightwalkerV3 it is fixed.
I will do it in Polaris, Holiday and Ponterbee too.
Re: SS2 Christine FM1: Ponterbee Station V4
665baa6b9806d
After playing through most of the FM, I think the respawn rate is now spot on. I never managed to clear an area and then relax, there was always somebody lurking around. However, it did not "punish" exploration and make me enjoy more the greatly constructed levels (really nice job with the mall, BTW). It feels how I mentioned before, somewhat higher than the base game. Even if you decide to not include this in the FMs, it would be nice to have it available as an option. I guess many players would enjoy the game more like this. So, thank you very much for this!

665baa6b98144Christine

Re: SS2 Christine FM1: Ponterbee Station V4
665baa6b981ab
I tried to add the 7zip to the first post, but get a message that the file size is too large.   XD

I guess Kolya can do it.

665baa6b98256voodoo47

Re: SS2 Christine FM1: Ponterbee Station V4
665baa6b982ac
you want the dmls to be merged into the FM archive?

665baa6b98366Christine

Re: SS2 Christine FM1: Ponterbee Station V4
665baa6b983cc
No, I just want to add the dml.7zip as a separate file to the first post for the players who want a lower spawn.



665baa6b98483voodoo47

Re: SS2 Christine FM1: Ponterbee Station V4
665baa6b984da
done. though this is a fix more than anything, so merging it in sometime in the future is probably advisable.
« Last Edit: 08. April 2020, 14:10:41 by voodoo47 »

665baa6b985d6Christine

Re: SS2 Christine FM1: Ponterbee Station V4
665baa6b98626
Thank you  :thumb:

I allready have fixed it for the next Version and added some more SPC goodies (waterreflections, even the watersection in medsci looks cool now, that is such a wonderfull effect  :thumb: ). But I need some time until I release it. Working on the update for Polaris (and after this I will test Ponterbee again)
Acknowledged by: voodoo47

665baa6b986fdChristine

665baa6b98766
I have updated Ponterbee Station to Version 5.
The spawn is working now like it should, I hope you'll like it.  :)

Kolya has updated the first post  :thumb:
Acknowledged by 3 members: voodoo47, hemebond, krist2

665baa6b9891dBerathraben

  • Company: Social Worker by day, Night Dive Studios-Discord Moderator by night
665baa6b9897c
Not sure if this is the right place to report errors. I found a spelling error in the written text in Level 02.STR

It is a minor misspelling of irrelevant in SHODAN's log

EmailName1:"SHODAN 21.Nov.26\nre: Welcome...\n"
EmailPortrait1:"Shodan"
EmailIcon1:"ShodIcon"
EmailText1:"Welcome to MY space station... insect! I hope you had a comfortable flight? I don't know who you are or why you are here... but that's irrelevent because in a few hours I will have cleansed this station of all humanoid contamination... Have a nice stay!\n"

665baa6b98a50voodoo47

665baa6b98aa9
yeah, all issues should be reported here. Christine can fix them, or maybe I will. you want to check the rest of the texts?

665baa6b98b61Berathraben

  • Company: Social Worker by day, Night Dive Studios-Discord Moderator by night
665baa6b98bbf
I can work my way through the texts and see if I spot any more. If I do I will report them here.
Acknowledged by 2 members: Christine, voodoo47

665baa6b99165....................

665baa6b991c8
ChristineI don't know if it's just like this for me, but I don't need NewDark 2.48 or SHTUP-ND to run the mod. I just dropped it in .wine/drive_c/GOG Games/System Shock 2/z (z being a directory I created for SS2 mods.) Then I installed and ran the mod in FMSel.

665baa6b992f2voodoo47

665baa6b9934e
you do need 2.48, but unless you have downloaded an old NewDark package from the internet and applied it manually to your SS2 install, then you already are running 2.48 (GOG and steam both use 2.48 at the moment, and if you apply the tool to your cd install you will end up with 2.48 as well). not using SHTUP-ND will not prevent you from running the fan mission, but some objects and/or textures may not look correct (for example, if you run the RttUNN mission without it, skyboxes will be completely broken).

665baa6b9975cZylonBane

665baa6b997cd
(for example, if you run the RttUNN mission without it, skyboxes will be completely broken).
What? How did that happen? SHTUP-ND didn't even exist when RttUNN was created.

665baa6b9b511voodoo47

665baa6b9b5c2
yeah, but it's been updated, and I had to make a choice, either nice skyboxes, or no SHTUP-ND dependency. I went with nice skyboxes.

665baa6b9b81aZylonBane

665baa6b9b884
There should not have been a choice to make. SHTUP is designed to upgrade the vanilla missions, so if RttUNN just used the vanilla skyboxes, it would be fine with or without SHTUP. The only custom skybox SHTUP adds is the space-with-Earth skybox for use in SCP, but SCP also works fine without SHTUP.

665baa6b9b9d3voodoo47

665baa6b9ba3e
iirc, doing anything else would break things even more because of the way FM/mod priorities work - cannot include the original lowres skyboxes in the FM res because they would override the mod skyboxes, if skyboxes are not included AND there is no skybox mod active then the skyboxes will be broken/missing.

will check again, maybe I have missed something. //right, the skybox with earth is needed. so it's either including SHTUP-ND earth skybox in the FM which is not how things should be handled, or just make the mod a requirement. not great, but lesser of the two evils, imho.
« Last Edit: 06. May 2022, 18:35:01 by voodoo47 »

665baa6b9bb0bZylonBane

665baa6b9bb60
You're ignoring the third option: Do exactly what SCP does to work fine with or without SHTUP.

Your name:
This box must be left blank:

Replicator restrictions are in place for the good of whom?:
3 Guests are here.
[ At least 10 words must be entered. ]
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
665baa6b9bcac