Rainalkar on 6/6/2008 at 09:50
Ok, remember when I said thatI have some more ideas in mind, but didn't have time to implement them? I'll post it here so that I don't misplace the file :P.
Stuff that I have in mind, first what is (reasonably or at all) possible, followed by either very hard or impossible (at the moment at least) to implement:
- fix icons' colors on AutoMap
- If a Proximity grenade tries to attach itself to a rounded surface it becomes an immobile everlasting Fusion Death Shot, to which everything (but the Player) is immune (but it possesses physical size so you can't (or the enemies) pass through it.
- Naturally Able: increase from +8 to +14 (or so) Cyber Modules.
- Allow certain adversaries to melee attack while moving. Their inability to do so leads to silly situations where they simply slam into you while you retreat, even though they are x times faster. I don't think it is that necessary to do however, since it can be roughly adjusted via Timewarp property.
- I plan to combine the mod with Zygoptera's fabulous Randomiser mod, when and if he finishes it. It seems pointless to do it now, since I would still have to do the unfinished decks later. I know that it wouldn't be a problem to combine the two already, but there are a few issues, such as the no drop chance of adversaries which is implemented in Randomiser .mis files, and when multiplied with the no drop chance from gamesys makes any drop almost a lottery winning.
- Molecular Duplication's fixed yields make it either too good on higher difficulties (which was the case in the original game), or very bad on low difficulties. I chose the latter for this mod, but there is no perfect solution here.
- Shorten alarms to a fix value, 60 to 80 seconds approx. Or better yet, make it dependant on Cyber stat.
- I had an idea to add a QBRM to every section of the game that didn't have one, and to move a few so that they are more accessible. The purpose I had in mind was to make the game playable without ever saving (except when going to bed ;)). I know it is possible to finish the game without saving as it is, but it isn't normal play, since you have no other choice but to save, if playing decks without QBRMs. My point is, you shouldn't die ANYWHERE, as long as you have 10 (or more) nanites left for revival. This, however, can be achieved only in the case of unstripped levels.
- Possibly change cameras so that there is more time between awareness and alarm activation, but depending on difficulty. Not too much of a deal though, but a lot of work.
- Security Expert: raise the bonus from +2 to +3, or, better yet, make it lower the cost for Security Computer hacking by a percentage.
- Strong Metabolism: raise it to 60% protection from Radiation and 30% from Toxin; also add 25% protection from Anti-human.
- Power Psi: this is balanced in ADaoB via NVPlayerScript in a way that the spent psi points are given back to the player equal to PSI Tier: since, in the original, all abilities of the same Tier cost the same, and these numbers are coded in the script, implementing this leads to the situations were for most abilities you still loose some psi points, yet for a few (if they cost less in my mod then in the original) you actually GAIN. However, imo, Psi Abilities are so horribly balanced that I choose rather to balance them, than this one OS trait.
- Pharmo-Friendly: lower from +20% to +10% bonus to Hypos' usage. This is a major imbalance in case of Psi Hypos.
- Replicator Expert: decrease Replicator discount from -20% to -10%. This is a major imbalance issue.
- Create Psi Amp effects for abilities which currently don't have one. I don't know is this possible, since these that are left undone don't create any metaproperty or similar. The only thing that I can do is to create one effect that will be used for ALL psi abilities, but that looks disgusting, and I didn't pursue it.
If you have any comments/advices let me know.
Zerro on 6/6/2008 at 22:15
Oh sorry, what i meant was that i'd like to have multiple difficulty levels for multiplayer, wich can only be possible with multiple mod versions, ie, alyamod MP (Hard), alyamod MP (Impossible).
I can try to figure out wich of the mods contained in UARMM crashes it if you'd like me to. I personally believe it's the weird respawn setting, it just doesn't seem like it would be compatible if multiple people select the monster spawning settings.
Rainalkar on 7/6/2008 at 11:05
Yeah, I got it right then ;).
I will make different versions of the mod for MP, after we figure out how to avoid the bug entirely. It is almost certainly caused by the spawn choice, I spoke with miracle.freak and zygoptera and they provided great advices, I'll see what I can do and will let you know.
Rainalkar on 7/6/2008 at 21:25
Zygoptera told me that he had an approval of Multiplayer working, given two identical SS2 installs, so I presume there has to be some difference with installs.
Anyway, until we figure it out, I created possible bypasses for the problem. They are both rared MedSci1.mis files and need to extracted instead (or over) the existing MedSci1.mis in AlyaMod.
1. Paralayze Player Marker removed for Muliplayer.rar
Try this first, this allows the player to move while choosing the spawn type. Be warned not to wonder off before selecting ;). If this freezing causes problem this will tell us for certain.
2. Spawn Tripwire removed for Multiplayer.rar
If it's spawn selection creating problems this ought to fix it. It deletes the trap causing the spawn selection all out.
(
http://files.filefront.com/Paralayze+Player+Marker+rrrar/;10539769;/fileinfo.html) http://files.filefront.com/Paralayze+Player+Marker+rrrar/;10539769;/fileinfo.html
(
http://files.filefront.com/Spawn+Tripwire+removed+forrar/;10539770;/fileinfo.html) http://files.filefront.com/Spawn+Tripwire+removed+forrar/;10539770;/fileinfo.html
After we confirm that things work I'll easily modify gamesys for Multiplayer, to match Crion's Impossible MP Mod for example.
Zerro on 7/6/2008 at 21:45
The installs are identical, i've uploaded a copy of the install for my friends to get off my webserver with all the fixes. The only real difference is OS/computer hardware/location/ISP otherwise. One of them lives within a few miles of me and we have more or less the same hardware configuration, The other one lives very far and has XP64bit sp2, who had more issues with the mod than the previous.
I will try these modifications, its possible that they're finicky..
Rainalkar on 7/6/2008 at 22:11
Ok, let me know :thumb:
Zerro on 7/6/2008 at 22:49
both of them prevent the crash, but they also had weird side effects, my friend kept stumbling and falling over using the death animation but could still move, i have a picture i could show you if necessary.. This happened both when he was host and I was. It seems its related to a melee weapon but im not sure.
Once also my friend didn't receive cyber modules when I did. One time occurence.
Then if he kills something, the monster is still standing up but dead for me, and if i kill something the same thing happens to him..
everything else seemed to work perfectly
Rainalkar on 8/6/2008 at 11:53
If both prevent the crash it means that the cause was the Paralysis effect, I will remove it for Multi in the next official revision.
I don't understand the death animation part, please post the picture.
Which CMs?
So, when he kills something he gets no death animation but you do and vice versa?
Zerro on 8/6/2008 at 17:43
if HE kills something, it freaks out for me and is still standing, and if I kill something it freaks out for him and is still standing..
and
(
http://www.klankaos.com/screenshot1.jpg)
(
http://www.klankaos.com/screenshot2.jpg)
(
http://www.klankaos.com/screenshot3.jpg)
He will randomly do the death animation, while just walking around, doing nothing, turning, strafing.. something, just nothing that actually hurts/damages/kills him. I don't do this, and it is not affected by who is hosting.
In the pictures, he moved on his own, within a few seconds of eachother as you can see that hybrid in the background moving{that I didnt notice when i was actually playing >_>}
the cyber modules he didn't get once were the very first ones you get sent after that power cell door.
Rainalkar on 8/6/2008 at 21:04
Could you try to play original medsci1/2.mis instead of those in the mod? To see do you get any alike errors. It seems to me that you have some sort of a motion database thingie going on, or there is some weird thing in communication between installs...
There is also one peculiar thing regarding my mis files: they are (mostly) optimised, rather than portalised. I didn't have any problem with it during testing, save one on Rickenbacker bridge which I corrected, this could *perhaps* be the cause, someone more acquinted should know better.
I checked the trap that gives exp... Trap Control Flags are set to Enter, Once, Player, this seems ok to me, I have no clue what is the problem.