Assidragon on 10/5/2006 at 14:42
Did anyone manage to tackle that pink water stuff, by the way? Or have any idea what is causing it. (It's really the only thing that keeps me from trying this mod.)
Grifman on 20/5/2006 at 01:08
Quote Posted by Assidragon
Did anyone manage to tackle that pink water stuff, by the way? Or have any idea what is causing it. (It's really the only thing that keeps me from trying this mod.)
Why does that matter? There isn't really all that much water in the game, especially outside of Hydro. Just imagine that it's got some special nutrient in it that they developed for space travel and be done with it.
Assidragon on 20/5/2006 at 12:03
I don't like bugs, and my imagination won't take that. If I bother to get a mod, it better be (visible) bug free.
Straylight on 21/8/2006 at 22:52
I finally managed to get the pink water fixed and run through the game to make sure this time. Apparently the water texture broke because the resource file that had the water textures in it got randomly garbled. I blame Windows. Every mission I changed after that file broke got saved without the water textures. It turned out all I had to do was reload the modified missions in a fresh installation of SS2 and reload the water textures.
I actually had that figured out two months ago, but testing it took a long time, with all the interruptions for limited-time offers from various MMORPGs for free trials. I don't have enough game time for it to be worth subscribing, so when they offer free trials of something interesting, I try to see as much of it as I can while I can. Now that those are over (for the moment), I'm going to try to get back to spending at least a couple hours a week on this project.
And I cleaned up the lighting on MedSci2 while I was at it. Must have forgot to set objcast when I relit the level to add the "Regenerator" sign to the QBRM. If you notice any other levels that are lit wrong, let me know. I kinda forgot to pay attention to the lighting and shadows on that test run, so if there was somewhere else I forgot to objcast, I might have missed it.
I'm thinking of starting a SourceForge project for this, or at least a Bugzilla, just to keep track of all the little bugs and what has and hasn't been fixed. My plain text files are getting way too cumbersome.
Bursk on 31/8/2006 at 13:09
Many thanks for the update, Straylight. :D
Louis Cypher on 22/12/2006 at 22:34
Yes, I know this could be called necromancy, but...
Does anyone else have the logs mysteriously turn up blank of all text in Operations deck and only Operations deck with this mod on? You can even turn the mod off and they are restored.
Just checking if it's me.
EDIT: Nevermind, I figured it out. The mod is apparently missing a copy of both level04.str and level08.str, and thus no strings from Ops deck are loaded. There's one for the bug bin.
Krooga on 29/12/2006 at 11:06
Quote Posted by Louis Cypher
EDIT: Nevermind, I figured it out. The mod is apparently missing a copy of both level04.str and level08.str, and thus no strings from Ops deck are loaded. There's one for the bug bin.
If this is the case, shouldn't the default level04.str and level08.str files be loaded instead?
Bjossi on 29/12/2006 at 16:14
That's what I would think yes. The default string files are still stored in the strings CRF archive file, the game would naturally load them if there are no custom ones around.
Crion on 30/12/2006 at 10:10
Got a problem like in this <a href="http://www.ttlg.com/forums/showthread.php?t=103969&highlight=nvidia+drivers">thread</a> and rather than getting slapped with a necromancy warning, I'm posting here.
I can just fix the lighting on my own with Dromed, right?
It's been a while and I don't remember the all terminology but I'd have to up it to objectcast or raycast lighting.
Nameless Voice on 30/12/2006 at 12:42
Objcast lighting is the mode you want.
Just relighting the level with that mode set should fix the problem. Remember never to go into game mode and then save afterwards in ShockEd.