jc_on_mdma on 27/1/2006 at 02:27
Quote:
If you check through the forum or google a bit, you would find out that there is a spawn fix for this.
Actually, I've downloaded both spawn fixes for the Gallo and earth.mis. The question concerned the Garden which does not (as far as I could tell) have a spawn fix. Perhaps you could hyperlink to the specific thread for me?
blaydes99 on 30/1/2006 at 22:03
Hey guys, I remember that the strangest things were happening: some people had horrible spawning problems and some people didn't get it very bad. This was NOT intentional! On my computer and ZB's computer, the spawning was never a problem.
Go ahead and try the patch - just check the very first post of this thread that I've uh, posted.
ZylonBane on 30/1/2006 at 22:10
Ummm... actually I thought the respawning in general was pretty high. :erm:
blaydes99 on 31/1/2006 at 23:39
Well, I guess I was wrong about that (sorry ZB). At any rate, I've tried to tune it down so that it is playable.
SI_JingoCorp on 11/2/2006 at 05:04
Probably a bit late, but I can't get this to work. My game crashes after the intro cutscene, immediatly after it finishes loading. I followed all the "mod-ready" instructions, and have a clean install other than those changes for the FM.
borzwazie on 14/2/2006 at 04:06
I had the crashing problem too - go get a newer version of the divx codec to solve this.
I got mine from oldapp.com so as not to get all the spyware crap alone with the divx codec. I tried using the k-lite codec pack but the movies wouldn't play at all.
and geez, I'm glad you patched the garden level - the spawning is crazy. I spent all my time running, there just isn't that much ammo anywhere ;)
that said, this is a great module, my hat is off to you, I can't imagine how much time you must have spent on this.
EDIT:
Good lord. In the second level after you [SPOILER]push the button for the shuttle[/SPOILER] the hybrids are spawning seriously 5 seconds or less apart between me killing them and new ones showing up to kill me. There simply isn't enough ammo or time to kill them! I have the difficulty set on "hard", and yes, I did start a new game. At one point I had a big pile of the darned things all lined up dead (before they fade out). I don't even have time to pick the ammo off the carcasses before their buddies show up to shoot me.
I really like what I've played so far but it's just not fun at this point. I will admit to playing SS2 with gun degradation turned down kindof low (though never off) and spawning turned low (but not off), but still, it's just crazy time here.
Valet2 on 20/2/2006 at 23:34
The game crashes every time after I'm pressing the quick-save button, or doing a normal save, or even entering the new level via the lift or whatever.
I tried many things. I even inserted the content folders into crf's. All mods work perfectly, SS2 itself - too. But not RTTUNN.
I tried it on 3 computers (2000/XP, Me). All the same.
WTF?
Zygoptera on 21/2/2006 at 01:50
Make sure you still have a 'Current' folder in the SS2 directory. That's the only thing I know of which causes that effect.
Quote Posted by blaydes99
Hey guys, I remember that the strangest things were happening: some people had horrible spawning problems and some people didn't get it very bad. This was NOT intentional! On my computer and ZB's computer, the spawning was never a problem.
The level of spawning itself should not be a problem as it is roughly equivalent to that in the original game, the problem (IMHO, of course) is that the 'GotoLoc' flag is set on the generators. This means that the monsters automatically run to where the player is (if possible) when spawned, just like for a camera/alert spawn. That pushes the apparent spawn level up markedly as you have to fight them pretty much as soon as they are spawned in. This would also explain why the spawn complaints seem a bit random- if you are in a non-pathable area when the spawning occurs the AI won't run to you (it can't, so its behaviour defaults to normal, I believe) and the apparent spawn level drops.
Sirius6b-Junior on 21/2/2006 at 12:42
Hi everyone, I've just completed Return To The UNN and all I can say is that is one crazy game!
Respawning is a rather excessive, there's no time to actually read any of the messages sent to you as for every second line you've read there's another hybrid charging after you. In the end I had to resort to hiding in ventillation ducts and/or elevators, quite an effective pressure trip if you ask me. I could not stay in any one place for long and most of the time I'm either scrapping for ammo or hypos from the hybrids more than usual!:erg:
Anyway, this being said, if anything really freaked me out it's on the UNN Gallo:
[SPOILER]Deck B, near the elevator there's part of the Barracks where you can hear voices, furniture moving and when you approach a recently deceased to search it, the fragging thing screams at you! That is definately one haunted ship![/SPOILER]
All I can say is never go anywhere on that ship without being prepared for a fright!:eek:
Overall, excellent game and look forward to a sequel!:thumb:
Skandalos on 28/2/2006 at 04:03
Just finished your FM and it was great fun, better even than the original campaign. Thanks for your efforts whoever was involved, especially to blaydes! Definitely a top quality FM. The voices are too low but I always found a calm spot to listen to all of them.
With the spawnpatch installed the mod was perfectly playable (got pretty annoyed when I tried it the first time without patch).