*raises the wand of necromancy* I've been working on a patch for this old FM for quite a while now, and after four updates, I think the result works well enough to finally be presented to a wider audience. full changelog;
Code:
version 1.07:
general;
-added DML stubs to allow modding
-shrank down the ridiculously oversized midwife organ
-turrets now vulnerable to stasis
-turret ports now can be repaired after an unsuccessful hack attempt
-nerfed the AR to SCP level
-boosted the fusion cannon to SCP level
-disruption grenades now deadly as they should be
-fixed the O2 meter being always displayed on the first map
version 1.06:
general;
-cigs now add one psi point when smoked, SCP style
-fixed physdims on some object archetypes
-hybrid organ now falls to the side when dropped, SCP style
-included grammar fixed logs and emails (by unn_atropos)
-shrank down the ridiculously oversized arach. organ
version 1.05:
general;
- made ammo, weapon and armor dimensions consistent with SCP (the origs are way too big)
- some weapons show as modified, but in fact aren't. removed the false status for now
earth;
- removed a rogue prop that made pre-placed spent ammo casings in this level delete themselves after the game has started
gallo1;
- changed door 1345, 628, 74 open position a bit to avoid z issues
- teleported the arachnids out of their holes where they are hopelessly stuck
gallo2;
- changed door 719, 936, 597, 632, 631 open position a bit to avoid z issues
- set the railings around obj 1166 to not block AIs to make sure they won't get stuck
- fixed some junk objects that were deleting themselves upon level start
gallo3;
- teleported arachnid 134 off the bed where he is hopelessly stuck
- the final quest will complete properly now (not that anyone cares)
version 1.04:
general;
- made sure all picture art is positioned properly
earth;
- fixed physdims on the hangar 1982 shield so the player would not be able to fall out of the level
- fixed the maintenance tool 1793 near that shield so it wouldn't fall into the nearby crate
gardens;
- fixed teleport trap 1275 not working because of an invalid link (the rumbler would never teleport in)
- fixed trigger teleport rumblers (1273, 1271) so they would start to patrol after teleporting in
gallo1;
- timed the gibbing sequence 108 better, and also changed the scream to a woman as the parts flying out of the shaft are female
gallo2;
- fixed that annoying issue where the ghostly ambience (1260, 1915) would stick to the player once activated and not go away until a level change
version 1.03:
general;
- overhauled the ecologies (again). now they should work (somewhat).
- added patrol paths where necessary, and made AIs patrol accordingly (prevents spawned AIs from standing at the spawn point, doing nothing)
- implemented ADaoB hybrid shotgun fix. bye-bye single slug unloading.
- implemented SCP hybrid shotgun flash and eject casing. because I can.
- fixed orig screwups with muzzle flashes and casing ejects, also added the SCP shotgun muzzle flash to keep consistent with the new shotgun hybrid effects.
- grenade hybrid now throws grenades from his right hand.
- overhauled quests, broken things fixed and subquests added to maps with no quests.
version 1.02:
general;
- set the spawned AIs to NOT home at the player on all maps. should finally and definitely get spawning under control. also set to raycast (prevents spawning when player is looking at the spawn point)
- some elevator buttons change colors crazily (bad modelsstate settings on concrete objects). //fixed
- included SS2tool gamesys fixes (resolves some orig issues, makes the explosions look better by using additive blending).
- included the latest NVscript (required by the gamesys fixes).
gallo3;
- audiolog 846 set up improperly, tries to play email 13 instead of log 13. //fixed
- audiolog 835 uses audio from the orig game. //added a selfmade audio clip, voice provided by Fenphoenix (check youtube)
- exotic weapons are not available in the upg units, so you can't actually use the shard or proliferator even if researched. //exotic now available once the player gets out of the elevator on gallo3
- typo in the spawn setup (protocol droids were supposed to spawn randomly, but the value specified was ProtocAl Droid, thus no droids were spawned, ever). //fixed
triop;
- log 572 has no audio and uses text from the orig game. //set to only render in editor
- log 1461 is from the orig game. //set to only render in editor
- railings 1265, 1266, 1267, 1268 made non-mantleable so the player would not be able to fall over and get stuck in the nearby pit.
earth;
- a living AI (1442) uses corpse model. not looking too good with Rebirth installed. //using a living model now
gallo1;
- goo 118, 117 backwards. //flipped
gallo2;
- floor arrows 1409, 1408, 1407 need to be floored, badly. //done
) here (current version 1.07).