maxdmg on 22/10/2005 at 19:17
You evil person :ebil:, I was just about to get ponterbee on my main system but you had to offer something that I could not pass up. Just got it this minute and will be installing soon.
The fusion bots sound a bit like overkill with the death mode, I just hope their numbers are about the same then.
Final note before I play is that I dont think the hand grenades will work well as it will take extra time to use when really you have no time for it.
Thats just my first thoughts based off the readme though so now it is time to see how it differs:D
Spitter on 22/10/2005 at 19:20
You can bind a key for the grenades - they work like a charm after that.
TF on 22/10/2005 at 20:03
Quote Posted by maxdmg
You evil person :ebil:, I was just about to get ponterbee on my main system but you had to offer something that I could not pass up. Just got it this minute and will be installing soon.
Read the features list at the top on how to bind handgrenades and all the other stuff.
Poterr: I'll make a GarrettLoader version when this beta is over. It's definitely simpler with GL.
ZylonBane on 22/10/2005 at 20:30
Quote Posted by TF
After removing the bulk I came to the conclusion that separating the extra unnecessary bits was more effort than it was worth, seeing how it had absolutely no impact on the game experience and it was a mere 500kb of extra data.
Actually, under WinRAR all this unnecessary data compresses down to a mere 11 MEGABYTES.
Quote:
You can't simply install the mod by extracting what's in the MOD folder into your main ss2 folder? I think you need to fiddle with your archiver settings.
I'm using WinRAR. If I tell it to use folder names, everything ends up in a folder called "SecMod". If I tell it not to use folder names, everything ends up dumped in the root. Neither outcome is particularly useful. Sure, I could manually drag each subfolder into the correct place, but the very idea of needing to do that is ludicrous.
doctorfrog on 22/10/2005 at 20:45
Great mod! Congrats, TF, tots all around.
This mod should be added to the BIG RED FAQ as well, which itself seems to need some updating.
TF on 22/10/2005 at 20:48
What I'd do is open winrar, select everything in the secmod folder from the archive, and drag it into the ss2 folder.
11MB? Well shit, I'll take care of that for the seriously final release.
Spitter on 22/10/2005 at 21:23
<a href="http://www.interstellarburst.com/jani/img/secmod23.jpg"><img src="http://www.interstellarburst.com/jani/img/secmod640_23.jpg"></a>
Pure Awesome.
[small](click for bigger)[/small]
potterr on 22/10/2005 at 22:16
Quote Posted by TF
Poterr: I'll make a GarrettLoader version when this beta is over. It's definitely simpler with GL.
Cheers for that, I did actually stick everything in the MOD folder into its own zip on my PC, added a bit to the readme (game and mission title stuff, same format as the Thief readmes) and then added the readme to the zip. And GL saw it all quite happily...however I had RTTUNN installed and hadn't quite finished it so I have been playing that (for 4 hours :p )....must get sleep.
Anyway, when you do, can you also do a (
http://www.ttlg.com/wiki/wikka.php?wakka=GarrettLoaderTitleImage) GLTitle image (jpg or animated gif), thanks :thumb:
The wifes out tommorrow so I shall have a play of it then...
RocketMan on 22/10/2005 at 22:21
I like this mod....its got a lot of changes, some are good, some are cool, some are like "ah now that's neat", some are long overdue, and as always some suck.
Thanks for all the bug fixes like making worm guns not sound like metal...lol who would have thought? The new camera settings, repairable turrets, particle effects, and many other improvements are much appreciated.
I do have some suggestions if you plan to develop this mod further:
1. a few of the "assembly" combos really don't make much sense. Like a cesium bomb.....and cigarettes that become a psi patch. I found lead added to armor giving rad shielding quite good and intuative but the others are not as much so.
2. The firing modes for the flame thrower are very nice! however instead of blue clouds for secondary mode why not try a liquid spray that has more of a petroleum look to it...would make more sense since gas doesn't stick to things.
3. The other new weapons firing modes are kinda old. ie rapid fire or one big slow ball....very used. Maybe there's other potential for these weapons.
4. The new weapons and items seem to subtract a little bit from the atmosphere of exotic, cutting edge science. The exotic class of weapons for example was added to make the entire weapon system not seem so akin to every other game on the market in the sense that shock isn't about killing, its about adaptation, compromise, and specialization to survive in a dynamic, evolving environment....stuff like smartgun and uzi have these subtle affliations with movies like alien and I personally can't help but dumb the game down to thinking of goggles as rambo with his new uzi or smartgun. That said, these new designs are a piece of game dev mastry and are quite impressive.
5. some of the super cool stuff like scramble grenades, which "can" make things like hacking crates redundant, should be very very rare i think.
Whenever I see a mod come out, my praise, if applicable, comes hand in hand with the things I think could be improved...certainly in this case there is much praise to give.....AND the fact that i've got so much to say about improvements for me simply means that the things were good enough to begin with to deserve the respect of further development...if i thought they were crap i'd not use the mod and that would be that. VERY GOOD JOB !!!