IceNine on 23/3/2006 at 19:03
First off, nice mod! Plenty of goodness in there so far, thanks for making it, and making it public! Some issues though ...
Possible bugs / issues
Showstoppers / fatal
1) Hydroponics Access Card A is not on either body in front of Hydro C.
Perhaps the level fixes you posted do not include it for some reason?
Possible fix - check posted fixes for 2) below to insure the card does in fact exist in all versions.
2) The infamous monkey room in Hydro B ( next to the chemical storeroom ) still causes fatal gamecrash.
Tried the level fixes, removal of hydro.dif and level restart from a clean save, still no dice.
Possible fix - Brush a wall between the player and that room, or create an object barrier preventing access at a safe point. A blue containment forcefield seems like a fitting and easily accomplished bandaid.
Non-fatal
1) Conversion formulas do not alter space consumed by the components.
Adding 2 cigarettes for example, will give the graphic for a Cigarettesx2 in one box, but still takes up the original 2 boxes in the inventory - without indicating so, creating an unmarked 'hole' where the dragged cigarettes were that cannot hold other items in the inventory. The same thing occurrs with the creating of a molecular grafter. throwing the object into the world, then re-grabbing it seems to repair it, but the item still takes 2 boxes of inv.
2)Power Armor adds energy sucking noise when in inventory, whether worn or not.
Picked it up, but didn't have the str to wear it... curiously, I still started hearing the noise, which leads to the next one...
3)Power armor " Super sucking energy sucking noise " is WAY too loud.
As in deafeningly loud. Tripped me out so much I dropped the armor until I could edit the sound file and attenuate it. That it indicates that energy is being absorbed is good though. seems workable but still a bit loud at 35%. This leads to the next one...
4)Energy absorb noise seems not to be removed on armor removal.
After the above, I re-donned my hazard suit.. and still had the noise, even after the armor was no longer in my inventory.
5) Removal of power armor may create damage amplification somehow.
Once I removed the power armor as noted above, I promptly began receiving what seemed to be amplified damage from both energy and physical damage. Perhaps the bonuses from the armor somehow were removed multiple times, leading to a very lethal +60% damage increase? On normal difficulty with 45 life, I should be able to take two midwife beams or a couple pipe swings and still remain marginally alive.
6) Power armor conversions seem flaky.
I swapped mine from power to medium, then recharged it with a battery, then IR grafted it, then attempted to recharge it at a powerstation as directed in the readme ( drag armor to station, and release ), at which point it made the fallhit noise and disappeared. I'm assuming it became invisible or otherwise unselectable in the world, or something.
7) Worm piles should deplete.
They currently appear not to, or at least the ones in the Deck 5 mall washrooms don't.
8) Large beakers should be more expensive.
I threw a scramble grenade at the Cinema replicator, and it rolled up large beakers. I'm not sure of their exact price. Then I hacked the rep and they ended up being 12 nanites each with my replicator expert bonus. What with those 2 never depleting wormpiles in the washroom, it was a simple matter to rack up 5K in nanites and outfit myself with well enough smartgun ammo to finish the game without needing any other weapon or more than a passing nod at caution. On the plus side, it did give me the ammo to refine the smartgun fire sound a bit, with the only problem being I'm not exactly sure what the delay between triggerings is, so if the sample is too long is easily blows the audiostack and results in silence until they all clear.
9) Smartgun texture needs completion / possible rebuild
The main body of the gun is flat black. Not metal with a black finish, but featureless inky blackness. Most of the weapon is basically indiscernable due to this. Love the gun though, want to see it all sexed up. ;-)
10) Repair only restores durability to 2, not the level of repair skill.
Less of an issue if weapon degrade is reduced from the default ( edited opinion rant ) values.
11) Download needs to be streamlined
There's alot of extra stuff in there. Granted Dev is a dirty business in progress, but there are alot of extraneous files there.
All I have noticed off the top of my head so far.
Thanks for the extra fun!
TF on 23/3/2006 at 19:14
Nice post, I'll keep that stuff in mind, it's pretty much all fixable. I swore an oath not to remake the smartgun when I released it (due to numerous problems with tweaking it to work) but it's been a year since then and I've learned a lot more about modelling, (and switched to a real modelling application) and I should be able to do better while staying comfortably under the poly limits that plagued the old one so much.
I doubt I'll be able to patch much before mid-April though.
Ultraviolet on 23/3/2006 at 21:01
Quote Posted by kidmystik101
may i be the first to say...what the fuck!?
No, you may not.
What do the .DIF files do, exactly?
Hemebond on 4/2/2007 at 00:55
Quote Posted by TTLG
Necromancy Warning: The post you're replying to is more than 30 days old.
Screw you!
Quote Posted by Ultraviolet
What do the .DIF files do, exactly?
Aren't they like patch files for the mis files?
Anyway, I resurrected this thread using my amazing dark arts to ask: does Secmod contain SHTUP as well?
Kolya on 4/2/2007 at 02:57
No shtup as far as I can see. But why don't you take a look into the mod yourself?
Hemebond on 4/2/2007 at 04:04
Quote Posted by Kolya
No shtup as far as I can see. But why don't you take a look into the mod yourself?
/me slaps Kolya
Such insolence! I am looking at the Secmod directory. It has high-res floor signs and heaps of other textures identical to SHTUP. What I'm trying to deduce is whether this is the default Secmod install or have I accidently compiled the two together into the same .ss2mod. I can't download it right now to check.
Ajare on 4/2/2007 at 11:58
IIRC, TF accidentally included quite a lot of unnecessary files, so there may well be some (if not all) of SHTUP in there.
TF on 4/2/2007 at 17:50
ZB made the same astonishing discovery a few pages back. Current version has 99% less superfluous files (which admittedly makes the whole pack 23mb instead of nearly 30) and a renamed hydro2.mis (along with the necessary level/gamesys modifications) to get over the .DIF bug.
It's just not released yet. :)
t:)t