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- Jan 28, 2011
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So do any of these work with the Steam version ?
Everything works with the Steam version.
So do any of these work with the Steam version ?
Do these new mods work with the old respawn mods floating around and/or the tweak for respawns in the official patch? I always like to tone down the respawns so it's not like I'm playing COD or Bioshock. Loses the fear factor for mine.
; enable scaling of in-game 2D overlay (HUD), makes the things like current item/weapon text, or SS2
; HUD/panels, larger at resolutions of 1280x960 or higher with pixel perfect scaling (requires "use_d3d_display")
; NOTE: Enabling scaling may actually improve performance, especially at high resolutions.
Do you agree, that SS2 is best played in 640x480 with original textures? I think at higher resolution, you loose fine details. Like circuitry graphics. Shapes aren't ass impressive too at higher res. The geometry is better presented in VGA. I think, because it seems more organic and less edged. With 32 bit lighting, it should be more even more monocled.
Do these new mods work with the old respawn mods floating around and/or the tweak for respawns in the official patch? I always like to tone down the respawns so it's not like I'm playing COD or Bioshock. Loses the fear factor for mine.
Dunno about any mods but I think the cfg tweak should work.
LGS worked with the low poly models, bringing out the character of their 'monsters' using just the right textures and animations. Nowadays devs and modders miss this crucial point, thinking that just making a good looking and well textured model automatically makes it 'better' than the original, without realising that everything that made the original scary and unsettling is lost.
Yeah, that old tweak is what I usually had been using in the past, but I also found several mods that change the level of respawn ecology on each level from none at all, to insane. Was curious if those hand crafted mods were messed up by the newer mods that also seem to dig through the actual levels.
Do these new mods work with the old respawn mods floating around and/or the tweak for respawns in the official patch? I always like to tone down the respawns so it's not like I'm playing COD or Bioshock. Loses the fear factor for mine.
Dunno about any mods but I think the cfg tweak should work.
LGS worked with the low poly models, bringing out the character of their 'monsters' using just the right textures and animations. Nowadays devs and modders miss this crucial point, thinking that just making a good looking and well textured model automatically makes it 'better' than the original, without realising that everything that made the original scary and unsettling is lost.
FYI Irrational Games (not LGS, sorry) regretted using low poly models for creatures in SS2. It was a mistake - they actually had a higher poly budget than they thought.
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This package fixes many small imperfections of SS2 objects - missing polys, z-fighting, incorrect texturing etc.
This updates the 02 version with hipoly gore (ripped off head, leg and arms), and the suicide ghost model. The new models were made by Olfred, the original ghost texture by Muzman.
This version includes the hires gibs for the sake of convenience, and also resolves the compatibility problem with some FMs (Ponterbee). SS2 v2.43 or newer required.
I gotta check this out, havent played this game in years... Which updates do you use Infinitron?
First, it kills any atmosphere by adding a ghostly side-kick/love interest that appears every 5 seconds to shout some baldy voiced fake french accent nonsense ("we must find a way to stop SHODAN, mon ami"). Not happy with that, enemies are level scaled. Expect zombies mid-game to one-shot you even when wearing armor, unless you boost endurance. Then it completely fucks resource management and the combat by making enemies immune to most weapons. Turrets, robots and cameras can only be destroyed by energy weapons, monkeys only by psi blasts and mid-wifes only by fucking explosives! Want to fire a grenade at turrets or use the laser rapier on zombies? TOO BAD. Also, they removed the cross-hair in favor of auto-aim, cause fuck you.
SCP makes the following changes:
● Literally hundreds of tweaks to object positioning to fix floating, misalignments, etc.
● Even more tweaks to terrain texturing to fix tiling errors, scale errors, wrong texture errors, poor placement, consistency, etc.
● Subtle (and occasionally not-so-subtle… but mostly subtle) improvements to level architecture.
● Certain nonsensical areas made more sensical via minor cosmetic additions.
● Improved signage for some of the more confusing areas.
● Enhanced object animations.
● Corrected object scales and physics dimensions.
● Corrected and improved sound propagation.
● Corrected typos and inconsistent terminology in text strings.
● Minor fixes and enhancements to some of the quest logging.
● Many more objects uniquely identified in the HUD.
● Fixed many upside-down objects not behaving correctly.
● Fixed missing or incorrect impact and footstep sounds.
● Used some previously unused resources (sounds, models).
● Fixed issues in many object models (z-fighting, missing polys, etc).
● Sourceless lights given light sources.
● Upgraded lightmap color depth from 16-bit to 32-bit (no more banding).
● Additional animated lighting effects.
● Enhanced particle effects.
● Enhanced weapon projectile and impact effects.
● Effects of certain weapons made more logically consistent.
● New dynamic training system. If you bypass all training in the first level, immersion-breaking “help consoles” are removed from later in the game.