for each line that is overridden by the second mod and is not equal to the default version of that string, override them in the master file, replacing lines modified by the first mod, etcĭ. For each line that is overridden by the first mod, replace it in the master fileĬ. Start with default versions (vanilla) of the string filesī. Would it be possible for the mod manager to combine these files into a "master" strings file, based on the currently loaded mods? This would need to be refreshed every time a mod with a strings file is activated or deactivated.Ī. It's a real shame that we can do all sorts of fantastic dml changes for gameplay, and they remain largely compatible, but when it comes to strings files, we are stuck with annoying compatibility issues. This is regarding the latest Version of BMM v.1.16.1, so it will most likely concern the initial release of DMM:Ĭurrently in ss2bmm, certain mods (like RSD, Alarming Cameras, SCP) overwrite string files and this makes them incompatible in terms of their strings.įrom my understanding, currently if mod A modifies, say, the description for a psi power, they have to include the entire psihelp.str file, which will conflict with mod B which modifies a different psi power. * Wording: Where exactly does it still say "Exit and start game" anymore? I thought I changed that everywhere. The feature relies on certain refresh timings working correctly. Does this always happen with a certain mod folder, maybe containing invalid characters? * Cut-off popup: Does the terminal tell you anything interesting when that happens? The deletion dialog is the same as any other standard dialog. I tried several ways to implement Unicode symbols, this is the only one that worked consistently on Windows. * Missing symbols: Wine issue with Unicode symbols and Windows BOM. * Cut-off deletion sentence: Probably one of a couple of million different things that can go wrong with string manipulation between operating systems. However, the use button should have stayed disabled. * Saved profiles not shown immediately: This is intended. No changes at all since the project started, so no idea what I could do to fix. I find the music takes me out of it because it doesn't really make sense if you're trying to feel like you're there.Īnyway, I'll stop rambling.Concerning read denied warnings: Do you just get a warning in the console or are there actual problems with the functionality? I'm just using basic wxWidgets file system functionality, reduced to the limited NTFS feature set of Wine. I think it's a gamechanger for immersion as well. ![]() I think it really adds another layer of tension, and I might go so far as to call it a Space Odyssey type feel were the action not so frantic. It just seemed so natural throughout the whole game it felt like I was playing it the way it was meant to be played. It only just occurred to me five minutes ago that I'd turned the music off: I'd forgotten. I thought I'd go into audio options to turn it down, but then I had a thought: Why not just shut it off? Well I'm in Hydroponics right now and I won't spoil anything but I have to say I think my decision really paid off. ![]() I was enjoying it early on, but when I got to the science/medical deck I found I just couldn't stand the music. I thought I'd pick it up and see what all the fuss was about. So I'm on my first playthrough ever of System Shock 2.
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