Hiya! Welcome all to my profile! Well, not really a lot can be say here, I mostly mod and map for the GoldSource engine, though I do mod other stuff here as well. Anyway, hope you enjoy your visit!

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Report RSS The Conspiracy in Shadow 2 | Remod Continues (view original)
The Conspiracy in Shadow 2 | Remod Continues
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FlippedOutKyrii
FlippedOutKyrii - - 3,507 comments

I say have a generic ammo box for those weapon clips that share the same model. Better then going through and replacing certain ammo pools, could produce some inconsistent weapon pacing otherwise.

And as far as I can tell, there was never a first TCIS. There are images dating back to 2003 that indicate it's the sequel but no evidence could be found that even so much as hints at a first. Maybe it was a lost prototype or a mod/map on another engine?

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ZikShadow Author
ZikShadow - - 506 comments

1. I could try to rebalance it as I go, most of my balancing stuff is set on Hard, so Easy/Medium players should find it even easier. Usually I'd go through a map, and if I run out of ammo despite pulling several ammo-conserving strategies, then I'd add an ammo pickup here and there, vice versa if I found just too much ammo for one set of weapons.

The original mod's pacing of ammunition ain't exactly the best as well, giving you multiple ammo_9mmbox-es in the span of 30-60 minutes, then again, it could be because it was balanced around the fact that the mod has 125 for the 9mm ammo limit + the whole constantly respawning enemies thing. I pretty much ended up having to rebalance the mod anyway, so it's no biggie.

It's quite possible to get it right with enough time (which would delay it to around 2018 probably with my luck), I just have to put more of the smaller and medium ones but limit the bigger ones for when you know the ammo runs out around a particular map.

In a rather silly note, the G3SG1 ammo (5 7.62 ammo, least useful since the AK ammo gives you 39 and the box gives you 60) actually uses a separate model, somewhat of an insult to injury since the sniper has the same damage output as the assault rifle and you'd have better luck using the rifle in this CQC-focused mod (I think the only outdoor area was the intro one).

2. Is that so?
The problem is that it's a "damned if you do-damned if you don't" sort of thing.
If I rename it to TCIS1, then the TCIS2 in ModDB could be confused as the actual sequel, but if I don't rename it, people could be confused trying to find the first one (that apparently doesn't exist), it's quite worrying.
If only I knew the history of this thing, I don't get what's up in the author's mind sometimes.
Like putting the map of Texas as the logo of A51 on character models and having an Egyptian structure built underneath Nevada of all places.

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SweetRamona
SweetRamona - - 5,114 comments

This Mod had Co-op?

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ZikShadow Author
ZikShadow - - 506 comments

Apparently, there are entities for multiple players, info_player_deathmatch starts, etc. The mod even defaults to MP mode while you're playing SP (note that the game doesn't pause when you go to the menu).

Now that I think of it, some of the problems that are in this mod could be caused by the whole coop system, quite some dodgy effort if I should say so myself.

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SweetRamona
SweetRamona - - 5,114 comments

I see, well anyway I look forward to this Remod, as I've always with your other ones. ;3

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FlippedOutKyrii
FlippedOutKyrii - - 3,507 comments

Oh yeah, I also forgot how pitiful and inconsistent the ammo carrying capacity was for this mod. You have plans to increase it at all? Or is that built into the code?

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ZikShadow Author
ZikShadow - - 506 comments

Yeah, unfortunately it's all in code, no go for getting that tinsy 125 9mm ammo limit to the proper 250 I'm afraid without just tearing out the custom stuff.

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Description

Pardon for the slow progress again, college still burdens me and I caught some unpleasant fever recently (great way to finish the year, eh?).
Still managed to get some things done though.

- Map props are done.

- Additional story texts implemented.

- Pistols and .45 ammo are added back after the weapon sap in the middle of the mod.

- Added more .45 ammo generally.

- Replaced all healthkit entities with healthboxes.

- Altered skill.cfg to fit normal HL/OP4 damage points, mostly to make it fit more as a HL mod instead of the original's survival horror feel.
The original skill.cfg is left behind as an addon, unlike The Real, it's not THAT unfair.

- Made the shielded islave have proper visible weak points instead of making players rely on grenades to kill them.

- Background and icon replacements done.

+ The .45clip and the 9mmclip shares ammo models. The 9mmAR and AK47 shares ammo models. The 9mmbox and the 762box shares ammo models as well.
I'm thinking of separating them so that there's only one ammo model for one ammo category, unfortunately since coding's out of the question, the only way to do that is to remove an ammo variant entirely (replacing them in maps as well).
Should I do that or leave it as is but use a generic ammobox model?

+ There seems to be a couple of models here that might not be used in the mod itself, looking to see if I can clean up some space.

+ The mod uses inconsistent VOX (sometimes male, sometimes female), which is weird, because Valve's VOX system already has a lot of clips to fill in the new ones' messages/warnings.
Currently going through all the new VOXs to replace them with Valve's.

+ Thinking of renaming the mod to just TCIS instead of TCIS2, was there even a first one?

() The mod glitches out after a save load/new map (nightvision battery/overlay missing, camera overlay missing, etc), no clue on how to solve it.

() The coop-related entities are altered to fit new ones. MP compatibility is gone.