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not completely sure what are you asking there, but gamesys.dml can be used to modify (some, not all) gamesys settings and values without modifying the gamesys itself. this can be very useful for testing (if you break something, you just delete the dml) or for trying out experimental features. do note that dml is basically a programming language, so if you do not have experience in that area it will probably be quite difficult for you to actually create working fixes.

let me give you an example - the Thief1 Maw portal fix.

- first, we need to fix the borked creature positions on the cocoons that already exist in the level (the code goes to miss14.mis.dml):

DML1

ObjProp 33 "CretPose"
{
"Type" Tags
"Motion" IdleGesture
"Frac" 1.00
"Model scale" 1.00
"Ballistic" true
}
ObjProp 40 "CretPose"
{
"Type" Tags
"Motion" IdleGesture
"Frac" 1.00
"Model scale" 1.00
"Ballistic" true
}
ObjProp 102 "CretPose"
{
"Type" Tags
"Motion" IdleGesture
"Frac" 1.00
"Model scale" 1.00
"Ballistic" true
}
ObjProp 104 "CretPose"
{
"Type" Tags
"Motion" IdleGesture
"Frac" 1.00
"Model scale" 1.00
"Ballistic" true
}
ObjProp 127 "CretPose"
{
"Type" Tags
"Motion" IdleGesture
"Frac" 1.00
"Model scale" 1.00
"Ballistic" true
}
ObjProp 136 "CretPose"
{
"Type" Tags
"Motion" IdleGesture
"Frac" 1.00
"Model scale" 1.00
"Ballistic" true
}
ObjProp 146 "CretPose"
{
"Type" Tags
"Motion" IdleGesture
"Frac" 1.00
"Model scale" 1.00
"Ballistic" true
}
ObjProp 214 "CretPose"
{
"Type" Tags
"Motion" IdleGesture
"Frac" 1.00
"Model scale" 1.00
"Ballistic" true
}
this will screw up the size of some cocoons, so we need to fix that as well:

+ObjProp 118 "Scale" = 1.30, 1.30, 1.30
+ObjProp 35 "Scale" = 1.30, 1.30, 1.30
+ObjProp 103 "Scale" = 1.30, 1.30, 1.30
+ObjProp 145 "Scale" = 1.30, 1.30, 1.30
+ObjProp 219 "Scale" = 1.30, 1.30, 1.30
some waypoints also need to be moved so the creatures won't get stuck:

ObjProp 41 "Position"
{
"Location" 12, 6, 24
}
ObjProp 42 "Position"
{
"Location" 7, 6, 24
}
ObjProp 43 "Position"
{
"Location" 3, 6, 24
}
ObjProp 116 "Position"
{
"Location" 12.5, -7.5, 24.25
}
ObjProp 117 "Position"
{
"Location" 12, 6, 24.75
}
now, we need to do the same for all the creatures that are going to be spawned from the moment the level starts until it ends. this is controlled by the gamesys (gamesys.dml).

DML1

+ObjProp -4452 "CretPose"
{
"Type" Tags
"Motion" IdleGesture
"Frac" 0.00
"Model scale" 1.00
"Ballistic" true
}
+ObjProp -4453 "CretPose"
{
"Type" Tags
"Motion" IdleGesture
"Frac" 0.00
"Model scale" 1.00
"Ballistic" true
}
+ObjProp -4454 "CretPose"
{
"Type" Tags
"Motion" IdleGesture
"Frac" 0.00
"Model scale" 1.00
"Ballistic" true
}
+ObjProp -4447 "Scale" = 1.30, 1.30, 1.30
+ObjProp -4448 "Scale" = 1.30, 1.30, 1.30
and you are done. and this is a very simple, basic fix - basically, it just tells the game to move a bunch of objects around and adjust their size.

there is no such thing as free lunch in the Dark Engine.
Post edited May 08, 2013 by voodoo47
here:
http://www.systemshock.org/index.php?topic=4185.0

One of the mods here needed me to config a gamesys.dml but I never had one so I made one myself
yes, all you have to do in this case is create a text file, copy the text, including DML1 and all {} into the file, and save it as gamesys.dml (in the root SS2 folder). the settings should be applied next time you start the game.
Post edited May 08, 2013 by voodoo47
Works like a charm :)

But I've read somewhere that some mods doesn't even support gamesys.dml files, so ti be safe I asked
dmls are not mod dependent - if you write a dml that will increase hybrid's hitpoints twofold, the dml will apply it on the game, and therefore on all currently active mods. however, some mods may require specific dmls to work properly (like the nurse Bloome mod, which adds a special model for the Bloome midwife, and it uses a dml to do so), so mods may be dml dependent.
Post edited May 08, 2013 by voodoo47
Thanks Voodoo
Post edited May 08, 2013 by Ghostbreed
avatar
voodoo47:
avatar
KolyaKorruptis:
Heads up for systemshock.org (if you hadn't seen already):

http://store.steampowered.com/app/238210/
Post edited May 10, 2013 by Boilpoint
Yeah, good luck on modding your game when it's on Steam that overwrites your custom files each and everytime you start up that DRM infested crap program. Glad I have it on GOG...
Post edited May 10, 2013 by Ghostbreed
updating to the latest version with ss2tool should work fine, but modding might be a bit more problematic.
avatar
Ghostbreed: Yeah, good luck on modding your game when it's on Steam that overwrites your custom files each and everytime you start up that DRM infested crap program. Glad I have it on GOG...
Not true. I have modded several STEAM games with no issues.
Unless you're messing with the main .exe file modding Steam versions of games is usually no problem whatsoever.
all I can say is that steam is not exactly friendly to TFix.
Post edited May 10, 2013 by voodoo47
avatar
voodoo47: all I can say is that steam is not exactly friendly to TFix.
Don't want to derail, but what specifically were the issues you had Voodoo? I turned off auto-update and didn't have any problems with TFix or Tafferpatcher. Honestly, haven't had a chance to play that far into either, but was curious if there's something specific I should be watching for.
the most obvious symptom is the broken options menu. and yeah, turning off auto updating should help, but nobody really confirmed this fully. until now.
Mods work great!
Post edited May 11, 2013 by Obefat177