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Topic Summary

Posted by: JustVisiting
« on: 01. March 2024, 01:19:49 »

As a bonus performance improvement, perhaps you could use normal mapping for further geometric detail so not as many tris need rendered?
Posted by: JDoran
« on: 07. January 2024, 13:27:02 »

Brilliant, mate! Any idea of when we might see a release, please?
Posted by: JosiahJack
« on: 06. January 2024, 22:12:02 »

Dynamic culling seems to be working quite well now.  Already a decent performance improvement.

Ability to load custom music is finally in.  Just need to do the tedious part and link the override system to each dynamic music snippet.  I also plan to have two types of overrides, snippets and looped where the dynamic music system does not do anything if looped is picked and instead it just continuously loops a provided mp3 override that way any custom mix ever made could be dropped in and used as is.  Or any mp3 music really.  Or .wav.  Haven't added support for midi + soundfont yet though but that's planned for later.
Posted by: icemann
« on: 26. October 2023, 03:11:15 »

The benefits to making your own game engines. Get to add the features you want.
Posted by: JosiahJack
« on: 25. October 2023, 17:22:01 »

I've been working on a dynamic tile-based culling system.  Has the benefit of better performance, better RAM usage, and will support Citadel's ultimate and as yet uncreated feature.  It's a long planned thing, involved, but necessary for the things to come.

Also poked at adding support for custom music mods that people could drop in and use to override one or all tracks, but it's not quite ready yet.

Not much progress these days with my current setup and playing with my 3 kids, but still going when I can here and there.
Posted by: JDoran
« on: 12. September 2023, 17:00:58 »

Dogs are brilliant, and puppies are extra cute too. The comedian John Finnemore (who wrote and starred in my favourite radio program Cabin Fever), did a survey a couple of years back to find what was the voters' favourite thing ever, and the winner was 'dogs'.
Posted by: sarge945
« on: 12. September 2023, 03:42:57 »

I'd help out but I just adopted a puppy which I know isn't anywhere near as much work but it's still a handful
Posted by: voodoo47
« on: 31. August 2023, 14:02:57 »

Posted by: JDoran
« on: 31. August 2023, 12:04:06 »

Congratulations, JJ! And don't worry about Citadel, when it's released, I'm sure it will be worth the wait.
Posted by: JosiahJack
« on: 31. August 2023, 01:06:18 »

My wife had her baby this afternoon.  Our third kid.  A little girl.  Both mom and baby doing well.

Still been working hard on Citadel when I have time.  Lots of bugfixes and polishing behavior of certain features.  Not there yet, but getting ever closer to a 1.00.  Those who pay attention to the Github will see both all the commits and those with Github accounts (free) are more than welcome to checkout the Citadel Main Build artifacts in the Actions tab which have the latest dev builds available at the bottom of the page for each successful run.

Not sure when I'll have my next official version what with all of life happening these days.  Life is good though!
Posted by: Toaste
« on: 16. August 2023, 13:22:35 »

That's cool. Now I'm downloading it.
Posted by: JosiahJack
« on: 15. August 2023, 21:45:36 »

I did.  Pressing G (by default) puts a live grenade in your hand.  T and B cycle them up down (indicated by the yellow one).  Patches can be cycled and and apply the highlighted one as well from a hotkey.  And ammo change and reload have hotkeys as well.  Reload has both a quick load option for modern reload or with it disabled pressing reload once unloads, then again loads.
Posted by: Toaste
« on: 14. August 2023, 14:16:39 »

While I undestand the premise behind this project to be as faithful to the original as possible, why not add some quality of life stuff in the interface and user experience aspects? For example, ability to throw grenade with a dedicated button, and ability to cycle grenades with another hotkey to choose which one to quick throw. Also, does it have a reload/change ammo type hotkeys?
Posted by: Berathraben
« on: 13. August 2023, 20:18:51 »

When loading a save the bio monitor augment (I turned on) is running but is not visible. You have to turn it off and start it again for it to display. After reloading a save the small doors are half way open but you can move through them.

The force bridges appear as a narrow single red line. The mutants I killed in the rad trench stay standing even when dead. Not sure if this happens anywhere else. It did not happen with mutants near the med bay and the cyberspace terminal and did not happen with cyborgs or assassins.
Posted by: icemann
« on: 13. August 2023, 10:49:22 »

Having not played any of the releases (as was waiting for the final or 1.0 release), watching that video was quite interesting. Looks like great work done on the remake.
Posted by: Berathraben
« on: 13. August 2023, 07:29:00 »

I just tried the new beta. It is a huge improvement over the last build. Very nice work. :)

I did get a crash to desk top when I tried to take a screen shot of a mutant the fell through the floor after I killed it.
But other than that I have not encountered any bugs so far.

Adding music and sound from the classic version of the game works this time. I don't think it did in the previous build.
I did notice  when you are starting a new game it only lets you type 1 letter in the name field if you have not imported the audio.
Posted by: JosiahJack
« on: 13. August 2023, 02:56:53 »

A fun video since I haven't had one in a while:
https://www.youtube.com/watch?v=aCf4MQBwBmY
Posted by: JosiahJack
« on: 12. August 2023, 22:41:25 »

New beta version release with lots and lots of fixes: https://github.com/JosiahJack/Citadel/releases/tag/v0.99.5
Posted by: JosiahJack
« on: 13. July 2023, 17:16:25 »

I don't believe in AppData or Registries (but haven't found a way to force Unity to not put stuff there so I just ignore it).

Config (and saves) is inside Citadel_Data/StreamingAssets/Config.ini with Citadel_Data/ being a folder next to the game executable wherever you installed it.  I believe depending on the OS, StreamingAssets folder is put elsewhere (e.g. Android does this) but for Windows and Linux it's located here.  At some point I'll have debug log files go here too, but for now they are in the automatically created AppData/LocalLow/TrioptimumCorporation folder.
Posted by: sarge945
« on: 13. July 2023, 16:09:38 »

If it's standard unity, look in

%userprofile%\AppData\LocalLow\<companyname>\<productname>

I assume the product name is Citadel
Posted by: datiswous
« on: 13. July 2023, 09:13:25 »

@JosiahJack where are the config settings stored, so I can delete them? I tried to change the resolution and set the window to fullscreen, but first the window was set extremelly small and when I managed to set it to fullscreen everything (in settings) is unreadable. This is on Win10 btw.
Posted by: sarge945
« on: 05. July 2023, 00:28:03 »

The whole "remake vs remaster" debate in gaming is largely pointless anyway.

I've seen remasters that basically redo the graphics engine of a game (and all the assets) completely. I've seen others that do virtually nothing.

I've seen remasters that change a lot more than remakes do.

Not to mention you've got ultimate editions, sequels, definitive editions, goty and collectors editions, regional releases, and sometimes even patches that can completely change a game almost entirely. Warframe is so different from release (even in terms of graphics) that it's essentially been remade multiple times already, despite never getting a remake or a remastered version. World of Warcraft changes significantly with each expansion, both in terms of gameplay and graphics. Do you have to update graphics to be a remake or does gameplay count? If a company calls a product a remake but it still technically uses the same engine is it one? What about engines that have multiple iterations? Is half life source a remaster of half-life despite the only change being the engine? Does Dark Souls Remaster even count as a remaster if it's just the original game with a community patch added? Nobody knows because nobody has defined any of this stuff. We just call a game a remake or a remaster based on what feels right.

Is Citadel technically a remake or a remaster? The only intelligent answer is "who cares?". It's both and it's neither because the terms are meaningless.

Now can we put this stupid debate to bed?
Posted by: voodoo47
« on: 01. July 2023, 09:03:42 »

so technically, not a complete remake, but for all practical purposes, yes.
Posted by: JosiahJack
« on: 01. July 2023, 00:54:40 »

Content made from scratch:
Code for entire game including UI and all systems
3D models of all items, weapons, and general misc (e.g. barrels, debris)
3D models of all walls, floors, and level geometry
3D models of all enemies including animations
2D textures for all 3D models (excluding wall/floor chunks)
Shaders for cyberspace, automap, and other effects
Particle effects for all explosions, death animation effects, sparks, etc.
Level layout with all wall, floor, ceiling, item, enemy, and light placements by hand
Level triggers, I/O, logic setups, mission states, door locked, ajar, and keycard states, vmail triggers, email triggers, ambushes, ladders, gravity lifts, etc.
Font
Menu backgrounds
Weapon UI icons
Biomonitor graph
New Game page graph
Postprocessing for lighting, colors, and screen effects

Content reused:
Audio (however, music is converted from midi snippets and ran through soundfont)
Wall/floor textures (mostly for color patches) and some other icon sets such as held objects (temp for now)
Posted by: ZylonBane
« on: 30. June 2023, 18:55:48 »

Just... stop.
Posted by: RandomNetPerson
« on: 30. June 2023, 18:00:04 »

ZylonBane
I know, but it's more of a engine/sourceport remake, while the game (gameplay, graphics...) is being "remastered".
Posted by: ZylonBane
« on: 26. June 2023, 17:58:04 »

I'm kinda more interested in this remaster than the official Remake!
This isn't a remaster. This is a remake. It literally says "Remake" in the thread title.
Posted by: RandomNetPerson
« on: 26. June 2023, 16:03:12 »

JosiahJack
This is insane!
Looks so faithful, yet works like it was made in SS2 engine, I'm kinda more interested in this remaster than the official Remake!

I presume you can play it like SS1 plays or switch to some SS2's-like QoL improvements?
Posted by: JosiahJack
« on: 21. June 2023, 05:09:29 »

A playtester was kind enough to provide this, albeit pointing out bugs: https://drive.google.com/file/d/1onXeWRwxch7GWyb7UksnZxem5sE3685W/view?usp=sharing

I'm close to finishing another project for a mod team I'm the lead programmer on so haven't had much time for this the past couple months.  Hoping to have that wrapped up this week though to switch gears back to fixing this.
Posted by: RandomNetPerson
« on: 19. June 2023, 22:31:13 »

Are there any videos showcasing this mod/remake?
Posted by: JosiahJack
« on: 11. June 2023, 04:16:50 »

Thanks!  This is awesome!

I'm about to wrap up my other main game project here in the next week (hopefully) and will be switching focus back to this.  Quite a few of these haven't been reported yet or weren't reported with this level of nuance so definitely is helpful!
Posted by: ExecutivelyCrawfish
« on: 10. June 2023, 06:04:05 »

Aaand a few more I forgot to copy over from another document.

Saving and loading can cause weapon names in inventory to disappear. Similarly, under some circumstances - I believe it was also saving and loading, but need to investigate - ware can disappear from the menu. It'll still be recorded as installed, though, because picking up another copy of the same or lower version will give the 'ware is obsolete' message.

Overall, though: I am *stunned* at the fidelity and the sheer effort here. These UI issues didn't distract me from enjoying an incredible experience.
Posted by: ExecutivelyCrawfish
« on: 10. June 2023, 05:55:59 »

Full disclosure, I'm heading straight into this with no prior Citadel experience, so some of these may be known or intended. Haven't really ordered them either.

Selecting No Shoot Mode in options menu, returning to game, and reopening options menu shows Quick Reload Weapon selected instead and changes game behavior accordingly.

Pipe reach seems short - cameras often can't be hit without jumping. Hitboxes on enemies and weapon range seem comparable to vanilla.

Inventory functionality breaks if mouse buttons are switched - RMB does not select items, looting corpses doesn't work properly in some cases (noticed with corpses in doorways).

Program becomes very unhappy about alt-tab and alt-enter usage, often just crashing.

Mouse sensitivity decreases significantly on alt-tab and return.

Non-fatal null reference errors during save loading, I assume these are known.

Magpulse shows two ammo types in inventory display.

Most interactions behave differently from original, working with single clicks only, compared to double clicks in vanilla.

Healing suite door doesn't auto-close

Map vision in saves lost on game exit. Persists properly on a 'live' reload.

First exit to menu doesn't bring up save prompt, proceeds directly to save screen.

Other oddities with save screen - seems to be inconsistency with when and how slot names are saved, I need to investigate further.

Destroyed hoppers (potentially other enemies) that slide off elevated surfaces just continue sliding without collision.

Switch for Gamma sliding wall doesn't work. Actually, most switches don't work.

Weapon switching can produce glitchy behavior. I'll try and record, but the particular issue I'm noticing is that scrolling from the second-to-last weapon to the last will produce a state where the last weapon is highlighted but the second-to-last remains equipped and nothing shows in the Weapon MFD. Specifically I had the Skorpion in slot 5 and picked up a pistol into slot 6.

Interacting with corpses, etc in mouselook mode switches into free mouse mode; breaks muscle memory from SSP/EE.

Loot appears to be generated on death instead of on interaction with corpses - not abnormal, but distinct from vanilla behavior.

Discussed in thread, but automatic weapons lack certain gunplay elements; no recoil or lack of control.
Posted by: Berathraben
« on: 11. May 2023, 19:00:14 »

JosiahJackSorry Josiah.

I just have so much going on and have not been online a whole lot or even looking at games.
Posted by: Reidspeed
« on: 11. May 2023, 03:55:42 »

After loading any of my saves all elevators stop working.
[Citadel 2023-05-10 20-43-06.mp4 expired]
Posted by: sverXRazum
« on: 10. May 2023, 11:06:34 »

Sorry, I want to record a walkthrough. Will try to post it on weekends.
Posted by: JosiahJack
« on: 09. May 2023, 11:26:19 »

Any feedback on this latest release?  Maybe no news is good news?
Posted by: JosiahJack
« on: 15. April 2023, 14:48:09 »

Posted by: JosiahJack
« on: 08. April 2023, 23:33:53 »

2 balled snowman according to the developer commentary provable with how your head can be stuck on one side of a door and your body on the other if you were leaning out of it.  I'm pretty sure it was doing a simple sphere collision.  Most noticeable when you get just barely past the edge of a ledge and can see starting to slide down from the player's ball shape.  The bottom sphere was pretty rigid though.  The top one slid around, jostling atop the bottom one with a spring to recenter it after a bit.
Posted by: ZylonBane
« on: 08. April 2023, 15:56:43 »

The original was more like pushing around a cube.

The Dark engine does leaning toward the direction of movement, but it's very subtle.
Posted by: voodoo47
« on: 08. April 2023, 11:45:22 »

maybe make it a toggle. there are people around who do not enjoy the pushing around a ball of rubber bands player physics.
Posted by: JosiahJack
« on: 08. April 2023, 01:58:07 »

Alright all 3 OS versions are up now at the same link.  Would love to see some playthrough videos, even if it's still buggy.  I'll probably notice bugs in a video that the player didn't even notice themselves.

There are still some quirks around energy setting and the grenade timer setting isn't working yet, but the majority of bugs reported thus far have been fixed.  I do plan to implement some subtle movement sway where the player leans a little in the direction of movement just like the original, but haven't gotten to improving that yet.
Posted by: JosiahJack
« on: 07. April 2023, 23:26:58 »

https://github.com/JosiahJack/Citadel/releases/tag/v0.99.2

Linux and Mac versions are still uploading (internet troubles) but there tis the latest Windows version.
Posted by: JosiahJack
« on: 30. March 2023, 12:08:16 »

I didn't say which Thursday haha.

My sister just went into labor earlier than expected, so I will be out of state with them and probably not have time to do anything on Citadel until mid next week.  Family first.

Been wrestling through some player movement issues that affect booster behavior and the ramp jump on level 4.  Once that's fixed I'll do the next beta release.
Posted by: JosiahJack
« on: 21. March 2023, 01:17:32 »

Most of the above has been fixed now.  Planning to have next beta release thursday or saturday as time permits.
Posted by: JosiahJack
« on: 17. March 2023, 17:37:26 »

 :omg: :thumb: :awesome:
That's awesome!  Thank you for all of this.  I've started fixing a few of these today.  Top tier bug reporting there.  Added you to playtesters in the credits along with some other recent playtesters.

https://github.com/JosiahJack/Citadel/blob/master/Assets/StreamingAssets/credits.txt

Huge thanks to anyone finding and reporting issues.  Also, if anyone cares to have their real name instead of or in addition to their gamename in the credits let me know either here or in PM.
Posted by: sverXRazum
« on: 17. March 2023, 09:17:04 »

Don't be mad if I wrote something wrong or stupid. This all the things (not really) I wanted to mention about the game.

While playing through Citadel v0.99.1 I've encountered several bugs which I subjectively divided by groups.


Critical (bugs, that will or can ruin playthrough):
1. Doors to maintenance sections on level 3 doesn't open when they supposed to.
2. Second part of the reactor code don't get accepted.
3. Corpse of Cyborg Diego with a keycard on level 8 can fall through a floor. (As well as corpse of any other enemy anywhere)
4. Attacks of some enemies (encountered with Cyborg Mutant and Flier Bot) can push you through a wall to out of bounds.
5. Buttons for teleporting in and out of Bianca Schuler's cell (where Isolinear Chipset is) are not working.
6. Save files after playing some time aren't working properly giving NullReferenceException while saving and loading:
Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
  at HealthManager.AwakeFromLoad () [0x00211] in /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:689
  at HealthManager.Load (UnityEngine.GameObject go, System.String[]& entries, System.Int32 index, PrefabIdentifier prefID) [0x0011b] in /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:783
  at SaveObject.Load (UnityEngine.GameObject go, System.String[]& entries) [0x003e2] in /home/qmaster/Github/Citadel/Assets/Scripts/SaveObject.cs:302
  at Const+<LoadRoutine>d__320.MoveNext () [0x00c2e] in /home/qmaster/Github/Citadel/Assets/Scripts/Const.cs:1631
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <eea339da6b5e4d4bb255bfef95601890>:0
 
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs Line: 689)


Major (bugs, that make playthrough unnecessary harder or just broken things):
1. Switch to maintenance lift near neurosurgery on level 1 doesn't work when it's supposed to. (only first one)
2. Some curcuit puzzles cannot be solved without a logic probe (Some gray squares doesn't powering up when they supposed to). Specifically: puzzles from both sides of a door between bay 3 and CPU room on level 5; puzzle near bulkhead door above bay 2 and 3 on level 5; second puzzle near Eastern antenna on level 7.
3. The enemies in cyberspace always behave like its 0 Cyberspace difficulty, Ice Drill don't work, you can't pick up keycards and there are couple invisible walls that don't disappear when you clear a section. Specifically: you can't complete cyberspace on reactor and executive levels.
4. When you try to flip a switch/open a door/use charge station when it's blocked by SHODAN security level your inventory panel starts flashing after you walk away from blocked object making you unable to fire any weapon. It's also happening when you destroy opened container. Fixiable by opening any container.
5. Some parts of the levels have mismatched geometry where you have to jump or crouch to fit through. Specifially: 2 tiles in central corridor near Alpha quadrant on level 2.
6. After you deal first time any damage to Cyborg Drone he freezes for about 50 seconds then continues to behave properly.
7. When you enter level 9 dev console starts spamming error written below and NavUnit v3 is not working turning all filled tiles with white squares.
Code: [Select]
Error assigning 2D texture to 2DArray texture property '_MainTex': Dimensions must match
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.Material:SetTexture (string,UnityEngine.Texture)
UnityEngine.Material:set_mainTexture (UnityEngine.Texture)
ImageSequenceTextureArray:Think () (at /home/qmaster/Github/Citadel/Assets/Scripts/ImageSequenceTextureArray.cs:916)
ImageSequenceTextureArray:Update () (at /home/qmaster/Github/Citadel/Assets/Scripts/ImageSequenceTextureArray.cs:846)

[C:\buildslave\unity\build\Runtime/Shaders/ShaderImpl/ShaderTextureProperty.h line 42]
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/ImageSequenceTextureArray.cs Line: 916)
8. There are repulsor lifts that working painfully slow. Specifically: repulsor lift in Alpha Grove; 5 repulsor lifts on level 8: 3 near robot charging station and detention cells, 2 from shortcuts of areas you unlock later; 2 repulsor lifts at the level 6 hub near paths to Alpha and Beta quadrants.
9. Preplaced items can disapper from the level including from corpses. Specifically: Earthshaker on level R opposite the trap room; Flechette on level R near 2 Cyborg Assasins with one of them on a repulsor lift; Logic probe on level R to the left of the elevator.
10. System Analyzer, Turbo Motion Booster don't work and Evirosuit doesn't absorb any radiation where radiation damage of 127 LBP will kill you in 11 seconds from full health.
11. Magpulse, Railgun and Riotgun often apply too much "impact" to emenies making them bounce and even pushing them to out of bounds.
12. The text of current security level almost always mismatch the actual security level. And some areas stay blocked even after you remove all cameras and CPUs. Specifically: Delta Grove.
13. Plasma Rifle don't do any damage and your energy weapon often shoot while you change energy setting.
14. All explosives have a very small explosion radius with drastic damage fall off to the point where you have to place Earthshaker directly at enemy's feet to be able to kill him. And you can't set explosion timers on Nitro and Earthshaker.
15. There is no button for a small force bridge in low gravity room on reactor level and ledge grabbing is working almost only with crouch jumping.
16. There is currently a way to dupe ammo, it's related to energy weapons and how ammo stores in guns. You need to load your weapon, select energy weapon and change energy setting, then you grab (RMB) your weapon and put it into inventory how many times you like, each time duping ammo from a clip. Also when putting energy weapon into sometimes dev console write this error:
Code: [Select]
IndexOutOfRangeException: Index was outside the bounds of the array.
  at EnergySlider.SetValue (System.Single val) [0x00083] in /home/qmaster/Github/Citadel/Assets/Scripts/EnergySlider.cs:29
  at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00010] in <eea339da6b5e4d4bb255bfef95601890>:0
  at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00025] in <eea339da6b5e4d4bb255bfef95601890>:0
  at UnityEngine.UI.Slider.Set (System.Single input, System.Boolean sendCallback) [0x00038] in /home/qmaster/Github/Citadel/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Slider.cs:518
  at UnityEngine.UI.Slider.set_value (System.Single value) [0x00001] in /home/qmaster/Github/Citadel/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Slider.cs:255
  at EnergySlider.OnEnable () [0x00038] in /home/qmaster/Github/Citadel/Assets/Scripts/EnergySlider.cs:18
UnityEngine.GameObject:SetActive(Boolean)
Utils:Activate(GameObject) (at /home/qmaster/Github/Citadel/Assets/Scripts/Utils.cs:65)
WeaponCurrent:ShowEnergyItems() (at /home/qmaster/Github/Citadel/Assets/Scripts/WeaponCurrent.cs:249)
WeaponCurrent:UpdateWeaponViewModels() (at /home/qmaster/Github/Citadel/Assets/Scripts/WeaponCurrent.cs:369)
WeaponCurrent:Update() (at /home/qmaster/Github/Citadel/Assets/Scripts/WeaponCurrent.cs:224)
 
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/EnergySlider.cs Line: 29)
17. When you enter level 8 for the first time dev console write this error but I'm not sure what breaks:
Code: [Select]
IndexOutOfRangeException: Index was outside the bounds of the array.
  at AIController.Walk () [0x00302] in /home/qmaster/Github/Citadel/Assets/Scripts/AIController.cs:590
  at AIController.Think () [0x000cc] in /home/qmaster/Github/Citadel/Assets/Scripts/AIController.cs:406
  at AIController.FixedUpdate () [0x000c7] in /home/qmaster/Github/Citadel/Assets/Scripts/AIController.cs:355
 
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/AIController.cs Line: 590)
18. Target Indentifier v1 and v2 works only when you deal NO DAMAGE and v3 breaks when you shoot camera, CPU, screen or corpse. Console writes first error below and then starts spamming the second one:
Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
  at WeaponFire.CreateTargetIDInstance (System.String message, UnityEngine.Transform parent, HealthManager hm, UnityEngine.Transform playerCapsuleTransform, System.Single linkDist, System.Boolean range, System.Boolean health, System.Boolean attitude, System.Boolean name) [0x000db] in /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs:1086
  at WeaponFire.HitScanFire (System.Int32 wep16Index) [0x0063b] in /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs:1028
  at WeaponFire.FireWeapon (System.Int32 index, System.Boolean isSilent) [0x0046c] in /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs:613
  at WeaponFire+<CheckUIStateAndAttack>d__106.MoveNext () [0x00322] in /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs:422
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <eea339da6b5e4d4bb255bfef95601890>:0
 
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs Line: 1086)

NullReferenceException: Object reference not set to an instance of an object
  at TargetID.Update () [0x00086] in /home/qmaster/Github/Citadel/Assets/Scripts/TargetID.cs:70


Minor (mostly visual bugs or bugs that don't have much of impact on playthrough):
1. Sometimes audiolog made by the hacker gets disappeared when you add it to inventory.
2. Notes on Media Data Reader often don't work properly showing uncompleted quests when in fact they are. The codes from destroying CPU's are dublicating digit from level 1.
3. There is unfinished geometry near cinema on level 6.
4. There is a hole in a floor near bay 1 on level 5. It's filled when you come from other side where energy station is placed.
5. You can open door to sealed off Gamma quadrant on level 6.
6. There is hole in a wall near battery stash on level 3.
7. There is blocked off area on level 4 near "Nice Jump" ramp. And there is a hole in a wall not far from there.
8. The ending only shows 1 static image and an error appears:
Code: [Select]
IndexOutOfRangeException: Index was outside the bounds of the array.
  at Const.CreditsStats () [0x0002c] in /home/qmaster/Github/Citadel/Assets/Scripts/Const.cs:1758
  at CreditsScroll.OnEnable () [0x00047] in /home/qmaster/Github/Citadel/Assets/Scripts/CreditsScroll.cs:17
UnityEngine.GameObject:SetActive(Boolean)
MainMenuHandler:PlayCredits() (at /home/qmaster/Github/Citadel/Assets/Scripts/MainMenuHandler.cs:520)
GameEnd:Targetted(UseData) (at /home/qmaster/Github/Citadel/Assets/Scripts/GameEnd.cs:11)
TargetIO:Targetted(UseData) (at /home/qmaster/Github/Citadel/Assets/Scripts/TargetIO.cs:102)
Const:UseTargets(UseData, String) (at /home/qmaster/Github/Citadel/Assets/Scripts/Const.cs:1692)
HealthManager:UseDeathTargets() (at /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:171)
HealthManager:Death(Boolean) (at /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:437)
HealthManager:TakeDamage(DamageData) (at /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:429)
ProjectileEffectImpact:OnCollisionEnter(Collision) (at /home/qmaster/Github/Citadel/Assets/Scripts/ProjectileEffectImpact.cs:57)
 
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/Const.cs Line: 1758)
9. Doors that has to be open/half-open appers to be closed but when you interact with them they play closing animation. It doesn't happen if you load near that door but after some time or when you reload level all doors close.
10. The model of Hopper doesn't disappear when you destroy it. And the corpses of Zero-G Mutants often keep sliding through the level.
11. You can't play minigames.
12. Armory on level R requires ENG keycard instead of SEC or rewriting access in cyberspace.
13. Wire puzzle for force bridge on level 1 has a sligthly different solution and wire puzzle to room with Interface Demodulators on level 3 is in solved state by default.
14. There are 3 Exec Bots standing on each other on level 8 in the center right after force bridge door.
15. Many weapons when you throw them at the ground sounds like flesh. Specifically: Minipistol, Magpulse, Magnum, Blaster, Ion Beam, Skorpion, Plasma Rifle, Assault Rifle.
16. Every time I load a game it forces to 1280x720 resolution no matter the setting. Fixiable by changing to another window and coming back.
17. Code for opeining panel to stop robot production on level 2 don't work.
18. When you jump with Jemp Jets enabled your fatigue instantly goes high.
19. Inventory change selected patch/grenage on the one you pick up.
20. Laser Saber cost no energy.
21. When you turn off Jump Jets it plays energy exhaustion sound.
22. The secret lift with 2 gas grenades on level 1 near a door to Alpha quadrant is going up instead of down.


Notes:
1. There were times where relatively weak weapon and ammo (Magnum with Hollow-tip) could one shot relatively strong enemy (Exec Bot). Not sure if it's a math bug but didn't notice this in the original.
2. All weapon's fire rate is much slower then in the original. It's easy noticible when firing Flechette. Also there is no weapon recoil, only spread.
3. I don't why but when shield got powered I expected to see it from a window.
4. I still prefer when Energy Shield deplete energy constantly when turned on instead what it is now.
5. Still personally think that Hardwares use too much energy. (With exception of Jump Jets)
6. I like vending machines.
7. I like wall jumping.


Of course this not all of the things but most of them. Reasons: I forgot and I didn't tried everything. So additions there will be.  :headshot:
Posted by: JosiahJack
« on: 15. March 2023, 21:20:22 »

Should be fixed in latest build though if you wanted to try that.  I mean feel free to play around with cheat codes too.  I have support for quite a few of the common ones from all sorts of games.
Posted by: Xkilljoy98
« on: 15. March 2023, 15:13:23 »

Ok.  For now to recreate 0/0/0/0, you can use the following cheat codes:
notarget       (enemies can't see you)
god                (can't be hurt)(optional)
iamshodan   (nothing will be locked or blocked)

 Cheat codes are entered by hitting `  tilde key to bring up console and enter a single command, press enter, text in the center will say the result, successful or otherwise.

There's also 'load #' and 'loadarsenal #' cheats to put you on particular levels and dump a pile of what you would likely have acquired by that point at your feet. Eg. 'load 6' replacing # with the level you want, 1 thru 9, or r for reactor or g1, g2, etc. for groves.
Thanks, I'll have to try this
Posted by: JosiahJack
« on: 15. March 2023, 03:06:16 »

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