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Topic Summary

Posted by: ZylonBane
« on: 18. September 2024, 19:11:19 »

I already fixed this (aligned all JAMMED weapon icons to the normal versions).
Sounds like you did the inverse of what I had in mind. For example the aforementioned assault rifle icon is only 28 pixels wide, but the black parts of inventory cells are 33 pixels wide. So the AR icon floats to the left instead of being centered.

I'm guessing that whoever created the icons assumed that whoever was coding the inventory was going to make it automatically center icons on their spaces. An entirely reasonable assumption that unfortunately turned out to be incorrect, so instead we got left-justified icons.
Posted by: RoSoDude
« on: 18. September 2024, 18:56:14 »

Many of the weapon icons aren't horizontally padded out to the width of the inventory grid squares, but in the broken icons they're all centered on the "JAM" text. So for example if you have a broken assault rifle in inventory, and repair it, it will jump to the left.

It's an easy fix, but I can't decide if this would be a fix for SCP, or for SHTUP.

Check the SS2-RSD image files, I already fixed this (aligned all JAMMED weapon icons to the normal versions). Obviously you'd want the versions without the upgrade arrows.
Posted by: sarge945
« on: 18. September 2024, 10:38:48 »

Use your words.


On a related note, RSD includes icons for upgraded weapons. When a weapon is upgraded it shows a small arrow as part of the weapon icon. I feel like this should be included in SCP since it's an amazing QoL feature, and will especially help newer players who might not know to check if a weapon is modified. The modified pistol in medsci2 comes to mind, because it's very low quality initially, so most players who don't know it's modded will likely throw it away.

If you're updating weapon icons anyway, might as well add this.
Posted by: voodoo47
« on: 18. September 2024, 08:41:06 »

hmm. unupgraded assets would be a SCP deal under normal circumstances.
Posted by: ZylonBane
« on: 18. September 2024, 02:01:20 »

Use your words.
Posted by: sarge945
« on: 18. September 2024, 00:41:18 »

Since you're already updating the weapon icons...
Posted by: ZylonBane
« on: 17. September 2024, 23:07:29 »

Many of the weapon icons aren't horizontally padded out to the width of the inventory grid squares, but in the broken icons they're all centered on the "JAM" text. So for example if you have a broken assault rifle in inventory, and repair it, it will jump to the left.

It's an easy fix, but I can't decide if this would be a fix for SCP, or for SHTUP.
Posted by: Briareos H
« on: 13. September 2024, 05:01:36 »

The S in SCP stands for Sisyphean.
Posted by: ZylonBane
« on: 13. September 2024, 01:57:59 »

I just noticed that the EMP rifle displays a label below the ammo icon when it's equipped, but the laser pistol does not. Fusion cannon: label. Stasis field generator: no label.

The fixes never end...
Posted by: voodoo47
« on: 12. September 2024, 11:06:33 »

if you did it in the editor, then (SCP) maps will give you a bunch of stat points, iirc.
Posted by: sarge945
« on: 12. September 2024, 09:11:47 »

I did it without ubermensch, so I think agility was at 1??
Posted by: voodoo47
« on: 12. September 2024, 08:18:33 »

show_stats in the console works best, actually.

I'm guessing in a real game, the player would not have enough agility at that point to make the jump, but will fix anyway.
Posted by: sarge945
« on: 12. September 2024, 04:07:42 »

Here's the location of the soft lock. It's on the top floor.

I'm going to leave texture filtering off specifically because it upsets you.
Posted by: ZylonBane
« on: 11. September 2024, 23:28:56 »

Would have been helpful if you'd turned on the automap.

And texture filtering.
Posted by: sarge945
« on: 10. September 2024, 17:20:12 »

I've found a softlock in Cargo Bay 1B. AFAIK this has been here since vanilla, but might only be possible because of the new mantle added in NewDark.

This was found in the editor, I'm not loading up the map in the proper game to test it, so I hope this is able to be reproduced.

https://www.youtube.com/watch?v=TnI8tHnY3uU
Posted by: sarge945
« on: 28. July 2024, 14:49:08 »

.
Posted by: ZylonBane
« on: 27. July 2024, 20:20:23 »

Have you mastered time travel, or something, to compress the time needed to create the new patches?
Eh? Patch time is primarily a function of how much has been changed. Beta 6 doesn't change much. It's more of a hotfix to Beta 5 really. We'd originally planned to release it two or three months ago.
Posted by: voodoo47
« on: 27. July 2024, 15:49:15 »

missed that.
Posted by: ZylonBane
« on: 27. July 2024, 15:28:13 »

ah, so you have to go full auto on the rifle and jump. I was trying the pistol on burst while standing.
...if you fire the pistol or assault rifle in burst or auto mode while airborne...
Posted by: JDoran
« on: 27. July 2024, 15:22:05 »

Well this is interesting... I just noticed that in both SCP and vanilla, if you fire the pistol or assault rifle in burst or auto mode while airborne, you'll be very noticeably pushed forward. The culprit is the weapon setting Gun/Kickback: Jolt Back. The default value is 1; setting it to a higher value will cause you to be pushed forward even while standing on the ground.

Now I'm wondering if this is intentional, or if someone at Irrational messed up and assumed that a positive value in this field would push you backward, but never tested it.

That sounds like the sort of thing that Speed-runners would take advantage of - it's amazing the way speed-runners can discover extremely obscure glitches, unknown/accidental game-mechanics, and faults in the game engine, and then use them to save time when completing the game.

Is there a speed-run site that lists known SS2 exploitable glitches? If so, then maybe you'd find some other glitches on there.
Posted by: voodoo47
« on: 27. July 2024, 15:16:26 »

ah, so you have to go full auto on the rifle and jump. I was trying the pistol on burst while standing.

anyway yeah, that's a fix.
Posted by: ZylonBane
« on: 27. July 2024, 15:02:08 »

Posted by: JDoran
« on: 27. July 2024, 14:43:26 »

Beta 6 is 99% done. Basically just in testing now.

Blimey! That's brilliant.

Have you mastered time travel, or something, to compress the time needed to create the new patches?

[And if so, can you tell me how to control time, because the older I get, the less free time I seem to have, somehow  :stroke:]
Posted by: voodoo47
« on: 27. July 2024, 07:12:57 »

I honestly can't see it, but if so, then fix, most likely.
Posted by: ZylonBane
« on: 26. July 2024, 22:40:39 »

Well this is interesting... I just noticed that in both SCP and vanilla, if you fire the pistol or assault rifle in burst or auto mode while airborne, you'll be very noticeably pushed forward. The culprit is the weapon setting Gun/Kickback: Jolt Back. The default value is 1; setting it to a higher value will cause you to be pushed forward even while standing on the ground.

Now I'm wondering if this is intentional, or if someone at Irrational messed up and assumed that a positive value in this field would push you backward, but never tested it.
Posted by: bombum
« on: 26. July 2024, 20:55:25 »

ZylonBane
Nice to hear. I'm curious though when is the mod gonna get actually released
Posted by: ZylonBane
« on: 25. July 2024, 18:00:12 »

Beta 6 is 99% done. Basically just in testing now.
Posted by: JDoran
« on: 25. July 2024, 15:17:06 »

Heads up that in SCP Beta 6, the hack text for the SHODAN shield interlock computers will be updated to reflect their altered effect. So you'll need to set HackText on CPU1/2/3 back to Shield_Interlock.

When you say 'SCP Beta 6', is that likely to be released in the near future, or will it take years like beta 5? I'm not knocking the time taken to release beta 5, BTW, as SCP is brilliant and amazingly comprehensive, and well worth the wait, all the more so since it's the work of a few unpaid individuals. But if beta 6 might be released in the next few months, then I might delay my next SS2 playthrough until then.
Posted by: voodoo47
« on: 13. July 2024, 15:47:38 »

hmm. the research results are very specific that the swarms cannot be damaged by any known means, but as we already made them vulnerable to fire, we might as well go all the way.

research string modification to "swarms cannot be damaged by any standard projectiles" or similar is recommended.
Posted by: ZylonBane
« on: 13. July 2024, 15:36:29 »

Currently, annelid swarms can be killed by incendiary damage sources. I wonder if that should be expanded to standard impact sources as well, since that's the damage type assigned to non-incendiary explosive grenades and rockets. Seems like the shock and flame from even a standard non-incendiary explosion would be enough to incapacitate those little things, and anything that makes the grenade launcher more useful would be a win.
Posted by: voodoo47
« on: 12. July 2024, 13:48:57 »

it's a good thing we don't really care about those people then.
Posted by: ZylonBane
« on: 12. July 2024, 13:16:14 »

Or maybe make it a minimod. Some people are hyper sensitive to perceived dumbing down.
Posted by: voodoo47
« on: 12. July 2024, 06:42:55 »

would perhaps extend this to normal difficulty as well, but sure, why not.
Posted by: ZylonBane
« on: 12. July 2024, 03:40:16 »

Thinking again about how the Hydro deck environmental regulators are the only quest gadgets in the entire game that get marked on the automap. There's really no logical or game design reason why they would get marked but the Ops deck simulation units or the Engineering deck override computers, etc. would not.

Maybe we could regularize this so that, say, on Easy difficulty only these sort of quest locations get marked on the map.
Posted by: Livo
« on: 03. July 2024, 04:43:43 »

For the Ops massacre scene, I think they were going for something like this. The door opens, the victims hear the door and casually look over, see Bronson's guards entering & don't react, initially thinking it's another scare tactic or situation update. The guards very quickly line up on the wall in a firing squad formation, prompting the first "It's Bronson & her men" ghost to walk over to them curiously, before they realise what's about to happen, recoil & start pleading.

Of course it is still framed a bit oddly...maybe having a few footsteps from the door to the wall & then the ghost sequence plays out?
Posted by: CyrusVonNox2001
« on: 03. July 2024, 02:50:45 »

Hey, so I was talking to someone about this on here, RoSoDude I think. But there is a issue with the music triggers on some of the maps. I'm currently in the Medical/Crew sector on Deck 2 and when I enter, there's no music, I played a few days earlier and the music only triggers when I walk through the crew corridor back to med. RoSoDude also told me that there's the same problem in the security sector on ops. I don't know if you are already aware of/working on that, but I just thought I let you know.

P.S. I am using the Vintage Song Remake Mod in case that affects anything.
Posted by: ZylonBane
« on: 01. July 2024, 18:28:16 »

Toxin decay implemented for testing. Toxins damage the player once every ten seconds, so the code counts these damage ticks and reduces the toxin level by one after a specified number of ticks.

Currently I have it reducing the player's toxin level by one per hour, which feels about right.
Posted by: ZylonBane
« on: 01. July 2024, 01:31:20 »

The sequence starts with hearing the doors open, but the first apparition is walking toward and recoiling from the direction of the wall, as if Bronson magically teleported over there. It's all very odd.
Posted by: voodoo47
« on: 30. June 2024, 19:07:16 »

my assumption always was the security people were standing right next to the wall to the right (backs to the wall). so should be ok?
Posted by: ZylonBane
« on: 30. June 2024, 18:29:46 »

In the Ops deck mess hall massacre sequence... why is everyone facing a wall? Shouldn't they be facing the doors?

I suspect it made sense in an earlier version of the map, but then they changed the layout and didn't have time to reorient the apparitions.
Posted by: voodoo47
« on: 08. June 2024, 14:59:18 »

would maybe allow slow toxin dissipation for those who have the strong metabolism os upgrade, apart from that, I'd leave it alone. feels a bit too much for SCP.
Posted by: RoSoDude
« on: 08. June 2024, 14:56:49 »

Radiation is extremely deadly but dissipates over time. Toxin kills you slowly but doesn't dissipate. If you made toxin dissipate over time (and deal more damage to compensate), they may no longer occupy distinct gameplay roles. Sure, one would come from environmental hazards and the other from biological sources, but the strategic response from the player would be about the same.

However, if the decay of toxin was so slow (say, 1 pip per minute) that you wouldn't need to increase the damage at all to compensate, that might be acceptable. The strategic response from the player would be the same (use anti-toxin hypos immediately if available), but it would be viable, if inefficient, to outheal the damage if you're far away from a med bed or a Value Rep that sells anti-toxin hypos. So I suppose I'd be alright with that.
Posted by: Marvin
« on: 08. June 2024, 13:58:05 »

Ever since I first played SS2, it's irritated me that once you step on some worms or get bitten by a spider, you either hope you have some anti-toxin hypos, or you WILL die, eventually. Unlike radiation poisoning, which ironically decays quite quickly.

SCP makes this somewhat less harsh by fixing medbeds to remove toxins, but it still feels kind of absurd that a finite amount of toxin can theoretically deal an infinite amount of damage, since you can just run around indefinitely while poisoned, consuming healing items to keep it from killing you.

So I wonder if it would be a good change to make toxins decay.
If they'd wear out, they would need to deal more damage, and quicker, to offset the difficulty change.
Posted by: sarge945
« on: 05. June 2024, 01:55:04 »

Also "SCP oversight" is a weird choice of words for "Irrational oversight that SCP hasn't fixed yet".

Let the man mald in peace
Posted by: ZylonBane
« on: 04. June 2024, 13:13:51 »

This was fixed by adding an effect to the Electron Suppression projectile to add the metaprop directly, since that's all the script was doing anyway. The same optimization was applied to the stasis projectile.

Also "SCP oversight" is a weird choice of words for "Irrational oversight that SCP hasn't fixed yet".
Posted by: RoSoDude
« on: 02. June 2024, 05:35:03 »

Electron Suppression freezes cameras in place, but does not actually blind them as it should. This is unlike the behavior for the stasis field generator.

To fix, simply replace the OnStasisStimulus() function in scpCameraHelper with an OnFreeze() function that does the same thing, such that it will work identically for both the stasis field generator and electron suppression.
Code: [Select]
//RSD: fix for SCP oversight where electron suppression doesn't blind cameras like it should (SCP should just replace OnStasisStimulus with this)
function OnFreeze() {
if (!Object.HasMetaProperty(self, "Blind")) {
Object.AddMetaProperty(self, "Blind")
}
}
Posted by: sarge945
« on: 28. May 2024, 22:45:25 »

if you load the level directly in DromEd and summon the appropriate security card, it will refuse to allow you through, with SHODAN demanding you "remove the foul black eggs."

Much to my extreme annoyance, I might add.
Posted by: ZylonBane
« on: 28. May 2024, 22:27:03 »

And another thing-- If you try to leave the first Rickenbacker deck without having reversed gravity, SHODAN will stop you, but she will not stop you if you haven't completed the black eggs quest, which is a bit of Mandela Effect thing for me, because I always remembered her stopping me for that too.

I figure she really should stop you, because there is zero reason for players to want to skip ahead and clear out the next deck, then backtrack to finish off the eggs. If you try to leave the inverted deck without having destroyed all the eggs, SHODAN will stop you then.

My guess as to why it allows you to leave the first deck with black eggs still intact is that maybe the quest initially had black eggs across all three Rickenbacker decks. Supporting this theory is that the security door on the bridge has a check for this quest being complete. This check is normally impossible to fail (because the previous deck already checks it), but if you load the level directly in DromEd and summon the appropriate security card, it will refuse to allow you through, with SHODAN demanding you "remove the foul black eggs."
Posted by: voodoo47
« on: 28. May 2024, 18:48:15 »

same here, but this would be quite a big change in the mechanics, so probably best avoided.
Posted by: ZylonBane
« on: 28. May 2024, 18:15:15 »

Ever since I first played SS2, it's irritated me that once you step on some worms or get bitten by a spider, you either hope you have some anti-toxin hypos, or you WILL die, eventually. Unlike radiation poisoning, which ironically decays quite quickly.

SCP makes this somewhat less harsh by fixing medbeds to remove toxins, but it still feels kind of absurd that a finite amount of toxin can theoretically deal an infinite amount of damage, since you can just run around indefinitely while poisoned, consuming healing items to keep it from killing you.

So I wonder if it would be a good change to make toxins decay.
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