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Topic: SCP Beta 5 Issue Reporting
Page: « 1 ... 6 [7] 8 »
Read 6938 times  

665ae9ea21e82Nameless Voice

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Swapping the order of the two receptrons in the vulnerability metaprop should fix that.

665ae9ea22063ZylonBane

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It should... but should I? Also trying to swap them produces a dialog I've never seen before about regenerating indexes which automatically terrifies me.

Another fun fact, you can actually get more HP out of a target with Soma Drain than it has, because it just grants you a flat HP amount based on your psi stat. Maybe RSD RSD fixes this, I don't know.

665ae9ea221a3Nameless Voice

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I didn't even know you could re-arrange them (is that something new in NewDark?) - I'd just edit both and change them to do what the other is doing.

Preventing it from draining more health than it has would need scripts though.

665ae9ea22285ZylonBane

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Yeah, links and receptrons have had move up / down buttons for years now.

665ae9ea223c4ZylonBane

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Oh lord, I just noticed the Eggs archetype has a receptron on it to abort DrainStim, but it doesn't work, because Irrational left No Max unchecked.

So Soma Drain was never supposed to work on eggs... but for the last 20+ years it HAS worked on eggs... so SCP should probably go with precedent over intent here.

665ae9ea22531voodoo47

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yes, you should be able to drain eggs, they definitely are organic. and not friendly.

665ae9ea228b1sarge945

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Is "you should be able to drain eggs" some sort of euphemism? It somehow sounds dirty.

665ae9ea22c38ZylonBane

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At first I thought I'd messed up the new Soma Drain script. Nope, original behavior.

665ae9ea22d95Nameless Voice

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I knew that there was an original bug where you could use Soma Transfer to kill the brain without destroying the stars...  but this thing? No.

665ae9ea22f05ZylonBane

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I'm currently toying with the idea of having some sort of pseudo-achievement popup if the player manages to find all the crew caps, but I can't decide if that would be:
A) A good idea.
B) Some Night Dive Skully-grade self-indulgent bullshit.

I mean we've already shoehorned two pretty massive easter eggs into this thing. Might be best to quit while we're ahead.

For context, crew cap objects were added in Beta 5, to give a little lore grounding between the two different styles of crew AI models, the older of which wear caps, and the newer ones which do not. So as to not get too silly with them, only one was added per deck, and one on the Rickenbacker.

665ae9ea230e2ZylonBane

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ACCOMPLISHMENT UNLEASHED: CHAPEAU PRO A-GO-GO
Bananas is pleased with your hat-collecting ways. You shall have a place in his regime as Chief of Hats.

665ae9ea2320bZylonBane

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Tried adding a green glow to the Many goo drops just to see how it looked and... I kind of like it? Gives sort of a bioluminescence vibe that the BotM is otherwise lacking. And since the goo drop emitters even in vanilla already have some self-illumination, it's not a total ass-pull.

https://www.youtube.com/watch?v=94Z8jIDsWmc

665ae9ea233c1ZylonBane

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Hold on, I'm going to tweak the tint until you LOVE IT.

665ae9ea23594sarge945

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When are you adding tons of bloom (Bloome??) and horrible blurry AA that makes it impossible to see 3 feet in front of you?

It's not a truly modern experience without these "features"

665ae9ea2366fZylonBane

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You seem to have a confused notion of what "AA" is.

665ae9ea23a04sarge945

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You seem to have a confused notion of what "AA" is.

Nah, modern temporal AA is a blurry mess.

https://www.youtube.com/watch?v=YEtX_Z7zZSY

You probably haven't played many recent AAA games (I don't blame you) so probably haven't seen this in action, but it's really awful.
« Last Edit: 23. May 2024, 23:44:18 by sarge945 »

665ae9ea23b13voodoo47

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most of the people here are nearing their fifties. AA and motion blur are now a function of the eyes, not the gpu.

665ae9ea23e95sarge945

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AA and motion blur are now a function of the eyes, not the gpu.

Don't say this too loud, or Nvidia will patent it and their next cards will contain an exclusive chip that stabs you in the eye repeatedly until your vision is below a certain threshold. Then a year later AMD will release an open source version that will be better in every way but which nobody will use.

665ae9ea2400aZylonBane

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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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