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Topic: SCP Beta 5/6/7 Issue Reporting
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687c8761d35d4ZylonBane

Re: SCP Beta 5/6 Issue Reporting
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Well then, the warning is correct. By installing a 17-year-old mod that replaces earth.mis, you started your game with not-SCP. It's a good thing we added that check, because lord only knows how screwed up your game would have become.

687c8761d377dvladdrak

Re: SCP Beta 5/6 Issue Reporting
687c8761d37e6
So I can see how one might think that there could be a distinct possibility that you are not 100% wrong right there.  :thinking:

687c8761d38f0voodoo47

Re: SCP Beta 5/6 Issue Reporting
687c8761d393d
it's not the 17 years, it's just that mods that replace maps are not compatible with SCP, as simple as that.

687c8761d3a1dZylonBane

Re: SCP Beta 5/6 Issue Reporting
687c8761d3a69
It kind of is, because any mod that ancient was created without any awareness of SCP, NewDark, Dark Mod Manager, or current modding best practices. Truly a mod from the stone age.

It would be an interesting project to recreate the level selector in a modern, compatible way. Probably the best approach would be to teleport the player to a custom map with all the selector stuff instead of embedding it into earth.mis. Would still need to provide separate versions for SCP and SecMod since they use custom gamesyses and player scripts.

687c8761d3b47ZylonBane

Re: SCP Beta 5/6 Issue Reporting
687c8761d3b93
Added a sound to trainers and OS upgrade stations opening. I can't decide if it sounds too low-tech compared to the other sound effects.

https://www.youtube.com/watch?v=7bWQQxNj8MM

687c8761d3ee6Chandlermaki

Re: SCP Beta 5/6 Issue Reporting
687c8761d3f56
Added a sound to trainers and OS upgrade stations opening. I can't decide if it sounds too low-tech compared to the other sound effects.

https://www.youtube.com/watch?v=7bWQQxNj8MM

Sounds great to me!
Re: SCP Beta 5/6 Issue Reporting
687c8761d40db
I like it.

687c8761d41ffJhonnyG

Re: SCP Beta 5/6 Issue Reporting
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It happened again with that red assassin 436. This time I got a screenshot and a save.

[red436.zip expired]

687c8761d42e2ZylonBane

Re: SCP Beta 5/6 Issue Reporting
687c8761d4330
It's ashamed of how ugly its character model is.
Acknowledged by 4 members: Nameless Voice, Chandlermaki, tiphares4, JhonnyG

687c8761d45c9sarge945

Re: SCP Beta 5/6 Issue Reporting
687c8761d461d
Odd, normally when a character spawns inside the floor, their model is "bumped up" to normal ground level.

I learned this while making the randomiser.

If it's not doing it here, then there's something very wrong

687c8761d46e8ZylonBane

Re: SCP Beta 5/6 Issue Reporting
687c8761d4740
That's a red assassin though, so it's not a spawn. That one in particular is actually placed in mid-air.

687c8761d4803ZylonBane

Re: SCP Beta 5/6 Issue Reporting
687c8761d4857
Anyone else think the ambient rumble sound in Hydroponics A (hydro1.mis) near the environmental regulator is a bit too loud?
Re: SCP Beta 5/6 Issue Reporting
687c8761d4a34
I've uploaded a save file with two issues to report.

-Crashed at the loading screen after first run of BOTM, requiring me to start over from the chapter's beginning.
-"Cyberspace" remix played for the entirety of "Where Am I" instead of just the final boss arena

I only have SS2Tool and SCP Beta 6 installed.

687c8761d4b82ZylonBane

Re: SCP Beta 5/6 Issue Reporting
687c8761d4c2f
Well, I can confirm that music is indeed playing in that save. Unfortunately there's no way to determine WHY it's playing, since the state of the song engine isn't exposed in the editor.

There's only one song trigger in the entire level, and it's in final boss room, so this is a mystery.

Do you have any saves from the Body of the Many level?
Re: SCP Beta 5/6 Issue Reporting
687c8761d4d55
Sorry about that. Yes, I have a BOTM save file and I've just made sure this one also plays the music.
« Last Edit: 19. February 2025, 20:11:10 by Brig »

687c8761d4e03ZylonBane

Re: SCP Beta 5/6 Issue Reporting
687c8761d4e59
That's another Where Am I? save.
Re: SCP Beta 5/6 Issue Reporting
687c8761d4fd6
Good lord, that should've been overridden. I have no idea how that happened.

I am so sorry about this, I don't even know what to say. I've deleted every other save I've had, copy pasted my save0 into a new save slot, and ran it twice to make sure it loads as a BOTM save. And I've also made sure the error I initially reported is still occurring.

I am so sorry about this again.
[save_1.zip expired]

687c8761d5078ZylonBane

Re: SCP Beta 5/6 Issue Reporting
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We've figured out what the problem is. It will be fixed in Beta 7.
Re: SCP Beta 5/6 Issue Reporting
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Thank you so much!

687c8761d5417sarge945

Re: SCP Beta 5/6 Issue Reporting
687c8761d5475
We've figured out what the problem is. It will be fixed in Beta 7.

Was it solar flares?

687c8761d5515voodoo47

Re: SCP Beta 5/6 Issue Reporting
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no, just Dark being Dark.

687c8761d5712ZylonBane

Re: SCP Beta 5/6 Issue Reporting
687c8761d576f
It was an unanticipated interaction with hooks being placed in BotM for modders to add background music. Turns out that if you transition to a new level without explicitly shutting off any currently playing (or just triggered to play) music, Dark will immediately start playing the next level's music.

Anyway, on a different topic...

It's always bugged me that when you destroy the Med/Sci wall consoles, it leaves behind absolutely blank wall, as if the console was never there. To address this, I've come up with a way to spawn a decal on the wall behind consoles when they're destroyed.

https://www.youtube.com/watch?v=dZZ8Fvwn_gQ

The problem is that to do this properly would require unique artwork. What should the wall behind these things look like? Some sort of mounting bracket? Any artistic types out there have any ideas? @eldrone?

687c8761d5801voodoo47

Re: SCP Beta 5/6 Issue Reporting
687c8761d5855
yes, I would say mounting bracket/port.

687c8761d58e2ZylonBane

Re: SCP Beta 5/6 Issue Reporting
687c8761d592e
I'll start a collection to hire Robb Waters.

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