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Topic: SCP Beta 5/6/7 Issue Reporting
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687c8928575f2eldrone

Re: SCP Beta 5/6 Issue Reporting
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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?

Had some many times I was going to do this but didn't want to mess with the regular behaviour 😅

687c8928577faNull1233

Re: SCP Beta 5/6 Issue Reporting
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In the archipelago randomizer mod I am making I am running into an issue with SCP where the mid-game activation error is appearing despite starting the game with SCP.  This seems to happen because I am skipping earth by teleporting the player to one of the career choice tripwires immediately via squirrel.  What is it that SCP needs to not have the mid-game activation error be tripped?

687c892857947ZylonBane

Re: SCP Beta 5/6 Issue Reporting
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Just set whatever QBSet object 15 sets, which is completely subject to change between SCP versions.

687c892857a1aNull1233

Re: SCP Beta 5/6 Issue Reporting
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Yep that worked, thanks!

687c892857b3aZylonBane

Re: SCP Beta 5/6 Issue Reporting
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I just can't decide if this door installed six inches up the wall is intentional or not.

687c892857e0dsarge945

Re: SCP Beta 5/6 Issue Reporting
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It was installed as a deliberate tripping hazard, by the very frustrated and underpaid ship-builders at Tri-Optimum who hate their managers.

687c892857f33ZylonBane

Re: SCP Beta 5/6 Issue Reporting
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I have recently realized that all the customized objects in SCP (e.g. keypad status lights, security camera custom lights, etc.) required someone at Night Dive to make remastered variants of those objects.

Sorry dudes.

687c892858106CyrusVonNox2001

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Hello, just doing a quick bug report.

This texture is misaligned.

Shown here with and without ShTUP and 400. (I feared It might be a texture mod problem so I turned them off and looked again.)
https://imgur.com/a/MD21bxx
https://imgur.com/a/2EDtTb2

Thank you.

687c89285826cCyrusVonNox2001

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Hello, I've noticed a weird texture lighting issue on a lumber of objects throughout the game.

These are the ones foremost in my mind, though there are more.
https://youtu.be/sX7XhwiXYWQ
https://youtu.be/EnwHJYVgvc4

Also, if this turns out to be a SS2tool or New Dark issue, let me know.

Thank you.

687c8928583bdvoodoo47

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would like to axe those, but that's just how things are, Dark is not amazing at lighting large objects.

687c8928584a6ZylonBane

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Indeed, we certainly wood like to fix them.

687c89285860eCyrusVonNox2001

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I did experiment with turning SHTUP, 400, and SCP on and off, apparently the lighting on the rec door wouldn't flicker like that with SCP turned off. I wouldn't be surprised if it's a byproduct of SCP's lighting upgrades. Not saying you're wrong, only hypothesizing as to the reason for it.

687c892858729eldrone

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Dark essentially has some things happening to vertices that are outside the screen, it's just part of the renderer.

687c89285883bCyrusVonNox2001

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I did experience one other issue, in the shuttle bay part of the Command Deck, the music triggers are a little weird, I went through that entire section without the music beginning and fading away, it never got to the actual music. That track is one of my favorites.

687c8928589aeZylonBane

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Currently debating whether, in the Body of the Many, it should be possible to teleport back to before the "point of no return" leading to the boss fight.

687c892858abbCyrusVonNox2001

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I'm in favor of the replicator near the Cyberspace entrance selling Standard or AP bullets, I had to resort to whacking SHODAN with the Crystal Shard to finish the game.

687c892858e06Nameless Voice

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Currently debating whether, in the Body of the Many, it should be possible to teleport back to before the "point of no return" leading to the boss fight.

Why wouldn't you be able to?  What harm does it do?

687c892858f08ZylonBane

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Because it's really weird to be able to nope out of a boss fight. That's why they put that pit before it in the first place.

687c89285903cNameless Voice

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It's not like you can get around it, you still have to go back and fight them later.

I don't like it, feels arbitrarily restrictive for no benefit.

Most people wouldn't even think of doing it anyway, and I see no logical reason why you wouldn't be able to to do it, is the brain jamming teleports for some reason?  It's not like the brain is even a traditional boss fight anyway.  You can just walk out and go back to the pool if you want to, so why can't you go back further?

687c8928591a5voodoo47

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yep, would leave this one alone. there is no reason a psi user wouldn't be able to do that. also you technically can run away from the boss fight, just not back to the part of the level before the big jump. also gives the restored enviro spawning a bit more purpose - you teleport back to the replicator to load up on some medkits? well here's some rumblers for you on your way back to the boss.

that said, teleport probably should be blocked once the player hits the escape pod button on rick3. pod eject mechanism interfering with the psi link frequency when blown or whatever. 
« Last Edit: 25. June 2025, 19:07:51 by voodoo47 »

687c8928592a3Nameless Voice

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Right, teleporting out of the escape pod and then still ending up in the BotM after a few seconds would feel really bizarre, should disable it there.

687c89285937eZylonBane

Acknowledged by: voodoo47

687c8928594b4a51mj12

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Hello, i just wanted to say that in 25th anniv. edition, some of the doors, on their backside, the texture is mirrored wrongly. I cant remember if it was like that in the original tho. Example are many single doors on the command deck, like in the "romantic" place, the door leading to the four upper floor rooms, just in front of the front desk corner(Also many doors look like their texture is scaled a bit ill, like a bit zoomed in..)

687c8928595a5voodoo47

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correct, AE issue, they know about it.

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