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I kid you not, I think there are at least 20 separate, new threads on Steam complaining about the quicksave/autosave issue. Obviously -- and justifiably -- people care more about stuff like that than they care about higher framerates.

It's hard for me to imagine they aren't working on a fix for this already. But who knows.

686c7282184d2ZylonBane

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Never mind NewDark, you could fix this even back in the OldDark days by editing the keybinds:
Code: [Select]
bind s+alt "shk_save_game 10"
bind l+alt "shk_load_game 10"
But under KexDark, the above command has apparently been removed and replaced with just a "quicksave" command that doesn't take any arguments. So they actually reduced functionality. Good job guys.
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Try dropping more than one nav marker.
Notice that music isn't starting where it's supposed to.
Fog in the BotM isn't working.
Clicking on a deactivated medbed will suck up an activation key from your inventory without even asking.
Light textures don't dim when the light does.
Object textures that look worse than the SHTUP versions.
Dynamic lights not illuminating terrain and objects correctly.
Shotgun hybrid muzzle flashes not rendering correctly.
Excessive default bloom wipes out details of bright textures.
No mousewheel text scrolling.
No Alt-click to view descriptions.
UI fonts smaller and dimmer than Dark/NewDark.
No New Mantle.
And on and on and on...

Some of these points sounds like a bugs. I wonder if they were reported to the dev team.
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Considering the near obsessive level of attention  ¯\_(ツ)_/¯ given to System Shock 2 by some people on this forum, I'm quite sure that every known bug or glitch found in the AE has been properly reported to Nightdive Studios. The question is, will NDS take the time and effort to fix them all.
Acknowledged by: icemann
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The new UI font is ugly and text is not aligned properly.

Old hack interface: https://imgur.com/REKQD6w
New hack interface: https://imgur.com/03FpqL5
Old keypad: https://imgur.com/LFpqZYg
New keypad: https://imgur.com/Z1HlvG4
They didn't even bother centering it? What?
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If there's anything I love this community for it's high standards and expectations for anything Shock-related. Gatekeeping its integrity, The game deserves nothing less. And I believe it deserved much more love than this fairly straightforward remaster (well, not straightforward in porting it to Kex, but straightforward in what it actually provides for the end-user), but at least they've been relatively respectful of its integrity too. e.g no adding objective markers like they did for Quake 2 & Turok 2. Or not breaking mod support like they usually do for games with multiple decades of modding history keeping the game alive and moving forward.

Anyway, hopefully KexDark opens the way for more modding potential. Sounds like it.
« Last Edit: Yesterday at 02:53:25 by Join2 »
Acknowledged by: voodoo47

686c728219225icemann

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I say to wait and see. Considering how long it was in development, there'd have to be a patch or 3.

Currently up to Rickenbacker part b and its been a great experience overall. I've read the issues others have with the game, but most of those hasn't been an issue for me beyond the new training voice acting (new voice acting there sounds slightly passive aggressive).

On the bugs end: Definitely some A.I pathfinding bugs at play. Seen a few instances of enemies running half inside the ground (3 instances). Bodies stuck in mid air after dying (1 instance). Bodies going through their death animation again on re-entering a level (just like SSR). Hoping all of those get fixed as they were not in the original.
« Last Edit: Yesterday at 11:11:14 by icemann »

686c72821a718eldrone

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Bodies going through their death animation again on re-entering a level (just like SSR). Hoping all of those get fixed as they were not in the original.

Might be the protocol droid corpse, the animation is now set to play when object is created rather than script beginning, so has been fixed.

But might turn the legs into an unlootable mesh model with death animation to avoid the janks.
Acknowledged by: icemann

686c72821a8bcvoodoo47

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or just can it for now, just like the worm corpse. sorry, that is what should be done with it, imho.

also, bodies stuck in mid air is not KD, this is how this works unless you implement ragdolls (please don't).
« Last Edit: Yesterday at 11:14:21 by voodoo47 »

686c72821aae6icemann

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Might be the protocol droid corpse, the animation is now set to play when object is created rather than script beginning, so has been fixed.

But might turn the legs into an unlootable mesh model with death animation to avoid the janks.

Yep was the protocol droid. Completely takes you out of the moment, on seeing it.

686c72821ac07ZylonBane

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The silver lining is that the massive explosion when protocol droids die obscures that silly legs animation so much you can barely see it.

Now if they could just fix what sounds like five explosion sounds playing at once when they die.

686c72821ad1fvoodoo47

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and the lava chunks flying all around with hypersonic speed.

the most polite description I have for the setup is "hilarious". hilarity is not something I'm looking for when playing SS2.

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