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Topic Summary

Posted by: voodoo47
« on: Yesterday at 12:50:35 »

if that were the case, then we would be experiencing the issue as well, but as mentioned, I'll ask Olfred to check the object just in case.
Posted by: sarge945
« on: Yesterday at 11:31:40 »

It would be nice for the solution to not just be "turn on texture filtering", because blurry textures look horrible.

My guess is there's two surfaces overlapping or something. Maybe there was a reason it wasn't included in the original maps, maybe the original developers had issues and couldn't figure it out?

Also, any plans to change some of the other "square" benches in rec?
Posted by: voodoo47
« on: Yesterday at 09:07:43 »

nope, cannot reproduce, it looks ok on my pc even with the provided cam_ext file. so I'll go back to what I said previously - consider the no-filtering mode unsupported, if you get rendering errors then that's probably how your gpu driver processes the nonstandard request (modern 3D accelerators do not support actual real unfiltered modes, so there has to be some sw trickery involved). if the issue is only present when filtering is off, then the solution would be to not turn it off.

that said, I'll probably still ask Olfred to take a quick look at the object, just to make sure there isn't something obvious going on (like the top texture being just one pixel stretched all over the surface).
Posted by: sarge945
« on: Yesterday at 08:30:56 »

Sorry, I should clarify a few things

This is on my editor install which doesn't have shtup installed.

Texture filtering is disabled using cam_ext.ini but not using any special Nvidia settings.

Okay so, I can reproduce this reliably by editing cam_ext.cfg.

Code: [Select]
tex_filter_mode 0 is brokwn.
Code: [Select]
tex_filter_mode 16 works fine.

My cam_ext.cfg is attached.

Mod List (basically just stuff to make editing easier):

  • Randomiser, version which I am currently working on
  • Lonely Shock
  • Laser Rapiers AIO - Hack
  • Cutscene Skipper
  • Scary Monsters 1.03
  • SCP b6

I could probably cut it down to just SCP b6, but I doubt it would make much difference since none of these mods do anything related to that model.
Posted by: voodoo47
« on: 14. October 2024, 16:09:49 »

it is moving around a bit if you keep changing the angles, but I haven't tried no filtering yet. lets see.. //nope, cannot reproduce what is seen on his screenshot (that almost woodlike pattern). so something else is at play, maybe forcing something via gpu control panel? at some point, nvidia allowed the user to force texture filtering modes, but that was a while ago..
Posted by: ZylonBane
« on: 14. October 2024, 16:03:46 »

I've already tested this on my system. All graphical mods disabled. Texture filtering disabled. Even SCP disabled. Counter top looks fine, solid-colored, no pattern.

Posted by: voodoo47
« on: 14. October 2024, 15:46:48 »

looking at it again, and it seems like there is some stretching going on, and no-filtering just makes it worse. lets have Olfred take a look.
Posted by: ZylonBane
« on: 14. October 2024, 15:45:05 »

Activating Duke Nukem mode has nothing to do with it. It's a sold color. Not filtering a solid color wouldn't suddenly cause weird patterns to appear.
Posted by: voodoo47
« on: 14. October 2024, 15:30:16 »

well, yes? and it is as long as you keep filtering on, just checked (SHTUP or no SHTUP).

SS2 was made with texture filtering in mind, so if you turn it off, some things will inevitably look incorrect/broken.
Posted by: ZylonBane
« on: 14. October 2024, 15:24:41 »

That's not normal in the absence of SHTUP. That counter's top should be a solid color.
Posted by: voodoo47
« on: 14. October 2024, 15:09:54 »

oh right, no-SHTUP people do exist, my brain has a hard time acknowledging this fact, so I didn't even consider that.

yeah, I think he does (mean the top/surface), and yes, that looks normal if you have texture filtering enabled. some people indeed are their own worst enemy.
Posted by: ZylonBane
« on: 14. October 2024, 14:48:02 »

He doesn't have SHTUP installed. Pretty sure he's talking about the counter top, which is supposed to be a solid color.
Posted by: voodoo47
« on: 14. October 2024, 14:45:29 »

yes, this is an unused vanilla object that was restored, and that texture bit was not used anywhere else until now, so it's not being updated by SHTUP at the moment (so it's painfully lowres). should be fixed in the next SHTUP update.
Posted by: ZylonBane
« on: 14. October 2024, 14:44:15 »

ALL of your textures seem to have a strange quirk.
Posted by: sarge945
« on: 14. October 2024, 14:05:22 »

yes, that's exactly it. *trollface*

Fair enough. I won't randomise it then.

On another note, the new shop counters added to rec3 in SCP b5 (or was it b6???) seem to have a strange texture quirk...

(Here I am looking at object 1326)

Maybe this is just a problem with unfiltered textures?
Posted by: voodoo47
« on: 14. October 2024, 08:19:09 »

yes, that's exactly it. *trollface*
Posted by: sarge945
« on: 14. October 2024, 06:17:01 »

Is this little nook in rec2 even accessible at all?

There's a speed hypo in there (object 1521) but I can't for the life of me figure out how to get up there.

Am I just dumb?

If a speed boost is required to get up there, then it seems kind of redundant given that the reward is a speed boost.
Posted by: sarge945
« on: 14. October 2024, 02:49:12 »

I did it because it was literally 15 seconds of work. I'm not going to bother doing anything else. I'm not a mapper and find mapping extremely tedious and annoying.

If you want to give it a go, I'm sure someone more familiar with mapping can link a dromed mapping guide.
Posted by: tiphares4
« on: 11. October 2024, 22:36:32 »

Thank you very much for trying/tinkering around :.) it already looks more interesting than before.. Maybe stretch it more like suggested before & add some more or less diagonal sections around the sides; to give the impression of actually being underneath a colossal ship hull? i don't know.

It is kind of moving to see it for first time how it would look like though. too bad i'm too dumb for shocked, otherwise i would have tried myself (also anti-g crane would be nice :v).

Maybe some simple greater structure (huge ship hull) above this already visible section would be the solution?

This would really set the tone for rest throughout the game & deliver the sense of scale. No need for other additional vistas imo.

Something like this for example:
Posted by: sarge945
« on: 11. October 2024, 05:29:36 »

this is the veteran player vs new player dilemma - while you perceive the turrets as slow, clunky, and almost not a threat, this is not the case with someone not yet aware how to handle them properly. a good example is the security checkpoint at the end of eng1 - veteran players will have little trouble dealing with the turrets there, but new players will struggle a lot, and I mean a LOT.

so no, there are no plans to make the turrets harder in the main branch.

Those particular turrets are both already facing in the players direction when they enter the room, which is part of the reason why they are so deadly - turrets can shoot almost instantly after opening if they are already facing you. Increasing the turn rate doesn't make them any harder, it only makes the easily cheesable ones a bit harder, and prevents circlestrafing. Veterans are often going to be circling around turrets hitting them with a wrench, which is made harder by increasing their turn rate, which doesn't affect newer players at all. This makes the super easy joke turrets a bit harder, without affecting the already difficult ones.

yup, that bit probably should be visible from the cargo bay too. I'm guessing annoying brush work would have to be involved to make it happen.

Making it technically happen is quite easy, since the two rooms are directly on top of each other, so I just deleted the bottom one and extended the top one down. The problem is it doesn't look particularly great...

Although I think most of the problem can probably be solved with minor brush work, mainly stretching out some things and adding a few vertical sections around the sides to make it look less like a flat plane.

Posted by: voodoo47
« on: 10. October 2024, 16:18:38 »

this is the veteran player vs new player dilemma - while you perceive the turrets as slow, clunky, and almost not a threat, this is not the case with someone not yet aware how to handle them properly. a good example is the security checkpoint at the end of eng1 - veteran players will have little trouble dealing with the turrets there, but new players will struggle a lot, and I mean a LOT.

so no, there are no plans to make the turrets harder in the main branch.
Posted by: sarge945
« on: 10. October 2024, 16:08:39 »

Not really an "issue" per se, but I feel like the insanely slow turret turning speed should be increased, even if just a bit.

It's almost comical watching them slowly, gradually, eventually turn to face you after 3-4 seconds. Someone really needs to oil those servos!
Posted by: tiphares4
« on: 04. October 2024, 18:42:52 »

:/
Posted by: voodoo47
« on: 04. October 2024, 17:45:49 »

yup, that bit probably should be visible from the cargo bay too. I'm guessing annoying brush work would have to be involved to make it happen.

note that fixing everything up so that all the maps would properly fit both ships is definitely out of scope.
Posted by: tiphares4
« on: 04. October 2024, 17:18:49 »

I have suggestion again:

There is some sort of continuity error which has always been noticable & quite jarring for 25 years imo: In engineering command control room (above the shuttle bay) there is a large chunk of the Von Braun's megastructure visible right outside the windows.

But when down in shuttle bay it isn't visible anymore (?), although it should be, shouldn't it? it would be right within the players view axis.

Also if fixing - it would maybe nice to even double or triple the size/length of that structure - so it is more visible & also give better sense of scale of the VB. it would be epic view :3


There is some incontinuity of such outer hull vistas throughout the game imo - almost all of them are in med/sci & recreation mostly. This would make it more coherent with the rest of the game.


A gravlev™ crane in the shuttle bay would be nice as well (maybe even operational from that small observation room); similar like the one that was added next to the command deck cargo & shuttle bays in scp 5 i think.
It would all make engineering shuttle bay feel more believable & make it a real visual point of interest; it always felt extremely lifeless/bland & dissappointing. It would also be more coherent & foreshadow the later antigrav crane section on rickenbacker as well/make it feel less gamey.

Pictures are added for better comprehension.

Posted by: voodoo47
« on: 23. September 2024, 13:29:54 »

the ''thing needs to do more kaboom, lets keep adding some numbers somewhere until it does'' scenario is more likely. just like ZB pointed out, situations where it's obvios the original mapper had next to no idea how the systems work and just kept tweaking the values until the result was tolerable are not extremely rare.
What does 'stim' mean, please?
stim is the signal that is sent when its emitter is activated. basically when the grenade pops, it screams "hey, 10 points of emp damage, any takers?'' robotic targets are set up to receive the signal (receptrons), so they go ''yes, me me me, I'll take your 10 points of emp damage and lower my health accordingly''.
Posted by: Livo
« on: 23. September 2024, 09:32:17 »

I'd assume the developers' original intention was to give EMP grenades just a little bit of damage when hitting non-robotic targets directly, in case of a panic/emergency situation. Ditto for an EMP exploding near by? Real life grenades from launchers require traveling a certain distance to properly arm their explosive fuze. Being hit by a non-armed grenade round from a launcher would be very, very unpleasant, but not really lethal. Unless you get whacked in the head or neck but eh.

I have no idea what the stim damage values precisely mean, as I know nothing about Dark engine editing, so maybe it's an oversight or they ran out of time to properly implement their idea.

Posted by: JDoran
« on: 22. September 2024, 13:15:22 »

What does 'stim' mean, please? I can't see it meaning damage caused, as surely the radius damage would be lower than the contact damage amount.
Posted by: ZylonBane
« on: 21. September 2024, 20:41:31 »

EMP grenades have both a contact damage stim (3) and a radius damage stim from the explosion (10). Same in vanilla.

I have no idea what purpose this serves. No other grenades are set up like this.
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.
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