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.
tex_filter_mode 0
is brokwn. tex_filter_mode 16
works fine.yes, that's exactly it. *trollface*
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.
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.
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''.What does 'stim' mean, please?
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 already fixed this (aligned all JAMMED weapon icons to the normal versions).
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.
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.
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.Have you mastered time travel, or something, to compress the time needed to create the new patches?
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...
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.