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Topic Summary

Posted by: JDoran
« on: Yesterday at 15:08:03 »

Eldrone, are there any plans to have a definable difficulty mode in System Shock EE? I mean, aside from Easy, Normal, Hard, and Impossible, then a difficulty mode where the player can choose the values for, say:

- Enemy spawning rate

- Damage done by the player to the enemy

- Damage done by the enemies to the player

- The cost of items in vending machines

- How many Cyber Modules do skills cost

- The chance of finding random desired objects

- Hacking difficulty

etc.

All of these values would individually be settable from 0 % to 1,000 %, with 100 % as a setting being equivalent to what it would be in a usual game at the Impossible difficulty level. My two all time favourite games, Goldeneye and Perfect dark, do this and it's great because it allows really skilled players to make more difficult challenges for themselves.

Although perhaps settings such as 'Damage done to by the player to the enemy' and 'Damage done by the enemies to the player' should have 1% as a minimum instead of 0%, otherwise it would be quite literally impossible.  O_o

But if some suicidal lunatic fearless, mighty warrior wants to put 'Damage done by the enemies to the player' to 1,000 %, 'Enemy spawning rate' to 1,000 %, and 'Damage done by the player to the enemy' to 5 %, so as to REALLY have a challenge, then he or she can try it.
Posted by: voodoo47
« on: 16. November 2024, 17:55:37 »

so it begins.
Posted by: eldrone
« on: 16. November 2024, 17:48:35 »

So, we ran into some issues with the hatch on engineering in ss2ee, just wouldn't open.

We nailed it down to having accidentally added in the same scpdoor bug in the allobjs reverse engineered code.

The hatch works by having a frob event sent to it, which will do a toggle open thing on the door, problem is scpdoor will check if it is locked, and only does the toggle if it's locked.

It still works because stddoor received this message and does the toggle thing anyway.

so this:

   
function OnFrobWorldEnd() {
        ClobberTimer();
        SetDoorNormal();
        if (ShockGame.CheckLocked(self, true, message().Frobber)) {
            Door.ToggleDoor(self);
        }
    }

Needs to have a ! in front of ShockGame.CheckLocked to work properly.
Posted by: CyrusVonNox2001
« on: 26. October 2024, 22:29:26 »

I think the other one I know of is Malone, whose corpse, I think, is found next to Sanger in the cargo bays.
Posted by: voodoo47
« on: 26. October 2024, 18:05:18 »

ok, checked and a corpse uniform change is indeed just Delacroix, the rest were portraits, and he did ask about corpses specifically.
Posted by: ZylonBane
« on: 26. October 2024, 17:59:35 »

All I could find was Delacroix being fixed. Watts, Cortez, Polito, Tommy, Rebecca, Bayliss, Bronson, and Diego all have correct uniforms in vanilla.
Posted by: voodoo47
« on: 26. October 2024, 16:45:19 »

very sure there's more than one, but I'm too lazy to check the readme.
Posted by: ZylonBane
« on: 26. October 2024, 16:22:05 »

Also IIRC the only character with a wrong-colored corpse model was Delacroix. CVN2K1 here seems to believe there were multiple miscolored uniforms though. Maybe he knows something we don't?
Posted by: voodoo47
« on: 26. October 2024, 15:34:25 »

ok you win, people are lazy.
Posted by: ZylonBane
« on: 26. October 2024, 15:17:50 »

Ctrl-F.
Posted by: voodoo47
« on: 26. October 2024, 14:48:06 »

considering its size, I can see why people tend to just ask here.
Posted by: ZylonBane
« on: 26. October 2024, 14:32:47 »

If only there was a change log included with SCP that listed everything that's been fixed.
Posted by: voodoo47
« on: 26. October 2024, 07:35:47 »

yes.
Posted by: CyrusVonNox2001
« on: 26. October 2024, 02:35:05 »

Hey, I was wondering,

Earlier, I asked if the portrait fix was implemented into SCP, and I was told that the portraits were fixed independently.

Were the uniform colors fixed on important characters' corpses too?
Posted by: voodoo47
« on: 22. October 2024, 11:35:36 »

I'll fire up one my nv cards tomorrow.
time management isn't my strongest suit, apparently. either way, nvidia driver issue/quirk/feature confirmed, considering how many generations apart are the tested cards, it's something built deep into the driver, most likely.

so nvidia+SS2 unfiltered+corner table=bleh.
Posted by: ZylonBane
« on: 21. October 2024, 15:04:58 »

It was changed to fix grubs "attacking" AIs they're supposed to be friendly with (grunts, monkeys, and rumblers).

But it appears I forgot about armor when I made that change. Oops. Oh well, something to fix in Beta 7.

Edit: Ooh, and the new stim used by the roaming geometric shapes in Where Am I? has the same issue. Though since it repeatedly spams 1-HP stims, armor's defense against it is somewhat random.
Posted by: voodoo47
« on: 21. October 2024, 11:58:31 »

Gamesys v129

Grub (-182)
- Changed Act-React/Sources:Annelid Bite (was Anti-Human)
  [fixes worms damaging AIs with Half Annelid Vulnerability]
Posted by: RoSoDude
« on: 21. October 2024, 11:19:04 »

Why was Grub's contact stim changed from Anti-Human to Annelid Bite? Is it just so it's not resisted by armor? Or so it doesn't damage Half-Annelid and Half-Mechanical AI?
Posted by: voodoo47
« on: 16. October 2024, 17:21:40 »

'kay, I'll fire up one my nv cards tomorrow. it's been a while, so not literally, I would like to hope.
Posted by: ZylonBane
« on: 16. October 2024, 17:15:55 »

Actually I'm currently running a Radeon. RX 6650 XT. Not great, not terrible.

For funsies I tried turning off 3D acceleration in DromEd and viewing it that way.



So there's that.
Posted by: voodoo47
« on: 16. October 2024, 16:52:21 »

that doesn't mean their driver is incapable of doing something it shouldn't, especially if you get it into a situation that has never been tested by anyone before - if we are talking about running SS2 without texture filtering, there's maybe three people on the planet doing this, and I'm willing to bet none of them work as nvidia driver qa.

also you most likely need a certain combination of hw and sw for this to manifest - as mentioned, pretty sure ZB has a nvidia card, and he has no issue there.
Posted by: sarge945
« on: 16. October 2024, 16:41:14 »

Regarding the counter model, it seems to be using one or two pixels from the front/sides texture stretched across the entire countertop, so apparently his weird video driver doesn't like that.

It's the bog standard Nvidia driver. But it would make sense that their driver is weird. It's not like they are one of the biggest hardware manufacturers on the planet.
Posted by: voodoo47
« on: 16. October 2024, 15:09:23 »

yes, but games that previously allowed him to select unfiltered accelerated modes lost those options as well (so better wording would perhaps be "unfiltered modes stopped being user selectable in any shape or form"). he didn't manage to get it working in the end, so he just went back to older hardware.

anyway, not too important, it's not like us knowing for sure will change anything.
Posted by: ZylonBane
« on: 16. October 2024, 14:38:26 »

3D cards dropping support for point sample filtering is extremely unlikely, given how desirable it is for rendering unscaled 2D surfaces, and that it's literally free to implement, since it's just "don't do any filtering".

Sounds more like what actually happened was the ability for users to force unfiltered rendering was dropped from display drivers.
Posted by: voodoo47
« on: 16. October 2024, 13:54:40 »

was thinking something like that might be happening. in that case, fixing the model should solve it, we'll see.

had a hw enthusiast friend (if you think I'm a hi-profile collector with my measly not even 150 graphics cards, then guess what, you ain't seen nothing yet) who really was into unfiltered modes (even before it was cool), and much to his chagrin, full support for that was dropped together with proper DX6 back when DX10 became more widespread. that was, undoubtedly, quite a while ago, so they might have walked back on it, but I very much doubt that.

but sure, take it with a grain of salt, it's been forever since I've actually played around with real hw. either way, the probability of having issues when trying legacy stuff on modern gpus is fairly high.
Posted by: ZylonBane
« on: 16. October 2024, 13:25:59 »

modern 3D accelerators do not support actual real unfiltered modes
Citation needed.

Regarding the counter model, it seems to be using one or two pixels from the front/sides texture stretched across the entire countertop, so apparently his weird video driver doesn't like that.
Posted by: voodoo47
« on: 15. October 2024, 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: 15. October 2024, 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: 15. October 2024, 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: 15. October 2024, 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.
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