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Topic: SCP Beta 5/6/7 Issue Reporting
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683d8cec9c40beldrone

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 😅

683d8cec9c5edNull1233

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?

683d8cec9c78bZylonBane

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.

683d8cec9c86fNull1233

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

683d8cec9c9a1ZylonBane

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.

683d8cec9cce5sarge945

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.

683d8cec9cdedZylonBane

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.

683d8cec9cf89CyrusVonNox2001

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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.

683d8cec9d111CyrusVonNox2001

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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.

683d8cec9d272voodoo47

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

683d8cec9d3e2ZylonBane

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Indeed, we certainly wood like to fix them.

683d8cec9d553CyrusVonNox2001

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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.

683d8cec9d6c0eldrone

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

683d8cec9d7e1CyrusVonNox2001

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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.

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