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Topic: SCP Beta 5/6 Issue Reporting Read 18018 times  

67402a4a6cf1fZylonBane

Re: SCP Beta 5 Issue Reporting
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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.

67402a4a6d0c9voodoo47

Re: SCP Beta 5 Issue Reporting
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I honestly can't see it, but if so, then fix, most likely.
Re: SCP Beta 5 Issue Reporting
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Beta 6 is 99% done. Basically just in testing now.

Blimey! That's brilliant.

Have you mastered time travel, or something, to compress the time needed to create the new patches?

[And if so, can you tell me how to control time, because the older I get, the less free time I seem to have, somehow  :stroke:]

67402a4a6d62cvoodoo47

Re: SCP Beta 5 Issue Reporting
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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.
Re: SCP Beta 5 Issue Reporting
67402a4a6d9a5
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.

67402a4a6dcdaZylonBane

Re: SCP Beta 5 Issue Reporting
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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...

67402a4a6de1bvoodoo47

Re: SCP Beta 5 Issue Reporting
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missed that.

67402a4a6e0d6ZylonBane

Re: SCP Beta 5 Issue Reporting
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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.

67402a4a6e35bsarge945

« Last Edit: 11. September 2024, 02:01:38 by sarge945 »

67402a4a6e4bdsarge945

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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
« Last Edit: 11. September 2024, 01:59:37 by sarge945 »

67402a4a6e5bfZylonBane

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Would have been helpful if you'd turned on the automap.

And texture filtering.

67402a4a6e70fsarge945

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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.

67402a4a6e85bvoodoo47

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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.

67402a4a6e93csarge945

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I did it without ubermensch, so I think agility was at 1??

67402a4a6ea23voodoo47

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if you did it in the editor, then (SCP) maps will give you a bunch of stat points, iirc.

67402a4a6eb1dZylonBane

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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...

67402a4a6ec55Briareos H

Acknowledged by 2 members: Chandlermaki, voodoo47

67402a4a6ed75ZylonBane

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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.

67402a4a6ee73sarge945

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Since you're already updating the weapon icons...

67402a4a6f06avoodoo47

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hmm. unupgraded assets would be a SCP deal under normal circumstances.

67402a4a6f43dsarge945

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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.

67402a4a6f87eRoSoDude

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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.

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Also: accidentally first SS1 level mod ever?
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