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Topic: SCP Beta 5/6 Issue Reporting
Page: « 1 ... 13 [14]
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677c3ec2e00cbvoodoo47

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found it - it's the old "if a creature collides with the terrain in an unusual way, its physics might get deactivated" bug. it's rare, nothing can be done about it, and it should go away upon level reload (map change).

just for the record, this is Dark being Dark, not SCP uhh, SCPeeing.

677c3ec2e02a2ZylonBane

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Yes, I've confirmed in game mode and DromEd that monkey 296 has no physics in that save, though it seems slightly random. Quicksaving and reloading restores its physics.

On initial load the monkey is hovering in midair near a wall, so this is indeed probably just a result of a glitchy pathfinding/physics interaction. The only odd thing I noticed in its physics props was that its Gravity % had somehow changed to 0.

677c3ec2e0406JhonnyG

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Dark, and not a SCP issue. Noted. I'm actually relieved you guys were able to debug this glitch. It was driving me insane trying to figure out how I could have f'ed up the installation in some way ^^

677c3ec2e051cvoodoo47

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well, we've been doing this for a while or two.

677c3ec2e060dZylonBane

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JhonnyG, a test script package has been sent to your email address to see if it resolves the issue with AIs following you around while invisible.

677c3ec2e0837JhonnyG

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ZylonBane Sorry for the late reply, just discovered it in my mailbox. I'll do a proper test and report back.

Also, a marry christmas to you all =)

677c3ec2e0a0cJhonnyG

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The new script package you sent over seem to have fixed the stalking issue. Enemies that tended to latch on, now properly ignore the player when under influence of psi invisibility or the security expert. Tried to provoke various enemies repeatedly by breaking invisibility, getting spotted, then turning invisible again, and didn't noticed any issues with their behavior. Every AI seem perfectly able to engage and disengage in a manner you would expect them to behave. Overall a vast gameplay improvement in my opinion.
Only bug I noticed is that the hatch leading to the core in eng1 doesn't work while running this new script? As in, the buttons does nothing and the hatch won't open.

Regarding ops4 red assassin 436 spawning halfway into the ground. I have tried to provoke and replicate this during many playthroughs since then, but have been unable to so. Can only assume it was a freak glitch like with the monkey. So sorry about the false report.

677c3ec2e0cdasarge945

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My experiences with the Randomiser have taught me that spawning an enemy in the ground will make them "pop out" into valid space in the map.

I'm very very surprised that didn't happen.

677c3ec2e0f62voodoo47

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Only bug I noticed is that the hatch leading to the core in eng1 doesn't work while running this new script? As in, the buttons does nothing and the hatch won't open.
unable to replicate. a save?

677c3ec2e106aJhonnyG

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None of the usual tricks worked. Got past the hatch by restoring the original file. Then reapplying the new one again afterward.
« Last Edit: 27. December 2024, 18:13:20 by Moderator »

677c3ec2e126cJhonnyG

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sarge945Could it have something to do with Rebirth? I have noticed assassins can be very glitchy to hit in melee. Dunno if anyone else has experienced this issue.

677c3ec2e13b1voodoo47

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ok, can reproduce the hatch issue from your save, I'm almost sure it's happening because you have what technically is SCPb7 script but your eng1 map is still SCPb6.

do not share that script for obvious reasons.


just for fun, try to edit scpScript.nut, find !ShockGame.CheckLocked and delete the !, save and see whether that gets the hatch going again.

677c3ec2e14dcZylonBane

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For the love of god.

There is no issue. The script sent was ONLY for testing the invisibility fix, not playing the entire game.

677c3ec2e1816JhonnyG

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just for fun, try to edit scpScript.nut, find !ShockGame.CheckLocked and delete the !, save and see whether that gets the hatch going again.
Yup. This make the hatch fully functional again. Also fixed a small bug with droids not popping out of their casket in eng2.

For the love of god.

There is no issue. The script sent was ONLY for testing the invisibility fix, not playing the entire game.
Well, I only did the Von Braun part. Wanted to test it against the most notorious stalkers in hydro and rec. At least now we know it works ^^

677c3ec2e1996ZylonBane

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I've seen more than a few first-time SS2 players pick OSA because of course psi powers are like so totally cool man, and subsequently have a terrible time. I wonder if it would be overkill to, when players approach the OSA tunnel, pop up an onscreen message something like "Warning, not recommended for inexperienced players."

Maybe even expand this to a popup for every service, since this area can be frustratingly cryptic for first-time players. Like if you approach the Navy tunnel, you'd get something like "Enlist in the Navy for a career focused on technical skills." Marines would get "Enlist in the Marines for a career focused on weapons." or whatever. Sure this sort of thing seems obvious to us, but at this point the game hasn't straight up said it, and character creation is the last place you want to be coy with the player.

677c3ec2e1cedZylonBane

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Okay, how about these. Note that I've deliberately tried to keep these as short as possible because HUD message text is only visible for a few seconds, and because the longer any text is, the more likely people won't even bother reading it.

Navy: "Enlist in the Navy to focus on technical skills."
Marines: "Enlist in the Marines to focus on weapon skills."
OSA: "Enlist in the OSA to focus on psionic skills. Not recommended for inexperienced players."

677c3ec2e2080sarge945

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I've seen more than a few first-time SS2 players pick OSA because of course psi powers are like so totally cool man, and subsequently have a terrible time. I wonder if it would be overkill to, when players approach the OSA tunnel, pop up an onscreen message something like "Warning, not recommended for inexperienced players."

Maybe even expand this to a popup for every service, since this area can be frustratingly cryptic for first-time players. Like if you approach the Navy tunnel, you'd get something like "Enlist in the Navy for a career focused on technical skills." Marines would get "Enlist in the Marines for a career focused on weapons." or whatever. Sure this sort of thing seems obvious to us, but at this point the game hasn't straight up said it, and character creation is the last place you want to be coy with the player.

I feel like the 3 preceeding training booths already explain in detail what each branch of service does, and having messages pop up in the middle of these hallways seems like it would be very intrusive.

If you REALLY want to do this, you can make it more immersive by putting one of the tutorial computers on the wall in the hallway leading to the career selection, with text like:

"Here, you will need to select a branch of service. This choice is permanent and cannot be undone.

Your branch of service will determine what choices you are offered over the next 4 years, however anyone is free to pursue any skills they wish once training is complete.

The Marines are focused on weapon skills, the Navy are focused on Technical skills, and the OSA is focused on psionics.

OSA is not recommended for first time players!"

677c3ec2e218cZylonBane

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The career sequence on the space station pops up which stats you gain from each choice, so that immersion-breaking train left the station 25 years ago. The good news is that having text pop up when you approach a decision door is established UI precedent.
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Okay, how about these. Note that I've deliberately tried to keep these as short as possible because HUD message text is only visible for a few seconds, and because the longer any text is, the more likely people won't even bother reading it.

Navy: "Enlist in the Navy to focus on technical skills."
Marines: "Enlist in the Marines to focus on weapon skills."
OSA: "Enlist in the OSA to focus on psionic skills. Not recommended for inexperienced players."

I think this is great. Regarding Sarge945's  worry that it will break immersion, I don't think that's a consideration, and even if it was, then this takes place before the game proper, so it won't effect the game experience, in my opinion.

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