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Topic: SCP Beta 5/6 Issue Reporting
Page: « 1 ... 14 [15] 16 »
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67d47aee40207ZylonBane

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Well then, the warning is correct. By installing a 17-year-old mod that replaces earth.mis, you started your game with not-SCP. It's a good thing we added that check, because lord only knows how screwed up your game would have become.

67d47aee4039bvladdrak

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So I can see how one might think that there could be a distinct possibility that you are not 100% wrong right there.  :thinking:

67d47aee40521voodoo47

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it's not the 17 years, it's just that mods that replace maps are not compatible with SCP, as simple as that.

67d47aee40674ZylonBane

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It kind of is, because any mod that ancient was created without any awareness of SCP, NewDark, Dark Mod Manager, or current modding best practices. Truly a mod from the stone age.

It would be an interesting project to recreate the level selector in a modern, compatible way. Probably the best approach would be to teleport the player to a custom map with all the selector stuff instead of embedding it into earth.mis. Would still need to provide separate versions for SCP and SecMod since they use custom gamesyses and player scripts.

67d47aee407a0ZylonBane

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Added a sound to trainers and OS upgrade stations opening. I can't decide if it sounds too low-tech compared to the other sound effects.

https://www.youtube.com/watch?v=7bWQQxNj8MM

67d47aee40b3dChandlermaki

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Added a sound to trainers and OS upgrade stations opening. I can't decide if it sounds too low-tech compared to the other sound effects.

https://www.youtube.com/watch?v=7bWQQxNj8MM

Sounds great to me!

67d47aee40e0cJhonnyG

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It happened again with that red assassin 436. This time I got a screenshot and a save.

[red436.zip expired]

67d47aee40ef4ZylonBane

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It's ashamed of how ugly its character model is.
Acknowledged by 4 members: Nameless Voice, Chandlermaki, tiphares4, JhonnyG

67d47aee41256sarge945

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Odd, normally when a character spawns inside the floor, their model is "bumped up" to normal ground level.

I learned this while making the randomiser.

If it's not doing it here, then there's something very wrong

67d47aee41354ZylonBane

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That's a red assassin though, so it's not a spawn. That one in particular is actually placed in mid-air.

67d47aee41462ZylonBane

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Anyone else think the ambient rumble sound in Hydroponics A (hydro1.mis) near the environmental regulator is a bit too loud?
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I've uploaded a save file with two issues to report.

-Crashed at the loading screen after first run of BOTM, requiring me to start over from the chapter's beginning.
-"Cyberspace" remix played for the entirety of "Where Am I" instead of just the final boss arena

I only have SS2Tool and SCP Beta 6 installed.

67d47aee41733ZylonBane

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Well, I can confirm that music is indeed playing in that save. Unfortunately there's no way to determine WHY it's playing, since the state of the song engine isn't exposed in the editor.

There's only one song trigger in the entire level, and it's in final boss room, so this is a mystery.

Do you have any saves from the Body of the Many level?
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Sorry about that. Yes, I have a BOTM save file and I've just made sure this one also plays the music.
« Last Edit: 19. February 2025, 20:11:10 by Brig »
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Good lord, that should've been overridden. I have no idea how that happened.

I am so sorry about this, I don't even know what to say. I've deleted every other save I've had, copy pasted my save0 into a new save slot, and ran it twice to make sure it loads as a BOTM save. And I've also made sure the error I initially reported is still occurring.

I am so sorry about this again.
[save_1.zip expired]

67d47aee41b4fZylonBane

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We've figured out what the problem is. It will be fixed in Beta 7.

67d47aee41e60sarge945

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We've figured out what the problem is. It will be fixed in Beta 7.

Was it solar flares?

67d47aee42134ZylonBane

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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?

67d47aee42223voodoo47

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yes, I would say mounting bracket/port.

67d47aee42306ZylonBane

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I'll start a collection to hire Robb Waters.

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