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Topic: Citadel - System Shock Fan Remake
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673f86b0ddf11JosiahJack

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Sooo.  I have the Saving/Loading code almost complete.  I'm going to have yall wait a day or 2 more for an alpha test build so you can help make sure stuff saves properly too.

Side note, my savescrubber says there are 2987 saveableObjects in the game.  Kinda cool.

Sids side note: Last prealpha build was only 314MB for the whole game, uncompressed.  Not sure how portable it is though, I need to double check that Unity isn't shoving crap in the AppData folder.
Acknowledged by 2 members: icemann, dertseha

673f86b0de087JosiahJack

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 :) Test Builds have gone out.  Check your PM's.  If I missed you let me know.

Known bugs :
Missing ceiling panels in hallway near CPU room on medical in the 2 alcoves (that I may or may not have noticed after uploading the build  ¯\_(ツ)_/¯ ).
Automap not implemented yet
Cyberspace not implemented yet (and thereby, the stuff it unlocks, only critical for level 2 to get the laser override code, but you already know what it is don't you  :what:)

673f86b0de6afdertseha

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Thank you!
I don' t know how you want the issues reported, posting here so others don't spam the same.

Proposal: Add screenshot function that allows to save some game-state as well, such as location, so you can find locations of reports easier. (e.g. either put level & location in filename or EXIF data)

Is Admin login necessary only for debug build?
Should speaker setup (stereo, 5.1, ...) work?

Played on 2/2/2/2 for about an hour - did not try other settings.

- leaning is only rotating camera, no leaning (missing feature?)
- quickload (f9) drops you in reactor level, outside of geometry (falling on the rings is survivable ;) )
- (player) game state is kept beyond sessions (go to main menu, start new game - end up in same state as before. Radiation poisoning is kept as well)
- picking up email reader, opening mail, start log, -> can't open briefcase anymore (happened only once, could not reproduce)
- destroying briefcase does not spill out its contents, lost my own log
- central MFD buttons can not be clicked when moving mouse to the lowest pixel
- mails/logs don't show side-MFD images - should they?
- room near first energy station misses a monitor on the side with the ramp (are such monitors generally missing?)
- head in upper storage (room with serv bot & access card) was difficult to reach, had to pull table over to climb it. Adding the head to inventory did not show up
- picking up second dartgun, second gun has same properties as first (clip load status. unload one, other one is unloaded as well)
- repair bot exploded rather fierceful and its bits got stuck in ceiling
- can shoot dartgun through grating or force door, was not possible in original (enemies can, too!)
- sparq beam in hall of dead bodies is missing - there should be one (wasn't there one?)
- door to hall of dead bodies should constantly open/close - one of the eeriest doors in the game for me.
- gray door to RESIST has wrong sound (uses bulkhead door sound)
- last quadrant, the "secret" lift floor near the ninja cyborg doesn't move down to the gas grenades. Very faintly, an endless loop of moving floor can be heard. also: can see through seams in floor to secret area
  location of sound found close to small room below grating the initial log points to (second dart gun)
  coming back to the area after "completing" the level shows removed floor, as well as missing floor tile - I can see rings of Saturn!
- gallery of drones immediately wakes up drones. They should be sleeping until nodes destroyed
- gallery of drones: second corridor, button at end reads "ASSLT RIFLE" and does nothing(?)
- force field door sequence before gallery of drones: message trigger "camera activating security door" is missing; force field should close behind
- reaching level-elevator without destroying nodes should trigger email taunt from Shodan, hinting that the nodes keep the elevator disabled
- lower "ELEVATOR" button looping back to level-elevator doesn't work.
- pistol in node room: shouldn't this be a regular dart gun? I forgot.
- destroying CPU nodes did not trigger email from Shodan
- block puzzle in security center does not work - solid blocks don't forward energy
- camera feeds don't show live feed (assuming this feature is not in yet)
- bobbing on turned-on repulsor is a bit too much, getting sea-sick :)
- at the overview room past the two sleeping drone galleries, pressing the button does not completely lower the floor to the secret room. can't get in there.
- running up close to the window in the overview room, you can see into the floor below, on the right
- screen in cpu room is called "code screen" - is a bit too much of a hint. was only called "screen" (depends on how faithful you want to be).
- access door to maintenance tunnels (the one near the armory) has its sound not localized. running away, the sound is still heard loud when door is closing.
- while I could bring security down to 2% to access the final secret room in the resistance area (to find the Magnum), I could not figure out which camera I was missing... Difficult to say if this is a bug with security percentage, or which camera I forgot.
- enemy-respawn is a missing feature, right?

You got the "floatiness" & "bounciness" of movement quite right. :) It's not an exact replica, yet close to how it feels in the original.

Quite impressive!

No idea when I can make another test run; A way to skip levels/add some inventory might be useful. I'd like to avoid running through medial (and other levels) again, just to test out stuff.

673f86b0de82cJosiahJack

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Oh wow, thanks.  As for skipping levels, you can do `   to bring up console and enter noclip.  Repeat and enter load 2 or load3 etc. for levels 0 thru 7 (It's supposed to pop you up to the ressurection bay but I think I used position instead of localPosition so instead it puts you out in space but you can fly up/down with c or v).  Ooh I should really add a chapter loadout feature to give you an approximate loadout for that point in the game.

A lot of good finds or reminders of things I had noticed but forgot to write in my bug log.  Dang a lot of these were fixed at one point.  Must have done something to rebreak them.

Time to get fixing.

What do you mean by admin login?
« Last Edit: 24. April 2020, 13:12:39 by JosiahJack »

673f86b0df3aeJosiahJack

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leaning is only rotating camera, no leaning (missing feature?) Fixed, forgot to enable the shift part
- mails/logs don't show side-MFD images - should they? I don't recall if I finished that yet
- ...misses a monitor on the side with the ramp (are such monitors generally missing?) No, oops.  Also re-added diego screen by 451 door
- can shoot dartgun through grating or force door, was not possible in original (enemies can, too!) This is intentional (and makes more sense I think).  Still can't frob through them though which is same as original and needed for medbed on LevR.
- sparq beam in hall of dead bodies is missing - there should be one (wasn't there one?) Not per se, it's a 17% random spawn on generic corpses. I went ahead and added one outside of a corpse too.
- gallery of drones: second corridor, button at end reads "ASSLT RIFLE" and does nothing(?) It does, it unlocks the blue x door.  Set that door to StayOpen so it's more obvious and fixed the linked text index (texts are referenced by index for localization)
- pistol in node room: shouldn't this be a regular dart gun? I forgot. It's correct
- camera feeds don't show live feed (assuming this feature is not in yet) Was disabled for my potato, reenabled to update every 10secs for performance
- bobbing on turned-on repulsor is a bit too much, getting sea-sick :) It's physically accurate?  I'm not 100% sure the best way to fix this, but I do agree it's not as player friendly as it could be.
- screen in cpu room is called "code screen" - is a bit too much of a hint. was only called "screen" (depends on how faithful you want to be). On purpose to make it a little less obtuse.  Most players might not even think to try to Use the screens anyway.
- enemy-respawn is a missing feature, right? Well...it's supposed to work but I was leaving fixing it for later

You got the "floatiness" & "bounciness" of movement quite right. :) It's not an exact replica, yet close to how it feels in the original.  Tried to combine the feel of the original with some of the...I guess punchiness?...of Quake.

673f86b0df76bdertseha

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What do you mean by admin login?
My user has no admin rights, as it should be. Starting the game wanted admin login, presumably to get Unity comfy... Though, I fail to see why this should be necessary.

How about declaring GitHub issues as your bug tracker, and assign labels as per version within which they were found. (as well as labels in which they were fixed)

673f86b0df89eJosiahJack

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Ya gitbub is probably best, then I can triage and such.  I'm not sure if there's a way to do templates though?  EDIT: yep, just set them up.

I'm not running it as admin on my Win7 pc.  I'll see if my wife's Win10 laptop needs it.
« Last Edit: 24. April 2020, 16:33:21 by JosiahJack »

673f86b0df9a8JosiahJack

« Last Edit: 24. April 2020, 16:42:09 by JosiahJack »
Acknowledged by: dertseha

673f86b0dfcccJosiahJack

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When I get back home late tonight, I can send you a linux test build to try out.
Acknowledged by 2 members: JML, JosiahJack

673f86b0dfda1dertseha

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Oh, if you want to target Linux as well, hit me up, too.

673f86b0dfe9fJosiahJack

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Oh dayung.  I'm not using a relative timer to update timers during Pause...after pause everything fires instantly.  Whoops!!

EDIT: Ultra dang, I forgot to pause like half the game during pause (patch effects, energy usage ticks, etc.)

673f86b0dff83JosiahJack

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Sorry some of these bugs required extensive changes.  I'm going to do some internal testing before sending out an updated build.
Acknowledged by: JML

673f86b0e02b6RocketMan

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That's called Premature Assimilation folks.  Nothing to be ashamed of...  [muffled laugh].  Really!  Nothing...
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"I want you to do some extensive internal testing before sending out an updated build." - is what she said.

673f86b0e0504JosiahJack

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Interesting stats...just about got the saving bugs fixed I think.  Few quirky things left.


Yes there were errors in the counts above due to some items being marked as the wrong saveableType.  I think I'll be able to do the next test build tomorrow afternoon after work.

673f86b0e0788JosiahJack

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Lol...I've worked on this about 10hrs every day the past 5weeks except for last Friday when I took a break and was feeling burnt out.  It's crazy how much work the last 5% this project is requiring! Actual work is starting here and there with a couple hrs every couple days...spotty.  Was supposed to start back up with half days 5 days a week next week but that's not happening now.

673f86b0e0934JosiahJack

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Ok, link for new test build will be sent out in a bit here...taking a while to upload.  Added ability to press F12 to take a screenshot, saves into Screenshot folder.  Version, date, and time is in the screenshot name.  Added console command showlocation to toggle display of player's location (on by default for this dev build).  Reminder of console command showfps which toggles fps counter in the corner (now on by default for dev build).  Also fixed and added console cheats load0 thru load9, as well as loadg1, loadg2, and loadg4 for going straight to each level...still don't have a loadarsenal cheat yet sadly.

Automap is now functional, but I haven't been able to get a performant alpha based fog of war for it yet.  Currently shows everything.  Full map view and side map view not yet added...same as Cyberspace.

Also, note that the game will hang for about 7secs on new game now as it resets er'thing.  Still working on a more optimized solution to guarantee fresh slate.

Saving might be working now for the most part.  Haven't thoroughly tested enemies for all their states.  HUD state does not save currently.
« Last Edit: 01. May 2020, 02:23:39 by JosiahJack »

673f86b0e0a48JosiahJack

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No one finds bugs/problems quite like an ADD 14yr old who's never played System Shock (little brother in-law).  Phew, like 30 of em found in an hour while watching him....some stuff I didn't even think to try.

673f86b0e0ba1voodoo47

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yeah, watching people play your stuff can be very helpful - you can focus on different things and usually spot issues you'd miss if you were playing yourself.

673f86b0e0cc3JosiahJack

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My internal bug list is getting pretty long but only a couple people have given feedback or reported bugs.

Anyone have any suggestions/complaints that aren't necessarily bugs?  One suggestion I have is to add a small square Use button next to each item in the inventory.  Also I'm planning to add more item specific text to say what exactly you just picked up, dropped, or added to inventory.

673f86b0e0dc5voodoo47

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SS2 player physics (on/off) would be appreciated. I still hate the player physics in SSEESP/Shockolate - I know, vanilla yadda yadda, but it would be nice to play the game without feeling like I have to push a sack of potatoes around for a change, I think.

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