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Topic: Citadel - System Shock Fan Remake
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6743971f1e464sverXRazum

6743971f1e4d7
Can you please provide the crash dump(s)?  They should be in your (hidden unfortunately) C:\<user>\AppData\LocalLow\Trioptimum Corporation\Citadel\Crashes folder.

Well, actually this wasn't a crash. I assume I got instakilled since there is no crashlog nor dev concole popup and it's redicting to main menu. I tried to enter radiation zone on another level just to be sure and yes, the problem with envirosuit. It writes something like "Envirosuit absorbs -1489437287524 radiation" and also immediately drains all energy, so... variable overflow?

By the way, radiation damage on the reactor level (127 LPB) is very harsh, I wanted to test out radiation treatment button but I even couldn't make it in time.
Acknowledged by: JosiahJack

6743971f1e667JosiahJack

6743971f1e6b6
127 bananas rate is half of max rate for radiation.  Should take 60secs to kill from full health iirc.  Been a long while since I was comparing against the original to get an average.

50jpm for biomonitor should also take 5min to drain a full energy meter.  As that's one of the lowest usage items, perhaps I should scale everything a bit differenty to get 10min and scale the others?  Iirc, this matched my recorded rates when testing the original and getting an average.

Remember too that these rates improve as you get higher versions.  These are on lowest version hardwares.  Bio at 3 is no drain iirc.

6743971f1e980Vegoraptor

6743971f1e9db
"Envirosuit absorbs -1489437287524 radiation"
Could this be another version of the weird decimal point/comma problem we had with regards to attack speeds a few years ago?

6743971f1eb04JosiahJack

6743971f1eb5a
Screwy math.
I was taking current radiation, multiplying by 0.17, then multiplying by the original radiation.   :stroke: E.g. 127 * 0.17 * 127 = 2741.93.  Next go round it would be 2741.93 * 0.17 * 2741.93, and so on ever increasing every 1 sec that the radiation trigger applied.

It worked at one point, same as everything else.  Not sure when I broke it, also same as everything else.  Probably switched out = for *= at one point thinking I fixed an issue but got distracted by another bug during its playtest session before I got to test it again and then forgot it.

6743971f1f08dXkilljoy98

  • Company: N/A
6743971f1f0e4
Ok.  For now to recreate 0/0/0/0, you can use the following cheat codes:
notarget       (enemies can't see you)
god                (can't be hurt)(optional)
iamshodan   (nothing will be locked or blocked)

 Cheat codes are entered by hitting `  tilde key to bring up console and enter a single command, press enter, text in the center will say the result, successful or otherwise.

There's also 'load #' and 'loadarsenal #' cheats to put you on particular levels and dump a pile of what you would likely have acquired by that point at your feet. Eg. 'load 6' replacing # with the level you want, 1 thru 9, or r for reactor or g1, g2, etc. for groves.
Thanks, I'll have to try this

6743971f1f1a0JosiahJack

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Should be fixed in latest build though if you wanted to try that.  I mean feel free to play around with cheat codes too.  I have support for quite a few of the common ones from all sorts of games.

6743971f1fad2sverXRazum

6743971f1fb3b
Don't be mad if I wrote something wrong or stupid. This all the things (not really) I wanted to mention about the game.

While playing through Citadel v0.99.1 I've encountered several bugs which I subjectively divided by groups.


Critical (bugs, that will or can ruin playthrough):
1. Doors to maintenance sections on level 3 doesn't open when they supposed to.
2. Second part of the reactor code don't get accepted.
3. Corpse of Cyborg Diego with a keycard on level 8 can fall through a floor. (As well as corpse of any other enemy anywhere)
4. Attacks of some enemies (encountered with Cyborg Mutant and Flier Bot) can push you through a wall to out of bounds.
5. Buttons for teleporting in and out of Bianca Schuler's cell (where Isolinear Chipset is) are not working.
6. Save files after playing some time aren't working properly giving NullReferenceException while saving and loading:
Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
  at HealthManager.AwakeFromLoad () [0x00211] in /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:689
  at HealthManager.Load (UnityEngine.GameObject go, System.String[]& entries, System.Int32 index, PrefabIdentifier prefID) [0x0011b] in /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:783
  at SaveObject.Load (UnityEngine.GameObject go, System.String[]& entries) [0x003e2] in /home/qmaster/Github/Citadel/Assets/Scripts/SaveObject.cs:302
  at Const+<LoadRoutine>d__320.MoveNext () [0x00c2e] in /home/qmaster/Github/Citadel/Assets/Scripts/Const.cs:1631
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <eea339da6b5e4d4bb255bfef95601890>:0
 
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs Line: 689)


Major (bugs, that make playthrough unnecessary harder or just broken things):
1. Switch to maintenance lift near neurosurgery on level 1 doesn't work when it's supposed to. (only first one)
2. Some curcuit puzzles cannot be solved without a logic probe (Some gray squares doesn't powering up when they supposed to). Specifically: puzzles from both sides of a door between bay 3 and CPU room on level 5; puzzle near bulkhead door above bay 2 and 3 on level 5; second puzzle near Eastern antenna on level 7.
3. The enemies in cyberspace always behave like its 0 Cyberspace difficulty, Ice Drill don't work, you can't pick up keycards and there are couple invisible walls that don't disappear when you clear a section. Specifically: you can't complete cyberspace on reactor and executive levels.
4. When you try to flip a switch/open a door/use charge station when it's blocked by SHODAN security level your inventory panel starts flashing after you walk away from blocked object making you unable to fire any weapon. It's also happening when you destroy opened container. Fixiable by opening any container.
5. Some parts of the levels have mismatched geometry where you have to jump or crouch to fit through. Specifially: 2 tiles in central corridor near Alpha quadrant on level 2.
6. After you deal first time any damage to Cyborg Drone he freezes for about 50 seconds then continues to behave properly.
7. When you enter level 9 dev console starts spamming error written below and NavUnit v3 is not working turning all filled tiles with white squares.
Code: [Select]
Error assigning 2D texture to 2DArray texture property '_MainTex': Dimensions must match
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.Material:SetTexture (string,UnityEngine.Texture)
UnityEngine.Material:set_mainTexture (UnityEngine.Texture)
ImageSequenceTextureArray:Think () (at /home/qmaster/Github/Citadel/Assets/Scripts/ImageSequenceTextureArray.cs:916)
ImageSequenceTextureArray:Update () (at /home/qmaster/Github/Citadel/Assets/Scripts/ImageSequenceTextureArray.cs:846)

[C:\buildslave\unity\build\Runtime/Shaders/ShaderImpl/ShaderTextureProperty.h line 42]
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/ImageSequenceTextureArray.cs Line: 916)
8. There are repulsor lifts that working painfully slow. Specifically: repulsor lift in Alpha Grove; 5 repulsor lifts on level 8: 3 near robot charging station and detention cells, 2 from shortcuts of areas you unlock later; 2 repulsor lifts at the level 6 hub near paths to Alpha and Beta quadrants.
9. Preplaced items can disapper from the level including from corpses. Specifically: Earthshaker on level R opposite the trap room; Flechette on level R near 2 Cyborg Assasins with one of them on a repulsor lift; Logic probe on level R to the left of the elevator.
10. System Analyzer, Turbo Motion Booster don't work and Evirosuit doesn't absorb any radiation where radiation damage of 127 LBP will kill you in 11 seconds from full health.
11. Magpulse, Railgun and Riotgun often apply too much "impact" to emenies making them bounce and even pushing them to out of bounds.
12. The text of current security level almost always mismatch the actual security level. And some areas stay blocked even after you remove all cameras and CPUs. Specifically: Delta Grove.
13. Plasma Rifle don't do any damage and your energy weapon often shoot while you change energy setting.
14. All explosives have a very small explosion radius with drastic damage fall off to the point where you have to place Earthshaker directly at enemy's feet to be able to kill him. And you can't set explosion timers on Nitro and Earthshaker.
15. There is no button for a small force bridge in low gravity room on reactor level and ledge grabbing is working almost only with crouch jumping.
16. There is currently a way to dupe ammo, it's related to energy weapons and how ammo stores in guns. You need to load your weapon, select energy weapon and change energy setting, then you grab (RMB) your weapon and put it into inventory how many times you like, each time duping ammo from a clip. Also when putting energy weapon into sometimes dev console write this error:
Code: [Select]
IndexOutOfRangeException: Index was outside the bounds of the array.
  at EnergySlider.SetValue (System.Single val) [0x00083] in /home/qmaster/Github/Citadel/Assets/Scripts/EnergySlider.cs:29
  at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00010] in <eea339da6b5e4d4bb255bfef95601890>:0
  at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00025] in <eea339da6b5e4d4bb255bfef95601890>:0
  at UnityEngine.UI.Slider.Set (System.Single input, System.Boolean sendCallback) [0x00038] in /home/qmaster/Github/Citadel/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Slider.cs:518
  at UnityEngine.UI.Slider.set_value (System.Single value) [0x00001] in /home/qmaster/Github/Citadel/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Slider.cs:255
  at EnergySlider.OnEnable () [0x00038] in /home/qmaster/Github/Citadel/Assets/Scripts/EnergySlider.cs:18
UnityEngine.GameObject:SetActive(Boolean)
Utils:Activate(GameObject) (at /home/qmaster/Github/Citadel/Assets/Scripts/Utils.cs:65)
WeaponCurrent:ShowEnergyItems() (at /home/qmaster/Github/Citadel/Assets/Scripts/WeaponCurrent.cs:249)
WeaponCurrent:UpdateWeaponViewModels() (at /home/qmaster/Github/Citadel/Assets/Scripts/WeaponCurrent.cs:369)
WeaponCurrent:Update() (at /home/qmaster/Github/Citadel/Assets/Scripts/WeaponCurrent.cs:224)
 
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/EnergySlider.cs Line: 29)
17. When you enter level 8 for the first time dev console write this error but I'm not sure what breaks:
Code: [Select]
IndexOutOfRangeException: Index was outside the bounds of the array.
  at AIController.Walk () [0x00302] in /home/qmaster/Github/Citadel/Assets/Scripts/AIController.cs:590
  at AIController.Think () [0x000cc] in /home/qmaster/Github/Citadel/Assets/Scripts/AIController.cs:406
  at AIController.FixedUpdate () [0x000c7] in /home/qmaster/Github/Citadel/Assets/Scripts/AIController.cs:355
 
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/AIController.cs Line: 590)
18. Target Indentifier v1 and v2 works only when you deal NO DAMAGE and v3 breaks when you shoot camera, CPU, screen or corpse. Console writes first error below and then starts spamming the second one:
Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
  at WeaponFire.CreateTargetIDInstance (System.String message, UnityEngine.Transform parent, HealthManager hm, UnityEngine.Transform playerCapsuleTransform, System.Single linkDist, System.Boolean range, System.Boolean health, System.Boolean attitude, System.Boolean name) [0x000db] in /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs:1086
  at WeaponFire.HitScanFire (System.Int32 wep16Index) [0x0063b] in /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs:1028
  at WeaponFire.FireWeapon (System.Int32 index, System.Boolean isSilent) [0x0046c] in /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs:613
  at WeaponFire+<CheckUIStateAndAttack>d__106.MoveNext () [0x00322] in /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs:422
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <eea339da6b5e4d4bb255bfef95601890>:0
 
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs Line: 1086)

NullReferenceException: Object reference not set to an instance of an object
  at TargetID.Update () [0x00086] in /home/qmaster/Github/Citadel/Assets/Scripts/TargetID.cs:70


Minor (mostly visual bugs or bugs that don't have much of impact on playthrough):
1. Sometimes audiolog made by the hacker gets disappeared when you add it to inventory.
2. Notes on Media Data Reader often don't work properly showing uncompleted quests when in fact they are. The codes from destroying CPU's are dublicating digit from level 1.
3. There is unfinished geometry near cinema on level 6.
4. There is a hole in a floor near bay 1 on level 5. It's filled when you come from other side where energy station is placed.
5. You can open door to sealed off Gamma quadrant on level 6.
6. There is hole in a wall near battery stash on level 3.
7. There is blocked off area on level 4 near "Nice Jump" ramp. And there is a hole in a wall not far from there.
8. The ending only shows 1 static image and an error appears:
Code: [Select]
IndexOutOfRangeException: Index was outside the bounds of the array.
  at Const.CreditsStats () [0x0002c] in /home/qmaster/Github/Citadel/Assets/Scripts/Const.cs:1758
  at CreditsScroll.OnEnable () [0x00047] in /home/qmaster/Github/Citadel/Assets/Scripts/CreditsScroll.cs:17
UnityEngine.GameObject:SetActive(Boolean)
MainMenuHandler:PlayCredits() (at /home/qmaster/Github/Citadel/Assets/Scripts/MainMenuHandler.cs:520)
GameEnd:Targetted(UseData) (at /home/qmaster/Github/Citadel/Assets/Scripts/GameEnd.cs:11)
TargetIO:Targetted(UseData) (at /home/qmaster/Github/Citadel/Assets/Scripts/TargetIO.cs:102)
Const:UseTargets(UseData, String) (at /home/qmaster/Github/Citadel/Assets/Scripts/Const.cs:1692)
HealthManager:UseDeathTargets() (at /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:171)
HealthManager:Death(Boolean) (at /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:437)
HealthManager:TakeDamage(DamageData) (at /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:429)
ProjectileEffectImpact:OnCollisionEnter(Collision) (at /home/qmaster/Github/Citadel/Assets/Scripts/ProjectileEffectImpact.cs:57)
 
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/Const.cs Line: 1758)
9. Doors that has to be open/half-open appers to be closed but when you interact with them they play closing animation. It doesn't happen if you load near that door but after some time or when you reload level all doors close.
10. The model of Hopper doesn't disappear when you destroy it. And the corpses of Zero-G Mutants often keep sliding through the level.
11. You can't play minigames.
12. Armory on level R requires ENG keycard instead of SEC or rewriting access in cyberspace.
13. Wire puzzle for force bridge on level 1 has a sligthly different solution and wire puzzle to room with Interface Demodulators on level 3 is in solved state by default.
14. There are 3 Exec Bots standing on each other on level 8 in the center right after force bridge door.
15. Many weapons when you throw them at the ground sounds like flesh. Specifically: Minipistol, Magpulse, Magnum, Blaster, Ion Beam, Skorpion, Plasma Rifle, Assault Rifle.
16. Every time I load a game it forces to 1280x720 resolution no matter the setting. Fixiable by changing to another window and coming back.
17. Code for opeining panel to stop robot production on level 2 don't work.
18. When you jump with Jemp Jets enabled your fatigue instantly goes high.
19. Inventory change selected patch/grenage on the one you pick up.
20. Laser Saber cost no energy.
21. When you turn off Jump Jets it plays energy exhaustion sound.
22. The secret lift with 2 gas grenades on level 1 near a door to Alpha quadrant is going up instead of down.


Notes:
1. There were times where relatively weak weapon and ammo (Magnum with Hollow-tip) could one shot relatively strong enemy (Exec Bot). Not sure if it's a math bug but didn't notice this in the original.
2. All weapon's fire rate is much slower then in the original. It's easy noticible when firing Flechette. Also there is no weapon recoil, only spread.
3. I don't why but when shield got powered I expected to see it from a window.
4. I still prefer when Energy Shield deplete energy constantly when turned on instead what it is now.
5. Still personally think that Hardwares use too much energy. (With exception of Jump Jets)
6. I like vending machines.
7. I like wall jumping.


Of course this not all of the things but most of them. Reasons: I forgot and I didn't tried everything. So additions there will be.  :headshot:
« Last Edit: 17. March 2023, 11:16:34 by sverXRazum »
Acknowledged by: Berathraben

6743971f1fd06JosiahJack

6743971f1fd61
 :omg: :thumb: :awesome:
That's awesome!  Thank you for all of this.  I've started fixing a few of these today.  Top tier bug reporting there.  Added you to playtesters in the credits along with some other recent playtesters.

https://github.com/JosiahJack/Citadel/blob/master/Assets/StreamingAssets/credits.txt

Huge thanks to anyone finding and reporting issues.  Also, if anyone cares to have their real name instead of or in addition to their gamename in the credits let me know either here or in PM.
« Last Edit: 17. March 2023, 17:50:13 by JosiahJack »

6743971f1fe09JosiahJack

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Most of the above has been fixed now.  Planning to have next beta release thursday or saturday as time permits.
Acknowledged by 2 members: Join2, Berathraben

6743971f1ff34JosiahJack

6743971f1ff85
I didn't say which Thursday haha.

My sister just went into labor earlier than expected, so I will be out of state with them and probably not have time to do anything on Citadel until mid next week.  Family first.

Been wrestling through some player movement issues that affect booster behavior and the ramp jump on level 4.  Once that's fixed I'll do the next beta release.

6743971f20065JosiahJack

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https://github.com/JosiahJack/Citadel/releases/tag/v0.99.2

Linux and Mac versions are still uploading (internet troubles) but there tis the latest Windows version.

6743971f201f4JosiahJack

6743971f20253
Alright all 3 OS versions are up now at the same link.  Would love to see some playthrough videos, even if it's still buggy.  I'll probably notice bugs in a video that the player didn't even notice themselves.

There are still some quirks around energy setting and the grenade timer setting isn't working yet, but the majority of bugs reported thus far have been fixed.  I do plan to implement some subtle movement sway where the player leans a little in the direction of movement just like the original, but haven't gotten to improving that yet.

6743971f2037evoodoo47

6743971f203cc
maybe make it a toggle. there are people around who do not enjoy the pushing around a ball of rubber bands player physics.
Acknowledged by: JosiahJack

6743971f204d8ZylonBane

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The original was more like pushing around a cube.

The Dark engine does leaning toward the direction of movement, but it's very subtle.

6743971f20614JosiahJack

6743971f20666
2 balled snowman according to the developer commentary provable with how your head can be stuck on one side of a door and your body on the other if you were leaning out of it.  I'm pretty sure it was doing a simple sphere collision.  Most noticeable when you get just barely past the edge of a ledge and can see starting to slide down from the player's ball shape.  The bottom sphere was pretty rigid though.  The top one slid around, jostling atop the bottom one with a spring to recenter it after a bit.

6743971f207e7JosiahJack

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Any feedback on this latest release?  Maybe no news is good news?

6743971f208c8sverXRazum

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Sorry, I want to record a walkthrough. Will try to post it on weekends.
Acknowledged by: JosiahJack

6743971f20a0cReidspeed

6743971f20a5a
After loading any of my saves all elevators stop working.
[Citadel 2023-05-10 20-43-06.mp4 expired]

6743971f20cdcBerathraben

  • Company: Social Worker by day, Night Dive Studios-Discord Moderator by night
6743971f20d3b
JosiahJackSorry Josiah.

I just have so much going on and have not been online a whole lot or even looking at games.

6743971f20ffdExecutivelyCrawfish

6743971f2104f
Full disclosure, I'm heading straight into this with no prior Citadel experience, so some of these may be known or intended. Haven't really ordered them either.

Selecting No Shoot Mode in options menu, returning to game, and reopening options menu shows Quick Reload Weapon selected instead and changes game behavior accordingly.

Pipe reach seems short - cameras often can't be hit without jumping. Hitboxes on enemies and weapon range seem comparable to vanilla.

Inventory functionality breaks if mouse buttons are switched - RMB does not select items, looting corpses doesn't work properly in some cases (noticed with corpses in doorways).

Program becomes very unhappy about alt-tab and alt-enter usage, often just crashing.

Mouse sensitivity decreases significantly on alt-tab and return.

Non-fatal null reference errors during save loading, I assume these are known.

Magpulse shows two ammo types in inventory display.

Most interactions behave differently from original, working with single clicks only, compared to double clicks in vanilla.

Healing suite door doesn't auto-close

Map vision in saves lost on game exit. Persists properly on a 'live' reload.

First exit to menu doesn't bring up save prompt, proceeds directly to save screen.

Other oddities with save screen - seems to be inconsistency with when and how slot names are saved, I need to investigate further.

Destroyed hoppers (potentially other enemies) that slide off elevated surfaces just continue sliding without collision.

Switch for Gamma sliding wall doesn't work. Actually, most switches don't work.

Weapon switching can produce glitchy behavior. I'll try and record, but the particular issue I'm noticing is that scrolling from the second-to-last weapon to the last will produce a state where the last weapon is highlighted but the second-to-last remains equipped and nothing shows in the Weapon MFD. Specifically I had the Skorpion in slot 5 and picked up a pistol into slot 6.

Interacting with corpses, etc in mouselook mode switches into free mouse mode; breaks muscle memory from SSP/EE.

Loot appears to be generated on death instead of on interaction with corpses - not abnormal, but distinct from vanilla behavior.

Discussed in thread, but automatic weapons lack certain gunplay elements; no recoil or lack of control.

6743971f2115fExecutivelyCrawfish

6743971f211b5
Aaand a few more I forgot to copy over from another document.

Saving and loading can cause weapon names in inventory to disappear. Similarly, under some circumstances - I believe it was also saving and loading, but need to investigate - ware can disappear from the menu. It'll still be recorded as installed, though, because picking up another copy of the same or lower version will give the 'ware is obsolete' message.

Overall, though: I am *stunned* at the fidelity and the sheer effort here. These UI issues didn't distract me from enjoying an incredible experience.

6743971f21282JosiahJack

6743971f212d0
Thanks!  This is awesome!

I'm about to wrap up my other main game project here in the next week (hopefully) and will be switching focus back to this.  Quite a few of these haven't been reported yet or weren't reported with this level of nuance so definitely is helpful!

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Name the default melee weapon in System Shock 2:
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