67422dd5c1bda

67422dd5c2fe4
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Topic: SCP Issue Reporting Read 67641 times  

67422dd5c3691
Hello there.

I've encountered some weird issue today. When I'm changing weapon via inventory menu from laser pistol to anything but crowbar, skin doesn't change, but... hmm... the angle of it changes somehow (?). For more details, see screenshots below. I should point out, that the problem doesn't occur with different weapons, also changing weapons with hotkeys or mouse wheel works fine.
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67422dd5c387dvoodoo47

67422dd5c38d7
yes, it's a script issue, beta2 will include an updated version that will solve this. press the next weapon/previous weapon hotkey to fix temporarily.

//also, psiamp is redundant as it's part of Tacticool complete anyway, SCP should always have the lowest priority, and vurt's Flora needs to be higher than SHTUP. check the mod guide and fix the priorities, or you may encounter visual anomalies.
« Last Edit: 26. December 2014, 22:24:22 by voodoo47 »
67422dd5c3c00
//also, psiamp is redundant as it's part of Tacticool complete anyway, SCP should always have the lowest priority, and vurt's Flora needs to be higher than SHTUP. check the mod guide and fix the priorities, or you may encounter visual anomalies.
Thanks for the link, really nice all-in-one guide, I don't know how I missed it.

EDIT: Not sure why don't you recommend Hi-Res Space though.

67422dd5c3ccfvoodoo47

67422dd5c3d1b
yeah, that's the question - how do people miss it?

//SHTUP-ND already includes a realistic hires space, so you don't need anything else unless you specifically want vurt's space.
67422dd5c42ad
Hi there.
I took a look through the SCP files and noticed that you added crystal shard swing sounds, presumably from RocketMan's mod. For some reason, these do not show up ingame. Any reason for that?

Also, I distinctly remember you wanted to fix the Ops cutscene but the corpses still do not align with the ghosts and the gunshot sounds are out of sync. Keeping that for v2?
Code: [Select]
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: OS Version: 6.1.7601 Service Pack 1
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: -----------------------------------------------------------
: CWD: C:\Spiele\System Shock 2
: -----------------------------------------------------------
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: --------------------- misc config -------------------------
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:    Adapter 0
:       device name: \\.\DISPLAY1
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:    OpenAL32.dll: 6.14.357.25
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: D3DProvider: Enumeration done
: sw framerate cap requested (10000 us)
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: Loaded script module "NVScript"
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: sw framerate cap requested (10000 us)
: D3DProvider StartMode: smode 1680x1050x32 ; mode 640x480x32 (5 9 1 2D) ; 2d_surf_mode: 0
: sw framerate cap requested (10000 us)
: D3DProvider StartMode: smode 1680x1050x32 ; mode 1680x1050x32 (7 9 1 3D) ; 2d_surf_mode: 3
: sw framerate cap requested (10000 us)
: D3DProvider StartMode: smode 1680x1050x32 ; mode 640x480x32 (5 9 1 2D) ; 2d_surf_mode: 0

SS2 English retail, SS2Tool v5.3.
« Last Edit: 09. January 2015, 18:05:43 by Marvin »

67422dd5c43b2ZylonBane

67422dd5c43fd
Your crystal shard has an ambient sound?  :/
67422dd5c4669
Your crystal shard has an ambient sound?  :/
Ugh, got confused by level transitions, nevermind. But yeah, the question about the swing sound is still open.

67422dd5c4eb9voodoo47

67422dd5c4f0d
you wanted to fix the Ops cutscene but the corpses still do not align with the ghosts and the gunshot sounds are out of sync.
there is no need to align everything perfectly, the current setup should be good enough (the ghosts start in proper positions, do not float anymore, and keep playing their motions as they should).

guess I'll have a second look at that shard there seems to be a lot of confusion about it lately.
67422dd5c504a
The female ghost falls too far away from her corpse, and since you corrected earlier instances (the female killed in the intro by the rumbler), I thought you would do it here, too. But my biggest gripe is that the gun shot sound is heard after the first corpse bends over.


Anyway, I'll probably post the first part of my notes when reaching Rickenbacker. Might still make it in time for v2. :D

67422dd5c5261ZylonBane

67422dd5c52b4
But my biggest gripe is that the gun shot sound is heard after the first corpse bends over.
It's a self-hypnotic defect in the R-grade implant, not a freaking camcorder.

67422dd5c54d8voodoo47

67422dd5c552b
yeah, I always considered the audio and video imperfections/distortions part of the play.
Anyway, I'll probably post the first part of my notes when reaching Rickenbacker. Might still make it in time for v2. :D
better be fast.
67422dd5c5c9d
Hope I'm fast enough. :)

It's a self-hypnotic defect in the R-grade implant, not a freaking camcorder.

Then why are all the other sequences in sync? :p


Okay, here we go. Played through the whole game after all, I always forget how short Command and the rest really is.

First of all the good: Although you changed hundreds of things and kept many ADaoB changes, the mod is perfectly true to the original. Really wonderful job. I don't know how much time you spent on each topic (probably the most on geometry and architecture) and I really appreciate everything you did to make System Shock a little bit more lively and realistic.
I really, really like the new lighting. Not just the 32-Bit lightmaps, but all the small atmospheric additions such as the more vibrant coolant tubes or the cold, foreboding Rec2 underworks, especially the new reactor core and nacelle effects. The new particle effects also add a lot, although the laser impact effects seem a little bit overdone to me. The level geometry and all the small additions like the new bunks and bathrooms are really great. You even fixed that %$ยง&/"= maintenance shaft ladder in MedSci! Awesome!
Oh, and thanks for the new earth level. And the easter egg.

Now, the bad (in my opinion, might be a bug, might be intended):
- I don't like the laser impact effects (laser turrets, security bots), they look like someone throwing a water balloon filled with dyed water at you. Given that most of the game's asthetic is very low-key, they seem odd to me. Could be more subtle.
- I don't know how much of the grenade balancing you took over from ADaoB but the special grenades seem a little bit too nerfed compared to the frag grenades, safe for the disruptor grenades. Right now, fragmentation grenades make practically the same, maybe even more damage to vulnerable targets than the EMP and incendiary grenades (eg. EMP on a secbot, incendieary on a rumbler). The only advantage is the higher splash damage. In my opinion, fragmentation grenades should be a useful, plenty available option which should definitely loose to the more expensive and rare types. So please nerf frag grenades.
- All in all, the game "felt" a little bit easier than before (played on Hard). I don't think I ever ended up with so much ammunition and medkits than I did now. Could be my imagniation, but when it comes to things like the Many boss fight, I'd like it better if you made it harder than giving the player an "I win" button. The reaver brains for example are completely superflous now.
I could say the same about the bridge even though I know where you're coming from with the realism argument.
- Related to that, fixing some of the more dumber exploits of the game should be well within the scope of SCP. Crouchwrenching the midwifes comes to mind here.


Some genuine bugs (I more or less rushed through the game like I normally do,, so not much to talk about. I guess you have... other people to take care of that. :p):
- If I'm not mistaken, you didn't include the new earth sky. Why? It's a nice skybox.
- Lonely turret in MedSci1 is frobbable through the glass window
- If possible, it would be nice to only make Watts clickable once he's actually died. I always feel sorry for robbing him blind while he's still giving his last speech, with the game adding a friendly "search corpse" on top of it.
- I might be remembering this incorrectly but aren't the two med bays in MedSci2 (first one in the lower section near turret and two monkeys, second one in the QBR room) not working in vanilla SS2? If you changed it, remove the keys on Hard and Impossible.
- As discussed before, the crystal shard doesn't "sing" even though I assume it should
- Bad texture: http://i.imgur.com/uliWd6c.jpg (eng2)
- These eggs don't have a hum: http://i.imgur.com/Eo6UE51.jpg http://i.imgur.com/hPxxmXH.jpg (ops2) (could be many more, I didn't really check anymore at some point)
- This door does not close: http://i.imgur.com/yxb1chE.jpg (ops2)
- Not an original texture but since you support it: http://i.imgur.com/r3d7BIx.jpg
- Non-seamless texture: http://i.imgur.com/Gh2Gu6U.jpg (ops3)
- These keycard slots do not turn green: http://i.imgur.com/bZrYq3L.jpg (ops4)
- Non-seamless texture: http://i.imgur.com/wt5LlcL.jpg (rec2)
- AIs can enter water even though they should not (example from BotM: http://i.imgur.com/yXdHi4F.jpg )
- Some keycard doors do not close, for example the very first one in MedSci1. They also open automatically from the other side even when no key card was used.
- The game crashed once while exiting Polito's office during loading. The funny things is that the exact same thing happened before, but only  since NewDark was released. Here's the dump: http://www.mediafire.com/download/v52z2gosus9g94s/crash.zip


All in all, great work, and muchas gracias!

67422dd5c5dc5voodoo47

67422dd5c5e17
the eggs and textures should be already fixed, and some doors are indeed fake and do not work. med bays haven't been changed, and crystal shard will be checked. I think we should also fix Watts - we'll see. veteran players tend to swim in ammo and items once they reach botm, and newbies are usually completely starved. it just is like that. grenades are inherited completely from ADaoB, changing them will be a gigantic pita. beta3, probably.

and yeah, maintenance shaft ladder, feels good, doesn't it.

67422dd5c6777ZylonBane

67422dd5c67cd
yeah, I always considered the audio and video imperfections/distortions part of the play.better be fast.
I think I'm coming down with a cold, so he doesn't have to be that fast.


- I don't like the laser impact effects (laser turrets, security bots), they look like someone throwing a water balloon filled with dyed water at you.
The particle count is pretty much the same as in vanilla SS2 when the player shoots a wall with a laser pistol. It's just on all energy weapons now so you notice it more. And IMHO particles that appear to respect gravity look much better than the old particles that just shoot out in a straight line and then suddenly disappear.

- All in all, the game "felt" a little bit easier than before (played on Hard). I don't think I ever ended up with so much ammunition and medkits than I did now.
Since you claim the grenades are weaker, and the pistol and assault rifle were in fact nerfed, I have no explanation for this.

Could be my imagniation, but when it comes to things like the Many boss fight, I'd like it better if you made it harder than giving the player an "I win" button. The reaver brains for example are completely superflous now.
Killing the brain was always the win button. There was never any reason to hang out in the brain chamber once the brain is dead. The only change is a little much-deserved peace and quiet now that you've won.

- Related to that, fixing some of the more dumber exploits of the game should be well within the scope of SCP. Crouchwrenching the midwifes comes to mind here.
Not possible. AI collision detection is based on its head sphere and torso sphere. There is no "legs" sphere.

- If I'm not mistaken, you didn't include the new earth sky. Why? It's a nice skybox.
Because SCP isn't a texture upgrade mod.

- Lonely turret in MedSci1 is frobbable through the glass window
Is it actually frobbable, or does it just highlight? If it just highlights, there's nothing we can do about that. It's just how the engine works.

- I might be remembering this incorrectly but aren't the two med bays in MedSci2 (first one in the lower section near turret and two monkeys, second one in the QBR room) not working in vanilla SS2?
I remember them always working.

Note that some maps are only available "stripped", and thus any texture scale/orientation issues cannot be fixed.
« Last Edit: 10. January 2015, 00:06:02 by ZylonBane »
67422dd5c6932
Okidok.

Oh yeah, one very, very strange thing I forgot to mention: At some point in rec2  I lost almost all my med (from ~35 to 3) and anti-toxin hypos (from ~20 to 1) and some of the boosters (speed and strength I think). Happened again to the anti-toxin hypos sometime in BotM. I know it sounds so bizarre that it practically has to be a mistake of mine but I didn't even assign hotkeys to the anti-toxin or the boosters. And no, I don't down a bottle of whiskey while playing Shock.

67422dd5c6a44voodoo47

67422dd5c6a92
I think I remember that happening to someone ages ago - one of those weird rare random things most probably. certainly not SCP related.

ok, I'll have a look at the ops massacre in the meantime, if it can be synced better easily and with no additional risks, then it will be, but I don't like to mess with more complex sequences too much.
« Last Edit: 10. January 2015, 00:04:40 by voodoo47 »
67422dd5c6b77
Alright, thanks. Keep up the good work. :)
67422dd5c7295
The particle count is pretty much the same as in vanilla SS2 when the player shoots a wall with a laser pistol. It's just on all energy weapons now so you notice it more. And IMHO particles that appear to respect gravity look much better than the old particles that just shoot out in a straight line and then suddenly disappear.
It's not that they respect gravity, it's that there are too many of them, the effect is simply too flashy. And replacing something boring with something stupid (again, my oppinion, calm down :p) is not the way to go.

If Dark wasn't the horrible mess it is, the perfect replacement would be the blaster burns from the old Star Wars trilogy  (not the Special Editions, they tone down the violence).

Since you claim the grenades are weaker, and the pistol and assault rifle were in fact nerfed, I have no explanation for this.
Read again. I didn't claim the grenades should be better, I said the frag grenades are too good. Also, when you do things like disable respawns on the Rick bridge, no matter for what reason, it will make the game easier. I used to spend a lot of ammunition there, now I don't have to anymore.

Killing the brain was always the win button. There was never any reason to hang out in the brain chamber once the brain is dead. The only change is a little much-deserved peace and quiet now that you've won.
Thing is, it can sometimes be a little bit tricky to get into the brain chute, especially with high agility, as one tends to overshoot and land on the other side. I've more than once been blasted to death by the reavers when that happened. If the ascend was too slow and the chamber was already filled with enemies, I usually tended to the brains first. That is not needed anymore.

Not possible. AI collision detection is based on its head sphere and torso sphere. There is no "legs" sphere.
It is possible: The midwife has a swing attack which starts very low and usually sends you flying back even when you're hugging her legs. In vanilla/SCP, this happens extremely rarely but I remember a mod, I think it was SecMod 2, where midwifes spam that attack when you get near and don't ge hitstunned during the attack.

Because SCP isn't a texture upgrade mod.
Then add it to SHTUP-ND, sheesh.
Is it actually frobbable, or does it just highlight? If it just highlights, there's nothing we can do about that. It's just how the engine works.
I thnk it was just highlight.


Note that some maps are only available "stripped", and thus any texture scale/orientation issues cannot be fixed.
I know. Good thing I only mentioned one texture then. :D
« Last Edit: 10. January 2015, 10:48:01 by Marvin »

67422dd5c748dWild Penguin

67422dd5c74dd
Hi,

Not sure if this error report is helpful, but I get a lot of random crashes related to inventory / MFD.

This happens every so often that it is almost obligatory to use the quick save quite often to reduce backtracking. It didn't used to be like this with ADaoB AFAICR (but that doesn't mean it is necessarily caused by SCP). Also I'm using Wine (32bit) on Gentoo Linux (64bit).

So, randomly, for example when looting a corpse and / or any container, the game will crash (with a windows exception diaglog, and in details: "Unhandled exception:Page fault"). Sometimes it happens when a tooltip should show, sometimes when exitting a container, and sometimes when reading an audio log (after the log has played for a few seconds).

But loading a save and doing the exact same thing that caused a crash, it will usually not crash a second time in a row.  Since the issue is unrepeatable (at will), a save file wont help. But if someone can point out how to get a meaningful log, I will provide one =)

A nuisance, but I can live with it. Thanks for the SCP, you've done a great work with it!

67422dd5c75cdvoodoo47

67422dd5c761e
99.99% related to wine/graphics drivers. try a different surf mode (add in cam_ext.cfg);
Code: [Select]
d3d_disp_2d_surf_mode <0 - 3>
    only works in combination with "use_d3d_display", sets the method in which the 2D overlay (HUD) is handled,
    default is 3 (hardware based 2D rendering and 3D rendering in editor). Using the default HW method should
    significantly increase performance related to 2D/HUD drawing, especially at higher resolutions. If there are
    problems with garbled HUD texts and "d3d_disp_force_rgba_atex" doesn't help, then it may be solved by changing
    this to mode 0, 1 or 2.
     0: software rendering (normal method for SW rendering)
     1: software rendering (alternative method which probably ends up doing the same thing as 0)
     2: software rendering (alternative method using lockable dynamic vidmem texture)
     3: HW rendering (recommended/default)

67422dd5c78c4Wild Penguin

67422dd5c7926
99.99% related to wine/graphics drivers. try a different surf mode (add in cam_ext.cfg);

That didn't work in my case - I can see in Shock2.log that it has changed 2d_surf_mode, but I still get crashes (I tried all 0, 1, 2 - and 3 was the default so I didn't try to put that in the file).

But thanks anyway =). Maybe I'm the only one, and as it is, I'll just use the quicksave often.

67422dd5c79c8voodoo47

67422dd5c7a14
if everything fails, try the dx6 safemode, comment out use_d3d_display in cam_ext.cfg.

67422dd5c7b3aWild Penguin

67422dd5c7b92
FWIW, I've managed to create a save file (well it was created by accident while playing) that will crash every time and immediately when I enter inventory! Re-saving / changing floor back-and-forth and re-loading will fix it - so I though it must be some kind of corruption. But:

Curiously, uncommenting the use_d3d_display will enable it to continue from the save (but frame rate will suck then and no UI scaling). Changing any other options mentioned in this thread in cam_ext.cfg will not make the save file work (actually I tested a lot of different combinations, including d3d_2d_surf_mode and disabling HUD scaling).

[EDIT: Some minor details and attached save file]
[autosave_broken_look_at_trashcan.zip expired]

67422dd5c7f9eZylonBane

67422dd5c7fee
Thing is, it can sometimes be a little bit tricky to get into the brain chute, especially with high agility, as one tends to overshoot and land on the other side. I've more than once been blasted to death by the reavers when that happened. If the ascend was too slow and the chamber was already filled with enemies, I usually tended to the brains first. That is not needed anymore.
Good. Challenge that arises from the limitations of a game's controls is the worst possible form of challenge, and should be squashed without hesitation, always.
Acknowledged by: Salk
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