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Topic: SCP Issue Reporting
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6744cb6194c8eZylonBane

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How blind do you have to be not to be able to see the difference?
I suppose that depends on how much of a dick you decide to be about it.

6744cb6194dbfYankee Clipper

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I think the dick move is is to tell people who are reporting an issue that what they are seeing isn't really happening.

6744cb6194f98voodoo47

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ok, checked twice with the latest map build (basically beta2 final), it didn't happen. as the level has been modified and reprocessed a few times between beta1 and beta2, it's quite possible that whatever was there is gone now. so we'll just wait and see whether someone will be able to reproduce it reliably once it's released.

anyway, I see no reason it should happen in the first place, so there is nothing obvious that could be fixed.
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I suppose that depends on how much of a dick you decide to be about it.

Eat a SNICKERS™

6744cb61956e3Yankee Clipper

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Eat a SNICKERS™

Sock or sycophant?

6744cb61957fevoodoo47

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let's end the door thing with "we know about the weird thing, and may fix it provided we find out what is actually causing it".
Acknowledged by: Colonel SFF

6744cb6195905System Shocked

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For what it's worth, my experience when entering the Xerxes room is that only the right door is already opened. Later, when moving towards exiting the Xerxes room, the same door (now on the left side) is already opened.
« Last Edit: 28. June 2015, 20:00:25 by System Shocked »

6744cb61959f6Yankee Clipper

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The fusion cannon does not work against shodan or the many brain with the SCP. Even with a direct hit, the enemy health bar does not come up. You can kill both with the cannon in vanilla.

6744cb6195ae1voodoo47

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confirming, normal shots do no damage. definitely something that needs to be looked into.
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i know it's quite off-topic, but M&B Warband is simply amazing.

6744cb6195cf9Yankee Clipper

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I didn't even try the death mode. I thought the death mode was the same damage type as regular, so when that didn't work, I switched weapons. And looking at it with the editor, it looks to me like they both use the energy stim (with some ADaOB added incendiary). Both the brain and shodan are vulnerable to energy, so I don't get why one would be lethal while the other is harmless. Something that a script is affecting?

That incendiary thing made me check if it was a problem with ADaOB and it was. I'm guessing the bug was introduced with the effort to improve the FC against non-mech targets. Was this already a known bug?

6744cb6195de5voodoo47

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ADaoB has shortened the damage radius from 10 to 5 (possibly to reduce self damage), and to deal damage to the brain and head, it needs to be at least 9. death mode is not affected as its radius is 12.

6744cb619651aSystem Shocked

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as I'm wrapping up the last bits of the reports, I'll comment on some things;

-ignored most of the suggestions. "I think this light should blink" and similar are not a reason enough to change things.
-tried to fix up the stripped levels (ops3, ops4, hydro2) as much as I could, but as texture manipulation is extremely limited in those levels, I had to leave most of the stuff unfixed. unless someone pulls that stunt with recreating the levels to make them unstripped, those will remain unfixed forever (as the only other way around this is creating a custom texture for each place that has a problem, and that is a sure path to madness and destruction).
-again I have to stress that the (future) reports need to group the issues by map. ain't nothing more annoying than thinking you are finally finished with a level, and then finding a report with "oh here are few more ops2 bits" ten posts later when working on a completely different map. also increases the chance of reports getting accidentally skipped exponentially.

Please, let me respectively re-comment on your things:

-ignored most of the suggestions. "I think this light should blink" and similar are not a reason enough to change things.
XX - I'm not suggesting that all suggestions be incorporated, but some would drastically improve the game's look and lighting moods. Even minor lighting changes can make major visual improvements, and bring SS2 visually closer to a more current game can't be a bad thing.

-tried to fix up the stripped levels (ops3, ops4, hydro2) as much as I could, but as texture manipulation is extremely limited in those levels, I had to leave most of the stuff unfixed. unless someone pulls that stunt with recreating the levels to make them unstripped, those will remain unfixed forever
XX - This is understandable. Just meticulously retain/save my feedback reports so that they can be implemented in the future, when it's hopefully possible to do so.

-again I have to stress that the (future) reports need to group the issues by map. . . ain't nothing more annoying than thinking you are finally finished with a level, and then finding a report with "oh here are few more ops2 bits" ten posts later when working on a completely different map. also increases the chance of reports getting accidentally skipped exponentially.
[/quote]
XX - I fully recognize and appreciate providing Devs feedback reports that are the easiest to work with. I've always tried to present them in a "while sequentially playing the game/level" format. Just look at my earlier submissions. However, as a result of the extended delay between the release of SCP Beta 1 and Beta 2, I decided to jump back into SS2, on numerous occasions, and root out additional issues. I reported these in a chronological order, from game start to finish, but given extended reporting windows, I dove back into the same levels on multiple occasions and submitted additional mini-feedback reports, at times, in an un-sequential order. To me, this seemed to be the most logical and less-confusing method. Going back and adding to or amending previous feedback reports seemed far more confusing, and potentially added to issues being missed/overlooked. Yes, I did do this on some occasions, when I quickly discovered additional issues for the same level, for which I posted additional forum posts, stating such additions. But really, the easiest solution was to just scroll forward, within the topic's forum, to see what issues had been newly posted, and for what levels. In any event, as long as you've done your work properly, future feedback reports should be far SHORTER in length, and deal more so within the subjective realm.

Voodoo47, you can't fully know or appreciate my thanks in your scrutinizing/toiling (I can only hope) over each of my reported issues/suggestions. Some are basic/obvious and need to be fixed, but others are subjective and are instigated and rooted towards improving SS2 to the MAX. Just know that all my efforts are based on my experiences with other similar games, old and new, and what techniques impress and works visually within them. SS2 ain't modern, but recent changes within the New Dark engine does allow it to modernly elevate its look, technically and visually. Within your present discovered scope, take full/more advantage of what's visually available now, since SCP Beta 3's release is proposed to be far off in the future.
« Last Edit: 15. June 2015, 07:12:11 by System Shocked »

6744cb6196686Yankee Clipper

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I guess it would be called an abnormality: on the engineering level, on that sub-deck area where you meet the first midwife (you guys added a bunch of broken stuff to fill up the open spaces): that turret can be wrenched without taking damage when it explodes. As long as you are standing below it on the central walkway you are immune to the explosion.

The eggs on the command deck in the crew quarters area (up where that first high security crate is). They can all be crept up on and wrenched without them cracking open and releasing their contents. All other eggs in the game will crack open unless you have a wall or something to screen you.

6744cb619678aZylonBane

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That's how all explosions in the game work-- damage is only received if there's direct line-of-sight from the explosion center to the target.

Will investigate the command2 eggs.

6744cb619686cYankee Clipper

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It is direct line of sight. The player's face is at the floor level of the turret.

6744cb6196996ZylonBane

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If you're not taking damage, there's not direct line of sight. This isn't subject to debate. The engine has spoken.
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Deck 6 buttons do not work.
I have just reached deck 6 without any sequence breaking (it's my first run through) on impossible and the tram button won't work, nor will the quantum entanglement sampler. The mods I am using are those suggested by the newbie modding guide, and I believe this is the only one that makes major non graphical changes so it must be this one? As such, I can't reach command to get the OPS override card and am unable to progress with the game.

6744cb6196ba5voodoo47

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post a quicksave.

the qbr is just a prop so that's ok, but there is no reason for the tram to not work - only thing I can imagine is tampered vsync settings that would cause physics to screw up.

6744cb6196c88ZylonBane

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Note to self: Make command1 QBR even more obviously broken. Apparently it being dark inside, and the dangling button, and the severed limb by the door, aren't sufficient clues.

6744cb6196d99voodoo47

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making the button spark would probably do it.

anyway, I think he is pressing the (silent) "call tram" button, which will obviously do nothing as the tram is already there. to start the tram up, one needs to push the button inside the tram.

6744cb6196eafSystem Shocked

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At doors to Engineering's Xerxes machine, this hybrid is stuck in place while running to right http://i.imgur.com/cSjWBUG.jpg.

Save files attached.
« Last Edit: 28. June 2015, 21:34:00 by System Shocked »

6744cb6197023voodoo47

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useless, as he gets unstuck the moment I load the save. anyway, yeah, AIs can get stuck, nothing can be done about that except making objects not collide with AIs and that should only be done when there is absolutely no other option.
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Also, rebirth. They are more messy than vanilla models.
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