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Topic: SCP Beta 2 Issue Reporting
Page: « 1 ... 6 [7] 8 ... 22 »
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674556d9b2e64voodoo47

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well, sifting through the reports is not much fun either, so right back at you.
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Just because you think you are right, it doesn't mean you are.
If there is no definite right or wrong whoever is in charge has the last say in it.

So there might be stuff System Shocked sees as broken which aren't considered as that.

Therefore some issues might never get changed, no matter how often they get reported.

Just deal with it.
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You all realize this is probably the 7th time this exact conversation is occurring?

674556d9b3495voodoo47

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yep. I can do this 'till kingdom come.

674556d9b3b29System Shocked

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Jesus Christ man, you talk like some corporate director reprimanding his department for poor performance.  If you don't like how this mod is meeting your Microsoft Project deliverables and deadlines, go create your own parallel thread, where you can do/hire the work yourself and stop harassing everybody else, who seems to "get it" and work harmoniously with each other.  We're not here to bend to your every whim, whether it makes 110% sense or not.  It's just a forum with a bunch of guys doing some stuff they enjoy, for the benefit of themselves and others.  They don't work for you so if you try to assume that level of authority, you're going to achieve nothing more than alienation.

You belong in a goddamn Dilbert comic.

In my view, I'm pushing the envelope towards additional improvements in the SCP project. My intention is not to dictate changes that takes the SCP project outside of its goals/scope, but to present additional differing ideas/perspectives for consideration to further elevate/maximize/widen the SS2 experience.

Recognize that my selected contribution to SS2 stems from a negative standpoint, in that I'm not searching for "the good" within SS2, but things that are bad/broken. To be truly effective, I need to maintain this attitude/mindset at all times. Unfortunately, as mentioned earlier, this comes across as taking a negative stance towards SS2 and the SCP project, even though I think that SS2 is a superlative game. My focus is to identify all that's wrong within SS2 and its current and future SCP patches, to further cleanse issues/inconsistencies within SS2 and to suggest improvements to it.

My prodigious and somewhat aggressive feedback reports tore down both SS2 and SCP Beta 1, but my feeling was that SS2 would be far better for it. In the end, I was prepared to endure all the negative ridicule and backlash that was posted within the SCP Beta 1 feedback forum regarding all of my submissions and held fast in my determination to continue bringing to light the many inadequacies that still existed in SS2 and SCP Beta 1. The key to making a difference was to maintain a consistent mindset/posture and reporting issues in a consistent manner. Compliments concerning my exhaustive efforts have been non-existent, which is fine. My gratification comes from visiting an area that previously had issues, like the expansive Crew Quarters central courtyard's large upper walls that had severely misaligned textures, or its four upper-level hallways that had three different wall texture variations, all of which no longer exist in SCP Beta 2 - that's the BUZZ that drives me forward.

Throughout this entire endeavor, my wavering self-driven motivation was periodically stabilized by the positive, supportive and easygoing attitude of 3DFX voodoo47. His predisposition garnered even more additional feedback. 

Even though many of you may not, I consider myself a part of "It's just a forum with a bunch of guys doing some stuff they enjoy, for the benefit of themselves and others".

Improvements towards SCP Beta 2 further benefits and purifies the look and mechanics of SCP Beta 3.
« Last Edit: 11. December 2015, 14:34:10 by System Shocked »

674556d9b4055ZylonBane

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Attempts to swerve/knock me down from improving SCP Beta 2 ain't happening, which benefits the purification of SCP Beta 3.
So how about being less of a self-aggrandizing idiot. You vomiting forth pages upon pages of in-your-opinion crap that HAS BEEN AND ALWAYS WILL BE IGNORED does nothing toward furthering your stated goal.

674556d9b4234System Shocked

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@ ZylonPain,

We'll never see eye-to-eye, which is fine. My hope is that legit issues aren't thrown aside because they were reported by me.

You commented on how brash I was in professing that numerous issues would still exist within SCP Beta 1 after its release. All told, several hundred issues were reported resulting in a sh!tlo@d of fixed issues being incorporated into SCP Beta 2.

Leading up to the release of SCP Beta 2, I again professed that many issues would still exist within the release of SCP Beta 2. Again, you basically told me to shut-the-ph@ck-up and wait for its release before fortelling all that could be wrong with SCP Beta 2. Guess what ? . . . . . it's also full of issues, most of which are new legit issues, yet to be reported.

Hey, ZylonPain,
I've had no problem in acknowledging your valued contributions towards the SCP project in the past. Are you big enough to at least give a nod/wink to acknowledge my improvement contributions to the past and ongoing SCP project ?

.   .   .   .   .   .   .   .   .   .   What was I thinking, this ain't ever going to happen !       
« Last Edit: 05. December 2015, 20:56:23 by System Shocked »

674556d9b44a9System Shocked

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well, sifting through the reports is not much fun either, so right back at you.

My intention is to minimize the amount of effort in your dealing with the next wave of feedback reports for SCP Beta 2. Unfortunately, I had already collected a whack of screenshots from the early levels, before utilizing your request to use the "show_stats" console command which displays the player's exact map position coordinates in the upper-left corner, which allows you to directly warp to the point where the reported issue exists, to do what ya' gotta do. Later level screenshots will display/indicate the player's map position coordinates.   
« Last Edit: 11. December 2015, 14:40:16 by System Shocked »

674556d9b4594voodoo47

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don't worry about show_stats missing.

674556d9b4bf7RocketMan

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Throughout this entire endeavor, my wavering self-driven motivation was periodically stabilized by the positive, supportive and easygoing attitude of 3DFX voodoo47. His predisposition garnered even more additional feedback. 

Did you hear that Voodoo?  Your apathy is being interpreted incorrectly.  I suggest you adjust your delivery of not giving a shit so that it comes across as such.  Otherwise we're in for more PR text rape effluent.
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RocketMan and I just finished a multiplayer session with the newest SCP beta. Although multiplayer obviously still has a lot of quirks, most of them exclusive to the non-hosting player(s), I'm happy to say that we had absolutely zero crashes throughout the entire game, no corrupted savegames, nothing bad enough to seriously harm a multiplayer experience. My last MP session was 10 years ago so I was expecting a lot of trouble - I don't know what other players did to their game, but the System Shock multiplayer boogeyman doesn't seem so scary to me anymore.

Nonetheless, here are some more notable bugs we encountered (if you want a savegame, just ask):
Multiplayer only
- Not all cutscenes work for player 2. While the Many brain room ride played just fine, the Shodan reveal cutscene was borked as RocketMan couldn't hear anything.
- The radiation shower in MedSci2 is scripted to only work on the host. Other players' radiation count is left unchanged.
- Some weapon world models are held incorrectly when looking at another player. The crystal shard for example seems to be reversed. I don't know if this is fixable, maybe rotating or mirroring the world model would help - this wouldn't make any difference when it lies on the ground so it should be a safe workaround, providing it works.
- The last boss fight teleport trigger does not work for non-host players, you fall through the long column into blackness for eternity. You can still win the game of course bot not being able to participate in the last fight is a big letdown for the other players.

There are lots of other small bugs but they are probably impossible to fix for you guys: Projectiles often desync and stay afloat in midair (grenades, shell casings, pyro shot), holding a gun while using MFD or upgrade stations make you look like you eject shell casings for other players, and saving the game while the non-hosts are fiddling with their inventory can make them loose control of their player or lead to a broken interface (this can be fixed by saving, exiting the game completely, and reloading).

Singleplayer
I will do a more thorough singleplayer playthrough soon, but here are some bugs/inconsistencies also relevant for singleplayer games:
- localized pyrokinesis does not damage swarms as it should (this is according to RocketMan, I myself have no idea if it damaged swarms in vanilla SS2)
- The egg to your right after entering the cinema cannot be damaged by melee weapons, at least not in the triggered/opened form.
- Toilets do not have a frob bounding box which also makes the line "Toilet:"Flush toilet"" in huduse.str pointless.
... yeah, I had some more but forgot to write them down. Will do so next time.

674556d9b52e2voodoo47

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rad shower is probably a bug, hopefully fixable. the reversed weapon models suggest use of a weapon pack where the world object models were, well, reversed by the author (rule of thumb here is that unless the replacement model has the same dimensions and orientation, things will turn shit at some point). report the pack and Olfred will hopefully fix.

the ejecting casings is something that shouldn't be happening, we'll try to have a look. local pyro should damage swarms, will be checked, that egg as well.

rest of the weird things is your typical mp stuff, not fixable by modding the levels and gamesys.
« Last Edit: 09. December 2015, 22:07:58 by voodoo47 »
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I carried the shard and RocketMan said it looked weird to him. We both used his shard mod, so I guess he has himself to blame. Maybe. :D
Otherwise, we used Tacticool and he used some of Arcaniac's and his weapons on top. You'll have to ask him what looked weird as I myself had no problem.

So the last boss teleport is really not fixable? Can you maybe see what's the difference between that teleport script and the one used for the Many cutscene in Engineering? Cause that one worked like it should.

674556d9b55d7voodoo47

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no idea. not too great with that stuff. we'll see.
Acknowledged by: Marvin

674556d9b5748RocketMan

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It would be out of character for me if I didn't interrupt Marvin's serious bug report with an inappropriate picture of him, that I took from our "testing" run that lasted no more than 5 minutes into the game before bugging out spectacularly...

674556d9b58eeRocketMan

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I would also like to add on a personal note that I was a valued asset to Marvin in our MP run as I was a reliable tripwire for every single camera alarm, an ample supply of deadly explosions, a gratuitous consumer of resources and a difficulty enhancer by virtue of my hazardous and unpredictable behaviour.  I discovered that the fusion cannon's death mode is likely the most effective weapon to kill spiders and the shotgun makes me laugh when Marvin kills monkeys with it and I can't see him at the time.
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"I probably don't have to say that--"
"Let me guess, this is your favorite area on the ship."

Yeah, great times. :D
... okay, okay, I'm going already.
« Last Edit: 10. December 2015, 10:06:57 by Marvin »
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Ok, played through the game again, here are a couple more complaints:

- While the three cryo suites at the start of the game have descriptions from objname.str, all other cryo suites in the game lack this.
- Is it possible to match the collision detection of the large TriOp freight crate and the tram to the respective model graphics? It has always annoyed me that the laser turrets can shoot through both of them when you're almost at the edge (see screenshot for one area in Eng2 where this can happen).
- The two " [...] Primary Elevator Shaft [...]" entries in maptext.str are cut off by the minimap button.
- This is something I noticed when testing the subtitles: EM801, 507, 808, and 809 subtitles in BOTM show up twice (except for 809, where only the first line "We die" is shown twice). I first assumed that my subtitles were wrong but 507 for example is screwed up in BOTM even though it is shown correcty when the message is first played in the garden area on Rec. I have no idea why. I only see one sound trap in ShockEd.
- Frag grenades are still OP. You wanted to balance grenades in beta3, right? Well nerfing those should be at the top of the list.
- This is again concerning the end boss teleport trigger: In some instances, the player gets teleported twice, once to the boss rom and again to the same location ~2s later. Multiplayer or not, you should probably take a look at that.

At this stage, the only thing I could still complain about is balancing issues, as usual, and I'm not sure if you ever want to touch those (there is waaaayyy too much ammo available on higher difficulties). As always, good work, and looking forward to next Halloween.
« Last Edit: 02. August 2016, 14:44:10 by Marvin »

674556d9b5d91System Shocked

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It'd be nice to have a mini-patch or two in the interim, paving the way for the possible release of SCP RC1 at Halloween 2016.

674556d9b61d3System Shocked

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In advance of my feedback reports concerning the release of SCP Beta 2, here are some MAJOR additional feedback issues which continue to exist in SCP Beta 2, some of which can be possibly incorporated into SCP Beta "X".

1. Can these same-building exterior textures be matched? http://i.imgur.com/2TJkefH.jpg and http://i.imgur.com/k0BjACl.jpg 
2. How about removing this upper non-effectual/inconsequential railing, to save resources http://i.imgur.com/To2qTRO.jpg
3. For instances where an auxiliary power override charged power cell needs to be inserted into a receptacle :
- The receptacle itself displays no LED visual indication as to its requirement/status http://i.imgur.com/QGa2eSJ.jpg
- Yet, when a charged power cell is inserted, a large green LED "magically" appears, to confirm the receptacle's activation http://i.imgur.com/VchDMKF.jpg
- THE FIX - Add a red LED to the power cell receptacle's body, blinking or not, to visually indicate/support the need for insertion of a charged power cell http://i.imgur.com/noRjXVP.jpg and to explain the appearance of a green LED upon insertion of a charged power cell. In the end, when a charged power is inserted, the red LED converts to a green LED, to confirm the required task's completion.
4. Certain visual objects that appear in the active inventory mode have issues :
a) Storage lockers don't rotate on their central vertical axis, as all other items do. Instead, they rotate on a wide oblong spin in the view window http://i.imgur.com/O6QPZji.jpg and http://i.imgur.com/A0Zm7w6.jpg
b) The image of the rotating statis field generator needs to be adjusted, so that it's fully visible within the rotating display window http://i.imgur.com/Za7UBeZ.jpg
c) Adjust the position and/or size of other objects/weapons in order to maximize their appearance/details within the spinning display window. Enlarge/reduce and RAISE items, especially for weapons, so that their mod status wording isn't obscured within the spinning display window.
5. The inner/upper observation windows in shuttle bays 1 & 2, shown here http://i.imgur.com/CMALyaS.jpg should be indestructible, in order to be consistent in matching the other shuttle bays in adopting a standard safety design for inner observation windows in close proximity to the immediate sudden breakdown to the perils of space ?
« Last Edit: 15. December 2015, 11:16:04 by System Shocked »
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4a is due to a hack I did. The hack has higher priority than the spinning object being centered.
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