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Topic: SCP Beta 3 Issue Reporting
Page: « 1 ... 4 [5] 6 ... 8 »
Read 69584 times  

6740cc3c04ab5voodoo47

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Thread needs more Doctor Doom images, imo
I usually reserve those for the TFix topic, but very well - Acknowledge the brilliance of SCP and kneel before Doom!

6740cc3c04be1System Shocked

6740cc3c04c47
Why are you now NOT finding/fixing the 2-pix floating wall switches and the 5-pix clipping bench seat issues that have been previously reported/fixed? These are legit issues that can be easily fixed.
« Last Edit: 14. February 2017, 11:35:13 by System Shocked »

6740cc3c04ce6voodoo47

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we will fix whatever we feel needs fixing.

but you already know that.

6740cc3c04f71System Shocked

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we will fix whatever we feel needs fixing.

but you already know that.

Just please be consistent from one level to other levels.

6740cc3c0509dvoodoo47

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you know where the issue reporting doc is.

6740cc3c052f6System Shocked

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you know where the issue reporting doc is.

Regarding the amount of floating and/or object clipping pixels, position them so that they accurately contact their surfaces, as previously done elsewhere. . . . . CONSISTENCY !
« Last Edit: 17. February 2017, 08:43:50 by System Shocked »

6740cc3c05521voodoo47

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I'm not going to check object positioning randomly. if I see something worth fixing when I play, or when others play, or if something gets reported, then I'll check and see. hence;
you know where the issue reporting doc is.

6740cc3c057eaRocketMan

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Voodoo didn't you say you did customer service for a living?

6740cc3c05970voodoo47

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yeah, for about two decades now, but not anymore - as mentioned elsewhere, I'm taking a break from being an adult for a couple of years and equally splitting my time between school, games and sleeping.

life's too short to not be doing things you like, and I haven't been getting enough of the last two in, well, more than a decade.
« Last Edit: 17. February 2017, 15:53:41 by voodoo47 »
Acknowledged by 2 members: Kolya, Join usss!

6740cc3c05bc3RocketMan

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yeah, for about two decades now

Ah.  Good to have you around!
Acknowledged by: System Shocked
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For more than one reason, yeah.
Acknowledged by: System Shocked
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Found a blocking bug in SCP beta 3. In R+D lab, in Dr James R. Watt's room, the button to operator the elevator is missing from both upper and lower levels. You have to go down to trigger game progression, and without the button you get stuck on the lower level.

Also, I keep seeing opaque black wall on some doors that doesn't let me see through after the door is opened, not to mention it breaks the illusion.

6740cc3c05f33voodoo47

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you have used an old save (or enabled SCP mid-game), that will simply not work. start a new game from the main menu.
« Last Edit: 22. April 2017, 10:15:01 by voodoo47 »

6740cc3c06164System Shocked

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Hey voodoo47,

1. Since my reported issue #141 in the SCP Beta 3 Google.doc, many entries in "Column G" reflect no Dev status - "fix" or "no fix", or a comment for that matter. Is this a case of the Devs needing more time to decide/investigate in order to provide a proper response?
2. Concerning the ongoing issues regarding doors that are STILL closing onto the player, I'm not doing ANYTHING out of the ordinary within the door frame. I'm not:
a) Spitting onto or licking any door frame surfaces.
b) Wearing a clown outfit and jumping up and down.
c) Squatting and/or farting or doing back flips.
d) Uttering profanities or using any offensive hand gestures.
As mentioned in my feedback reports, do take note that some doors close onto to the player when approached or triggered from a specific direction. As previously stated long ago, I'm not going out of my way to cause these negative door events - I'm just playing the game NORMALLY. However, I'll continue to report any remaining unresolved instances or newly discovered occurrences. I've also always provided numerous evidentiary screenshots showing and in support of all reported incidents.
3. Just following up on the status of reported model related issues #93 and #104. It's a long time before the release of SCP Beta 4, or whatever it'll be called this Halloween 2017, but I just wanted to be sure that these two issues are delegated/passed onto the appropriate Dev(s) early enough to be comfortably resolved and that they're not forgotten. Before you know it, time has flown by and final deadlines loom - that's when things can potentially get missed/overlooked!

Thanks in advance.
« Last Edit: 15. May 2017, 12:52:12 by System Shocked »

6740cc3c06559voodoo47

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Is this a case of the Devs needing more time to decide/investigate in order to provide a proper response?
yes. as far as the doors are concerned, all those marked "unable to replicate" simply mean that I was, well, not able to replicate, no matter how much I tried. is v-sync on?


//for example, issue 155: see the pic - the tripwire is selected. as long as the player is anywhere inside, the door will not close. so there is nothing I can fix there, and if it's not working for you, then it's something on your computer.
[doortrigger.jpg expired]
« Last Edit: 08. May 2017, 22:04:44 by voodoo47 »

6740cc3c0674dSystem Shocked

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HEY voodoo47,

1. My inquiry was not intended to pressure/quicken your response. Please take ALL the time that you need to provide a comment.
2. Yes, all my game settings for SS2-era games have V-Sync turned ON.
3. Concerning your game-editor pic of issue #155, why has the viewing of the pic expired so quickly?
4. About doors closing onto the player, I've already stated that I'm not doing any special obtuse calisthenics within any doorway. All I do is walk towards a door and stand within its doorway. If nothing happens and the door stays opened, I move forward beyond the doorway in order to allow the door to close. I then approach the same door from the opposite direction to confirm its proper operation and that it doesn't close down onto the player. As already specifically mentioned in my previously reported issues, certain doors close down onto the player when approached from one certain direction, but not the other.

Thanks so much for your continued dedicated efforts!!!
« Last Edit: 25. May 2017, 00:54:37 by System Shocked »

6740cc3c06908voodoo47

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the point is that if I'm unable to replicate, and the setup is ok, then there is nothing that can be done.

6740cc3c06a6bCrazy_Nuts

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Hello.

I have patched my GOG version of System Shock 2 with SS2Tool-v.6.1.1.5 (perfect mode) and installed and activated SCP in Blue mod manager. But I don't see the blue digits (they are green) as mentioned in Newbie Modding Guide (also I do not use any other mods).

Does it mean that the mod REALLY doesn't work? How else can I learn does SCP works or not?

Sorry for taking your time.

6740cc3c06bb6voodoo47

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that's because you also need SHTUP-ND (which you should always use together with SCP), that's the mod that will make the digits blue.

to check whether SCP is loaded, go to the bar on the street - if you see a fully working fastfood joint instead of just two AIs standing between four plain walls, then you're good.

6740cc3c06d36ZylonBane

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Or look left at the first gravshafts. SCP puts a concert poster on the far wall.

6740cc3c06e35Crazy_Nuts

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Okay, it works. Thank you very much!

6740cc3c06f2dZylonBane

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And how about next time you don't REALLY jump to conclusions.
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I have patched my GOG version of System Shock 2 with SS2Tool-v.6.1.1.5 (perfect mode)
Do you even need to patch the GOG version? I thought it included the latest NewDark build.

6740cc3c073bcvoodoo47

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depends on what exactly you want to do, but yeah, the average Joe should patch up - scripts and modmanager and other stuff.
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