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Topic: [Obsolete] SS2 Community Patch (SCP) Beta 1
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674153c199686ZylonBane

Re: Re: SS2 Community Patch (SCP) Beta 1
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in vanilla, the Shodanhead is invulnerable unless you hack the terminals
False.

674153c19984bvoodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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oh really? I was not able to get through the shields last time I've tried this (in vanilla and/or ADaoB). let me check.

//well what do you know, works in vanilla. was pretty sure they were impervious, maybe this was an ADaoB exclusive bug?

//nope. ok, I'm 100% sure this didn't work when I've tried it the last time, there is even an entry about this in the bugtracking log. weeeeird.
« Last Edit: 17. December 2014, 20:39:17 by voodoo47 »
Re: Re: SS2 Community Patch (SCP) Beta 1
674153c199b08
Hi there,
does anyone have an SCP compatible savegame just before the last boss, preferably with all texts (audiologs, notes, ...) enabled? I need one for testing purposes.

674153c199ba9voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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I've got end of Rick.
[save_13.7z expired]
Re: Re: SS2 Community Patch (SCP) Beta 1
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Should be enough. Thanks!
Re: Re: SS2 Community Patch (SCP) Beta 1
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Here's the German SCP translation: https://www.systemshock.org/index.php?topic=4581.0


BTW: I came across a few SCP bugs while going over the string files:
1) In maptext.str, the "Bon Chance Bar" should be changed to "Bonne Chance Bar". This is already corrected in the SHTUP texture ("bonne" is the female version of the adjective "bon", since "chance" is a female noun in French).
2) The punctuation in objname, objshort and usemsg are inconsistent: Some contain dots, some don't, and there is no specific pattern.
3) Note_6_14 never triggers (vanilla bug).
4) This is not so much a bug as it is a complaint, but why did you change email 8 from the Command deck? I know it makes sense to change the notes so Newbies and stupid people don't run to Engineering in hope to find Delacroix there, but the email texts should simply reflect exactly what you hear.

674153c199ffavoodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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1+2) will be fixed eventually.
3) afaik, Note_6_14 ("Go to the Rickenbacker via the central tram station.") fires properly, but won't complete itself once you enter Rick. this has already been fixed in beta2 wip.
4) the email confuses most players, making them search the Eng bays, something that should be prevented. we are hoping to obtain a modified audio clip that would match the fixed text in the future.
Re: Re: SS2 Community Patch (SCP) Beta 1
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Ok. Good luck with 4), you're  gonna try to reach Terri? That'd be awesome.
Re: Re: SS2 Community Patch (SCP) Beta 1
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Any ETA on v2? I'd like to start my first SCP run tonight, but not of the next release is only days away.

674153c19a2e2voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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it's almost done, so if you didn't start a beta1 playthrough yet, you might want to wait a couple of more days.

maybe.
Re: Re: SS2 Community Patch (SCP) Beta 1
674153c19a61d
it's almost done, so if you didn't start a beta1 playthrough yet, you might want to wait a couple of more days.
That sounds gre-

maybe.
Christmas 2016 it is! :D

674153c19a6e9ZylonBane

Re: Re: SS2 Community Patch (SCP) Beta 1
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Just play it now. Beta 1 will give you 99% of the changes that will be in beta 2. So skip beta 2 and then maybe play again much later when beta 3 is out.

674153c19a7f2voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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yeah, the difference between beta1 and beta2 is tiny - it's basically small tweaks to objects and some under the hood improvements.
Re: Re: SS2 Community Patch (SCP) Beta 1
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Ok.
Re: Re: SS2 Community Patch (SCP) Beta 1
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May I ask you guys how the feedback has been so far?

Did you get less bug reports than you thought at first? Are you satisfied with how the Community Patch has been received?

674153c19acd1voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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considering how gaming sites tend to jump at anything SS2 related (dude ported medsci level geometry to a modern engine! two pages of wikipedia stuff follows), I was a bit surprised that not many actually noticed. pretty much all bugreports can be found in the Engineering topic - mostly small stuff like object positions, improper textures and such, not a big deal, but I was genuinely surprised just how much of the little stuff was still left.

we also found a couple of problems that I consider quite important, and should have I known about them at the time of beta1 release, it would have been postponed (again) so they could have been resolved properly. anyway, everything should be fixed now, and I think beta2 will be solid enough to not require surgery for quite a while - don't expect beta3 anytime soon.

as for how well it has been received, that' kind of hard to tell, because only the veteran players would be able to spot the diference - regulars won't be able to tell most of the time, especially if they didn't play the game for a while. remember, SCP is 90% about removing what's bad, and if something is not there, it's hard to comment on it, no matter how much SS2 hours you've got under your belt (a good example would be the main elevator - did anyone notice just how crappy the texturing was in vanilla and how perfectly smooth it is with SCP?). the remaining 10% of improvements is too subtle for most people to notice - they will just play and never know. but "to just play nicely and smoothly" is the path of SCP, so ain't nothing wrong with that.
« Last Edit: 08. January 2015, 16:03:48 by voodoo47 »

674153c19ade8ZylonBane

Re: Re: SS2 Community Patch (SCP) Beta 1
674153c19aea1
Also, the beta 1 release was intentionally low-key precisely because it's a beta. When we decide we're at 1.0 is when we'll start really calling attention to it.

674153c19af4cvoodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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pretty sure beta2 could withstand the wider exposure.
Re: Re: SS2 Community Patch (SCP) Beta 1
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Thank you for the detailed information.

674153c19b190morgwin

Re: Re: SS2 Community Patch (SCP) Beta 1
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This has become a must have addition to the game, great work.
Re: Re: SS2 Community Patch (SCP) Beta 1
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Having some problems when running SCP. Have installed SCP mid-game, don't know if that have anything to do with it, but here goes:

1. When using SCP and only SCP (same results with other mods running) I get this black screen in doorways on the Recreation deck (haven't tested it further down) I can't see through.
2. Objects are placed wrong.
3. I can't use the recycler at all when SCP is active.

I am running the Steam version, patched to 2.43.
[ss_without_scp.png expired]
[ss_with_scp_01.png expired]
[ss_with_scp_02.png expired]
« Last Edit: 19. January 2015, 07:16:23 by Kolya »

674153c19b5e3voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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yes, you can't install/enable SCP mid-game, you will have start a new one.

674153c19b6faZylonBane

Re: Re: SS2 Community Patch (SCP) Beta 1
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I can see how the part of the readme that says "YOU MUST START A NEW GAME" could potentially be vague or confusing.

674153c19bb71System Shocked

Re: Re: SS2 Community Patch (SCP) Beta 1
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Just play it now. Beta 1 will give you 99% of the changes that will be in beta 2. So skip beta 2 and then maybe play again much later when beta 3 is out.

yeah, the difference between beta1 and beta2 is tiny - it's basically small tweaks to objects and some under the hood improvements.

So, my ~13 full pages of feedback/suggestions for SCP Beta1 and your new "under the hood improvements" results in a ~1% improvement between SCP Beta1 and SCP Beta2 ? ? ?

Hrumph ! . . . . . how ungrateful.   ;)  XD  :)
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