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Topic: SCP Beta 4 Issue Reporting
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674236881dd0eZylonBane

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So the psi reaver fails to spawn for all players?

674236881de9eNormalshades

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Yeah, we tried reloading several older saves and running up and around the bridge and can't seem to get the psi reaver to spawn or the door to open (it works if I load a previous save solo, though). We patched the game with ss2tool also before starting our multiplayer campaign, and so far haven't ran into any other major issues.

674236881dfc9ZylonBane

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The tripwire for that event is at the level entrance. I wouldn't be too surprised if it was only triggering for the host player, but if it's not working for anyone that's much less explicable.

674236881e1d3voodoo47

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both players should pop the attached gamesys.dml into their SCP b4 folder, then load a save right before the Command1 -> Command2 bulkhead (an autosave in the bulkhead would also work). then try to exit the bulkhead (one player first, the other one second), and at least one player should receive a message before reaching the first pair of lights, as seen on the attached screenshot.

as mentioned on discord, a pair of saves would be nice as well.
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674236881e37fNormalshades

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Tested it for both players and it seems that the message pops up before getting to the lights.  I've attached savefiles from both of us (save0 should be before going through the bulkhead, save14 is the autosave after going through the bulkhead).

https://www.mediafire.com/file/lpgkh5qeokgwhxo/Playersaves.rar/file

674236881e4a2ZylonBane

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Time for NVSpy on the qb filter's targets I suppose. Maybe also overwrite the qb filter's script with a once router script to force it to activate any links. That would narrow down whether the problem is with the links or with the quest bit not getting set in multiplayer.

674236881e5abvoodoo47

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new test dml, same deal, more messages should be received now.

you do have a questlog note about going to Command2 and kicking Korenchkin's face in, right?
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« Last Edit: 11. October 2019, 06:53:29 by voodoo47 »

674236881e6f7Normalshades

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Tested it with the new gamesys.dml, we get a ton of messages at the very beginning of the level but no messages appears whenever passing through the lights at the beginning now.
 


Also, we both have the objective under notes to deal with Korenchkin on the bridge.

674236881e7fevoodoo47

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the overlord=1 qvar failed to set (so there is no way the door would open when loaded from the shared saves, both in MP and SP). can you post full set of saves of both players? lets see whether I can find one that is not broken yet.

674236881e968Normalshades

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https://www.mediafire.com/file/pjo444khqz0knqv/scp4saves2.rar/file

Here's the full set of saves from our campaign so far.  I'd guess that only about 3 or 4 of them are around the command deck, the rest are various backup saves throughout the whole campaign.

I appreciate the help so far!

674236881eaa4voodoo47

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sure.

save no.4 (command 6:12:07) is still ok, right before the Korenchkin force field blocks you from Rick (that's when things went wrong somehow) - try reloading that save and maybe it will work this time. use the attached gamesys.dml (overwrite the old one), and if things are ok, you should receive a dual TurnOn message once the shield activates.
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674236881ec2bNormalshades

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Just tested it today, it seems that we're only getting one of the two messages when the shield pops up (from both of our perspectives).




*EDIT*
I see both messages appear when I load the file solo.
« Last Edit: 13. October 2019, 23:50:00 by Normalshades »

674236881ed2eZylonBane

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Interesting. The QB set that SCP added (that adds the quest note to go deal with Korenchkin) is working, but the original QB set (that actually tracks the quest state) is getting skipped.
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Weren't there multiplayer improvements in the latest NewDark patch?
Maybe something broke with that?

674236881f139ZylonBane

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I think those only affected the Thief build.

674236881f298voodoo47

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we will need to try to replicate the issue ourselves and see whether it can be fixed somehow.

anyway, download and load the Recycler mod, it will allow you to recycle the security door to Korenchkin's office, kill him and continue (both players should load the mod, and then disable it again once you are done).

never would have thought that mod would actually be helpful in any way, but here we are, I suppose.

674236881f3d1voodoo47

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alright, everyone running b4, do your computer consoles grunt when burned by the pyro field?

cheats if you need a psi amp and a handful of modules to get the discipline:
summon_obj psi amp
add_pool 789

674236881f648voodoo47

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it's a very old bug that seems to be rearing its head for some reason.

674236881f9eeNormalshades

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we will need to try to replicate the issue ourselves and see whether it can be fixed somehow.

anyway, download and load the Recycler mod, it will allow you to recycle the security door to Korenchkin's office, kill him and continue (both players should load the mod, and then disable it again once you are done).

never would have thought that mod would actually be helpful in any way, but here we are, I suppose.

This ended up doing the trick and we managed to finish the rest of the campaign without issues. Thanks!
Acknowledged by: voodoo47

674236881fbf3ZylonBane

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So I thought it would be neat to upgrade SS2's explosion bitmaps with higher-res versions based on the original stock footage. After a few hours of Googling, I finally identified the source library for them. It's the Pyromania collection. Apparently this was hugely popular in the 90s, used in tons of games and feature films. Not surprising that Irrational splurged for a copy (or more likely borrowed Looking Glass's copy).

http://www.kenstone.net/fcp_homepage/review_pyromania_douglas.html
https://www.mactech.com/1997/11/25/md1-pyromania-pro/

The frustrating thing is that this library has basically disappeared from the face of the Earth. It seems that the individual clips have been bought by Getty Images, and the discs themselves aren't for sale or download anywhere. Argh.

674236881fea0ZylonBane

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Aww yiss...



There's a good chance the explosion Thief uses for the fire arrows is on here. If so, I wonder what the best way would be to integrate a higher-fidelity version. T[2]Fix? Enhancement Pack? Standalone micro-mod?
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Time to crush them into the game!
Okay, stupid joke aside. You actually just went on ond bought it, kudos for that.
I was still trying to source some kind of "free" copy, but I guess that's not needed anymore.
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