v0.6.4 changelist/bugs

#1

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v0.6.4
- new Class D models
- one new SCP
- fixed the bug that caused some of the doors to close after opening them
- small bugfixes in SCP-096's pathfinding
- the MTF shouldn't get stuck behind doors anymore
- the checkboxes in the menu are now drawn properly even when using a lower resolution
- the cursor is now shown in the ending screen

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V0.6.3
- significantly reduced loading times when loading a game after dying
- SCP-173 has different poses
- some changes to 096's sound clips
- a 096 loading screen
- S-NAV Ultimate now shows 096's location
- some minor bugfixes at Gate A (can't really tell more without spoiling)
- the guard in the intro no longer freezes if you go to the end of the hallway
- optimized the blur effect a bit
- fixed the bug that caused SCP-106 to get stuck inside its containment cell
if you turned off the magnets after recontaining it. So now it's possible to
release it after it has been contained.
- fixed the "Femur breaker" -sign in 106's containment room
- fixed the decals that appear when SCP-106 spawns (so, the "cracks" are back)
- two new anomalous ducks
- added some dead bodies here and there

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V0.6.2
- SCP-096 is now faster and easier to provoke
- fixed a bug that caused severe framerate drops when SCP-096 was unable to
find a path to the player
- key configuration options in the main menu
- putting the first aid kit in SCP-914 on Very Fine no longer crashes the game
- new gunshot sound clips
- some minor bugfixes

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v0.6.1
- fixed the bug that crashed the game when equipping a navigator or a radio

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v0.6
- Another exit and more endings
- Crouching and hiding mechanics
- Improved intro sequence (still a work in progress)
- Better Class D models, although they're still just placeholders
- Improved MTF AI. Now they head to the last location the player was spotted in, and 
start randomly searching for him. They'll also try to recontain SCP-106 when they
reach it's chamber.
- An injury/bloodloss system, so now it's possible (although hard) to survive being 
shot. Gunshot wounds make you bleed, and losing too much blood eventually kills you.
Injuries can be healed with first aid kits, but it takes some time (so you can't just 
start bandaging a wound while you're being shot at) and a regular first aid kit
won't heal you completely. The degree of the injuries depends on which part of your 
body got hit - headshots are still instakill.
- Type "injure [0-5]" in the console if you want to check out the injury system
- Ballistic vests which reduce the damage taken from gunshots
- New SCP-106 model
- Some new scripted events
- Improved SCP-914 model
- Some changes to SCP-173's AI - now it will move around the facility more actively
- Some new rooms
- A subtle "zoom effect" when you're looking at SCP-173 or SCP-106
- A console command for spawning items (spawnitem [the name of the item])
- An anomalous duck
- A ton of small bugfixes

- ...And a last minute addition, SCP-096. It's using a placeholder model made by
Mirocaine until we get a better one.

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When reporting a bug, please try to describe it as accurately as possible:
- What happened, where it happened and what you were doing when it happened
- If you got an error message, please let me know exactly what it said. The code at the end of the "save file corrupted" -error, for example, can be used to determine which part of the file is corrupted.
- If it's a graphical bug, screenshots can be helpful
- Make sure you're playing the latest version of the game (currently v0.6.4), in case the bug has been already fixed.

Re: v0.6.4 changelist/bugs

#3
No bugs encountered in this run but the MTF not doing well at catching me, as well The dead guards body in the bathroom disappeared when I came back to look again 10 minutes later o_o.

Re: v0.6.4 changelist/bugs

#4
I noticed with the new D-Class models, the D-Class in 106's chamber isn't strapped to the femur breaker anymore. Just kind of standing in front of it and it looks goofy haha

Still looking for anything else, but that's what I mainly noticed while looking around.

Re: v0.6.4 changelist/bugs

#6
I found three buttghosts, also the problem when loading persisted in several doors. Found the new scp and it's room, thought I don't know what it does ingame, also I saw something interesting in the new intro, was that a doctor?

Also, the textures looked better this updated, at least to me.

Thanks for the new update Regalis. You are awesome.
God is perfect -> Nobody is perfect -> I'm nobody --> I'm perfect --> I'm God.

Re: v0.6.4 changelist/bugs

#7
Only bug I have found was the invisible wall bug again, I was at the L catwalk, running backwards keeping and eye on 173, and hit an invisible wall, I managed to work my way around it but still couldn't open the door. 173 got stuck on the other side of the "invisible wall" and I was free to blink as much as I wanted.

Just to clarify I was running to the narrow end of the catwalk.

I encountered the bug again, this time before I could even get on to the catwalk, here is a quick video:

http://www.youtube.com/watch?v=Xph8zomHpsQ

Re: v0.6.4 changelist/bugs

#9
I ran in to the instantly closing door glitch again. (bad pun intended.)
Image
I WANT TO [REDACTED] INSIDE TWILIGHT SPARKLE
DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!

Re: v0.6.4 changelist/bugs

#10
So I walked into the toilets to find the dead body floating in the air, I saved right there and reloaded to see if it would fix, when I loaded up there were 2 bodies, just for fun I saved again and reloaded the game and this is what I found:
Image