v0.6.5 Changelist/bugs

#1

Code: Select all

----------------------------------------------------------------------------------

v0.6.5
- nex SCP-096 model
- some bugfixes
- new console commands

----------------------------------------------------------------------------------

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

----------------------------------------------------------------------------------

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

----------------------------------------------------------------------------------

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

----------------------------------------------------------------------------------

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

----------------------------------------------------------------------------------

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.

----------------------------------------------------------------------------------
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 v0.6.5), in case the bug has been already fixed.
It slep time bunner.

Re: v0.6.5 Changelog/bugs

#3
*Ahem, while this isn't much of a bug, it's more or less a personal nitpick. I'm not really a big fan of 096 'spinning' when he's freaking out. Right now, with the way he's animated, it doesn't suit him rotating so wildly. If he gets his animation redone though, with him staggering about, it'd look really quite cool.
It slep time bunner.

Re: v0.6.5 Changelog/bugs

#4
Omniary wrote:*Ahem, while this isn't much of a bug, it's more or less a personal nitpick. I'm not really a big fan of 096 'spinning' when he's freaking out. Right now, with the way he's animated, it doesn't suit him rotating so wildly. If he gets his animation redone though, with him staggering about, it'd look really quite cool.
Eeyup.
Image
I WANT TO [REDACTED] INSIDE TWILIGHT SPARKLE
DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!

Re: v0.6.5 Changelog/bugs

#9
TheUnkownTaskSoldier wrote:Did you guys see SCP-096 Opening it's mouth? It's god damn creepy! And, does SCP-096 walk in the game? Cause he was suppose to be he didn't.
Yeah, him screaming was most definitely disturbing. As for walking, I don't believe that's been implemented yet. As for now, he'll just sit in his room and stare at the ground, but hopefully later on, he'll get up and start walking around.
It slep time bunner.

Re: v0.6.5 Changelog/bugs

#10
It's all good with 096 and such, but I've got an Electrical Center bug.
Every time when 079 asks me to turn on the remote door control and I go there to do it, the levers are just like this: http://cs402820.userapi.com/v402820316/ ... 8ym6K0.jpg I can't touch them and do anything about it.
It happened to me a couple of times when I used noclip to get to the nuke room, but I didn't use cheats this time.
From Mother Russia with all my heart.

Evil computers are love.