Re: [1.0.4] 860 Door Bug

#12
SCP - [Redacted] wrote:Thanks again :)
No problem. I really am not familiar with blitz or scp containment breach so I'm still feeling my way around the code, but its possible that monitors use similar code to drawportals but do not call the DrawPortal class, which would cause them to trigger the issue as well. I'm checking it out now.
EDIT: Yup. the class is called SecurityCam and does not make use of the DrawPortal class. So the offending code is most likely a method that they both call.

Re: [1.0.4] 860 Door Bug

#13
risingstar64 wrote:No problem. I really am not familiar with blitz or scp containment breach so I'm still feeling my way around the code, but its possible that monitors use similar code to drawportals but do not call the DrawPortal class, which would cause them to trigger the issue as well. I'm checking it out now.
EDIT: Yup. the class is called SecurityCam and does not make use of the DrawPortal class. So the offending code is most likely a method that they both call.
Okay. :) I'm not a game programmer by any means, so forgive me if I'm not quite clear on what's going on, :laugh: but I really like to learn. So what are drawportals basically and how does the SecurityCam seem to differ from them?

For the thread's sake though, is this something that can be fixed?

Re: [1.0.4] 860 Door Bug

#14
SCP - [Redacted] wrote:Okay. :) I'm not a game programmer by any means, so forgive me if I'm not quite clear on what's going on, :laugh: but I really like to learn. So what are drawportals basically and how does the SecurityCam seem to differ from them?

For the thread's sake though, is this something that can be fixed?
I believe it can either be fixed or be worked around in some way, but I need to think on it a bit. I'll post back in this thread once I have an idea of where to go from here. The testing that we did severely narrowed down the cause of the issue though, its more a matter of trying to get around it now.

Re: [1.0.4] 860 Door Bug

#15
risingstar64 wrote:I believe it can either be fixed or be worked around in some way, but I need to think on it a bit. I'll post back in this thread once I have an idea of where to go from here. The testing that we did severely narrowed down the cause of the issue though, its more a matter of trying to get around it now.
Glad I could help.

Re: [1.0.4] 860 Door Bug

#16
If possible, just for my own sanity, could you post a few pics of yourself experiencing the issue? maybe 1 or 2 when in range of scp 860 and another 1 or 2 when in range of a security cam? I think it would be helpful to see exactly what the graphical effect you're describing is like. You can take a screenshot by pressing the prtscr (printscreen) key in-game, then upload it straight to the web by pasting it to http://snag.gy/ or any other site if you prefer. Thanks!

Re: [1.0.4] 860 Door Bug

#17
risingstar64 wrote:If possible, just for my own sanity, could you post a few pics of yourself experiencing the issue? maybe 1 or 2 when in range of scp 860 and another 1 or 2 when in range of a security cam? I think it would be helpful to see exactly what the graphical effect you're describing is like. You can take a screenshot by pressing the prtscr (printscreen) key in-game, then upload it straight to the web by pasting it to http://snag.gy/ or any other site if you prefer. Thanks!
Sorry for the late reply, this one took a little while.
I felt that the more pictures the better :laugh: Don't worry they each have descriptions:

mapseed: 1jd1ogr

room106:

http://snag.gy/bUXqF.jpg
This is what I typically see at first when I walk into room106. The bug starts as soon as I step on the metal floor at the entrance of the chamber (where 106's picture is). All the parts that are "missing" in this picture flicker at a pretty rapid pace ~4-5 times a second depending on how fast the player's head moves. If the player's head stops moving, missing parts will most likely stop flickering and resemble this picture indefinitely. Note, that the monitor is located just below the catwalk so the player's view is "in range" of the bug.

http://snag.gy/g7pNx.jpg
About half the time, some textures just don't appear and are black like 106's cell in this picture.

http://snag.gy/S4tI3.jpg
This happens everytime the player's sight stops moving. Darkness engulfs the player's vision from the outside to the center at varying speeds. It seems to go faster as the player gets closer to the monitor.

http://snag.gy/jvdOf.jpg
If the player stares to long, the darkness will completely engulf the player's vision. This picture was taken just moments before the entire screen went black (minus the blink and stamina bars)

http://snag.gy/UnPJX.jpg
Looking directly at the monitor, the player will see the monitor (fuzzy) and the image of what is currently on the monitor in the upper left hand side of the screen regardless if the monitor is to the left, or right side of the screen.

http://snag.gy/R4vEH.jpg
Here is where the monitor flickers out to black and a clear image of what is displayed on the monitor is on the upper left side of the screen.

http://snag.gy/XiZX2.jpg
I never noticed this before, but like the 106 cell devoid of textures (black) the notes (only the notes) display the same symptoms. I'll also note that when I hit print screen to take a picture, both notes in the room disappeared from existence.



room860:

http://snag.gy/sdCt7.jpg
There's not much to see as far as graphical anomalies in 860's room, probably because of the close quarters with the door. It's mostly either fine (looking away from the door), or swallowed in darkness (looking near or at the door). Here's one of the effects that the bug has on doors. You can see through the window that the door is having repeating window glitch effect where it shmears to where ever opposite the player looks (player looks left, it schmears right). The window also has the same effect. The walls are not affected.

http://snag.gy/D4X7W.jpg
This is in room2poffices (Dr. Gears, Maynard, etc.) which is linked to room860 in mapseed 1jd1ogr (860 door straight ahead). The 106 corrosion stain on the floor shmears in the direction of opposite to vision movement (in this case I moved my head right). The doors and lights have the same anomaly. Walls were fine. Darkness was engulfing the screen as I moved my head right, and disappeared (no darkness) when I rotated my head enough to face away from the 860 door beyond the door straight ahead.

http://snag.gy/agxaQ.jpg
Here's a picture of the same room and the same affect as the picture just above. The keypads are also involved in the anomaly.

http://snag.gy/z1MGX.jpg
I noclipped out of the room2poffices to the right and noticed the lights shmearing left as I moved right.



lockroom2 (096):

http://snag.gy/O88iJ.jpg
The walls of lockroom2 completely disappeared and flicker when I look at the monitor in lockroom2. Fortunately, this doesn't trigger :096: . :D Lights can be seen in original positions in this picture. The screen is fuzzy as well.

http://snag.gy/3fDJO.jpg
Here's when the walls of lockroom2 partially reformed.

http://snag.gy/5NI4q.jpg
Lastly, here is a picture of when the screen goes black and the monitor's image appears on the upper left hand side. It was very difficult to get this picture because it only stays like this for about a second, and is hard to get it to look like this again, unlike what happens when you look at 106's monitor where it can stay like this forever.




I hope these pictures help. I tried to capture everything that happens during the bug and when it happens if possible.

I'll make an important note that I have NEVER seen this happen in the lockroom (timer button room) monitors. Not once.

Re: [1.0.4] 860 Door Bug

#18
risingstar64 wrote:This is very likely a hardware/driver support issue. Unfortunately the oldest graphics card I have lying around is probably a GTS 250, and it generally likes to be uncooperative with me, so chances are I won't be able to replicate this issue on one of my own machines. I tested the game with Intel HD 4600 graphics but no luck there either. If you feel like doing some testing I'll take a look at the drawportal class and create a modded executable to disable it. Then you will need to run it and let me know if you still experience the issue or not.
Hey Risingstar, I found out that it WAS my graphics card that was causing the problem. I set the resolution from my computer's res. (1366x768) to 1024x768 in the game, and the bug disappeared in all rooms that had monitors, even 860's room. I was so excited to finally go through the forest for the first time. I had the super gas mask on and Usain Bolt'd it the whole way to the exit. Poor 860-2 didn't have a chance. XD

Thank you very much for keeping up with this post thus far. :) I really appreciate it, especially since you gave me modified versions of the game to help diagnose the problem.

Re: [1.0.4] 860 Door Bug

#19
SCP - [Redacted] wrote:Hey Risingstar, I found out that it WAS my graphics card that was causing the problem. I set the resolution from my computer's res. (1366x768) to 1024x768 in the game, and the bug disappeared in all rooms that had monitors, even 860's room. I was so excited to finally go through the forest for the first time. I had the super gas mask on and Usain Bolt'd it the whole way to the exit. Poor 860-2 didn't have a chance. XD

Thank you very much for keeping up with this post thus far. :) I really appreciate it, especially since you gave me modified versions of the game to help diagnose the problem.
Wow, that's great to hear! Although I did not come up with a feasible solution to eliminate the graphical errors without removing core gameplay features, our testing was by no means a waste, as it allowed us to confirm that the issue was almost certainly a hardware one. I'm glad to hear that you are now able to enjoy the game as originally intended, and I hope you enjoy your stay in scp 860-1 :173:

Re: [1.0.4] 860 Door Bug

#20
Glad to see someone got their 860-1 to work.

I'm still struggling with mine and I have been since 860 was placed in the game.

My error is quite similar. If you are in close and direct "sight" of the room "room860", then I crash to MAV. Regardless of settings (resolution, admin, bump, compad).

With your disable drawportal build that worked for OP, I could access room860 without MAV. Obviously I couldn't use it but it was nice to see some progress. I made a video replicating access to 860-1 in your build and then using the official 1.0.5 build to replicate the MAV.

https://www.dropbox.com/s/tbeu1j9e7n1kg ... e%2001.mp4

Please excuse the blurriness. The seed I'm using is scp860, the room I teleported to was room3z3 right in front of room860 so I wouldn't crash as soon as I teleported.

Here is my device info:

Summary

Code: Select all

OS Name	Microsoft Windows 8.1
Version	6.3.9600 Build 9600
Other OS Description 	Not Available
OS Manufacturer	Microsoft Corporation
System Name	 :REDACTED: 
System Manufacturer	TOSHIBA
System Model	Qosmio X875
System Type	x64-based PC
System SKU	PSPLZU
Processor	Intel(R) Core(TM) i7-3630QM CPU @ 2.40GHz, 2401 Mhz, 4 Core(s), 8 Logical Processor(s)
BIOS Version/Date	Insyde Corp. 6.10, 9/26/2012
SMBIOS Version	2.7
Embedded Controller Version	6.00
BIOS Mode	UEFI
BaseBoard Manufacturer	TOSHIBA
BaseBoard Model	Not Available
BaseBoard Name	Base Board
Platform Role	Mobile
Secure Boot State	Off
PCR7 Configuration	Binding Not Possible
Windows Directory	C:\WINDOWS
System Directory	C:\WINDOWS\system32
Boot Device	\Device\HarddiskVolume2
Locale	United States
Hardware Abstraction Layer	Version = "6.3.9600.17196"
User Name	  :REDACTED: 
Time Zone	Eastern Daylight Time
Installed Physical Memory (RAM)	16.0 GB
Total Physical Memory	15.9 GB
Available Physical Memory	13.0 GB
Total Virtual Memory	31.9 GB
Available Virtual Memory	28.7 GB
Page File Space	16.0 GB
Page File	C:\pagefile.sys
Hyper-V - VM Monitor Mode Extensions	Yes
Hyper-V - Second Level Address Translation Extensions	Yes
Hyper-V - Virtualization Enabled in Firmware	Yes
Hyper-V - Data Execution Protection	Yes
Display

Code: Select all

Name	Intel(R) HD Graphics 4000
PNP Device ID	PCI\VEN_8086&DEV_0166&SUBSYS_FB121179&REV_09\3&11583659&0&10
Adapter Type	Intel(R) HD Graphics Family, Intel Corporation compatible
Adapter Description	Intel(R) HD Graphics 4000
Adapter RAM	(2,080,374,784) bytes
Installed Drivers	igdumdim64.dll,igd10iumd64.dll,igd10iumd64.dll,igdumdim32,igd10iumd32,igd10iumd32
Driver Version	10.18.10.3345
INF File	oem51.inf (iIVBM_w81_I0 section)
Color Planes	Not Available
Color Table Entries	4294967296
Resolution	1600 x 900 x 60 hertz
Bits/Pixel	32
Memory Address	0xCC000000-0xCC3FFFFF
Memory Address	0xC0000000-0xC7FFFFFF
I/O Port	0x00004000-0x0000403F
IRQ Channel	IRQ 4294967292
Driver	c:\windows\system32\drivers\igdkmd64.sys (10.18.10.3345, 4.00 MB (4,195,840 bytes), 11/4/2013 6:22 PM)
	
Name	NVIDIA GeForce GTX 670M
PNP Device ID	PCI\VEN_10DE&DEV_1213&SUBSYS_FB121179&REV_A1\4&E408BCE&0&0008
Adapter Type	GeForce GTX 670M, NVIDIA compatible
Adapter Description	NVIDIA GeForce GTX 670M
Adapter RAM	(1,073,741,824) bytes
Installed Drivers	nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um
Driver Version	9.18.13.4411
INF File	oem56.inf (Section064 section)
Color Planes	Not Available
Color Table Entries	Not Available
Resolution	Not Available
Bits/Pixel	Not Available
Memory Address	0xC8000000-0xCBFFFFFF
Memory Address	0xB0000000-0xBFFFFFFF
Memory Address	0xB8000000-0xBBFFFFFF
I/O Port	0x00003F80-0x00003FFF
IRQ Channel	IRQ 16
Driver	c:\windows\system32\drivers\nvlddmkm.sys (9.18.13.4411, 12.55 MB (13,157,696 bytes), 10/15/2014 6:12 PM)
cron