Thanks againrisingstar64 wrote:Well I know I removed the drawportal code for the 860 door, and i thought i did the same for other instances of drawportals. I'll locate the monitor code and take a look.

Thanks againrisingstar64 wrote:Well I know I removed the drawportal code for the 860 door, and i thought i did the same for other instances of drawportals. I'll locate the monitor code and take a look.
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.SCP - [Redacted] wrote:Thanks again
Okay.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.
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.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,
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?
Glad I could help.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.
Sorry for the late reply, this one took a little while.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!
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. XDrisingstar64 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.
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 860-1SCP - [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.
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
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)