Several 1.3.2 Bugs

#1
Let's make it quick...

“ ” --- those symbols don't display on the loading screen and instead show some other signs.

The 106 coffin bug Vane Brain told me was fixed...
Me - SCP-106 doesn't spawn next to the coffin in the event coffin106. The decals appear but he spawns somewhere else on the map, usually a few rooms away.
Vane - Fixed
...isn't fixed.

And...
Selecting Anti-Aliased Text makes the game crash in the menu and in-game.

As well as...
Ambience sounds still play on the pause screen.

I also saw some other bugs from YouTube videos like the brightness feature bugging again like it used to and only brightening doors and that you can't save on every computer screen in Euclid mode etc.
Source: http://www.youtube.com/watch?v=b4WCN2Iwf94

EDIT:
I will put bugs I find in the future here...

*173 can spawn in 895 at the top of the staircase between the room and the door and stop all progress while not moving when looking away and/or blinking.
*The Dread and HeavyContainment Music stops when going into certain rooms with events when they do not have custom music.
*The tesla gate scientist spawns after entering the room.

* NOT FULLY ELABORATED - Models flicker when refining something in 914 and then using the console to spawn something (Doesn't happen every time).
I lead the SCP Auchenharvie Splinter.
Current Rank: Class C - Containment Specialist (Level 4).
Tester: Box of Horrors, SCP-CIM, N.T.F.
I develop the Future Horror Mod
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Re: Several 1.3.2 Bugs

#2
Precipitator wrote: “ ” --- those symbols don't display on the loading screen and instead show some other signs.
Weird, I thought I fixed that. I'll take a look through my loadingscreens.ini file.


EDIT: I don't see those kinds of symbols in my file. Try re-downloading 1.2.3.

Re: Several 1.3.2 Bugs

#3
Nehpys wrote:
Precipitator wrote: “ ” --- those symbols don't display on the loading screen and instead show some other signs.
Weird, I thought I fixed that. I'll take a look through my loadingscreens.ini file.


EDIT: I don't see those kinds of symbols in my file. Try re-downloading 1.2.3.
No, in game on the loading screen it comes up with an error, it's ok in the files, that's why it's a bug.
I lead the SCP Auchenharvie Splinter.
Current Rank: Class C - Containment Specialist (Level 4).
Tester: Box of Horrors, SCP-CIM, N.T.F.
I develop the Future Horror Mod
Image

Re: Several 1.3.2 Bugs

#4
Precipitator wrote:
Nehpys wrote:
Precipitator wrote: “ ” --- those symbols don't display on the loading screen and instead show some other signs.
Weird, I thought I fixed that. I'll take a look through my loadingscreens.ini file.


EDIT: I don't see those kinds of symbols in my file. Try re-downloading 1.2.3.
No, in game on the loading screen it comes up with an error, it's ok in the files, that's why it's a bug.
It's alright on my end; I don't know what's wrong with your version of the game.

EDIT: What words are broken with these special characters? The only word that's broken for me is "Corrosion" in the loading screens, and either CommanderMark or I will push a request for an update to fix that.

EDIT 2:
Precipitator wrote:*The tesla gate scientist spawns after entering the room.
The Third Subdivision Team is aware of this, and they refuse to call it a bug. And even though the event is clearly broken, they refuse to recognize it as so.

¯\_(ツ)_/¯

Re: Several 1.3.2 Bugs

#5
Precipitator wrote:“ ” --- those symbols don't display on the loading screen and instead show some other signs.
I might've added those symbols by accident when editing the file, whoops. Fixed it now.
Precipitator wrote:Ambience sounds still play on the pause screen.
Fixed. Also made them not trigger when the console is opened.
Precipitator wrote:The 106 coffin bug Vane Brain told me was fixed...
Me - SCP-106 doesn't spawn next to the coffin in the event coffin106. The decals appear but he spawns somewhere else on the map, usually a few rooms away.
Vane - Fixed
...isn't fixed.
Managed to fix this. It seems that 106's spawn coordinates for that room were being overridden by 106's default spawn position (at the player's feet). That and the Y coordinate its spawn was set to didn't match at all to where it was actually suppose to spawn.
Precipitator wrote:Anti-Aliased Text makes the game crash in the menu and in-game.
Tested this (more like spammed the AAText toggle in the options a bunch of times) and haven't been able to replicate it so far.
Precipitator wrote:the brightness feature bugging again like it used to and only brightening doors
Just use the gamma slider in the options and don't mess with the brightness values.
Precipitator wrote:And that you can't save on every computer screen in Euclid mode etc.
I think saving only works on monitors that are readable + the one in the intro, but in the case of that guy's video the hand icon is still drawing over the monitor for some reason. I'll look at it later.
Precipitator wrote:The tesla gate scientist spawns after entering the room.
Got no idea how to fix this but I've seen it as well. I've also seen the scientist completely miss the gate and just indefinitely run into a wall.

Why does Vane keep trying to convince me this event isn't broken.

Re: Several 1.3.2 Bugs

#6
CommanderMark wrote:
Precipitator wrote:Anti-Aliased Text makes the game crash in the menu and in-game.
Tested this (more like spammed the AAText toggle in the options a bunch of times) and haven't been able to replicate it so far.
I was using borderless and it crashed every time but I'll check for more errors etc. today.
I lead the SCP Auchenharvie Splinter.
Current Rank: Class C - Containment Specialist (Level 4).
Tester: Box of Horrors, SCP-CIM, N.T.F.
I develop the Future Horror Mod
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Re: Several 1.3.2 Bugs

#7
chloe.westfall wrote:
CommanderMark wrote:
Precipitator wrote: Just use the gamma slider in the options and don't mess with the brightness values.
Is it normal, that the screen is getting much darker, if I use the SNAV(300 or Ultimate)?
Yes, that's been in for a longer time. I believe this is to balance their power or emulate the player looking at the screen.

Also, I originally saw the sign glitch in corrosion so I figured it happened for everything...

Even more edit:
I found a strange intro bug, where if you run past the guard 173 stops and the scientist keeps running forever...
I don't know if that is supposed to happen but it doesn't seem like it.
More details and video proof in this video: http://www.youtube.com/watch?v=tTlEA6QelH8

As well as that, there is a sensitivity bug, where the mouse sensitivity resets when you exit the game in game or completely and start or load a new save. It is a bit strange but it doesn't seem to happen in borderless as I tried to show in the video...
I lead the SCP Auchenharvie Splinter.
Current Rank: Class C - Containment Specialist (Level 4).
Tester: Box of Horrors, SCP-CIM, N.T.F.
I develop the Future Horror Mod
Image

Re: Several 1.3.2 Bugs

#8
Precipitator wrote:I found a strange intro bug, where if you run past the guard 173 stops and the scientist keeps running forever...
I think it happens because of the new feature where Ulgrin will open fire on the player when you get too close.

Again, Vane keeps trying to convince it's not broken, but I'll see what I can do. I might jut overhaul how it works.
Precipitator wrote:As well as that, there is a sensitivity bug, where the mouse sensitivity resets when you exit the game in game or completely and start or load a new save. It is a bit strange but it doesn't seem to happen in borderless as I tried to show in the video...
I'll check this later when I try fixing Ulgrin in the intro.

Re: Several 1.3.2 Bugs

#9
CommanderMark wrote:
Precipitator wrote:I found a strange intro bug, where if you run past the guard 173 stops and the scientist keeps running forever...
I think it happens because of the new feature where Ulgrin will open fire on the player when you get too close.

Again, Vane keeps trying to convince it's not broken, but I'll see what I can do. I might jut overhaul how it works.
Precipitator wrote:As well as that, there is a sensitivity bug, where the mouse sensitivity resets when you exit the game in game or completely and start or load a new save. It is a bit strange but it doesn't seem to happen in borderless as I tried to show in the video...
I'll check this later when I try fixing Ulgrin in the intro.
Ulgrin doesn't even fire when the player runs away, he just warns him.
I lead the SCP Auchenharvie Splinter.
Current Rank: Class C - Containment Specialist (Level 4).
Tester: Box of Horrors, SCP-CIM, N.T.F.
I develop the Future Horror Mod
Image

Re: Several 1.3.2 Bugs

#10
CommanderMark wrote:
Precipitator wrote:Ambience sounds still play on the pause screen.
Fixed. Also made them not trigger when the console is opened.
I thought that it is a feature of the game.
CommanderMark wrote:
Precipitator wrote:And that you can't save on every computer screen in Euclid mode etc.
I think saving only works on monitors that are readable + the one in the intro, but in the case of that guy's video the hand icon is still drawing over the monitor for some reason. I'll look at it later.
Uhm... saving only works with monitors that are showing camera feed. Monitors with info are broken.
CommanderMark wrote:
Precipitator wrote:The tesla gate scientist spawns after entering the room.
Got no idea how to fix this but I've seen it as well. I've also seen the scientist completely miss the gate and just indefinitely run into a wall.
That is because he disabled camerafog. That why you clearly can see her spawn.
CommanderMark wrote: Why does Vane keep trying to convince me this event isn't broken.
Because it is not broken, but players are trying to break it with cheats :p
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