66f953b21fb80

66f953b220153
2 Guests are here.
 

Topic: SS2 Glitches & The Unliked
Page: « 1 2 [3] 4 »
Read 15319 times  

66f953b220747Primitive Primate

66f953b2207ae
I've missed the part to why the tram is evil. If it isn't too complicated to explain, I'd love to hear why.
66f953b220ad2
The tram falls under murphys law, everytime you change something on it something new (bad) pops up.

66f953b220c37ZylonBane

66f953b220c8c
Murphy's Law is that anything that can go wrong, will. The tram is more mandelbuggy.

66f953b220d25Primitive Primate

66f953b220e84
Oh well, I was referring to one of the "extended murphy's laws" which is something like "if there is a way for something to go wrong and you fix this, a completely new way for it to go wrong will appear".
But mandelbuggy is probably even more fitting.

Maybe I should make some WD-40 and ducttape models to help you out on fixing the last problems.
66f953b2211f5
Oh well, I was referring to one of the "extended murphy's laws" which is something like "if there is a way for something to go wrong and you fix this, a completely new way for it to go wrong will appear".
But mandelbuggy is probably even more fitting.

Maybe I should make some WD-40 and ducttape models to help you out on fixing the last problems.

Ducttape! Fixing anything in our world, it should definitely work in cyberspace (or whereever).

66f953b221382System Shocked

66f953b2213d5
Here's a heads up for a possible unfixed issue:

In Shuttle Bay 2, there shouldn't be a light on the lower floor for the grav-tubes http://i.imgur.com/blDuDX8.jpg PLAYER POS: 714.774 129.477 -17.9935. The light is too wide for the narrow wall that it's mounted on http://i.imgur.com/Id4wOZY.jpg and the light's overhang looks odd http://i.imgur.com/ePztuEs.jpg

The light for these grav-tubes should be on the upper floor, like it is in Shuttle Bay 1 http://i.imgur.com/3hIqjTP.jpg

Also, consider removing the 3 very large crates from the upper floor of Shuttle Bay 2. They just fit as there's no space between the crate and the ceiling, which begs the question how did they get up there. For comparison, there are no very large crates on the upper floor of Shuttle Bay 1.

FAB
« Last Edit: 12. June 2014, 03:45:10 by System Shocked »

66f953b221508voodoo47

66f953b22155b
yeah, that light looks slightly odd, might as well make it shorter to fit the place better. no plans to remove the boxes. it's a boxey place.

66f953b221647System Shocked

66f953b221692
You misunderstood my meaning. Actually, the light should be removed from where it is and placed above the grav-tubes on the upper level. For consistency, follow the same setup as used in Shuttle Bay 1 http://i.imgur.com/3hIqjTP.jpg
« Last Edit: 12. June 2014, 03:46:29 by System Shocked »

66f953b221733voodoo47

66f953b22177e
I see, but not sure whether we want to alter the lighting setup in that way.

66f953b221862System Shocked

66f953b2218ad
It's an obvious oversight by the LGS Devs. Concerning this specific light, ensuring that both shuttle bays are designed/built the same way should outweigh any area illumination concerns. Having the upper floor in the area of the grav-tubes better illuminated doesn't affect gameplay. There are no supplies there that the player would be better able to see as a result of the change in lighting. 

An alternate choice would be to relocate the light to the upper floor, but make it defective so that it doesn't alter the upper area's lighting.
« Last Edit: 12. June 2014, 22:49:22 by System Shocked »
66f953b221a75
TTLG is our sister forum, you probably mean LG/IG.
Apart from that I think symmetry isn't necessarily an ideal to strive for in this case.

66f953b221cd3System Shocked

66f953b221d21
TTLG is our sister forum, you probably mean LG/IG.
Apart from that I think symmetry isn't necessarily an ideal to strive for in this case.
Dazed and confused... thanks, I corrected my post accordingly.

Considering it's somewhat ugly and that the light model used doesn't fit its application at all, it seems changing it to be symmetrical with the setup in Shuttle Bay 1 makes sense and is simple enough to do. I'll just leave it at that.
« Last Edit: 13. June 2014, 21:57:33 by System Shocked »

66f953b221e5fSystem Shocked

66f953b221eab
Similar to a previously reported issue:
1. For this model of machinery http://i.imgur.com/8QL9KBd.jpg the 4 flashing circular lights and the data script on the upper unit and the 2 blinking rectangular LEDs on the lower unit, all float out in front of it http://i.imgur.com/jVSi8Qs.jpg
2. Also, the numbers printed on the upper unit are backwards. See first screenshot.

PLAYER POS: -77.3301 -48.3058 -20.9876

* * * EDIT * * *
This specific issue has been moved to the "Engineering" section and re-reported in the "Subject" ---> "SS2 list of broken and lowpoly objects that need fixing" thread, on page #25 as post #584. 
« Last Edit: 18. June 2014, 23:34:29 by System Shocked »

66f953b221f8eSystem Shocked

66f953b221fd9
The "seat" part of this chair http://i.imgur.com/Af4G8DF.jpg has severe texture flickering http://i.imgur.com/trlpRd6.jpg

PLAYER POS: 16.3268 -475.301 -9.93711

66f953b222065voodoo47

66f953b2220b0
map issue (two objects slapped together). fixed in SCP.

66f953b22229eSystem Shocked

66f953b2222ec
There are a couple of problems in this room http://i.imgur.com/NW3viIj.jpg in the "Body Of The Many" level:
1. The entire dislodged upper front frame and lower panel of this damaged replicator unit http://i.imgur.com/8Wars62.jpg has no rear texture(s) http://i.imgur.com/3cMUrBw.jpg and http://i.imgur.com/4QdU2bl.jpg and the lower front panel http://i.imgur.com/ZMhFHPo.jpg
2. When looking back across the room from this corner next to the damaged replicator unit http://i.imgur.com/Kqx9Zpe.jpg this odd texture is visible http://i.imgur.com/U6M16G4.jpg

PLAYER POS:  -177.367  -3.76116  0.0200008

=====================================================================================

At game start, the yellow and red LED decals at each end of the tram http://i.imgur.com/rZUaucN.jpg don't contact its body http://i.imgur.com/OtEBC71.jpg

PLAYER POS:  -33.9019  -14.6988  5.25317
« Last Edit: 19. June 2014, 04:57:30 by System Shocked »

66f953b22259bSystem Shocked

66f953b2225f3
map issue - fixed in SCP.

Just wondering if this is the case for both issues.

66f953b222697voodoo47

66f953b2226e2
as mentioned before, it's satan's tram coming right from hell. better not touch it unless absolutely necessary.

66f953b222980System Shocked

66f953b2229d7
as mentioned before, it's satan's tram coming right from hell. better not touch it unless absolutely necessary.

I see. I didn't think that repositioning the tram's decals would anger the "tram from hell". Sheesh, it's so touchy!

I was going to suggest that since the tram travels in both directions, that both its bumpers have a light bar on them http://i.imgur.com/uYM2nyE.jpg and http://i.imgur.com/Nwq4eps.jpg but I guess that's out of the question too.

We need to contact an Exorcist !
« Last Edit: 19. June 2014, 18:41:11 by System Shocked »
66f953b222abf
The tram should be already fixed.
You should install the fixed models pack.

66f953b222c6bSystem Shocked

66f953b222cb7
The tram should be already fixed.
You should install the fixed models pack.

If you mean the obj_fixes_v07a.7z mod, I already have it installed.
66f953b222dca
Oh, then I had to move the decals away a bit or else they would start to flicker.
I always try to move them as close as possible, but the engine doesn't like it when you get too close and then you get flickering.
It's much worse on the original model and doesn't really stand out this much I guess.
As for a second light bar, that's up to voodoo47 or ZylonBane to decide.
2 Guests are here.
I love the way you write and share your niche! Very interesting and different! Keep it coming!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
66f953b223e01