66f9738336c9c

66f9738337af1
7 Guests are here.
 

Topic: SS2 Glitches & The Unliked
Page: « 1 2 [3] 4 »
Read 15385 times  

66f97383381bfPrimitive Primate

66f973833823a
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.
66f97383385fc
The tram falls under murphys law, everytime you change something on it something new (bad) pops up.

66f97383387b4ZylonBane

66f9738338813
Murphy's Law is that anything that can go wrong, will. The tram is more mandelbuggy.

66f97383388c3Primitive Primate

66f9738338a7d
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.
66f9738338e37
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).

66f9738339095System Shocked

66f97383390e9
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 »

66f973833922cvoodoo47

66f9738339281
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.

66f9738339383System Shocked

66f97383393d4
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 »

66f973833947dvoodoo47

66f97383394cb
I see, but not sure whether we want to alter the lighting setup in that way.

66f97383395d5System Shocked

66f9738339624
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 »
66f97383397c0
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.

66f9738339a6eSystem Shocked

66f9738339ac8
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 »

66f9738339c87System Shocked

66f9738339cdb
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 »

66f9738339de0System Shocked

66f9738339e2f
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

66f9738339ee6voodoo47

66f9738339f39
map issue (two objects slapped together). fixed in SCP.

66f973833a197System Shocked

66f973833a1e6
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 »

66f973833a507System Shocked

66f973833a565
map issue - fixed in SCP.

Just wondering if this is the case for both issues.

66f973833a61fvoodoo47

66f973833a66e
as mentioned before, it's satan's tram coming right from hell. better not touch it unless absolutely necessary.

66f973833a8cbSystem Shocked

66f973833a92a
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 »
66f973833aa0d
The tram should be already fixed.
You should install the fixed models pack.

66f973833abc2System Shocked

66f973833ac11
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.
66f973833ad4c
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.
7 Guests are here.
The astronauts were allowed a small amount of personal material, subject to weight restrictions.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
66f973833e2c4