66f97492ac5ae

66f97492ace43
7 Guests are here.
 

Topic: SS2 Glitches & The Unliked
Page: « 1 2 [3] 4 »
Read 15392 times  

66f97492ad411Primitive Primate

66f97492ad478
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.
66f97492ad76b
The tram falls under murphys law, everytime you change something on it something new (bad) pops up.

66f97492ad88cZylonBane

66f97492ad8de
Murphy's Law is that anything that can go wrong, will. The tram is more mandelbuggy.

66f97492ad971Primitive Primate

66f97492adae8
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.
66f97492ade36
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).

66f97492adff2System Shocked

66f97492ae042
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 »

66f97492ae15evoodoo47

66f97492ae1aa
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.

66f97492ae2c6System Shocked

66f97492ae317
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 »

66f97492ae3b1voodoo47

66f97492ae3fb
I see, but not sure whether we want to alter the lighting setup in that way.

66f97492ae503System Shocked

66f97492ae54f
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 »
66f97492ae6bd
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.

66f97492ae8fbSystem Shocked

66f97492ae951
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 »

66f97492aeab0System Shocked

66f97492aeb01
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 »

66f97492aebdcSystem Shocked

66f97492aec27
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

66f97492aecb4voodoo47

66f97492aecfd
map issue (two objects slapped together). fixed in SCP.

66f97492aef3eSystem Shocked

66f97492aef8c
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 »

66f97492af24bSystem Shocked

66f97492af2a8
map issue - fixed in SCP.

Just wondering if this is the case for both issues.

66f97492af35bvoodoo47

66f97492af3a6
as mentioned before, it's satan's tram coming right from hell. better not touch it unless absolutely necessary.

66f97492af5e9System Shocked

66f97492af640
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 »
66f97492af73a
The tram should be already fixed.
You should install the fixed models pack.

66f97492af8fcSystem Shocked

66f97492af94e
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.
66f97492afa7d
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.
Cirroc Lofton (Jake Sisko) does not appear in this episode.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
66f97492b0b24