6742dc2589b69

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Topic: SCP Issue Reporting
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6742dc258b9a2unn_atropos

6742dc258ba17
On Rick 2 you get 15 CyberModules. For what? You are literally just walking down a corridor. It can't be for Diegos card, because I forgot to grab it the first time.
www.tiborplanet.de/sbf/scp/15cm.jpg

I could manage to get over the crates in my first attempt. Couldn't go back. It didn't work on the next try, but you could put some more stuff there to be safe.
www.tiborplanet.de/sbf/scp/new_corridor.jpg

This pictures wont reappear after one cycle
Rick3
www.tiborplanet.de/sbf/scp/picture2-diegos-quarter.jpg
rick1
www.tiborplanet.de/sbf/scp/secret-room-rick.jpg

Rick1 shaft with falling spider could use some horizontal structure to explain where the spider comes from
www.tiborplanet.de/sbf/scp/spider.jpg

Suggestions
rick1
let the body bag in the front hang out in a more bizarre position
www.tiborplanet.de/sbf/scp/corpse.jpg


And: rick1, booo! I want my lazy passage back  :(
www.tiborplanet.de/sbf/scp/booo!!!.jpg

6742dc258be56ZylonBane

6742dc258beba
And: rick1, booo! I want my lazy passage back  :(
www.tiborplanet.de/sbf/scp/booo!!!.jpg
You mean your "breaking the intended path through the level" passage.

Yeah, that's staying blocked.

6742dc258c074voodoo47

6742dc258c0d5
nope, people being able to pass through there (required lot of effort under oldDark, and almost none under NewDark) can lead to bad things (messing up the black egg quest), so it is better off blocked.

and yeah, more junk will be rammed into that rick2 corridor.

6742dc258c378System Shocked

6742dc258c3d5
That's pointless and annoying. Knock it off.

Also, stop reporting being able to crouch-walk through railings as a bug. That's how all of them are. It's not a bug.

1. Sorry, no can do. I'm perfectly fine with that.

2. Okay (???), can do. Will cease and desist reporting crouch-walking through railings as a bug.
6742dc258c5ba
Shooting those barrels doesn't damage the turret as much anymore, but more importantly doesn't ignite chain reaction backlash to the barrels next to the player anymore - intentional? Image: http://imgur.com/TLuBqKj,n8T6fAk

6742dc258c6b8ZylonBane

6742dc258c70e
That's not intentional. Will fix.

6742dc258c839voodoo47

6742dc258c88d
I did flip two of the barrels so they would be in a physically possible position, might be possible that that makes them spawn the explosions at slightly different spots, not blowing everything up. //nope, seems to be gamesys related - happens on orig map as well as long as SCP gamesys is loaded. looks like the explosions are now smaller.

the less damage on the turret is intentional though, if memory serves.
« Last Edit: 04. November 2014, 21:00:13 by voodoo47 »
6742dc258c9f8
Size of prop shotgun shells does not match the (smaller) ones dropped by the player. A good size would probably be somewhere in the middle. Image: http://imgur.com/7EaCrbG

6742dc258cb1dvoodoo47

6742dc258cb71
this is a good one, I think I've already pointed it out somewhere but my post got buried and forgotten. this is a hi-prio for the next release (bullets also have the same problem).
6742dc258cce7
Image: http://imgur.com/IkTITEu One millisecond later I'm dead. It only seems to happen if the turret already got one clean shot/hit me from the correct angle. If I manage to sneak up on it without being shot it does the usual awkward slow turning.

6742dc258cdd5ZylonBane

6742dc258ce2b
Yes, getting shot by a laser turret when you're at 5HP does tend to result in death. What's the problem?

6742dc258cef3voodoo47

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I think I know what he means - it looks like in some very rare situation, the lasturret is able to shoot from its back.
6742dc258d0e7
The problem is that the turret clearly is facing/aiming in the other direction. I don't think it's really shooting form the back either but rather any direction if I quickly get out of it's real danger zone.
Edit: It doesn't seem to be that rare. I tried it several times and died every time. 1) I attacked form the direction the turret is aiming at.  2) The turret hit me once 3) I got behind the turret 4) The turret killed me
« Last Edit: 04. November 2014, 21:51:03 by Ndrake »

6742dc258d780System Shocked

6742dc258d7dc
FEEDBACK REPORT #4

Entering Research & Development Section:
---------------------------------------------------------------
1. SUGGESTION - Rethink height of lights above two blast doors http://i.imgur.com/4xWMere.jpg
2. SUGGESTION - Center Valu-Rep machine within alcove http://i.imgur.com/rWffnAn.jpg
3. SUGGESTION - Different heights for 3 same-type lights http://i.imgur.com/5i5iePs.jpg & http://i.imgur.com/2wIAR5H.jpg
4. In this large room http://i.imgur.com/MvkamcX.jpg
a) Extend curved ceiling trim to corner http://i.imgur.com/8FZ1zx3.jpg
b) Three ceiling lights cast a yellowish light - is this right?  http://i.imgur.com/voprwkP.jpg & http://i.imgur.com/Ao2ed1L.jpg
c) Both (?) pipes don't contact the wall http://i.imgur.com/kOrQNjJ.jpg
d) Sink taps don't contact counter top http://i.imgur.com/wpr6FmK.jpg
e) SUGGESTIONS
- Design wise, raise large pipe and move towards far wall, to not interfere with crew http://i.imgur.com/WBEwjZu.jpg
- Lower Low Head Room signs so they're more noticeable http://i.imgur.com/keJM8F1.jpg & http://i.imgur.com/FVLnw8F.jpg
5. For these 2 fluor lights http://i.imgur.com/vrVa8Zh.jpg
a) Same-type lights cast different colored lighting.
b) SUGGESTION - Center them on their surfaces.
6. SUGGESTION - Often when this type of light is used in hallways and low-ceiling rooms, they're too low. Player can jump head-clip them. Whenever feasible, raise them up and out of the way http://i.imgur.com/xbKTS9l.jpg
7. Handrails have gaps http://i.imgur.com/bv1kCD6.jpg
8. SUGGESTIONS - For polished look, center wall electronics between Med Stat units http://i.imgur.com/zXMrcg3.jpg
9. Mismatched textures on underside of electronics? http://i.imgur.com/IY2PdoB.jpg

Player Entering Engineering A Section
« Last Edit: 05. November 2014, 11:58:05 by System Shocked »

6742dc258ddabSystem Shocked

6742dc258de0a
FEEDBACK REPORT #5

Entering Engineering A Section:
----------------------------------------------
1. For this Value Rep machine http://i.imgur.com/0u6Ca7N.jpg
a) Top left corner clips into angled ceiling http://i.imgur.com/j0MQQCq.jpg
b) Front slanted input panel doesn't contact main body http://i.imgur.com/Dwc7pLv.jpg
2. When enemies pass through these doors, left one remains open http://i.imgur.com/htmt106.jpg
3. Here http://i.imgur.com/S1YRWXe.jpg red light floats http://i.imgur.com/B6NxHbZ.jpg
4. Here http://i.imgur.com/WrdCa6w.jpg another red light floats http://i.imgur.com/VfGrGuw.jpg
5. Here http://i.imgur.com/J2Si19B.jpg realign or use light fixture lens http://i.imgur.com/HrzEISK.jpg like the better quality one in adjacent room http://i.imgur.com/dCmmrgq.jpg
6. Are the 5 ceiling lights in the shuttle bay supposed to be dull yellow? http://i.imgur.com/li7qTqX.jpg
7. NOTE: In the Command Control room http://i.imgur.com/ErVR73O.jpg, height position of these upgrade units http://i.imgur.com/RgPKbGA.jpg provides near-perfect alignment with player's eyes http://i.imgur.com/iQhfG6T.jpg.
For consistency, consider applying same height parameters to ALL upgrade units in game, including Trait-OS upgrade units.
8. Here http://i.imgur.com/GltgS7A.jpg slight right adjustment to light fixture lens http://i.imgur.com/1vhynHl.jpg
9. In this room http://i.imgur.com/yLHNUSg.jpg - GREAT job on the bubbles guys !
a) Reposition camera so mounting plate fully contacts sub-ceiling http://i.imgur.com/pSBDwAL.jpg
b) Slightly realign pipes so interconnect seam http://i.imgur.com/Yqinh9C.jpg is hidden behind upper part of pipes.
10. In this multi-level room http://i.imgur.com/TYj8EL5.jpg several light fixture lenses need realignment.
 
Player Entering Hydroponics Level
« Last Edit: 05. November 2014, 12:12:02 by System Shocked »

6742dc258e38fZylonBane

6742dc258e45f
7. NOTE: In the Command Control room http://i.imgur.com/ErVR73O.jpg, the height position of these upgrade units http://i.imgur.com/RgPKbGA.jpg provides near-perfect alignment with the player's eyes http://i.imgur.com/iQhfG6T.jpg. Apply the same height parameters to ALL upgrade units in the game.
No.

6742dc258e6ceYankee Clipper

6742dc258e727
There is a plot sequencing glitch in the shuttle bays. In the vanilla game, my sequence is typically as follows:
1. I enter cargo bay b, clear it, proceed into shuttle bay b, climb the ladder into the control room, and turn off the shields.
2. Back down the ladder to the shuttle, destroy it, back out through cargo bay b
3. Then to the grav shafts, up to the control room for shuttle bay a, get the message about the resonator
4. hack the replicator, get the resonator, through control a, down the ladder, destroy shuttle a

In the vanilla game, I am prevented from leaving control b through the door to the replicator because there is no card reader there and the door will not open from the inside.

In the SCP version, I attempted to go through the same sequence, but shuttle b would not take damage after I turned off its shield. I shot it with my shotgun, ar, and hit it with my wrench, it was like hitting unbreakable glass - nothing happens. So back up the ladder to check around. Noticed I could leave through the door, so I did. Went over and killed the midwife in control a, but then I didn't get the resonator message. Went back to try to kill shuttle b again, but it still wouldn't take damage. I also hacked the replicator anyway, but it did not offer the resonator after it was hacked.

I could not get the plot to progress until I went down to kill the bot at the bottom of the grav shaft. Then I could go back and kill the shuttle, then I get the resonator message, then the replicator allowed itself to be rehacked, got the resonator, then game progressed as normal.
 

6742dc258e7efZylonBane

6742dc258e842
I can assure you that killing the robot has no scripted effect on anything. I just tried your path through the level, and it worked fine. There are no conditional triggers in between the shield computer and the shuttle shields. If the shield is off, it's vulnerable.

6742dc258e92eYankee Clipper

6742dc258e97d
Right you are.

I went and played around with it some more. The shuttle has to be hit multiple times to destroy, but it doesn't show a health bar when it takes damage. Since it didn't look like it was taking damage, I started running around to try to figure out what was wrong.

I thought it showed the health indicator in the vanilla, but maybe I'm misremembering. I'll have to look next time.

6742dc258ea28voodoo47

6742dc258ea72
confirming. while slightly immersion breaking, the shuttle healthbars should probably be returned for the sake of avoiding confusion, and consistency as well (everything that takes damage has them, I think).

6742dc258eb8dZylonBane

6742dc258ebd6
Okay, yeah, this is pretty much my fault. To give that shuttle a more realistic physics collision model, I split it up into two boxes-- a narrow one for the nose, and a wider one for the body/wings. If you destroy either one, the entire shuttle is considered destroyed. But, that meant you could potentially see two health bars for a single object. So I disabled health bars for it, figuring, you can practically kill these things by breathing on them, surely no sane player would actually miss it.

Oh, reality. Making a fool of me once again.

Fortunately, I think I've learned enough about stims & receptrons since then to fix this properly.

6742dc258fd2dSystem Shocked

6742dc258fd84
FEEDBACK REPORT #6

Entering Hydroponics Level:
-----------------------------------------
1. Some of these pipes http://i.imgur.com/ZN1kPii.jpg don't contact the rear wall http://i.imgur.com/tnqeHuK.jpg
2. This strip light http://i.imgur.com/Z1oDOH0.jpg is floating http://i.imgur.com/NjG5lkQ.jpg
3. SUGGESTION - for consistency and more dispersed/even lighting here http://i.imgur.com/s8nZxcY.jpg center lights on ceiling opening http://i.imgur.com/EMXWV5V.jpg as done around the corner http://i.imgur.com/mHIxsfC.jpg
4. These pipes http://i.imgur.com/oqYwzGi.jpg clip into lower guardrail http://i.imgur.com/sB5pHBN.jpg
5. In this dual-level room http://i.imgur.com/DTA0Bxn.jpg
a) Handrail has a texture z-fighting issue http://i.imgur.com/yPTIyQp.jpg
b) Relocate obscured wall sign http://i.imgur.com/zs9AWmJ.jpg. View on upper level http://i.imgur.com/Guwctcl.jpg
c) Ladder climbing mechanics wonky - need to jump onto ladder to climb it http://i.imgur.com/cjE65L7.jpg
d) Comparatively speaking, this computer terminal seems mounted too high http://i.imgur.com/WaGv5Xp.jpg
6. Handrails http://i.imgur.com/Mv7tmoU.jpg disjointed http://i.imgur.com/muCiymM.jpg & http://i.imgur.com/MIMS5k5.jpg
7. In this creeeeeepy area http://i.imgur.com/q2DPIa0.jpg
a) This light http://i.imgur.com/mXw7DiZ.jpg not attached to wall http://i.imgur.com/oj2ncPu.jpg
b) This other light http://i.imgur.com/zISjW6V.jpg not attached to wall http://i.imgur.com/w8kcVv7.jpg
c) Here http://i.imgur.com/2f4mQke.jpg ceiling grate fully covers opening, but not here http://i.imgur.com/rT4e5xg.jpg
8. SUGGESTION - for these 3 wedge lights http://i.imgur.com/LPDuthL.jpg and the 2 in this room above the windows http://i.imgur.com/BkolfBB.jpg change from old/plain lens model http://i.imgur.com/X3iGTN7.jpg to new/superior lens model http://i.imgur.com/s3MPP33.jpg
9. SUGGESTION - for a tidier/unified look, reposition and center these Low Head Room signs http://i.imgur.com/8D1AZ4n.jpg
10. For this body http://i.imgur.com/MvPO9kG.jpg fingers clip into tube http://i.imgur.com/o2ymc3x.jpg
11. SUGGESTION - Large n' Heavy blast doors http://i.imgur.com/csA9ehs.jpg & http://i.imgur.com/lLykVNf.jpg & http://i.imgur.com/lJb2ibm.jpg use "quaint swishy" sounds associated with normal small doors for rooms. Change them to the substantive "ballsey heavy door" sounds.
12. SUGGESTION - here http://i.imgur.com/NCGhvyp.jpg light cast by corner light is almost entirely blocked by cabinet immediately below it (design ???). To not affect the lighting mood for the ghost apparition scene, make it defective and relocate it to where it makes more sense, design wise http://i.imgur.com/svh2gca.jpg
13. In this room http://i.imgur.com/N7nBfkK.jpg
a) Lower the 2 right strip lights http://i.imgur.com/wa29KgH.jpg so their top rear corners don't clip into the angled wall.
b) SUGGESTION - square and strip lights too close. Move square light out over the water http://i.imgur.com/hhL3FJw.jpg
14. In this area http://i.imgur.com/oJfVHkT.jpg
a) Bench seat mis-oriented  http://i.imgur.com/xghR11g.jpg - needs to be rotated 180°.
b) Second bench seat mis-oriented http://i.imgur.com/IZbW2z7.jpg - needs to be rotated 180°.
c) SUGGESTIONS:
- Design wise, move pipe http://i.imgur.com/oqkaDxb.jpg closer to wall by 1.5 floor tiles http://i.imgur.com/te5B2Pk.jpg so that it's out of the way but still provides cover.
- Is there a reason for large, visually "heavy" safety warning stripes here? http://i.imgur.com/5eWhxPf.jpg - toss em'.
- Center bench seat on wall opening http://i.imgur.com/slKyTPx.jpg
- Center other bench seat on wall opening http://i.imgur.com/Nm4nupl.jpg NOTE: it clips wall http://i.imgur.com/bwAuiiX.jpg
15. In this room http://i.imgur.com/8o7p7yy.jpg all 4 strip lights f.....l.....o.....a.....t http://i.imgur.com/DzvrKmh.jpg & http://i.imgur.com/Bflsogm.jpg & http://i.imgur.com/TQ3fdsA.jpg & http://i.imgur.com/VvOJBkZ.jpg
16. Here, 4 of the 5 strip lights don't adhere to their walls http://i.imgur.com/p4YHseP.jpg - screenshots N/A
SUGGESTIONS - when repositioning them:
- Center this one on door http://i.imgur.com/xD5H7d2.jpg like at opposite end of room http://i.imgur.com/OXZnrSu.jpg
- Center this one on the wall http://i.imgur.com/tRX2QIg.jpg
- Center this one on the wall also http://i.imgur.com/XHTLAgY.jpg
17. Guess what ? ? ? in elevator area, the 4 upper strip lights also floating http://i.imgur.com/AIA34E5.jpg - screenshots N/A
18. In this corridor http://i.imgur.com/f0lbk6W.jpg the 2 junction boxes are upside down http://i.imgur.com/nqHZiKZ.jpg & http://i.imgur.com/PC5DKd0.jpg
19. Here http://i.imgur.com/oaqqgqj.jpg moving forward, player can proceed past first locker, but not second locker http://i.imgur.com/epWLw5C.jpg. Must appreciably move to the right to proceed http://i.imgur.com/t28i2on.jpg
20. Here http://i.imgur.com/jf5fp0Q.jpg trashcan clips into wall http://i.imgur.com/rizbcNT.jpg
21. SUGGESTION - center Security Control Station unit on wall http://i.imgur.com/vbDKYoT.jpg
22. Rotate security crate so opening door faces player more http://i.imgur.com/S91vNN2.jpg
23. In far corner, here http://i.imgur.com/sJf8yWF.jpg lower crate clips into wall http://i.imgur.com/XnktCBy.jpg
24. In this room http://i.imgur.com/SAF1SIK.jpg the 2 lower crates clip into each other http://i.imgur.com/ueFVR16.jpg
25. Light http://i.imgur.com/nP0vmGz.jpg clips into angled wall http://i.imgur.com/Xf0geZs.jpg - lower it onto vertical wall.

Horny player excitedly enroute to Deck 4 Operations to meet Dr. Polito. (Hey  .  .  .  .  .  what could possibly go wrong ? ? ?)

EDIT 1:
----------
26. SUGGESTION - For simplicity/speed while preparing my feedbacks, I use god mode. I don't recall if ejecting steam affects the player's health (I did Google). If so, then adjust what I'm about to propose accordingly. At Environmental Regulator ACR4 http://i.imgur.com/lFpv3YU.jpg ALL 4 yellow tanks nearby emit steam from the middle of their pedestals http://i.imgur.com/ZCwomFp.jpg, as well as 3 others elsewhere. For some variety, have steam emanating from different places, like from a different part of the pedestal or any point(s) of the 2 upper pipes http://i.imgur.com/8K0D2g5.jpg or any point(s) of the side pipe http://i.imgur.com/miYYg9d.jpg or any point(s) of the tank's 3 horizontal seams http://i.imgur.com/Ucmq2vL.jpg or a multiple combination of any of these. Where applicable, apply these suggestions to any of the other yellow tanks in the area.

EDIT 2:
----------
27. Textures missing, misaligned, not needed and correct texture usage:
a) Textures missing http://i.imgur.com/xeutYFw.jpg & http://i.imgur.com/QsJrtbz.jpg & http://i.imgur.com/2VtRNzi.jpg or is this one an engine issue?
b) Textures misaligned http://i.imgur.com/GwFHrYE.jpg & http://i.imgur.com/ZpvuE5r.jpg & http://i.imgur.com/uaJ1PSt.jpg & http://i.imgur.com/rhTfYrt.jpg & http://i.imgur.com/8r0ZPbu.jpg
c) Lower textures misaligned and upper texture really not needed and won't be missed http://i.imgur.com/sozMyNm.jpg
d) Orphan texture not needed http://i.imgur.com/1ZUDaiR.jpg
e) Is the correct texture being used here? http://i.imgur.com/3UatHoW.jpg & http://i.imgur.com/yWuhJZc.jpg
28. SUGGESTIONS, ALL to maintain existing design consistency:
- In this corridor http://i.imgur.com/p7mlGEJ.jpg center ceiling light on opening http://i.imgur.com/YDAomgi.jpg like the other 2 http://i.imgur.com/jjjH85X.jpg & http://i.imgur.com/OjkXXzI.jpg
- In this corridor http://i.imgur.com/Fm4lwiT.jpg center light on door http://i.imgur.com/zj8tQNb.jpg just like the other door http://i.imgur.com/VsJeRVi.jpg
- In this corridor http://i.imgur.com/AtL5TlQ.jpg all 7 ceiling lights are centered on their openings, except for the first one http://i.imgur.com/CqdUzXU.jpg
29. Texture z-fighting along seam where desks join together http://i.imgur.com/MMT79ox.jpg
30. Light clips into angled wall http://i.imgur.com/obJ5weF.jpg - move it to vertical wall above.
« Last Edit: 07. November 2014, 03:41:54 by System Shocked »

6742dc2590dc2ZylonBane

6742dc2590e2e
- Is there a reason for large, visually "heavy" safety warning stripes here? http://i.imgur.com/5eWhxPf.jpg - toss em'.
How about no.
6742dc2590fe7
bug textures:
[Безымя2нный.jpg expired]
« Last Edit: 07. November 2014, 10:41:52 by System »
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