674210ea4c0ae

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2 Guests are here.
 

Topic: SCP Issue Reporting
Page: « 1 ... 10 [11] 12 ... 22 »
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674210ea4fabcSystem Shocked

674210ea4fb2e
With voodoo47's 'nod and a wink' :thumb: , here are some additional issues and suggestions from the early part of SS2. Timing wise, it's best to get these included into the imminent release of SCP Beta 2, since it appears that SCP Beta 3 won't be released for quite some time.

SCP BETA 1 FEEDBACK REPORT #14
=============================
1. SUGGESTION - Center the "TRAM FROM HELL'S" door between the handrails http://i.imgur.com/vP7JdUA.jpg
2. SUGGESTION - For consistency, add a flashing red light to underside of other 3 support columns http://i.imgur.com/yZPm8rg.jpg or at least the one at opposite end http://i.imgur.com/Sl2edwV.jpg
3. SUGGESTION - Lower these 2 signs and reposition light fixture so that it entirely contacts flat wall face instead of angled window recess http://i.imgur.com/ZLmYBtz.jpg  - NOTE: Also confirm that the 2 signs actually contact the wall.
4. This sign http://i.imgur.com/cqXiPEW.jpg doesn't contact the wall http://i.imgur.com/YSU40re.jpg
5. Here http://i.imgur.com/uNZhADy.jpg
a) Rotate roll-up door 180° so warning stripe is at door's bottom, as is common/typical http://i.imgur.com/5Paq6bX.jpg
b) To better illuminate the entire warning stripe, place light above it http://i.imgur.com/KrrSyNZ.jpg - it would look better.
c) Make this sidewalk's top/side http://i.imgur.com/CwUbVGK.jpg the same as the opposite one http://i.imgur.com/hY0HD3c.jpg and others in area.
6. Niche at end of alley http://i.imgur.com/6dVhrLj.jpg has mismatched texture at its base http://i.imgur.com/tnIDA43.jpg
7. Textures above windows on either side of UNN's entrance need better alignment http://i.imgur.com/vFwlSji.jpg and http://i.imgur.com/2AdaPu7.jpg
8. Remove odd handrail on top of support column http://i.imgur.com/bJCFmQw.jpg - me thinks this fix is LONG overdue  :stroke:
9. SUGGESTION -  For consistency, add a flashing red light to this support column http://i.imgur.com/rXb9gT5.jpg to match the one on the other side http://i.imgur.com/JpyeEyJ.jpg - or remove the existing one.  :P
10. SUGGESTION - If easily doable, remove this odd/useless cutout http://i.imgur.com/xFwHHZl.jpg
11. This UNN sign (or is it a flag?) http://i.imgur.com/Tm7vCUp.jpg doesn't contact the wall http://i.imgur.com/qAIfVvw.jpg
12. In the UNN lobby area http://i.imgur.com/wi6ddkq.jpg
a) The 2 light posts would look better if rotated 180° so their "handles" face the wall http://i.imgur.com/3rHqTUG.jpg
b) For the light post model, the label on the upper part is reversed http://i.imgur.com/T5QmXRx.jpg
c) This sign http://i.imgur.com/Y3mb7hf.jpg is   f   l   o   a   t   i   n   g   http://i.imgur.com/P2zaBL0.jpg
d) Move droid further back so its hands don't clip wall http://i.imgur.com/9W6YRKa.jpg and http://i.imgur.com/LBiXdWW.jpg
13. Sign above door http://i.imgur.com/0r7Ycsz.jpg doesn't contact the wall http://i.imgur.com/CG3rIM7.jpg
14. In this hallway http://i.imgur.com/esHzh3a.jpg
a) Warning stripes on wall/ceiling look weird/unjustified http://i.imgur.com/W7re5dq.jpg and http://i.imgur.com/QjJAWnX.jpg
b) Floor textures misaligned http://i.imgur.com/nMWP4CT.jpg
c) SUGGESTION - This room is large enough to merit having a second ceiling light http://i.imgur.com/q7MRGd1.jpg especially since connecting room has 4 lights! (remove 1 or 2?) http://i.imgur.com/NCC8WdA.jpg - NOTE shuttle zooming past window.
15. SUGGESTION - As is usually the case in SS2, add light (defective or not) above blast door http://i.imgur.com/6tpwBP5.jpg
16. In this room http://i.imgur.com/5tBzDuN.jpg
a) Floor textures not aligned http://i.imgur.com/piokvO6.jpg
b) Ceiling textures don't match http://i.imgur.com/Ri3iuuz.jpg
c) Wall base textures don't match http://i.imgur.com/KHLZ7cS.jpg
d) SUGGESTION - Move 2 ceiling lights further apart - looks odd being so close together http://i.imgur.com/DH4nMoG.jpg
e) SUGGESTION - Incorporate instances of cool terminal/stand combo prop into the game http://i.imgur.com/2KO9PXP.jpg
17. These 3 signs http://i.imgur.com/ZC0Opyq.jpg appear to be floating http://i.imgur.com/nbVBUS0.jpg
18. In this room http://i.imgur.com/qHQ5uqr.jpg
a) These 2 pipes http://i.imgur.com/pOToVoK.jpg clip into each other http://i.imgur.com/hsvXtkl.jpg
b) This pipe http://i.imgur.com/saBy860.jpg doesn't contact da wall http://i.imgur.com/1S0iUEa.jpg
19. This ceiling window http://i.imgur.com/7DqaGi3.jpg has a     g    a    p     in it http://i.imgur.com/PLRkmHO.jpg
20. Both doors in room where you obtain first keycard http://i.imgur.com/MbKvhWH.jpg will close even if player is standing in door's opening http://i.imgur.com/5OOyKm2.jpg and http://i.imgur.com/4vEJns9.jpg and http://i.imgur.com/4BO7045.jpg
21. In this room http://i.imgur.com/rcpewGR.jpg
a) This bench seat is misoriented - rotate it 180° http://i.imgur.com/b14DnyJ.jpg
b) Change upper texture of light's niche so it's the same as it's sides - looks ugly as it is now http://i.imgur.com/0Hl2zzt.jpg
c) Power cell spawns with a corner clipped into the wall http://i.imgur.com/WJ4zbdi.jpg
22. In this room http://i.imgur.com/VJ77RDx.jpg
a) SUGGESTION - It'd make sense that this blast door have a door switch (non-functioning) http://i.imgur.com/KIluBO0.jpg
b) SUGGESTION - Lower this light http://i.imgur.com/RPWKSQ7.jpg so its height matches the other 2 in the room http://i.imgur.com/mKtHCnf.jpg and others nearby.
c) This light switch http://i.imgur.com/ClyKZOI.jpg is in need of contacting the wall http://i.imgur.com/S6IjBsB.jpg
d) These handrails http://i.imgur.com/B0w6mrp.jpg differ in color and have gaps in them http://i.imgur.com/p9yY5uF.jpg
e) Light and LOWER pipe both don't contact the wall http://i.imgur.com/xWV7AwP.jpg
23. SUGGESTION - Raise these 2 lights http://i.imgur.com/PCg32AE.jpg to match height of other one in room http://i.imgur.com/MciiUtA.jpg and others nearby. Setup looks better when light sits above door frame/trim.
24. In this room http://i.imgur.com/p2iK57F.jpg
a) Light clips into slanted portion of ceiling http://i.imgur.com/829nVsc.jpg
b) SUGGESTION - Replace ceiling texture with one more comparable to others in vicinity http://i.imgur.com/yVDA5F6.jpg 
25. SUGGESTIONS for this elevator platform http://i.imgur.com/Iyih7LA.jpg - consider this for other similar ones.
a) Change the recessed texture so it matches the floor texture http://i.imgur.com/oPqeO3l.jpg
b) Add a safety warning stripe across the front of the recessed area on the main floor http://i.imgur.com/k3yQ2yC.jpg
c) Add safety warning stripes around opening on the underside of the upper floor http://i.imgur.com/5Y9aD29.jpg
d) Add a safety warning stripe across the front of the floor opening on the upper floor http://i.imgur.com/EiUhna0.jpg
26. On upper level, for this light niche http://i.imgur.com/pzKIZma.jpg change upper texture to match sides http://i.imgur.com/Bx5guYC.jpg like the one in the room just ahead.
27. SUGGESTION - Raise light on right side to same height as light on left side http://i.imgur.com/6qMFgQR.jpg

Very sorry in advance SCP Devs if any of these issues/suggestions have been previously reported (better safe than sorry), and deepest apologies to the SS2 community at large for any related delays affecting the pending release of SCP Beta 2.

Many thanks voodoo47 for the opportunity of getting these in under the wire  :thumb: . Hopefully, sorting through this bag-o-worms won't be too taxing or difficult. HAVE AT IT MEN ! ! !


EDIT 1 - Additional issues/suggestions added January 26/15.

28.  These 2 control box assemblies don't contact the ceiling http://i.imgur.com/yqCYgn9.jpg
29. SUGGESTION - Match the texture above the cryotubes to that of the wall, or similar http://i.imgur.com/8Tdwb98.jpg
30. In the corridor at the top of the ladder http://i.imgur.com/3OC1DJz.jpg these texture strips http://i.imgur.com/k0euRSx.jpg and http://i.imgur.com/EeuCIiv.jpg don't match the ceiling.
31. Upper wall/dropped ceiling textures mismatched http://i.imgur.com/bAo9q7o.jpg
32. Can textures in this corner be better matched to the adjacent ones? http://i.imgur.com/f7jZFz9.jpg
33. SUGGESTION - Comparatively speaking, move this switch closer to the door http://i.imgur.com/MfRpxZS.jpg
34. SUGGESTION - To avoid a newbie player from thinking that breaking this window allows access to the next room, make the window unbreakable http://i.imgur.com/fKRZQZq.jpg
35. Match the charging station niche's ugly texture to that of the wall http://i.imgur.com/5mIFc9Z.jpg

Thanx.  :)


EDIT 2 - Additional issues/suggestions added January 26/15.

36. Can different lighting on these doors be corrected, or is it a limitation of the engine (different lighting bleeding through the doors)? http://i.imgur.com/Cxs5mxa.jpg. What's causing the difference in lighting here? http://i.imgur.com/CQfkYtN.jpg
37. SUGGESTION - Here's "A Cryogenics Sector access card" http://i.imgur.com/t25CzYR.jpg. The message here is "CRYOGENICS SECTOR access required" http://i.imgur.com/1OJDtuy.jpg which is somewhat ambiguous. To better inform the player exactly what's needed, the message should be "A CRYOGENICS SECTOR access card required". It clearly defines what the player should search for. If adopted, the same should apply to other access card related instances, but you know that. :thumb:
38. The texture of the recessed floor doesn't match the upper floor, or the floor in the next room http://i.imgur.com/FuGHc16.jpg or in the previous room http://i.imgur.com/p9127VR.jpg

Thanx, Thanx again.   :)   :)
« Last Edit: 09. February 2015, 00:14:49 by System Shocked »

674210ea500f8System Shocked

674210ea50155
@ voodoo47

Somewhat tardy, but here are corrections to ALL the SS2 script files. These corrections apply to:
- Polito's emails
- All crew audio logs
- Research text
- All skill's and achievement's text
- All help text
- All the game's game-cartridges
- Object descriptions that are crosshair-triggered
- And numerous others.

Sort through it and fully utilize whatever is beneficial.


@ unn_atropos - you may be interested in the corrections to Polito's emails and the crew audio logs.


EDIT 1 - January 21/15

In my haste to submit these files, for possible inclusion in SCP Beta 2, I neglected to provide a more elaborate description of these files, so here it is.

As part of my SCP feedback, this is more for the SCP Devs to consider/adopt as they see fit into the next release of the SCP.

NOTE - These are not corrected files in their entirety. They are summaries of document portions that contain errors, such as:
- Words that are misspelled
- Words that are missing (spoken but not shown as text)
- Words that need removal (shown as text but not spoken)
- Incorrect spacing between words
- Addition/removal of obvious dialogue pauses ( . . . )
- Word capitalization and un-capitalization
- Corrections/uniformity for object descriptions
- Correction of numerical entries - shown as numerical or as text (ex. -  3 or three)
- Punctuation corrections

For those errors that exist, the document as a whole or, as is usually the case, the affected portion(s) are presented. In the case of portions of a document, the original section is provided with the fixes and suggested changes underlined, followed by the same document section with the fixes and suggested changes applied.

To incorporate these changes into the game, a process of copy/pasting to the original documents is necessary.


EDIT 2 - January 22/15

Updated file to version 2 - now includes a correction for an error found in the RSRCHTXT.STR item research document.

Also includes a version that changes the term "Chemicals needed" to "Chemical(s) needed" - more appropriate/modern.


EDIT 3 - January 22/15

Updated file to version 3.5

I decided to run ALL the STR documents through a spell-checker, which uncovered additional errors.

- Folder BBB - INFOCOMP.STR contains an updated version of the INFOCOMP.STR file , with additional corrections.
- Folder BBB - RESEARCH.STR contains an updated version of the RESEARCH.STR file , with an additional correction.
- Folders  AAA - JARGON.STR,  AAA - MISC.STR,  AAA - OBJLOOKS.STR,  AAA - PSIHELP.STR  and  AAA - SKILHELP.STR  are all new. 
- The vEmails - LEVEL02.STR.rtf  found in the LEVEL STR's  \  vEmails Polito Levels 1-2-3 folder,  includes a correction to Polito's EmailName17 log. 
- The LEVEL05.STR.rtf  found in the LEVEL STR's  \  LEVEL05.STR folder includes a correction to Rosenberg's LogName19 log.
- The LEVEL06.STR.rtf  found in the LEVEL STR's  \  LEVEL06.STR folder includes a correction to Korenchkin's EmailName15 log.
- The LEVEL07.STR.rtf  found in the LEVEL STR's  \  LEVEL07.STR folder includes a correction to Croker's LogName10 log.
- The CHARGEN.STR.rtf  found in the  CHARGEN.STR folder is updated with corrections to Mission20 and Mission22 entries.

Apologies for the multiple file submissions. WHEW !
.
[Strings.crf File Correctionsv3.5.rar expired]
« Last Edit: 31. January 2015, 23:08:36 by System Shocked »

674210ea5025fSystem Shocked

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Just to bring to light that the Strings.crf File Corrections has been updated to version 2.

674210ea5036dSystem Shocked

674210ea503bf
Just to bring to a brighter light that the Strings.crf File Corrections has been updated to version 3.5
« Last Edit: 22. January 2015, 20:22:37 by System Shocked »
Acknowledged by: unn_atropos

674210ea50656System Shocked

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@ voodoo47

So, I've reconsidered the changes to the RSRCHTXT.STR file, as follows:

The following are already included/reported in Strings.crf File Corrections v3.5
================================================================
- The error  " cobbled-  together "  corrected to  " cobbled-together " .
- Change the term  " Chemicals needed "  to  " Chemical(s) needed "  -  more appropriate and modern.

The following are new suggestions:
=============================
1. The phrase  " a feel of "  should be changed to  " a feeling of "  . It's  more sensible.

2. For consistency with other STR documents, period added to end of sentences.

3. Suggestion for the data that follows " Chemicals needed to research: "
When more than 1 chemical is required, they are shown as " Hs, Tc " . Insert the word "and" between the chemicals.
E.g.  -  " Hs, Tc "  becomes  " Hs and Tc "  . It improves legibility.

4. Suggestion to indicate quantity required for each research chemical needed. Presently, a needed chemical is shown as
" Cs " or " Ir " . All chemicals should indicate their required quantity, as the chemical  " Sb "  presently does  -  " Sb (2) " .
E.g. 1 -  " Cs, Ir "  becomes  " Cs (1), Ir (1) "  . With the word  " and "  also added  " Cs (1)  and  Ir (1)  " .  Better tech look.
E.g. 2 -  " Sb (2), V "  becomes  " Sb (2), V (1) "  . With the word  " and "  also added  " Sb (2)  and  V (1)  " .  Better tech look.

The zip file includes 4 versions of original document, incorporating different variations of the above. Choose as you see fit.

FAB
.
[File RSRCHTXT.STR Redo v1.0.rar expired]
« Last Edit: 25. January 2015, 06:50:20 by System Shocked »
674210ea5093d
I know that some people might object to the detail of attention in System Shocked (aka Dadster from the Black Mesa Forum?)'s feedback submissions but if I was a developer, I'd be truly grateful for his work. It takes him surely more time to report his finds than to me as developer to take a quick look and decide whether or not it's worth taking a shot at.

Especially considering that many times it's good feedback. Only suggestion I can give myself: sometimes the suggested changes are truly insignificant.
« Last Edit: 25. January 2015, 16:48:57 by Salk »

674210ea50a67System Shocked

674210ea50ab8
I'm just a lowly peon, reportin' dem as I see um - if you want to improve upon something, it's ALL about and in the details.
System Shocked is my name and details are my game (so much so, I don't have time to game  :) ).

Hey Salk, thanks for your comments, but keep my interweb roaming habits/details to yourself  -  the IRS   .   .   .   .   .   (Inadequacies Reporting Service) are on my tail.   :P
« Last Edit: 26. January 2015, 09:18:26 by System Shocked »
674210ea50f3f
Hey Salk, thanks for your comments, but keep my interweb roaming habits/details to yourself - the IRS (Inadequacies Reporting Service) are on my tail.   :P

Post amended.  :)

674210ea51008System Shocked

674210ea5105d
NOTE that  SCP BETA 1 FEEDBACK REPORT #14 has been updated with additional issues/suggestions, item numbers 28 to 35.
« Last Edit: 26. January 2015, 15:36:16 by System Shocked »
Acknowledged by: voodoo47

674210ea51125System Shocked

674210ea51180
NOTE NOTE, SCP BETA 1 FEEDBACK REPORT #14 has been updated with more issues/suggestions, item numbers 36, 37, 38.
674210ea51a30
Christ.
Turns out you were completely right.

When you create OCD - The Patch, you get OCD - The Tester. :p

674210ea51adfSystem Shocked

674210ea51b50
Huh   .   .   .   What ?

674210ea52a6aSystem Shocked

674210ea52b69
SCP BETA 1 FEEDBACK REPORT #15
=============================

Issues found on Rickenbacker - Deck 7:

1. There are a couple of issues here, with these 2 wedge lights http://i.imgur.com/Azeyg3w.jpg
a) As reported earlier, center the right wedge light on its wall, like the left one is http://i.imgur.com/gHRRgew.jpg
b). NEW - Neither of the 2 wedge lights contact their walls - one example http://i.imgur.com/vRZ3vPM.jpg
2. Both of these signs float http://i.imgur.com/czljfAj.jpg - one example http://i.imgur.com/U0P6p1E.jpg
3. Wall textures misaligned here http://i.imgur.com/uhRvTMq.jpg - opposite wall is fine http://i.imgur.com/raUjSOQ.jpg
4. Wall textures misaligned in the area of this corner http://i.imgur.com/WzjNgQZ.jpg
5. This wall sign http://i.imgur.com/UUmFlNl.jpg doesn't contact the wall http://i.imgur.com/BbxxocW.jpg
6. In this room http://i.imgur.com/mQZeD6B.jpg wires and wire-joint shrouds are misaligned/looks odd http://i.imgur.com/JjOIX5W.jpg and http://i.imgur.com/sjlPCfk.jpg and http://i.imgur.com/1Tk5tP7.jpg
7. In this far room http://i.imgur.com/IFs3sOh.jpg add a warning stripe here http://i.imgur.com/5cKax18.jpg to match the one at the opposite end http://i.imgur.com/Bqale1w.jpg
8. SUGGESTION - For this door model, and the like http://i.imgur.com/VLfQEPC.jpg can a texture be added to its underside? http://i.imgur.com/VyALCQT.jpg
9. Here http://i.imgur.com/zbq7cWr.jpg this lower wedge light is  p  h  l  o  a  t  e  e  n  g  http://i.imgur.com/yvfWxcG.jpg
10. Here http://i.imgur.com/g8hJipW.jpg add warning stripes here http://i.imgur.com/HwGVkub.jpg to match opposite end http://i.imgur.com/RGw4f28.jpg
11. Here http://i.imgur.com/rqhw9dS.jpg move computer panel to avoid clipping the wall http://i.imgur.com/kUfZnY5.jpg
12. In this area http://i.imgur.com/5LGjlER.jpg remove unneeded warning stripes http://i.imgur.com/5DeEifQ.jpg and http://i.imgur.com/lo4QqLU.jpg
13. Here, more sensible that warning stripes are on edge of ledge http://i.imgur.com/aWJoG63.jpg and not on the lower walls.
14. Can these handrail joints http://i.imgur.com/WSfmtYY.jpg be made a little neater? http://i.imgur.com/dAPqYlD.jpg
15. These fluorescent lights http://i.imgur.com/cExoJCl.jpg don't contact their walls http://i.imgur.com/7fZSB9C.jpg

Thanks.

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

EDITED  -  January 31/14 - Ignore item #15 (previously reported)  -  ADDED new issues/suggestions, items #16 through to #32.

16. This "Low Head Room" sign http://i.imgur.com/TXc8oJf.jpg doesn't contact the wall http://i.imgur.com/8iBG0BU.jpg
17. In this upper area http://i.imgur.com/MWDwhsL.jpg
a) Light niche's http://i.imgur.com/CwdlZqm.jpg upper texture doesn't align with upper wall http://i.imgur.com/3i5raDH.jpg as on light niche on opposite side http://i.imgur.com/2LE7fDo.jpg
b) There's a mismatched texture here http://i.imgur.com/JUBXUWG.jpg and http://i.imgur.com/458lrtN.jpg
18. These 2 yellow caution signs http://i.imgur.com/lf6Tqs9.jpg both float - one example http://i.imgur.com/GJTgrvx.jpg and http://i.imgur.com/Z5ikj1C.jpg
19. This flashing red light http://i.imgur.com/l4Y2shq.jpg doesn't contact the wall http://i.imgur.com/GakGMC5.jpg
20. This "Security Control Station" http://i.imgur.com/d4eQCRZ.jpg floats http://i.imgur.com/YTKh4gk.jpg
21. This door http://i.imgur.com/4jacOWG.jpg isn't sensitive enough - closes down onto player http://i.imgur.com/lRXa3S7.jpg
22. At missile launch http://i.imgur.com/phe4q5J.jpg use shorter light to avoid door clipping http://i.imgur.com/dJqXReP.jpg
23. Door, in missile launch area http://i.imgur.com/w5kJoFb.jpg closes down on player http://i.imgur.com/VmoEyW6.jpg
24. Here, need unbreakable window http://i.imgur.com/jLeWxyP.jpg with onscreen indication http://i.imgur.com/VCHEExG.jpg
25. Door, leaving missile view room http://i.imgur.com/dghtNw2.jpg closes down on player http://i.imgur.com/otN6nz2.jpg
26. Please confirm that these 2 "High Voltage" signs actually contact the wall http://i.imgur.com/SiswDtj.jpg - Possibly not?
27. In this semi-secret area http://i.imgur.com/8WMmnMD.jpg
a) Textures misaligned here http://i.imgur.com/nX52SeS.jpg compared to opposite side http://i.imgur.com/b0l3qeM.jpg
b) If doable, better match the look/color of this triangled area, to the adjacent textures http://i.imgur.com/YblRGpF.jpg including its lower ledge http://i.imgur.com/oUGRfv5.jpg
28. SUGGESTION - Add texture to underside of normal width rising doors http://i.imgur.com/NANcev9.jpg and http://i.imgur.com/hH9DuxI.jpg similar to wider doors http://i.imgur.com/6YDUQu8.jpg and http://i.imgur.com/TfSpdqR.jpg
29. For the wider rising doors http://i.imgur.com/6YDUQu8.jpg add the left underside texture http://i.imgur.com/DDyqRSC.jpg that's missing on the right underside http://i.imgur.com/0tcpBs6.jpg
30. This "No Smoking" sign http://i.imgur.com/QgyCflQ.jpg seriously floats http://i.imgur.com/3CQwFmj.jpg
31. This "Elevator" sign http://i.imgur.com/1HM7JN4.jpg doesn't contact the wall http://i.imgur.com/JVi5HoT.jpg
32. Here http://i.imgur.com/ThVj2pm.jpg, match ceiling texture on right, to those on left http://i.imgur.com/VVpGaDp.jpg

Many more thanks, SCP Devs   -   Do your thang !
« Last Edit: 01. February 2015, 01:11:43 by System Shocked »
Acknowledged by 2 members: Join usss!, System Shocked

674210ea52f68System Shocked

674210ea52fb8
For SCP Beta 1 issue reporting, due to the large number of additions to my thread post #255, I have renamed it to SCP BETA 1 FEEDBACK REPORT #15.

Please ignore issue #15 - it was previously reported in SCP Beta 1, FEEDBACK REPORT #12, as item #36. My apologies.

Additional NEW issues/suggestions, items #16 through to item #32 have been added to my thread post #255, NOW named SCP BETA 1 FEEDBACK REPORT #15.

To those interested parties, please acknowledge/confirm recognition of the additions/changes, to original forum post #255.
« Last Edit: 01. February 2015, 01:02:33 by System Shocked »

674210ea53068voodoo47

674210ea530bb
yeah, I will have a look, on the strings as well, but will probably pick just the very obvious stuff.

674210ea53331System Shocked

674210ea53388
yeah, I will have a look, on the strings as well, but will probably pick just the very obvious stuff.

Please take into account (yeah,  .  .  .  you already have) the mentioned long protracted delay for the release of SCP Beta 3 (or whatever it's named)  -  no NEW fixes for quite a long time  -  assuredly, the SCP Devs have earned a long, deserved hiatus !
« Last Edit: 01. February 2015, 01:18:56 by System Shocked »

674210ea57e80System Shocked

674210ea57ee2
SCP BETA 1 FEEDBACK REPORT #16  -  'THE DEEP SCRUTINY EDITION'  -  DECK 5 RECREATION  .  .  .  & BEYOND
==========================================================================================

1. Can elevator wall textures be better aligned? http://i.imgur.com/Vn91SLV.jpg
2. At the elevator, window has onscreen description from far away (whereas, other closer objects don't) http://i.imgur.com/UwICwlR.jpg but not when in closer proximity http://i.imgur.com/kZ1uEfb.jpg
3. For the 2 electronic wall displays nearby the elevator http://i.imgur.com/Zk8X0H1.jpg
a) Match their upper and lower niche textures http://i.imgur.com/LyxA8Ne.jpg and http://i.imgur.com/QDw45EP.jpg   
b) Match their upper and lower niche textures http://i.imgur.com/Try4QVb.jpg and http://i.imgur.com/Arogn6d.jpg
4. SUGGESTION - For better uniformity, make left wall textures same as right wall http://i.imgur.com/2pwsOKh.jpg
5. Here http://i.imgur.com/uuENTI2.jpg 3 of 7 display niche textures double-lined - example http://i.imgur.com/uhck0ny.jpg
6. Here http://i.imgur.com/XxwB0DJ.jpg all 3 display niches have no matching lower texture - examples http://i.imgur.com/UdjSjG6.jpg - also, fix instances of double-lined textures http://i.imgur.com/In2BGm8.jpg
7. For this room http://i.imgur.com/TCdR3gw.jpg
a) The door should be described as "A broken door" http://i.imgur.com/jN5XOhj.jpg
b) Light http://i.imgur.com/0lJ3SUv.jpg floats http://i.imgur.com/gIs6Xj0.jpg clips ceiling http://i.imgur.com/QKds75I.jpg
c) Alcove texture depicts compartments - shift texture so left most compartment isn't cutoff http://i.imgur.com/15LGYDN.jpg
8. This security control station http://i.imgur.com/ijkCG5m.jpg doesn't contact the wall http://i.imgur.com/q5MMl52.jpg
9. There are several issues/suggestions for this area http://i.imgur.com/0k3edbL.jpg
a) 2 of 4 upgrade units float http://i.imgur.com/hsGfFOg.jpg - example http://i.imgur.com/kP4SMVI.jpg. Please check all 4.
b) If doable, change this wall's texture so it matches the other surrounding walls http://i.imgur.com/PJK5DP6.jpg
c) Locked compartment has no onscreen description, and touch-up lower wall texture http://i.imgur.com/W5JW7a7.jpg
d) SUGGESTIONS :
- Lower this light http://i.imgur.com/HWotvKQ.jpg so it matches 2 lights on rear side http://i.imgur.com/ngjGohC.jpg
- Lower the left light so it matches the other 2 lights nearby http://i.imgur.com/OSJv3Xn.jpg
- Raise this keypad to a more sensible/typical height http://i.imgur.com/uol7dBB.jpg
10. If doable, use a texture that adds a stripe, to match the opposite side http://i.imgur.com/pVm47zH.jpg
11. Here http://i.imgur.com/l37ffvc.jpg typical lower wall texture is missing http://i.imgur.com/5jcJRcz.jpg - use same lower wall texture as used elsewhere in corridor http://i.imgur.com/9P40zdt.jpg
12. In the "ATHLETICS SECTION" access room http://i.imgur.com/MDyLWpr.jpg
a)  I suspect this security control station doesn't contact the wall - please confirm it does http://i.imgur.com/n8csMfQ.jpg
b) SUGGESTION - Remove upper "ATHLETICS" sign - the one below and across the corridor are sufficient. Or move it to the wall beside the door. Also, center the lower sign on desk's face http://i.imgur.com/R5NLwgq.jpg
13. In this room http://i.imgur.com/dvFEb2u.jpg window has onscreen description from far away (whereas, other closer objects don't) http://i.imgur.com/WqixMOg.jpg but not when in closer proximity http://i.imgur.com/0SwcgOU.jpg
14. For this room http://i.imgur.com/nEufotH.jpg
a) The door should be described as "A broken door" http://i.imgur.com/WNxLAEU.jpg
b) Align niche's lower texture with wall http://i.imgur.com/NcTzRcJ.jpg like other niche in room http://i.imgur.com/xMC2JZs.jpg - for both niches, use lower texture on upper side.
15. SUGGESTION - Due to this corridor's severely steep ramps, add 2 handrails to each wall, to match the steep ramp to the theater http://i.imgur.com/FE61wl0.jpg and to the ramp ahead http://i.imgur.com/KMmYRAG.jpg
16. In the casino http://i.imgur.com/s2NHNv3.jpg
a) Move this light so it's up against the wall http://i.imgur.com/mF9wWwL.jpg
b) This broken railing basically floats - it should contact the floor, at some point http://i.imgur.com/pARIbfX.jpg
c) Align the textures for the inner sides of this wall opening http://i.imgur.com/pr16qEw.jpg
17. Past casino http://i.imgur.com/JF0conW.jpg place light against wall, above door's upper lip http://i.imgur.com/Xx3Vouf.jpg
18. In this room http://i.imgur.com/Ajbmess.jpg for the 2 niches http://i.imgur.com/SnbUBsG.jpg
a) For upper niche, upper and lower textures don't align with wall texture http://i.imgur.com/pSRbBUW.jpg
b) For lower niche, lower texture doesn't align with floor http://i.imgur.com/BlRwhrV.jpg - add lined texture to upper side.
19. In this room http://i.imgur.com/umuPSmt.jpg
a) Light above large door doesn't contact the wall http://i.imgur.com/heeEo3o.jpg
b) For consistency, raise the right light so ALL 4 lights are at same height http://i.imgur.com/SbnkUXI.jpg
c) Large door http://i.imgur.com/bQU02OK.jpg can close down onto the player http://i.imgur.com/h0cQi5L.jpg
20. Use wall textures, as for others, for display's http://i.imgur.com/VFA9ID2.jpg inner surfaces http://i.imgur.com/xRjydSe.jpg
21. SUGGESTION - In the sensual stim unit rooms http://i.imgur.com/FIKwRaI.jpg use the ceiling texture for the inner surfaces of the light niches - they would look more softer/subtle than they do now http://i.imgur.com/129aHki.jpg
22. In this room http://i.imgur.com/pSotaIz.jpg
a) The window has a visual glitch http://i.imgur.com/DhZGJBD.jpg and http://i.imgur.com/ADlgaRu.jpg
b) The faucet floats in mid air http://i.imgur.com/BymLqwq.jpg
23. Both of these bench seats clip into the walls http://i.imgur.com/HEJkf2Y.jpg
24. SUGGESTION - Move the 2 hanging plants so they're out of the way http://i.imgur.com/u4CyyUr.jpg
25. On upper level http://i.imgur.com/fILeYMe.jpg light and wall sign don't contact wall http://i.imgur.com/PPWahm2.jpg
26. SUGGESTIONS - As mentioned earlier, also add 2 handrails to each wall for these other steep ramps:
a) Here http://i.imgur.com/ZuyqQZc.jpg and the one just ahead http://i.imgur.com/Y7NMqlI.jpg
b) And here http://i.imgur.com/tHH4J23.jpg and further down the corridor http://i.imgur.com/pgftO3y.jpg
27. SUGGESTION - Here, for the ceiling above the pool tables, use the texture from the upper ceilings and adjacent room http://i.imgur.com/1DceYlY.jpg instead of the one typically used for walls.
28. For a fuller look, rotate this corner light-post so its handle faces corner/wall http://i.imgur.com/DYHp96d.jpg
29. SUGGESTIONS for the Bonne Chance Lounge:
a) Add 2 handrails to the wall for the ramp to the upper area http://i.imgur.com/lwiV9qL.jpg
b) The lighting design for the "SNFever Travolta" dance floor makes no sense. When crowded, dancers would constantly bump into the lights at the base of the 4 support beams, so raise them up out of the way http://i.imgur.com/2Tu3OeI.jpg
30. In this chemical storeroom http://i.imgur.com/Zc20F8y.jpg shelf unit floats above floor http://i.imgur.com/FpMN2Uf.jpg
31. In garden, window described from afar http://i.imgur.com/k6FTKPW.jpg but not up close http://i.imgur.com/h9nfed4.jpg
32. SUGGESTION - For dining menu niches http://i.imgur.com/8DL4jlQ.jpg use matching wall texture for inner sides http://i.imgur.com/FepxMZO.jpg
33. SUGGESTION - Can these wall textures be changed to match adjacent walls? http://i.imgur.com/yGhNpWm.jpg
34. SUGGESTIONS for this crawl space http://i.imgur.com/7o9f6bZ.jpg
a) Change these side textures to match the walls http://i.imgur.com/LYiY4n4.jpg and http://i.imgur.com/iWe0EQj.jpg
b) As better design/look for light http://i.imgur.com/w9YVTwD.jpg move & center it on wall http://i.imgur.com/eCuBvaN.jpg
35. The keycard reader at this door http://i.imgur.com/vGaBlcr.jpg doesn't contact the wall http://i.imgur.com/TOewzOo.jpg
36. The keycard reader at this other door http://i.imgur.com/BpnoTJK.jpg is also floating http://i.imgur.com/NB7pO9D.jpg
37. In this room http://i.imgur.com/3vTHgIH.jpg
a) The bed's light is an "ERROR" display screen http://i.imgur.com/EqJU7xe.jpg
b) Shower stall needs a floor drain http://i.imgur.com/jXPIiVe.jpg
38. In this room http://i.imgur.com/rRf4zVd.jpg align the 2 light niches http://i.imgur.com/9nHkFdY.jpg inner textures with the ceiling, as elsewhere http://i.imgur.com/JvX4LBY.jpg and http://i.imgur.com/JG72rlx.jpg
39. In this room http://i.imgur.com/yfrCerk.jpg
a) Move bed further into shower stall to cover fact that floor has no drain http://i.imgur.com/eGnKWJU.jpg
b) Align the light niche's inner textures with the ceiling http://i.imgur.com/QNqLudx.jpg
40. In this room http://i.imgur.com/YAmPnoY.jpg
a) Wall textures need an alignment tweak http://i.imgur.com/1s07L4Y.jpg
b) Align light niche's inner textures with ceiling http://i.imgur.com/hZMuhRG.jpg like another http://i.imgur.com/qH9sPnW.jpg
c) Ceiling textures not aligned http://i.imgur.com/O6zmk5f.jpg
d) Wall textures misaligned here http://i.imgur.com/2xyn3vW.jpg and here http://i.imgur.com/qrttGhQ.jpg
e) Lower end of bench seat so it's closer to/touches the floor http://i.imgur.com/BtwT8qK.jpg
41. In this room http://i.imgur.com/82bvAu3.jpg ceiling and light niche textures misaligned http://i.imgur.com/w0j2taV.jpg and here http://i.imgur.com/qSVjDuY.jpg
42. In this room http://i.imgur.com/6Z5SgD5.jpg ceiling textures aren't aligned http://i.imgur.com/xn1pJyX.jpg
43. In this room http://i.imgur.com/2q8r4YC.jpg align 2 light niche's inner textures with ceiling and ceiling texture with shower stall http://i.imgur.com/XXH1saR.jpg and http://i.imgur.com/04BvjRz.jpg
44. In this room http://i.imgur.com/2nmU5oO.jpg
a) Align light niche's inner textures with ceiling, like other one, and ceiling texture misaligned http://i.imgur.com/4xrhxz5.jpg
b) Wall and ceiling textures not aligned http://i.imgur.com/peSGelT.jpg
c) In shower stall, upper doorway texture not aligned with wall http://i.imgur.com/u5Z6dqD.jpg
45. In this room http://i.imgur.com/ifuOwWA.jpg
a) Align 2 light niche's inner textures with ceiling, and ceiling texture with shower stall http://i.imgur.com/5KJp9DZ.jpg and http://i.imgur.com/2zdJAvG.jpg
b) There's a ceiling texture glitch here http://i.imgur.com/AOhbGTo.jpg
46. SUGGESTION - For better area illumination, center this light on its wall http://i.imgur.com/16dneZ6.jpg
47. Ceiling textures are out of alignment here http://i.imgur.com/u4LJOGB.jpg
48. For this platform elevator http://i.imgur.com/PMporLs.jpg
a) At its lowest point, platform doesn't contact the floor and sits above floor's recessed area http://i.imgur.com/oqVG9y1.jpg
b) For better design/safety, raise platform elevator to same height as upper floor http://i.imgur.com/bQaRc3u.jpg
c) Lighted decals don't contact platform's face http://i.imgur.com/tuwUGAY.jpg closeup view http://i.imgur.com/50kK2lj.jpg
d) SUGGESTIONS :
- Add a safety warning stripe here http://i.imgur.com/HPGrrbk.jpg
- Add a safety warning stripe here too http://i.imgur.com/xrnrnr7.jpg
49. SUGGESTION - In upper area, replace wedge lights with fluorescent strip lights http://i.imgur.com/diVokmT.jpg - reasons:
- Due to the low ceiling, and so as not to distract/interfere/impede the player, wedge lights clip into ceiling.
- Design/look and lighting effect/mood will better compliment/match upper level's other nearby fluorescent lights.
- Design/look and lighting effect/mood will better compliment/match lower level, where only fluorescent lights are used. :thumb:
50. In the "Escape Pods" area http://i.imgur.com/rXufkjo.jpg
a) These 3 objects have no onscreen descriptions http://i.imgur.com/6AWcSRC.jpg
b) Recess textures differ http://i.imgur.com/f1D5VuZ.jpg & http://i.imgur.com/j0orsFF.jpg & http://i.imgur.com/EJ5R9nx.jpg
51. SUGGESTION - For better symmetry in this area http://i.imgur.com/LGJWTmc.jpg extend purple stripe texture here http://i.imgur.com/H8gyxRd.jpg to match opposite side http://i.imgur.com/JrIDHxc.jpg
52. SUGGESTION - For design/safety, add warning stripe http://i.imgur.com/KiIwxkV.jpg and http://i.imgur.com/zmIUdCM.jpg
53. Warning stripe is missing here http://i.imgur.com/2gWVOb6.jpg which other ladders have http://i.imgur.com/pjF2ad5.jpg
54. Here http://i.imgur.com/h6j3yr4.jpg use a more suitable texture here http://i.imgur.com/B3g2xKO.jpg - An old find?  :thumb: 
55. Can this door's inner finish http://i.imgur.com/KFuh9SD.jpg or this one's http://i.imgur.com/5zRrSkM.jpg be adapted to other doors? http://i.imgur.com/EeyjfVx.jpg 
56. What's with these cabinets oddly having pipe sections above/below them, except one? http://i.imgur.com/w2FwLqb.jpg
57. At Engine Core http://i.imgur.com/cSuoKpz.jpg front panel of value-rep machine floats http://i.imgur.com/im2cVGG.jpg
58. It's odd when at Engineering Override Computer terminal http://i.imgur.com/6miBFFB.jpg that there's no onscreen info as to what the player should do or what to accomplish. Something like "Initiate Engine Core Overload" would make sense. Isn't this the case when the player similarly interacts with other computer terminals when completing tasks?
59. In keeping with repeated usage of warning stripes further up the ramp, place one here http://i.imgur.com/9KyXhhx.jpg
60. In Cargo Bay B, in this alcove http://i.imgur.com/tTi1sI0.jpg ceiling textures don't match http://i.imgur.com/wreRnJD.jpg
61. SUGGESTION - In Cargo Bay B (less so, in Cargo Bay A), the ceiling light fixture type/positioning doesn't lend itself to a safe operating environment, given they aren't tucked up and out of the way http://i.imgur.com/9zFlUeV.jpg - they're assuredly a hazard when objects are hoisted/lowered about. Raise existing lights closer to ceiling, or use fluorescent strip lights instead, already in use in the cargo bays. Fluorescent lights emit a brighter/truer light, something you'd want in a cargo bay.  :thumb:  :thumb:
62. There's either no onscreen description for this huge opening http://i.imgur.com/QO91H3T.jpg or it's described as "A shuttle", depending on your positioning http://i.imgur.com/qMwb7eK.jpg. The same applies to opening in other shuttle bay.
63. In the shuttle control rooms:
a) This "Caution" sign http://i.imgur.com/iWUTFV2.jpg is floating http://i.imgur.com/6PcBJxj.jpg
b) So is this one http://i.imgur.com/TwwmKul.jpg and http://i.imgur.com/OBgqK5M.jpg - center it on the door, like other one.
c) This door http://i.imgur.com/31gRsII.jpg closes onto the player http://i.imgur.com/9PNuEFR.jpg
64. Different onscreen info for the 2 shielded shuttles http://i.imgur.com/5qxe2Ov.jpg and http://i.imgur.com/FebHSZF.jpg
65. An undamaged shuttle http://i.imgur.com/cIyPuc3.jpg - Could it be "The shuttle from HELL" ?! :P - A few old finds, yes?  :thumb:
a) Oddly, a pristine shuttle doesn't have a blue-green decal that runs along its wing's edges, like the damaged and destroyed shuttles do. A pristine shuttle http://i.imgur.com/BjAHofV.jpg and a damaged shuttle http://i.imgur.com/i1FMfYL.jpg
b) There are differences in textures on underside of shuttle's wings (incl. reversed words) dependent on it's condition/state:
- For an undamaged shuttle, textures differ greatly http://i.imgur.com/iWqpTkx.jpg and http://i.imgur.com/4M3Cfbo.jpg
- For damaged shuttle, differences exist but are minor http://i.imgur.com/9aY0mMB.jpg and http://i.imgur.com/lZMiOX0.jpg
- A destroyed shuttle has wing debris - topside http://i.imgur.com/xlYvg4x.jpg underside http://i.imgur.com/X54u2GB.jpg
c) Position of left wing's texture details change O_o HUH?  http://i.imgur.com/EfFtw6D.jpg and http://i.imgur.com/WCjryLg.jpg
d) All of its decals float http://i.imgur.com/J1Z0QTR.jpg & http://i.imgur.com/RNeEdtS.jpg & http://i.imgur.com/aVERwpO.jpg.
e) Decals for damaged shuttle http://i.imgur.com/fmJux8s.jpg and http://i.imgur.com/dis6wmK.jpg and http://i.imgur.com/IqW3kZW.jpg mah gawd O_o ! ! ! and http://i.imgur.com/tM7O3JE.jpg
f) Decals for destroyed shuttle and its debris http://i.imgur.com/5m0K1iS.jpg and http://i.imgur.com/HynJqVy.jpg and http://i.imgur.com/JkUrYVX.jpg mah other gawd O_o ! ! ! and http://i.imgur.com/F2dUs92.jpg  .  .  .  seriously, wha duh phff O_o !   
66. On both levels in cargo bays A and B, some fluorescent lights are attached to their walls and some aren't http://i.imgur.com/vYKx2L4.jpg and http://i.imgur.com/OdhtLmO.jpg
67. This switch http://i.imgur.com/Ys8neHP.jpg is described onscreen as "A broken door" http://i.imgur.com/uITARrN.jpg.
The same applies to this other switch http://i.imgur.com/b51ig4y.jpg and http://i.imgur.com/UyUTDV1.jpg
68. In this room, but mostly in the platform elevator's shaft http://i.imgur.com/GVAPUP4.jpg - More old finds, yes?  :thumb:
a) Differing and semi-transparent textures http://i.imgur.com/MqcG5dC.jpg and http://i.imgur.com/PFrdcRI.jpg
b) There are different textures used on these 3 ledges http://i.imgur.com/95iR7O2.jpg
c) There are 2 different textures used here http://i.imgur.com/1a8sGgN.jpg
d) Textures for these 2 ledges are also different http://i.imgur.com/rMJtibZ.jpg and http://i.imgur.com/InBemx9.jpg
e) SUGGESTIONS :
- To complete the look, add warning stripes here http://i.imgur.com/V75M0Yj.jpg and here http://i.imgur.com/16pvC9Q.jpg
- At elevator shaft's bottom, add warning stripes here http://i.imgur.com/Y9cUjqE.jpg and http://i.imgur.com/chvVemh.jpg
69. Here http://i.imgur.com/nu0H8KX.jpg as done in 2 adjoining rooms, align ceiling textures http://i.imgur.com/nDcy7gG.jpg
70. In this room http://i.imgur.com/LJGIbGq.jpg
a) Player can be intermittently blocked trying to pass between railing and wall http://i.imgur.com/vGApdqL.jpg - SUGGESTION - Add a new railing and reposition existing ones. Minimal changes create major benefits http://i.imgur.com/cL472ip.jpg
b) For a tidier and more unified look in the 4 corners, extend lower wall texture up to ceiling http://i.imgur.com/cRBv0rO.jpg

NOTE that additional issues/suggestions exist in the areas discussed above, and that the crew quarter's rooms DO exhibit other problems, which were identified in my previously submitted feedback reports.

Again, really sorry if any of these have been previously reported. It's best to whack-a-mole twice, even thrice, rather than let it slip away, unnoticed and, unnecessarily, pop its head up again at a later date - C'MON, WHACK DEM DAMN MOLES NOW ! ! !

Please peruse, study and apply your magical talents, once more. SCP Beta 2 is shaping up to be 'some good, you bet' !  :thumb:  :thumb:

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EDIT 1   -   Sunday, February 8/15 at 12:25 am EST   -   Added to and amended details concerning item #48.

EDIT 2   -   Sunday, February 8/15 at 5:07 pm EST   -   Added to and amended details concerning item #65.

EDIT 3   -   Sunday, February 8/15 at 7:06 pm EST   -   Added to and amended details concerning item #70.

EDIT 4   -   Sunday, February 22/15 at 8:18 pm EST   -   Added items #71 through to item #105, inclusive, as listed below.

71. SUGGESTION - Here http://i.imgur.com/kWDvxZd.jpg wedge lights above 2 cargo bay doors are white-light types http://i.imgur.com/E7r65Sd.jpg - for consistency, consider the following options:
a) Change the 9 yellow-light types in the corridor, to white-light types.
b) Change the white-lights above the 2 cargo bay doors to yellow-light types.  :P
Consider the following in determining the end result:
- Wedge lights (17 white-lights) on 3 ramps leading to area - the 3rd ramp as an example http://i.imgur.com/BHkfef7.jpg
- 12 wedge lights in "Shuttle Control" corridor are all white-light types http://i.imgur.com/PeqWxlW.jpg
72. In the "Shuttle Control" connected rooms, the upper and mid-ceiling textures aren't aligned:
a) Here, at one end http://i.imgur.com/HpALjBF.jpg
b) Here, either align upper/lower ceiling textures http://i.imgur.com/EhneGob.jpg or match lower ceiling texture to connecting wall textures http://i.imgur.com/luLT5aw.jpg
c) Here, align ceiling textures from one corridor to next corridor section http://i.imgur.com/cFH1Ily.jpg
d Here, either align upper/lower ceiling textures http://i.imgur.com/I9pqZiX.jpg or match lower ceiling texture to connecting wall textures http://i.imgur.com/abcKip0.jpg
e) Here, align ceiling textures at end of "Shuttle Control" area corridor http://i.imgur.com/lL2YPwp.jpg
73. This force field has no onscreen description http://i.imgur.com/bZV6Qq6.jpg
74. Change texture on side of this ramp so that it matches the wall, like other 2 ramps in area http://i.imgur.com/LIfh3yQ.jpg
75. The sides, ends and slanted textures for this raised platform don't match http://i.imgur.com/r1MTshG.jpg
76. SUGGESTION - To maintain consistency in the vicinity, change this corridor's ceiling texture http://i.imgur.com/gayP37D.jpg so it matches with the upper sub-ceiling http://i.imgur.com/aNFmzXo.jpg
77. Match texture to those of walls http://i.imgur.com/RclRK4Z.jpg as done on lower level http://i.imgur.com/0UQAYyK.jpg
78. Here http://i.imgur.com/SeHn6wQ.jpg shift conduit left to fix bracket clipping into wall http://i.imgur.com/wrgiyaj.jpg
79. This upper area http://i.imgur.com/9TvMXp4.jpg has 4 corner rooms, each with a 4-prong storage unit http://i.imgur.com/sDeLfYX.jpg. Textures on the upper slanted surfaces are either mis-oriented and/or don't match http://i.imgur.com/NPEKCqB.jpg and http://i.imgur.com/Jzh1Gj0.jpg and http://i.imgur.com/TPqBFYq.jpg and http://i.imgur.com/7sG2ZV1.jpg
80. At the far wall here http://i.imgur.com/p4cDLQh.jpg extend ceiling texture to angled wall http://i.imgur.com/TIjFfEQ.jpg
81. For this tram station and the start of the tram tunnel http://i.imgur.com/owkCLpB.jpg
a) Add warning stripe here to match other 2 stations http://i.imgur.com/5NtnjUw.jpg - for all 3 instances, use a wider stripe.
b) Add a warning stripe like this one to the other 2 stations, as they don't have one http://i.imgur.com/s19CFgb.jpg
c) This wall sign http://i.imgur.com/RhK5iXc.jpg doesn't contact the wall http://i.imgur.com/GbODFr3.jpg
d) Change this odd texture to match the walls/ceiling http://i.imgur.com/RakcNbk.jpg
e) SUGGESTION - If doable, consider retexturing station's staid tunnel egress area http://i.imgur.com/NBh6zB0.jpg
82. This sign http://i.imgur.com/HX68t1B.jpg doesn't contact the wall http://i.imgur.com/QU8lOVA.jpg
83. In this lower water-filled area http://i.imgur.com/O8kSMHS.jpg add missing warning stripes to the base of the 2 ladders http://i.imgur.com/KSsfw29.jpg and http://i.imgur.com/kmdZype.jpg
84. In Hydroponics, these 3 machines http://i.imgur.com/fsVFKzD.jpg don't contact the wall http://i.imgur.com/BsoAu9B.jpg
85. Texture issues here http://i.imgur.com/iNgq6NI.jpg & http://i.imgur.com/HFXD3NQ.jpg & http://i.imgur.com/XpNT9DZ.jpg
86. There are are several issues in this area http://i.imgur.com/CUYKzJY.jpg
a) This broken door doesn't display its "A broken door" onscreen description http://i.imgur.com/IWO8vPT.jpg
b) This broken door also doesn't display its "A broken door" onscreen description http://i.imgur.com/rsmjE8Z.jpg
c) SUGGESTIONS :
- Give room http://i.imgur.com/fneLSeZ.jpg a tiled floor, like adjacent room http://i.imgur.com/3AFdvFC.jpg and 3 across hall.
- Also, give this room a tiled floor http://i.imgur.com/iq6mNVg.jpg - more sensible and looks better than a "bubble" floor.
87. At this location http://i.imgur.com/cCiTzUm.jpg
a) Texture continuity is not maintained http://i.imgur.com/NmlO7PN.jpg
b) Remove oddly placed texture and lower the obscured wall sign for better visibility http://i.imgur.com/OztDpk9.jpg
88. Here http://i.imgur.com/6eUm6AA.jpg change texture so that it matches the wall http://i.imgur.com/1WF2cRV.jpg
89. In this refrigerated area http://i.imgur.com/67Mr95M.jpg
a) These tiled floor textures aren't aligned http://i.imgur.com/odx7vKU.jpg
b) Change oddly placed bubblicious texture so it better matches the ceiling http://i.imgur.com/vz6qOnf.jpg
c) Continue upper wall texture here http://i.imgur.com/x4vAJOQ.jpg to match opposite wall http://i.imgur.com/jwiG6Pu.jpg
d) In lower area, change tiled floor texture to match the corridor's - make it bubblicious ! http://i.imgur.com/ON43rba.jpg
90. Here http://i.imgur.com/OvDaofM.jpg venting steam passing through the wall, looks odd http://i.imgur.com/jIJjs2x.jpg
91. As with most all ladders, add warning stripes to all 4 inner sides of this ladder's niche http://i.imgur.com/OV6WuUR.jpg
92. SUGGESTION - For consistency, lower light http://i.imgur.com/vV2n883.jpg to match these http://i.imgur.com/jdQezv7.jpg
93. Attach this light to ceiling or wall - just pick one, already  :)  http://i.imgur.com/PPF8NGd.jpg
94. Onscreen description for this door http://i.imgur.com/T62xuBO.jpg is erratic http://i.imgur.com/POXfh5t.jpg and http://i.imgur.com/eC30v6f.jpg
95. I'm almost certain that this light doesn't contact the wall http://i.imgur.com/9TVRIia.jpg
96. SUGGESTION - For consistency, add handrails to this steep ramp http://i.imgur.com/q24Cotl.jpg
97. SUGGESTION - Here http://i.imgur.com/mgaced7.jpg add warning stripes to all 4 inner sides of this ladder's niche http://i.imgur.com/ZkGlMrX.jpg
98. In this room http://i.imgur.com/yhvHnXU.jpg sink has no faucet or taps http://i.imgur.com/ryKObea.jpg
99. This handrail is woefully short http://i.imgur.com/6fPIYLN.jpg - graft another one onto it, to extend its length.
100. SUGGESTION - Elevate this light up off the silly dang floor http://i.imgur.com/B2Vlei4.jpg
101. This railing http://i.imgur.com/UuJit99.jpg doesn't contact the wall http://i.imgur.com/4GdmUiX.jpg
102. This sign http://i.imgur.com/nA8QWqI.jpg isn't adhered to the wall http://i.imgur.com/1McyaSp.jpg
103. There are some issues in Cargo Bay 1B :
a) Two box textures are wrong http://i.imgur.com/3QOHSf3.jpg and http://i.imgur.com/BCMLIlw.jpg
b) Player can't jump/mantle up onto these boxes http://i.imgur.com/cSAfF9l.jpg
104. There are some issues in Cargo Bay 2 :
a) At the entrance to Cargo Bay 2 http://i.imgur.com/vfJ0gtQ.jpg the wall sign floats http://i.imgur.com/Dybg0AH.jpg
b) There are texture related problems with some boxes in Cargo Bay 2B :
- Texture on left side of these boxes http://i.imgur.com/IxGvKkJ.jpg is wrong http://i.imgur.com/jk36w9R.jpg
- Texture on right side of this stack of boxes http://i.imgur.com/hwasCHa.jpg is wrong http://i.imgur.com/7fUAszs.jpg
- Box texture is not correct here http://i.imgur.com/E5sGiKv.jpg  -  funny that this one has been in plain view all along !
105. For this lower area here http://i.imgur.com/pgJGXWC.jpg
a) Slightly lower the ladder to allow for the thickness of the access cover when it's in place http://i.imgur.com/Y64BEL7.jpg
b) Machinery http://i.imgur.com/M7PAXD4.jpg clips ceiling http://i.imgur.com/e3PxlcL.jpg - also, ensure they contact the wall.

This is my FINALFINALFINAL  submission for FEEDBACK REPORT #16  -  'THE DEEP SCRUTINY EDITION'  -  DECK 5 RECREATION  .  .  .  & BEYOND
.
« Last Edit: 23. February 2015, 11:47:03 by System Shocked »

674210ea59f02ZylonBane

674210ea59f8c
1. Can elevator wall textures be better aligned?
NO.

674210ea5a284System Shocked

674210ea5a2db
NO.

So, all the rest of my submissions are accepted and will be implemented ?     .     .     .     .     .     .     .     .     .     .     NOT ! ! !
.
« Last Edit: 09. February 2015, 00:10:48 by System Shocked »
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