6741baa4af55e

6741baa4b08d7
2 Guests are here.
 

Topic: SCP Issue Reporting
Page: « 1 ... 12 [13] 14 ... 22 »
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6741baa4b11a0RocketMan

6741baa4b1201
WTF were you doing in the ladies washroom?!


... more importantly, why is this in engineering?

6741baa4b1419System Shocked

6741baa4b1469
... more importantly, why is this in engineering?

Didn't exactly now where to put it.

Forum moderator, please place my post in the appropriate forum. Thanks in advance.

6741baa4b1591voodoo47

6741baa4b15dd
it's a map bug (pipes need to be set to not collide with AIs and/or to repel them). moving to the SCP reports topic.
Acknowledged by: System Shocked

6741baa4b1700System Shocked

6741baa4b174c
All eight plant bed cubicles in this room in Hydroponics A   http://i.imgur.com/QDz6LSp.jpg   are missing their proper side textures   http://i.imgur.com/PDjR7ZE.jpg   -   they should look like this   http://i.imgur.com/PSbcbl0.jpg
« Last Edit: 29. April 2015, 05:58:55 by System Shocked »

6741baa4b1cf8System Shocked

6741baa4b1d47
SCP Beta 1 FEEDBACK REPORT #19
=============================

Medical & Science Deck - Level 2
-----------------------------------------------
1. Dislodged ceiling grate here http://i.imgur.com/L9ndlz3.jpg so add one on floor below http://i.imgur.com/nneGKjp.jpg
2. Also, reposition the hanging grate, so it's not floating in mid air - ALAKAZAM !  http://i.imgur.com/7shnEui.jpg
3. At this location here http://i.imgur.com/1JXAT2U.jpg
a) Shouldn't these 2 wall signs be identical ?  http://i.imgur.com/h3yxkpF.jpg
b) This door http://i.imgur.com/ubrUdzl.jpg closes down onto the player http://i.imgur.com/Ppkvkpy.jpg

Hydroponics Deck - Level 3 - Sector A
------------------------------------------------------
4. Other 9 area doors have warning stripes, but not here http://i.imgur.com/lz8WJ8Y.jpg and http://i.imgur.com/FlfLhe5.jpg
5. Ceiling texture is fine here http://i.imgur.com/7Jiwvuc.jpg but other end of corridor differs http://i.imgur.com/UaX0uyn.jpg
6. For consistency, add a "DO NOT BLOCK" sign http://i.imgur.com/V12dttt.jpg at the other environmental regulators, except for the one in the refrigerated area, because snow covers the floor in front of it.

Operations Deck - Level 4
-------------------------------------
7. Extend textures to connected wall, and to match with textures on next connected wall http://i.imgur.com/hTGE6zf.jpg
8. As with other ramps in area, continue texture around the corner http://i.imgur.com/VsNFNCV.jpg
9. Realign ramp's side texture http://i.imgur.com/AcG7u8B.jpg to match the other ramp http://i.imgur.com/Se6kP3V.jpg

Recreation Deck - Level 5
------------------------------------
10. Here, both corpses are the same model - Twins ???. Replace one with an alternate type http://i.imgur.com/E9RBq2P.jpg
11. This door http://i.imgur.com/wxoFzpz.jpg closes down onto the player http://i.imgur.com/XQhTUEP.jpg
12. Change this texture http://i.imgur.com/0VoDzwr.jpg to match the opposite side http://i.imgur.com/b8V0OjB.jpg
13. Whereas texture alignment is near flawless in similar looking Athletics locker room, this food prep area http://i.imgur.com/5I7WauH.jpg has numerous instances where textures aren't aligned. Some examples http://i.imgur.com/O8Ctw0f.jpg and http://i.imgur.com/bbUJ2z2.jpg and http://i.imgur.com/rnDOEj2.jpg
14. It would make more sense if this railing's post contacts the wall http://i.imgur.com/ri2swNx.jpg
15. In Sensual Stimulation Units area:
a) Even at this distance, camera is completely unaware of player's presence. On purpose?  http://i.imgur.com/A8O3CpD.jpg
b) Candy's room door closes onto the player http://i.imgur.com/M73O5rc.jpg
c) Please confirm that Candy's access card reader contacts the wall http://i.imgur.com/mRPfUDO.jpg

Command Deck - Level 6
------------------------------------
16. Add some warning stripes here to match the other 4 instances on the ramp http://i.imgur.com/39JeumP.jpg


I've got many, many more, but they can be added to SCP Beta 3, or included in some interim patch/update.

Many thanks.
« Last Edit: 06. March 2015, 02:21:37 by System Shocked »

6741baa4b1e4bZylonBane

6741baa4b1e97
I love how you don't mention which map most of these screenshots are from.

6741baa4b1f2fvoodoo47

6741baa4b1f78
yeah, grouping the submits by map would be useful, especially the larger ones.

6741baa4b2010System Shocked

6741baa4b2058
voodoo47 mentioned previously that as long as the mini-map is activated, the level's name wasn't necessary.
« Last Edit: 04. March 2015, 14:12:28 by System Shocked »

6741baa4b2165voodoo47

6741baa4b21c3
yes, but it'd still be nice to NOT have submits from five different maps rammed into one giant post with no separators.

6741baa4b225dSystem Shocked

6741baa4b22a5
Okay, I'm on it. Let me rework the list for you.  :)
« Last Edit: 04. March 2015, 15:38:46 by System Shocked »

6741baa4b2344ZylonBane

6741baa4b238c
What he said was that it's not necessary to describe WHERE in a map a screenshot was taken as long as the automap is visible.

6741baa4b2677System Shocked

6741baa4b26cb
What he said was that it's not necessary to describe WHERE in a map a screenshot was taken as long as the automap is visible.

GOTCHA.

--------------------------------------------------------------------------------------------------------------------------------------------------------------

Updated latest SCP Beta 1 FEEDBACK REPORT #19, which now identifies the specific levels. Sorry for the stress/angst guys.  :D
.
« Last Edit: 04. March 2015, 22:15:30 by System Shocked »

6741baa4b27ceSystem Shocked

6741baa4b281f
Command Deck 6, light decals on this door model  http://i.imgur.com/0tGWm3L.jpg  float  http://i.imgur.com/4MTC4AA.jpg

Thanks.

6741baa4b37abSystem Shocked

6741baa4b37fe
SCP Beta 1 FEEDBACK REPORT #20 - THE FINAL BLOW
============================================

Command Deck - Level 6
------------------------------------
1. In the shuttle control rooms, center the lights in these 2 corridors on their walls http://i.imgur.com/bVW5Kwh.jpg and http://i.imgur.com/uznuyqd.jpg. Right now, each pair of the lights are spaced differently to each other.
2. Change old textures to something more detailed http://i.imgur.com/aZqkb1W.jpg like these http://i.imgur.com/r2xyTZ9.jpg

UNN Rickenbacker - Deck A
----------------------------------------
3. Add warning stripe to base  http://i.imgur.com/2DJMl0r.jpg and top of ladder http://i.imgur.com/jqkQCVf.jpg
4. Continue wall textures on platform's sides http://i.imgur.com/LGMaY5x.jpg like others http://i.imgur.com/67gUAal.jpg
5. Extend railing to ramp's top, like the other railing http://i.imgur.com/yczjvWc.jpg
6. Insert glass in this opening - who doesn't like smashing a window ! http://i.imgur.com/KuC18dP.jpg
7. Raise warning stripes to platform's top edge http://i.imgur.com/aXSb0C7.jpg
8. Add warning stripe to base http://i.imgur.com/VrDiL9C.jpg and top of ladder http://i.imgur.com/al8O7LJ.jpg
9. For a cleaner improved look, match these textures to the wall http://i.imgur.com/D16fdK4.jpg
10. These textures should match the walls, not the ceiling http://i.imgur.com/k4DZlaw.jpg
11. This texture should match the attached walls http://i.imgur.com/F0OpXjN.jpg
12. Change console's side texture http://i.imgur.com/zx0nzuR.jpg to match other console http://i.imgur.com/W0ScAgZ.jpg
13. Add a warning stripe to base http://i.imgur.com/6YMTuH1.jpg and top of ladder http://i.imgur.com/fFyol4Q.jpg
14. Maintain same texture http://i.imgur.com/7mSHdUZ.jpg to match niche's opposite end http://i.imgur.com/XkcxWCd.jpg
15. Continue same textures onto far wall, like opposite end of room and below hull breach http://i.imgur.com/JlKHaHp.jpg
16. There are a couple of problems with these pipes http://i.imgur.com/JEgWXOb.jpg
a) Lower them so they don't clip into ceiling's 3 angled supports http://i.imgur.com/izSrPyy.jpg
b) Dark grey end sections blink in/out of view http://i.imgur.com/6qRWEGe.jpg and http://i.imgur.com/pWBhYG0.jpg
17. For this ramp here http://i.imgur.com/q4YcIqS.jpg
a) For greater coverage, more handrail further up the ramp http://i.imgur.com/UUFvDWm.jpg
b) Makes sense to add a second handrail http://i.imgur.com/1BKwJTA.jpg
18. For the area, can the blue lights (which don't beep) be set to blink opposite to the red lights?
19. Add warning stripes to all sides of ladder's niche http://i.imgur.com/svFhpjE.jpg like http://i.imgur.com/mFMP4Da.jpg
20. There are numerous problems in the Nacelle B area http://i.imgur.com/U1yzne3.jpg
a) Lower railings positioned beside walkway http://i.imgur.com/GY3HuNj.jpg and http://i.imgur.com/cEDGeV3.jpg
b) Center this ladder within its niche http://i.imgur.com/uKCRAYG.jpg
c) Textures not aligned here http://i.imgur.com/oOSFemt.jpg and here http://i.imgur.com/oPpJdiW.jpg
d) Add warning stripe at base of ladder http://i.imgur.com/dRLYmyj.jpg
e) Textures along here are not aligned http://i.imgur.com/Gpm9uJ1.jpg
f) End of wiring harness doesn't contact the wall http://i.imgur.com/VLP6A16.jpg
g) All this blood with none on the walls looks odd http://i.imgur.com/ZclyfXL.jpg
h) Center this "2" between the consoles http://i.imgur.com/Vvgvt03.jpg
i) Continue wall texture here http://i.imgur.com/TOCWoQT.jpg and here http://i.imgur.com/4wM5XQE.jpg
j) Continue wall texture here http://i.imgur.com/QTCGboe.jpg and here http://i.imgur.com/Ac8Xttk.jpg
k) Maintain same wall texture here http://i.imgur.com/G1xXKgW.jpg
l) Maintain same wall texture here http://i.imgur.com/lXjgLbt.jpg
21. Here's a weird one - spider is dead, yet it has max health??? http://i.imgur.com/CctflCX.jpg
22. Here http://i.imgur.com/aCGM6Q2.jpg continue the same texture http://i.imgur.com/1Kr4s4t.jpg
23. In this duct, reorient textures for continuity of texture's pipe details http://i.imgur.com/Thd0aDJ.jpg
a) Rotate this texture 90° http://i.imgur.com/WSuPZJG.jpg
b) At top of ramp, rotate these next 3 textures 90° http://i.imgur.com/ForED8i.jpg
c) Rotate these 4 textures 90° to match adjacent ones http://i.imgur.com/kFzcQLD.jpg
24. For a more polished look, maintain wall textures http://i.imgur.com/ggmy2fl.jpg
25. This pipe http://i.imgur.com/YKsUytl.jpg does not contact the wall http://i.imgur.com/uh1cwyn.jpg
26. Shift grate to the left to reduce gap and for a better fit n' finish http://i.imgur.com/iJQgLJz.jpg
27. Rotate vertical pipes so green lights face away from rear wall -  show us dem purty lights http://i.imgur.com/b67J2Lp.jpg
28. Red light http://i.imgur.com/yKdte2Q.jpg set too deep into ceiling. Rear plate not visible http://i.imgur.com/QeYji7B.jpg
29. Several issues exist in the torpedo bay http://i.imgur.com/0Iyk6wb.jpg
a) Align pipe alcove's side textures with the walls http://i.imgur.com/revIz3l.jpg
b) Textures aren't aligned here http://i.imgur.com/gsIfkS4.jpg and here http://i.imgur.com/lSaCMQK.jpg
c) Wall textures are partially aligned here http://i.imgur.com/y06RdA7.jpg
d) Textures are not aligned here http://i.imgur.com/ccTIWbW.jpg
e) Align 2 turret alcove's side textures with walls http://i.imgur.com/gNEAVlj.jpg and http://i.imgur.com/37h8Spz.jpg
f) Can the abrupt change in these textures be corrected? http://i.imgur.com/nKnwov8.jpg 

UNN Rickenbacker - Deck C
----------------------------------------
30. Ceiling textures aren't aligned here http://i.imgur.com/qb0IDwz.jpg
31. At top of this structure http://i.imgur.com/a2p2CX7.jpg texture doesn't look quite right http://i.imgur.com/wAWWOAa.jpg
32. At Diego's room, height of access card reader is way too low http://i.imgur.com/dHN8q3D.jpg
33. For ramp's sides and adjacent textures, use wall texture, not console's texture http://i.imgur.com/BgYM3pm.jpg
34. Add a warning stripe to base of ladder http://i.imgur.com/x0CgYpX.jpg

Body Of The Many Level
-----------------------------------
35. Corpse's arm clips into crystal shard http://i.imgur.com/pYZCH8w.jpg
36. In this room http://i.imgur.com/Hcdg20T.jpg no issue here http://i.imgur.com/uWDFcCr.jpg but object appears when viewed in opposite direction http://i.imgur.com/Na3H3nf.jpg
37. Another instance - a dead rumbler showing max health http://i.imgur.com/EW9tUgf.jpg

Recreation Deck 5
--------------------------
38. Two of the four model corpses here are the same. Change one to a female model http://i.imgur.com/R8teNC0.jpg
39. For grav shafts here http://i.imgur.com/IcWPY9O.jpg texture should match grav shaft http://i.imgur.com/wmvOmf3.jpg
40. For grav shafts here http://i.imgur.com/v5oZoGY.jpg texture should match grav shaft http://i.imgur.com/YuDUIOG.jpg
41. Reposition light to match other one http://i.imgur.com/nS9beWl.jpg
42. Change this light's yellow-type light http://i.imgur.com/2dfWedA.jpg to a white-light type, like other 11 lights in the area.

Command Deck - Level 6
------------------------------------
43. For this ceiling access shaft http://i.imgur.com/1ie4JRF.jpg
a) Can some steam escape through access shaft opening? http://i.imgur.com/k914fmF.jpg
b) When player triggers security camera, drop large and small spiders from shaft . . . Hahaha http://i.imgur.com/D8eJPIo.jpg
44. In men's and ladies showers, match this texture with the wall http://i.imgur.com/9DEqK7i.jpg
45. Textures on these walls http://i.imgur.com/tibX2Q5.jpg don't match the adjoining walls http://i.imgur.com/IF16rMB.jpg and http://i.imgur.com/2ssxE8p.jpg
46. For better aesthetics/design, add defective lights http://i.imgur.com/6PsZPOg.jpg and http://i.imgur.com/fEnwMnq.jpg
47. Adjust door's timing. With player distant, they close almost immediately after opening http://i.imgur.com/VFFLh4Q.jpg

Engineering Deck - Level 1
--------------------------------------
48. It's cold . . . and . . . I can't breath . . . koff . . . window . . . has a . . . wheez . . . gap . . . arrg! http://i.imgur.com/HQ2JLUX.jpg

Apologies in advance if any of these issues/suggestions have been previously reported. It's really getting confusing, now.

As usual Dev guys, THANKS again for applying your eyes/brains/intelligence onto these issues/suggestions, and making the right decision on how to resolve them based on your concepts for the betterment/consistency of SS2.

In any case guys, carry on.
« Last Edit: 11. March 2015, 05:38:43 by System Shocked »

6741baa4b391bZylonBane

6741baa4b3967
Every moment of my life that I waste clicking on a screenshot that turns out to be not a flaw but just your weird opinion of how something should have been done differently, is a moment that I inch ever closer to hating you.

6741baa4b3a21System Shocked

6741baa4b3a6b
Don't hate what I do, all it does is to add to the FULL SS2 experience.

Besides, you hate me already.
« Last Edit: 11. March 2015, 03:48:05 by System Shocked »

6741baa4b3baeYankee Clipper

6741baa4b3bf8
Here's a bug that occurs in the vanilla game and is not fixed in the SCP (I saw voodoo somewhere saying to put them in this thread):

If you have a buff on, like psycho agility, you can beat the clock by doing a quicksave / quickload. Even if it was 5 seconds from expiring, you will get a whole new clock on the buff.

Also, the explosions of barrels have been toned down for some reason with SCP. Example: the pipe grunt in the pit right outside R&D on medsci1. With vanilla, shooting those barrels will kill him if he is anywhere near them. But, with SCP, unless he is right on top of those barrels, he will not be killed.

6741baa4b3c9avoodoo47

6741baa4b3ce3
that is just how the engine works, afaik. don't reload, and you'll be fine.

the explosions are currently being looked at.

6741baa4b3d77Yankee Clipper

6741baa4b3dbc
I'll be fine? Whew! What a relief. I was worried I would be physically injured by the bug.

6741baa4b3f55Yankee Clipper

6741baa4b3f9d
Another oddity with SCP - cryokinesis seems to have reduced splash damage or reduced impact on items. At least as far as nanite piles. Hitting a pile of nanites with cryo doesn't move them as much as it does in vanilla. Same thing if you hit the area next to a nanite pile - they just don't move as much.

6741baa4b4033voodoo47

6741baa4b407c
basically, cryo was one giant screwup. now it works properly - unsurprisingly, it works slightly differently.
« Last Edit: 08. March 2015, 20:25:52 by voodoo47 »

6741baa4b4816System Shocked

6741baa4b4864
SCP Beta 1 FEEDBACK REPORT #20a - THE FINAL MINI-BLOW - END GAME SUBMISSION

From start of game, up until access to Maintenance Shaft. Again, sorry for any issues that may have been previously posted:

1. Here http://i.imgur.com/BUIWnlC.jpg change object's side textures to match the wall http://i.imgur.com/J4qw3rr.jpg
2. In addition to 6 windows, this area has more than sufficient lighting http://i.imgur.com/Rt5LSQS.jpg - to provide more area illumination, shift these 2 lights as indicated http://i.imgur.com/qD4T1pq.jpg
3. This door closes onto the player http://i.imgur.com/F69YEtf.jpg and http://i.imgur.com/zXfrSpt.jpg
4. Change ugly purple wall to adjacent ones http://i.imgur.com/mNICHQ2.jpg and other side http://i.imgur.com/8CpajX8.jpg
5. Ramp's textures not aligned http://i.imgur.com/ipzgsCT.jpg and http://i.imgur.com/6E6kDwb.jpg. It'd look FAR better if entire ramp's textures matched the floor. Also, design wise, its raised lip makes no sense, causing tripping accidents galore.
6, Change odd/ugly window frame's textures so it matches the walls ]http://i.imgur.com/GHpErRo.jpg]
7. Here http://i.imgur.com/BZHIkcn.jpg change ramp's side texture to match and align with it's face http://i.imgur.com/LabHSHD.jpg and other ramp too http://i.imgur.com/7pYxutw.jpg
8. Add missing door to this doorway - upward sliding? http://i.imgur.com/LePgZLX.jpg
9. For 2 turret alcoves http://i.imgur.com/bTfreRt.jpg change light fixture http://i.imgur.com/jHUdwQW.jpg to superior type http://i.imgur.com/rBba8bQ.jpg like used elsewhere http://i.imgur.com/rCvGXal.jpg
10. Upper broken pipe floats - isn't connected to anything http://i.imgur.com/dcYocnZ.jpg - how'd we previously miss this. :P
11. In this room http://i.imgur.com/LX0rxuS.jpg
a) Upper pipe clips into ceiling (?) and doesn't contact the wall http://i.imgur.com/N2AJWrF.jpg
b) Lower light fixture in niche so both fluorescent tubes are fully visible http://i.imgur.com/HoCo3uL.jpg
c) Change light niche's lower texture so it matches other 3 sides http://i.imgur.com/V4CTjqO.jpg
12. In this area here http://i.imgur.com/amywEPp.jpg
a) Correct or hide these misaligned textures http://i.imgur.com/0ljEQXA.jpg
b) Change upper texture to match the sides, not ceiling http://i.imgur.com/zaKNTC6.jpg and http://i.imgur.com/eCyWEYV.jpg
c) Textures not aligned/don't match http://i.imgur.com/tYI2jC9.jpg and opposite side http://i.imgur.com/VvoaqDI.jpg
13. In this room here http://i.imgur.com/FRWNy9q.jpg
a) Align textures on steps http://i.imgur.com/URugmdX.jpg
b) Ceiling textures are misaligned http://i.imgur.com/kinOjDM.jpg
c) Upper and right side light fixtures aren't displayed in their entirety http://i.imgur.com/TVErhbx.jpg
14. I suspect that these 2 pipes clip into each other - add a gap http://i.imgur.com/An89G7I.jpg
15. Change this wall's texture http://i.imgur.com/ezRtznk.jpg to match wall across from it http://i.imgur.com/i5Goyoz.jpg
16. For light's niche in this room http://i.imgur.com/T23x0yy.jpg
a) This texture doesn't match the niche's other 3 sides http://i.imgur.com/HCItipf.jpg
b) At the same time, center the light fixture within its niche http://i.imgur.com/DNXCaVB.jpg
17. In this lower/upper area rat's nest, there are several instances of misaligned textures http://i.imgur.com/AvquBRM.jpg 
- Three examples http://i.imgur.com/GUAl07c.jpg and http://i.imgur.com/N7sAmD4.jpg and http://i.imgur.com/L5tgxVI.jpg
18. Here http://i.imgur.com/mXpztwN.jpg texture doesn't look quite right, or fully finished http://i.imgur.com/5nR6Yc8.jpg

This brings me to entry of Maintenance Shaft. However, I'll cease/desist submitting further feedback reports for SCP Beta 1.

Voodoo47, the other Devs, and the community at large, have suffered long enough. This is, assuredly, THE FINAL END ! ! !

Please address my legit issues, and consider incorporating my sensical suggestions into SS2's future SCP releases.
.
« Last Edit: 22. April 2015, 17:43:58 by Kolya »

6741baa4b4940System Shocked

6741baa4b498b
@ voodoo47

I hope your eyes haven't reached this point, as a result of all the detailed and numerous feedback reports that I've submitted over the past months.
[Eyes Bloody.gif expired]
2 Guests are here.
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