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Topic: SCP Issue Reporting
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i'm not 100% positive about this, as i played ss2 a long ago, but as if autosaves - e.g. entering into a new area - overrided quicksaves, thus quickloading would put you in the start of the new area - if entered ofc. can anything be done about this?

6741814c5e7a9voodoo47

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ss2tool, steam build and GOG build will set the quicksave slot to save_13, so quicksaves and autosaves will not overwrite each another.
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ss2tool, steam build and GOG build will set the quicksave slot to save_13, so quicksaves and autosaves will not overwrite each another.
copy

6741814c5eba5ZylonBane

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Uh, yes, you have indeed copied the post directly above yours.

6741814c5ee7bSystem Shocked

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Wanted to get this in SCP Beta 2, since it may be a map bug, like another one I recently reported, concerning stuck enemies.

Shotgun hybrid got stuck, in a running motion, at railing's end http://i.imgur.com/vwKWcuw.jpg and closer http://i.imgur.com/7MRBqsN.jpg. He eventually got free, but not until I was nearer, and after he took a couple of shots at me http://i.imgur.com/4x0wEnl.jpg. We played tag for a while, and he then got stuck at the railing's other end http://i.imgur.com/RTeirsU.jpg. He circled back and forth between the railing and wall at the top of the ramp's landing, trying to reset his AI routine, I assume.
« Last Edit: 18. March 2015, 22:00:25 by System Shocked »

6741814c5f0cdYankee Clipper

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Here's another game bug: there is a pipe hybrid on medsci1 who is guaranteed to drop an organ. But, he still has his 5% chance of dropping an organ as loot, so sometimes he will drop 2 of them. The genetic freak is object 596.

This bug is in the vanilla game and is thus far unchanged in the SCP.
 

6741814c5f1aavoodoo47

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thought I've fixed that - guess not. loot list will be modified accordingly.

6741814c5f3fbSystem Shocked

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http://i.imgur.com/CctflCX.jpg
http://i.imgur.com/EW9tUgf.jpg

this is something random - a save would be helpful.

Sorry, but I erased all previous saves and started a new game, searching solely for new graphical related issues.
« Last Edit: 26. March 2015, 23:46:29 by System Shocked »

6741814c5f569System Shocked

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A simple issue - maybe you found this already or I previously reported it. I think I suggested that it be raised up, in one of my feedbacks, not realizing at the time that it was actually floating. In any event, I didn't want this left unfixed for SCP Beta 2.

Light in corridor leading to Dr. Watts's location  http://i.imgur.com/9x677F1.jpg  is floating  http://i.imgur.com/ucU13WU.jpg

Thanx.
« Last Edit: 21. April 2015, 08:27:01 by System Shocked »

6741814c5f6ceSystem Shocked

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While I'm at it, here's another, newly discovered, light issue:

As a result of the angled ceiling, one of the light's mounting rods doesn't contact the ceiling  http://i.imgur.com/KdYbOGp.jpg

Thanx again.

6741814c5fa15ZylonBane

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Thanx.
Thanx again.
If you really want to express gratitude, you can start by spelling "thanks" correctly.

6741814c5fc5cSystem Shocked

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If you really want to express gratitude, you can start by spelling "thanks" correctly.

No need to because deep down inside you know that I'm really thanxful for all your efforts ! :thumb:

Thanks.

6741814c5fda5System Shocked

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Here's a not so obvious, somewhat noticeable issue in Engineering's fluidic tunnels. Wanted to report while I was upon it:

Textures in ALL recessed areas are aligned like so http://i.imgur.com/K2nvpz1.jpg except here http://i.imgur.com/8yl247w.jpg

Thanks.

6741814c5ff9fSystem Shocked

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1. This should hopefully be the last crate in Cargo Bays 1 and 2 that has a texture issue - In Cargo Bay 2A on the third level:
Texture on left side of this large crate   http://i.imgur.com/3XhlPRh.jpg   is incorrect   http://i.imgur.com/b2mvI5O.jpg

2. In this large Shuttle Bay   http://i.imgur.com/Yu4X2vp.jpg
a) This railing   http://i.imgur.com/sxtXI7h.jpg   doesn't contact the wall   http://i.imgur.com/aCba18L.jpg
b) Use this detailed texture http://i.imgur.com/NBJk7KE.jpg across opening of adjacent room http://i.imgur.com/mf42bhh.jpg

Thanks once more.
« Last Edit: 22. April 2015, 10:27:39 by System Shocked »
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2 b.
That's a drainage for fluids. It probably isn't needed on the opposite side.
That corner is probably meant as something like a storage room/compartment for flameable fluids, so it is wise to have something to keep potential dripping fluids to enter the cargo area.

6741814c60a93System Shocked

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2 b.
That's a drainage for fluids. It probably isn't needed on the opposite side.
That corner is probably meant as something like a storage room/compartment for flameable fluids, so it is wise to have something to keep potential dripping fluids to enter the cargo area.

I don't think you'd want fluids entering either of the rooms, especially the sunken one with the recharge station and other electronics in it.  Electricity + Fluids = BAD.  :)
« Last Edit: 27. April 2015, 12:10:12 by System Shocked »
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So why don't we make a whole spaceship which is just one gigantic drain?

Obviously you only place something like that at places where you expect fluids. Or do you have a drain in your living room in case you spill your drink?

6741814c60d8cvoodoo47

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so much insanity everywhere today. wondering whether I should join in.

6741814c6128bSystem Shocked

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so much insanity everywhere today. wondering whether I should join in.

Please do . . . pull up a chair and let me pour you a drink . . . but please, try not to SPEEL it . . . what'll ya have?
.
« Last Edit: 22. April 2015, 23:37:18 by System Shocked »

6741814c62cccSystem Shocked

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Still within the confines of the large shuttle bay http://i.imgur.com/jY9YBIS.jpg
1. For a more polished look/consistency, add warning stripes to the sides of the grav pad's recessed niche http://i.imgur.com/dXc7qxB.jpg to liken the one in the shuttle control room http://i.imgur.com/k7u5Mvs.jpg
2. Rotate this grav pad's floor texture 90° counterclockwise http://i.imgur.com/MIbj40i.jpg to match the orientation (looks better) of the grav pad in the shuttle control room http://i.imgur.com/k7u5Mvs.jpg and the 2 shuttle bay grav tubes.
3. Snug these lights up against the ceiling to avoid/minimize contact with shuttles coming/going http://i.imgur.com/F89rByH.jpg. For a better design and aesthetics, outfit all shuttle bays with flush-mount 4-tube fluorescent panels. Although these drop-down lights are suitable for other parts of the ships, they're really unsuitable for shuttle and cargo bays.

Consider adopting the grav pad parameters outlined in items 1 and 2, for the several other same-type ones in the game.

Thanks Devs.
« Last Edit: 23. April 2015, 03:00:27 by System Shocked »
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